Caesar II Province Tips

Starting Off

Here are some tips that deal with development of a province at earlier stages of the game:

The recommended province to start any game with is Illyricum. This province is quite peaceful, has plenty of resources, offers much room for provincial development and has loyal people. My second choice would be Corsica and Sardinia: it too is easy to manage, but is very small compared to the others.

You will usually start off with building your city, and then proceeding with developing your province. This method will prove to be logical once you start building at a low budget (At harder levels of difficulty). When beginning to develop your province, I recommend that you do things in the following order:

  1. Connect your city to the nearest town(s)
  2. If a border town is near, connect your city to there as well.
  3. Beside the town, build a trading post, and as many warehouses as possible (Or as many as your budget permits you to build.)
  4. Build a port if possible. Make sure to build it so that it will be able to “Catch” ships that come in from other provinces or trading routes. If your budget permits, build a shipyard. Don’t forget to build warehouses to store trade goods.
  5. Build a cohort fort somewhere near your city
  6. If your province has very many tribes, than build a wall around your city, leaving out a space for a road to connect your city other towns and structures.
  7. Build some farms, mines or quarries if you wish (and if you can!).

Campaign games are harder than city-only games. Don’t try to fool yourself by thinking that you’ll be just as good playing at the “Normal” difficulty level in campaign games as in the “Normal” difficulty level in a city-only game.

Trade & Industry

Province Defense

Comments (6)

6 Comments »

  1. on the contrary, building farms mines and such add to your rating score. the gains outweigh the losses.

    Comment by Igor — July 15, 2008 @ 12:32 am

  2. I never did raise a proffesional force of soldiers for army duty, as I’ve always thought it to be too expensive. When neccesary, I found it convenient to hike up the conscription rate to 20-25% and assign about 180 plebs to army duty. This irregular army of semi-trained conscripts always managed to get the job done. Remember, the larger your city is, the more light infantry you should get out of the conscriptions. Therefore, if you have a very large city, a concription rate of 20% should ensure a low-paid army of thousands!

    Comment by Moses — July 26, 2008 @ 1:15 pm

  3. Not sure anyone is still watching these boards, but I had a question. Sometimes my provincial roads are not registering properly, i.e. I have a port clearly connected to the city by roads but for some reason it registers as no road connection. If you have too many things connected to a road, can that lessen the road’s influence?

    Comment by ShawnP — February 15, 2017 @ 8:06 pm

  4. I build a Shipshard adjacent to the port and i cant produce ship, in did, in any port i have, no one produce ships. I dont understand this very much

    Comment by Juan — January 18, 2018 @ 4:39 am

  5. I have the same question as ShawnP. At some point provincial roads cease to work properly and certain industries will say that they need a road connection to function, despite having road connections. I have seen this happen even with Border towns, meaning that trade goods can no longer be imported, and industry suffers. There seems to be no way to fix this. Is there a limit on how many Towns and Industries can be connected to roads? It seems that maybe adding new industries makes other older industries lose their road connections. Does anybody know?

    Comment by Matthew — June 23, 2019 @ 10:07 pm

  6. When provincial roads stop working properly it means the pathfinding algorithm is confused by intersections. I was frustrated in Gallia Narbonensis by border towns and trading posts to the north and west dropping out. I had started with a long, straight road from the south edge of the western border town, past the city, and taking a 1 square jog to the north to touch both the easternmost mine/quarry and the eastern border town. How can that get confused?

    When I had advanced to Aquitania I noticed that many of the towns and resources were lined up rather nicely, and thought it might be easy to daisy chain from one to the other. I had only 1 problem with dropout, and when I changed that road to connect only to the nearest neighbor location the problem went away.

    I went back and fiddled with the old Gallia Narbonensis save. The southwest town had dropped out early in the scenario. I had tried at least twice to reconnect it without success. The western town and trading post and northwest vineyard dropped out. I completely changed the road connections and rebuilt the trading post and the farm. It worked but it was frustrating. The northern trade route had dropped out and I failed to get it working again.

    On the reload I daisy chained things together and it worked like a charm.

    [I would upload the save, but I don’t see how. Moderator can contact me.]

    Comment by Meticulon — March 25, 2020 @ 9:18 pm

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