Reviews / previews
Three years have passed between the releases of
Caesar II (which I once described as SimCity Goes to
Ancient Rome) and Caesar III. Was the delay due to
generating many new maps, or adding fresh army
units? Was it a matter of balancing new building
types, or improving the graphics? Were new
city-designing equations being evolved? To all of this
the answer is yes. Judging by the results, Caesar III
represents more than simply an incremental product
evolution. It's a whole new empire. Clearly, this Rome
couldn't be built in a day.
The most obvious changes in the game are visual.
Caesar II required you to fight wars and construct
roads on a province map, while creating your city on a
local one. The duality is gone from Caesar III. A single
map now encompasses your demesne, the
uninhabited wilds, and unaffiliated tribal villages.
Combat occurs in realtime at your urban doorstep,
with specific attackers possessing individual
objectives. In times of famine, they'll loot your
granaries; if they seek money, they'll invade your
Senate.
Expect a lot more buildings, and therefore a lot more
activities, in Caesar III. You'll construct oracles,
barber shops, palaces, and two types of land bridges.
(The more expensive variety permits ships to pass
underneath.) You'll also be able to supplement your
people's diets and city income with profits from the
fishing trade, creating boatyards, wharves, and dock
areas. New entertainment venues include actor
colonies, chariot schools, gladiator schools, and lion
houses. As buildings wear down due to erosion,
neglect, fire or revolt, you'll have engineering posts for
on-the-spot repairs.
Excavate beneath the surface of Caesar III, and the
differences with earlier releases are more marked.
Consider labor allocation. Formerly you added houses to your city, lowered
taxes, and wham! -instant population, available for any purpose. But in Caesar
III, a variety of reasons will bring people to your metropolis, or drive them
away. You'll need housing placed in proximity to specific businesses, too.
Temples in Caesar III are no longer generic
houses of worship. Instead, you'll erect
individual temples dedicated respectively to
Venus, Cerus, Mars, Neptune and Mercury.
Please a god and it may bless you-Ceres filling
you granaries with free food, for instance. Slight
a god in favor of others, and watch out. Working
the diplomatic relationships with supernatural
beings becomes a strategic game subset within
the main game, and one that you'll need to
redress with the changing circumstances of each new scenario.
Caesar III does a good job of maintaining
interest across the nine scenarios that comprise
a campaign. (Each time you achieve win
conditions in a scenario, Caesar gives you the
choice of two new locations, one in a warlike
province, or one that requires extensive trade
balancing skills. Of course, you can avoid the
campaign altogether, and play a freeform game
on one of the twelve pregenerated maps.) In one
scenario, you could find that all food must be
imported; in another, the chances of fire are
greatly increased by a desert locale. The game forces you to rethink the
building process as you move from city site to site, just as a modern city
planner or ancient tyrant might.
As you can tell from this review, I haven't come to bury Caesar III, but to
praise it. This realtime strategy game was worth the three-year wait. Truly, the
Roman Empire risen again this fall.-- Barry Brenesal / GamePro
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