Brundisium is the second of two learning campaigns at the beginning of the Caesar III career. This mission is much more complex than the first, teaching you how to grow food, install more complex water systems, education and entertainment facilities. The end of this mission concludes with an introduction to the production of finished goods, and trade with other cities in the empire.
Your priorities should be security, housing, food and water, in that order. Without housing and food, new immigrants will not move in to your city.
Rome now wishes your city to grow food.
Build a farm on fertile land – look for the yellow tufts that indicate this. Connect it to housing with a path. If the housing is too far away, the farm will not get access to labor.
Build a granary near to the farm, and make sure that it, too, has access to labor.
When the wheat is ripe, a cart will carry it to the granary. Gradually the granary will fill up. The fewer empty windows you can see, the fuller the granary is.
Build a market fairly near your granary. Once it has enough employees, it generates market traders, who walk the roads near the markets. One of these traders brings food from the granary back to the market, provided the granary is not too far away. The other trader walks past houses, distributing the food. Later on, when your city has warehouses with manufactured goods, these same markets will distribute commodities the same way they handle food.
Build a granary and fill it with wheat.
The map is a little larger than in the last mission. The empire road runs diagonally down the map alongside a river. There is a yellow tufted area to the bottom of the map which will be needed to farm wheat.
We start off by laying out a row of 4 farms and a granary, and to house the labour needed to farm the land we build two 5×5 residential grids for housing with wells in the centre. Around the residential areas we have set out an array of temples to service the residents’ religious needs
Very quickly immigrants move in, filling the residential areas, and beginning to farm the land.
It is important not to build too much infrastructure to begin with in new cities. As immigrants move in the population density will be low until the housing is being supplied by markets and services, and the quality of housing upgrades. Before that you will have far fewer employee living in the same space to service all of that infrastructure – its a bit chicken and egg.
Once your granary has filled with wheat, the providing water dialogue will pop up, a nd various water related structures become available for the first time.
Well done! Your farms are up and running and your people have food. Now it’s time to expand your settlement.
Build a reservoir adjacent to water. It fills with water if your Labour Advisor has allocated enough workers to “Water Services”
Build a fountain reasonably close to the reservoir. It will fill up with water if the reservoir is blue, provided you have enough water service workers.
To build a second reservoir, select reservoirs again from the Water Structures button. Then move the mouse pointer over the first reservoir you built until you can see a green square around it. Hold the mouse button down and drag the cursor to the desired location. You’ll see a second reservoir, connected to the original one by an aqueduct.
Your citizens much prefer to have a fountain for their water than a well. Fountains deliver cleaner water and cover a wider area than wells.
There are lots of overlay reports to help you manage your city. The game continues running while overlays are displayed. When using an overlay, press the space bar to temporarily see the whole city. Leave your pointer over an object on the map, and text will explain what it means for that overlay.
Where we have built 5×5 residential grids around wells to this point, you can build 7×7 residential grids (two deep only) around fountains – you will see this deployed in future missions.
Here we have installed a service reservoir fed from a reservoir at the bank of the river. We are about to replace the two wells with fountains.
Growing Your city
Now you can build even more buildings.
Bath-houses need to be in range of a reservoir, and have access to labor.
Gardens make an area more desirable.
Theatres are a popular entertainment venue, but they need actors to perform there. Build an actors’ colony to supply them.
Don’t forget to build new farms before you run out of food!
We add a bath-house and theatre in front of the residential area, and build an actors’ colony near the river. Our housing begins to evolve and upgrade quickly, with immigrants moving in quickly to expand the city without building additional residential space.
Taxes and Industry
As the city begins to expand, the next dialogue in the tutorial opens up.
Building and running cities costs money. Rome gives you enough denarii to get started – but it won’t be enough to complete your assignment.
Taxes are an important source of income. Eventually, your city will grow beyond the Senate’s tax collector routes. Build forums as bases for additional tax inspectors in other parts of your town.
Nicer houses pay more in taxes.
Click the Advisors button to consult the helpful aides who help you manage your city. The Chief Advisor summaries your whole city, highlighting areas which need your attention. Your Labor Advisor lets you change the allocation of labor, or the wage rate your city pays. Visit them all, just to see what is there.
Now build a clay pit close to the water, and a warehouse nearby. Connect them to housing as usual, and before long a cart will take clay to the warehouse.
You can also build a pottery workshop, to turn clay into pottery. When the pottery is ready, a cart takes it to the nearest warehouse. From there, market traders will take it if there is a demand for it in your town, and distribute it just as they do food. Higher level housing demands pottery. Build two pottery workshops to use all of the clay your clay pit can produce.
We build a clay pit and warehouse near to the river, and a couple of pottery workshops behind the Senate that we have built on the wooded edge of the residential zone.
Trade with the Empire
Well done! You now have a successful industry in your city. Now you can turn it into cash.
Trade can be both a major source of income for a city, and a source of desired goods. Click the Empire Map button to see a map of the Roman Empire and its surroundings.
Right now, Rome hardly has any Empire at all, so you will only see a few cities on the map; your success will help it to grow later. The city with a black and gold flag is yours; the city with a red flag is one happy to trade with you. Click on it to see which products it is prepared to buy from you or sell to you. Click to open a trade route (which will cost some money).
Now go to your Trade Advisor.
Click on the small picture of pottery to see how many you have stored at your warehouse. Click on the ‘not trading’ button and it will change to ‘Export Over’ and some arrows; click on the arrows until it says ‘ Export Over 2’.
This authorises the sale of any pottery in your warehouses in excess of 2 cart loads. Exit to the main game now, and before long you will see a donkey train move through your city. If you have more than 2 carts of pottery in your warehouse, it will stop and remove it, paying you at the same time. Your first export sale!
You can now expand your city further, with income from taxes and pottery sales financing your growth.
We open up the available trade route to Capua, so that we can commence trading pottery. Almost immediately our population, still in the same footprint, grows over the target 650 and the mission is complete.
You learn quickly! You now have the skills to complete a real assignment. From now on you can choose your career’s direction. Take the more peaceful province to concentrate on governing, or the more dangerous one to confront Rome’s enemies.
At the end of each mission from here onwards, we can choose between a (largely) peaceful or dangerous province to manage. In this play through we will work our way through both sets of missions.