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Game: Caesar 2 HintsPlatform: PC

 How to prevent rioting in Caesar II
 
 People in Caesar II riot for several reasons. Lack of Forums ,
 Markets, and Preafectures are the major causes of the rioting. In
 laying out your initial city, be sure to lay the infrastructure
 first. This means that the Roads, Water Supply, Markets, Forum, and
 especially Preafectures. Once these structures have produced         
 ' Walkers ' the little people that wander about your city, it
 is safe to add the Housing. Placing the Houses first, and then trying
 to add the Infrastructure is an invitation for disaster. So, how do I
 do this? Easy, follow these simple guidelines.
 
 a)
 When you place a Market ( You do have markets, don't you? Hungry
 people riots very quickly. ) put a Preafecture next to it. Romans love
 authority, in fact, in Caesar II they thrive on it. If your citizens
 don't see the police often they get uppity and begin rioting. No one
 wants to live next to the Preafectures ( You know the saying ' More
 prisons, just not in my back yard.' ) but by placing them next to the
 Markets, which already have a negative growth factor ( i.e. the
 houses will not grow past Land Value 40 ) you are doing no more
 damage than a Market alone would do. PLEASE NOTE, that a Barracks is
 NOT SUFFICIENT to keep down unrest. Barracks are designed to destroy
 Barbarians once they have entered the city. They do supply some
 influence on the Unrest of a city, but nothing beats a Preafecture.
 
 b)
 Are the people entertained? People with an Entertainment rating of
 zero are very grumpy. Even an Entertainment level of 1 will prevent
 people from rioting for a long time.
 
 c)
 Forum coverage is also a must. The Romans in Caesar II enjoy
 looking up and seeing a City Clerk in the streets. It makes them think
 that their hard earned tax dollar is going to some good cause.
 
 d)
 Believe it or not, proximity to roads can also cause riots. If the
 Houses have NO ROAD ACCESS, then the Police, Market walkers & City
 Clerks can not access the house, which mean very grumpy citizens
 sitting around bad mouthing your authority. A house should be no more
 than 3 squares from a road.
 
 e)
 Taxes directly effect rioting. DO NOT raise your Population tax
 above 5%. If you need more taxes, raise the Industry taxes. A high
 tax rate will aggravate your citizens for many years.
 
 Damage Control
 
 Now, these measures are best used when building a city. So, how do
 you quiet down your city once the lid has blown off?
 Simple:
 
 a)
 Pause the game, and turn on the UNREST overlay. Look for the RED
 houses, and right click on it. Now click on the third icon from the
 left. (the question mark under the magnifying glass)  This will bring
 up a list of everything that house wants Its needs are highlighted in
 red.  Things it already has are white.  If the house is more than
 three squares from a road, build a road to it. If that is impossible,
 tear it down. This may seem to be rather extreme, but in the long run
 its cheaper to replace one house than it is to replace a Circus or
 Hospital. 
 
 b)
 Now turn on the Security Overlay. Is your entire city at least
 covered by YELLOW? It should be. Center in an the areas and place a
 Preafecture in that location. Repeat this until you have a
 Preafecture in the center of the unhighlighted areas. Now unpause the
 game and wait a month or two. This should produce a solid YELLOW
 overlay for Security in your city.
 
 c)
 Lower Population Taxes. This is a slow fix, taking over one year
 to take effect, but it is well worth it. A good tax level is 3%
 Population & 6% Industry.
 
 d)
 Turn on the EDUCATION Overlay, and place a Gramaticus in an area
 that has no coverage. This is an inexpensive building, only 250dn,
 but it makes people very happy.
 
 e)
 If you are relying on Wells for water, do not forget the
 Hospitals. One Hospital for every 1000 citizens will prevent Disease
 and make the people happy. If you are using Fountains, make sure the
 people have Baths. Romans love a good soak in the tub, and it will
 also keep down the disease outbreaks.
 
 f)
 Replace common roads with Plazas, especially around intersections,
 Forum, and Temples. This is a simple perk that quickly improves the
 outlook of your citizens.
 
 g)
 Abolish the Draft. If you do not need the troops in your Cohorts,
 set the Conscription level to ZERO. Most people don't want to be in
 the Military, they want to go to the Coliseum and catch the matinee.
 
 h)
 Unemployment is deadly in Caesar II. Hit the ' C ' key to get your
 Census data. If you have more than 25% unemployment, things are going
 to get ugly. Temples, Markets, Schools, Circus, & Work Shops all
 create jobs, and busy hands don't riot.
 
 Where did all the money go?
 
 Taxes are your cities lifeblood. In Caesar II, you must resist the
 temptation to design the " Perfect City ". This is the city where
 everyone is Educated, Hospitalized, and Entertained from dusk till
 dawn. Unfortunately, the perfect city costs a bundle to support, and
 you will quickly find that the coffers are empty and you taking a
 pleasure cruise on one of the Emperor's galleys. Start small, develop
 a stable tax base, and then build the Up-town district.
 
 How to make a stable Income in Caesar II
 
 In Caesar II, your city will undergo a two stage growth process.
 In the beginning, your city should be designed with Work Shops in
 mind. By developing the Provincial level Farms, Mines & Quarries, you
 can produce a stable resource supply which will allow you to build
 prosperous Work Shops, which in turn will increase your Industry
 Taxes. In the early stages of the game, this style of city will be
 sufficient to allow you to be promoted. As you move out farther from
 Rome however, your city will need to switch to a Population based
 income. These notes will help players who are having difficulties in
 generating revenues early in a game of Caesar II.
 
 In order to generate a successful Industry based income, you must
 first develop your Provincial resource sites. Starting with 12,000
 dn, you should be able to:
 
 a)
 On the PROVINCIAL LEVEL, link to one external resource site,
 either by building a Port, or by linking to a Trade Route and
 building a Trading Post on that road. Remember to build at least two
 Warehouses at these sites. By building two Warehouses at a Port, it
 allows the Port to import two different Resources or allows twice the
 amount of resource to be stored at the site.
 
 b)
 On the PROVINCIAL LEVEL, generate one working site of each type of
 Provincial resource, i.e.  a Wheat Farm & a Cattle Ranch, a Clay
 Quarry and a Lead Mine. Again, do not forget to link all these sites
 to your City. This will allow your Cities Work Shops to begin
 producing goods, which in turn will generate revenue. To do this will
 require 30 Plebs per Farm / Mine / Quarry, so do not forget to raise
 the amount of dn spent on Plebs.
 
 c)
 On the City Level, build two of every type of Work Shop. Do not
 put two of the same type together however, as they will compete with
 each other.
 
 d)
 Make sure that you have Market coverage of all the Work Shops, as
 they will not generate taxes if they can not get their goods to
 Market. 
 
 e)
 MOST IMPORTANTLY, make sure that people live near the Work Shops.
 I know that this leads to large areas of low value houses, but the
 Work Shops need a steady supply of workers, so you will have to
 suffer a little bit.
 
 f)
 Make sure that the Work Shops have FORUM coverage. They are not
 going to go looking for the Tax man, you have to come to them.
 
 g)
 Preafectures are a must in the Industrial part of town. Because of
 the low property value, these people are prone to rioting. Make sure
 that their are a lot of Police walking these neighborhoods.
 
 h)
 Set your Industrial taxes to 6% and your Population taxes to 4%.
 This will encourage the houses to develop more quickly while leaving
 the Work Shops with enough capital to thrive.
 
 Following these steps, in two years you will have all your Work
 Shops with at least 4 Jars in their courtyards, indicating half their
 capacity. You should be making enough in Industry Taxes to cover your
 operating costs, leaving your Population taxes as pure profit.


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