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                  CAESAR II BUILDING SPECIFICATIONS
                             VERSION 3

This information on building specifications fills in what was
unfortunately left out of  Sierra's "Caesar II" manual.

Though the manual states what buildings should have and use road access
to other structures, it's not conveniently complied in one place.
Here it is:
 Arena - No
 Barrack - Yes
 Bath - No
 Basilica - No
 Business - Yes
 Circus - No
 Coliseum - No
 Forum - Yes
 Grammaticus - No
 Hospital - Yes
 Library - Yes
 Market - Yes
 Praefecture - Yes
 Rhetor - No
 Shrine - No
 Temple - No
 Theater - No
(note that plazas act as roads, but have the extra benefit of improving
local land values)

Connections or access that should be made by road:
 Businesses to Forum
 Forums to ALL buildings, except Security/Worship/Entertainment
Hospitals to Forum and City Roads
 Housing access to Barracks and/or Towers
 Housing access to Businesses
 Housing access to Forums
 Housing access to Markets
 Housing access to Praefectures
 Libraries to Forum and City Roads
 Markets to Businesses and Forum
 Security to Worship structures
(Bath, Entertainment, School, and Worship structures do not need direct
road access to housing)

 The following information is the radius coverage for each type of
structure at it's basic FIRST level of development. This is the
information that is conveyed by the color overlays. I have not yet
checked all the larger areas of coverage that some buildings extend to
AFTER they improve to their second and third stages of development. All
numbers represent contiguous squares of outwardly radiating influential
coverage:
 Arena - 9/the first 5 are best, next 2 are very good, outer two good
 Barracks - 3 squares of negative influence
 Basilica - N/A
 Bath - 5
 Business - 4 squares of negative influence
 Circus - 10/the first 6 are best, next 2 are very good, outer 2 good
 Circus Max. - 12/first 8 are best, next 2 very good, outer two good
 Coliseum - 11/the first 7 are best, next 2 very good, outer 2 good
 Forums
    Aventine - 3
    Janiculan - 4
    Palatine - 5
 Fountain - 6
 Gate - 2 squares of negative influence
 Grammaticus - 6
 Hospital - N/A
 Library - N/A
 Market - 3 squares of coverage, the first 2 give a negative influence
 Odeum - 11/the first 7 are best, next 2 are very good, outer 2 good
 Praefecture - 3 squares of negative influence
 Reservoir - 6/first 3 offer water supply & pipes, outer 3 just pipes
(A Reservoir's radius will contract if there are other Reservoirs
between it and it's river-based "parent" Reservoir)
 Rhetor - 8
 River - 3
 Shrine - N/A
 Temple - N/A
 Theater - 7/the first 5 are best, outer 2 are very good
 Tower - 2 squares of negative influence
 Wall - 2 squares of negative influence
 Well - 2

The following is the amount of squares that FIRST level structures take
up on the city scale map, along with a bit of miscellaneous related
information. The first numbers represent total squares per structure:
 Arena - 9, 3x3, will not evolve
 Bath - 4, 2x2, will evolve
 Barracks - 9, 3x3, will not evolve
 Basillica - 9, 3x3, will evolve
 Business - 9, 3x3, will not evolve
 Circus - 18, 3x6, will not evolve
 Circus Maximus - 32, 4x8, will not evolve
 Coliseum - 9, 3x3, will not evolve
 Forums
   Aventine - 4, 2x2, will evolve
   Janicular - 9, 3x3, will evolve
   Palatine - 16, 4x4, will evolve
 Fountain - 1, will evolve
 Gate - 1, will not evolve
 Grammaticus - 4, 2x2, will not evolve
 Hospital - 9, 3x3, won't evolve, will be inoperable if no road access
 Library - 9, 3x3, won't evolve, will be inoperable if no road access
 Market - 4, 2x2, will not evolve, but will stagnate if there is no
road access, business or nearby houses
 Odeum - 4, 2x2, will not evolve
 Praefecture - 1, will not evolve
 Reservoir - 1, will not evolve
 Rhetor - 9, 3x3, will not evolve
 Shrine - 1, will evolve
 Temple - 4, 2x2, will evolve
 Tower - 1, will not evolve
 Well - 1, will evolve

Factors that ENHANCE land values:
 Baths
 Entertainment structures
 Forums
 Gardens
 Hospitals
 Libraries
 Plazas
 Schools
 Worship structures

Factors that LIMIT land values:
 Barracks
 Businesses
 Gates
 Markets
 Praefectures
 Towers
 Walls

Factors that actively REDUCE land values:
 Fire
 Plague
 Rubble

Please feel free to email me with any corrections or additions I didn't
catch. I'll update this
information and repost it occasionally if necessary.
Phil Natta