Caesar IV

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Caesar IV review
Hawkes

Review

Proves to be a more than worthy addition to the series

Gameplay


Each dwelling must be supported by an array of amenities to assure the livability of the domicile is adequate for “good living.” Markets must be within easy reach of the inhabitants and come in three distinct varieties. A water source, too, must be conveniently placed. Schools, theaters, libraries and an array of other services must be thoughtfully arranged to meet the needs of the citizens, as without them, the citizens just won’t come to live there. Though at first they seem to be rather forgiving, as their prosperity rises, so do their expectations. If these aren’t met the city governor could be faced with calamities ranging from epidemics of disease to outbreaks of crime and even out and out rioting.

This is the core of playing Caesar, and the challenge of the city designer. This is all accomplished on a limited budget so trade and taxation of sales and land must turn a profit for the player to win. Unhappy citizens refuse to pay taxes. Citizens moving 'en masse' out of a city leaves an infrastructure that still requires money to operate. It could well prove disastrous, and lead to a loss of the game, which winds the governor up at a position chained to an oar in one of the emperor’s many battle tyrenes. However, should all these things be accomplished by thought-out and clever game play, the governor is relieved of duty to this city and offered another challenge at a higher rank. Eventually, the player’s goal is to become so successful that the role of emperor is the only remaining promotion; one likely to be gladly accepted.

The succeeding scenarios run along two general lines; either economic or military. It is possible to create legions of Roman soldiers. Some of the areas requiring government are in hostile lands and are subject to attack. It is very easy (and frustrating) to find ones hard fought creation burned to the ground by a roving band of Gauls or other barbarians. This adds a combat feature to the game allowing (or requiring) the player to command an army to defend the city. In a worst-case instance, the emperor may be so dissatisfied with a governor that he sends a legion to arrest him. It is possible a player may find fighting Rome itself a requirement for survival.

Engaging


Caesar IV is full variety and is so well-crafted into an interwoven network of variables which determine success or failure. It is difficult to attempt to pick a favorite and trying to list them all would require a book rather than an article. I will attempt to name a few that were especially appealing.

The streets for instance, are full of the activity of citizens going about business. These aren’t just random activities but have a specific interconnection with how the city is built. There are tradesmen going to and from work. There’s the tax collector making rounds, and the prefects patrolling the city looking for fires, and securing it from crime. Should a fire break out, these prefects rush to the scene and put it out. All of these characters can be polled by the player to get feedback about the quality of the city and what it may lack, aiding the governor in important decision making.

Further information comes from a panel of advisors with whom the player can consult, offering specific recommendations to improve the city. They also provide warnings should anything be out of order and requiring attention. The advisors also have means to control aspects of the game such as resource consumption, the opening of trade routes, tracking ones favor with the emperor himself, labor allocation and the all-important taxation. Here, too, one can keep up with how well the player is achieving the required goals for the city and find hints and tips about how to move the whole thing in the appropriate direction. Though animation is rather simplistic, the informational assistance is indispensable.

9.0

fun score

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