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Caesar 2 Hints cheat codes PC cheats

Caesar 2 Hints cheats and cheat codes for PC

 Caesar 2 Hints cheats


 Platform:
PC
 Date: 2002-09-21
 Submitted by: bzmot
 Total views: 646
 Yesterday views: 22

  Caesar 2 Hints cheats


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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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