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Plebs - that's what Caesar IV's rulers call their citizens, a commoner,
the type of person you'd make an effort to avoid if you ever saw
them approaching you in the street - and you know what? Having tried
to craft a sustainable and economically sound city for these people,
I'm beginning to wonder whether calling them plebs is a little too
flattering.
Caesar
IV is the long awaited return (eight years in fact) of one of the
finest city building games around, where you are tasked with the
rather difficult job of turning barren countryside into a flourishing
city full of well fed, well paid and extremely happy Roman citizens.
However, with an ever-increasing population of ungrateful plebs
to appease and advisors who quickly point out your failings as governor,
it's a job that'll test the skills of even the most competent of
city builders.
The
gameplay is easy enough to grasp. You begin by making an effort
to set up a low income colony, by building farms and low cost housing
to attract the plebs needed to work there, soon expanding to exploit
raw materials and setting up industries to construct goods for trade
and to sell to your citizens. As cities expand, so do the demands
of its citizens, with healthcare, education and entertainment all
fast becoming important aspects of your ever-expanding metropolis
to cater for. With these new demands comes the need to appeal to
a higher class of citizen in order to fill the new vacancies that
your plebs just aren't cut out for; the middle class equites need
bigger housing and more attractive surroundings before they'll set
foot in your city, while the high class Patricians don't work, but
do spend small fortunes as they tour your city, just so long as
you provide the adequate services to appeal to their lavish tastes.
The
trick to all this management is trying to balance everything; it's
a constant struggle to try and please everyone with the resources
at your disposal. If citizens are too unhappy due to low food supplies
or a lack of jobs then there's a chance they'll revolt, so you try
your best to compensate by building more farms to produce more food
and employ more people, but there's a problem, as doing so may not
only provide your city with so many jobs that you need to build
more houses to fill them, but if your citizens prosper due to an
abundance of some services then their housing evolves, meaning it'll
accommodate even more people, which means even more mouths to feed
and more jobs to fill, starting the whole cycle over again.
Things
become decidedly trickier as your city grows and you find yourself
with a colony demanding more services, such as clinics, bathhouses,
libraries and theatres, all costly to build and all needing a new
class of citizen to make them work, who in turn also require even
grander accommodations with cleaner water supplies. And all this
before taking into account the possibility of having to build military
bases to fend off aggressive attacks from neighbouring enemies,
the expanse of trade routes that can cost a fortune, or the hoops
you have to jump through just to get Patricians to live in your
city. This delicate balancing act you have to manage does make things
more difficult, but they you're forced to make impulsive decisions
does make the gameplay more enjoyable and slightly more addictive
than it should be.
But
however well you may do at your job, expect nothing in the way of
congratulations from your continually complaining citizens and the
group of advisors who should be there to point out the areas in
which you need to improve, but instead quickly tell you how rubbish
you are. The advisors, while providing the adequate charts and statistics
to help discover the areas of your city that are failing and need
your attention, also never seem to shut up about everything that's
wrong with your civilisation - too few jobs, not enough food, no
entertainment venues - it's a struggle just to keep your citizens
happy, but rarely will you wander into the advisors' screen and
be met with anything positive.
This
is, however, not the problem - the real trouble you encounter is
with Rome and their ever increasing demands. Often they send requests
for resources or items that you produce and failing to fill these
requests loses you favour with Rome, which can jeopardise your standing
with the hierarchy, eventually threatening your job. Relinquish
the supplies they request and your colony can suffer; entire food
stocks can be cleared out in one go, while goods have to be stopped
from entering markets or trade depots just to fulfil these demands.
It is possible to sweeten up Rome by sending them a gift or two
- throw them a festival or send them an obelisk - they're expensive,
but they do keep the folk back home quiet for a little while at
least.
There
are further complications in the form of attacks launched by barbarian
hordes, who send small squads of soldiers to pillage and burn down
your city. The response to this is to build military structures
to train troops of your own, a great idea for the defence of your
city, but not so great for the rest of your city, as in order to
train an adequate amount of soldiers you need to part with a staggering
amount of food supplies. It's not at all helped by a dreary combat
system that only really handles small-scale fights that aren't really
that exciting or intense enough to warrant the extra time and effort
spent on them. Thankfully, the campaign offers you the choice to
go the military route or stick with plain old fight-free management
instead.
As
for looks, this being the first of the Caesar games to go the 3D
route, it's inevitably a good looking game if never quite as much
as it should be. While from a distance the sight of your thriving
city looks pleasingly detailed enough, zoom in and you'll see just
how basic it all looks up close, with fairly standard textures plastering
the walls of each building and townsfolk who look like faceless
mannequins. It's a definitely game best viewed from a distance.
Caesar
IV's biggest sin however is with its awkward build interface. Once
you've selected a sub-group from which to build, a rather large
toolbar fills the screen, giving you the different types of building
that you can construct, making the task of actually building structures
far more cumbersome than it should be. This isn't helped by the
fact that once you do select a building these toolbars remain open
until you've closed them yourself - a little problem you may think,
but not so much when you're in the middle of the game trying to
spruce up your city but finding yourself having to bypass an absurdly
large toolbar that's blocking your view.
Beyond
the flaws, once you've grappled with the basics there's a lot to
enjoy in Caesar IV. It lacks the scope and scale of most city builder
games and despite the delicate balancing act if forces upon you
it's not that difficult once you've figured out how things work.
Nevertheless, it's a pleasing new addition to one of the best city
builder franchises around and while it doesn't quite surpass its
predecessors, it's still an enjoyable and accessible management
game with enough challenges to keep fans of the series and the genre
building away for weeks to come.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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