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Contest Cities


windrose

This page is for my trophies and shows my victorious :-) entries of past Caesar III contests. Most scenarios from CityBuildingContests.net were designed by CBC's Caesar Alan. The Highway Team Contest along with the Highway Audition Map were designed by Caesar Clifford.






Highway Audition

Download saved game (64 K)


Summer Contest

Tight finances, challenging requests, and heavy invasions while your legions are marching around elsewhere in the Empire make up this scenario created by Pontius Pilatus. 'In Vino Veritas' was the slogan of the contest and also describes best what I did: selling wine to the natives en masse. But this wasn't even enough for the wage bill, a block of grand villas had to be built for taxes, and Neptune had to help out with a couple of his blessings. The other major task was to press as many people as possible into the landscape, while still keeping an eye on the 100 prosperity goal. At one point, about six dozen granaries stored food for the endgame. With the rising population size, unemployment and crime became serious problems. In the end, the city hit the PC walker sprite limit, which meant I had to omit the final battle to not lose Mac-to-PC convertibility of the saved game.

Final ratings (March, 96 BC): 20.626 population, 100 culture, 100 prosperity, 100 peace, 100 favor, all requests fulfilled, all triumphal arches gained

Download entry 2 saved game (198 K)
Download quake 2 saved game (162 K)

Watch the dramaturgy of the earthquake annihilating the city in this saved game from my first attempt:
Download quake 1 saved game (110 K)




Day at the Races

The screenshots show the city at the time of submission, December AD 14. A block of small villas in the western corner and a block of grand insulae south-west of the main farmland have been disconnected from the road system, they are doomed to collapse due to removed engineer posts in the hands-off year AD 15. Also, some grand insulae blocks already have a temple to a second god; these houses will evolve to small villas in AD 15. All this is to reduce the population to a number that can be supported by the land's food resources.

Final ratings (December, AD 14): 11.267 population, 60 culture, 100 prosperity, 100 favor

Download saved game (120 K)



 South-East (205 K)



TheKiln

Fulfilling the Emperor's first two requests in time without getting into debt turned out to be crucial for a 100 point favor rating.

Final ratings (December, AD 6): 2.948 population, 34 culture, 24 prosperity, 100 favor, 378 stored pottery

Download saved game (56 K)



 Complete City (191 K)



Hermitage

In order to support a higher population than the approximately 4.300 people the land could infinitely support, it was necessary to stockpile food for the end. These activities hit their peak in July AD 6, when 23 warehouses and 3 granaries stored up a total of 751 cartloads of fish, without counting food in houses and markets.

Final ratings (December, AD 9): 8.477 population, 91 culture, 60 prosperity, 85 favor, 96 soldiers

Download saved game (105 K)




Sufferin' Sahara

The location of the land's only water source beyond the central hill formation determined the city's layout. In the end, food instead of water proved to be the limiting factor of this scenario.

Final ratings (January, AD 11): 5.992 population, 100 culture, 100 prosperity, 99 favor

Download saved game (106 K)





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