Augustus Manual en 4 0
Augustus Manual en 4 0
Legal
The Project Augustus Team hereby acknowledges all rights to the 1998 video game
titled: ‘Caesar III’, including but not limited to its name, code and assets, remain the
exclusive intellectual property of Activision Publishing, Inc.
Project Augustus does not redistribute any assets belonging to the original intellectual
property, and requires all users to have a valid installation of Caesar III, acquired from
Activision Publishing, or a licensed retailer elected by said publisher.
Any text coloured red in the manual is information pertaining to the latest release of
Augustus.
Texts coloured burgundy are relevant modifications since the previous version of the
manual.
***
Getting Started
With the inclusion of all-new buildings and walkers, Augustus requires additional
graphic files to be installed. Without these files, your game will not be able to use our
new assets, resulting in a glitched display.
When obtaining the install files from GitHub, please ensure you download all available
Augustus files for your chosen version of the mod. From Version 4.0 onwards, a full
download for Windows should consist of 4 core files, as well as a single folder:
(1x) augustus.exe / (1x) augustus.pdb / (2x) library .dll files
(1x) ‘assets’ folder
The .exe, .pdb, and .dll files can be extracted and run from anywhere on your computer,
and the ‘assets’ folder MUST be extracted into the same location than augustus.exe or
into your original Caesar III install location. The assets folder is essential so new
graphical assets can be displayed in your game. If this folder is not found, the game will
warn you on launch, and any missing asset will be noted in the log file
(‘augustus-log.txt’).
Note: when upgrading to newer versions of Augustus, the previous assets folder must
be deleted first, then replaced by the up-to-date assets folder, to prevent compatibility
issues.
If you have any questions regarding installation, or are unsure about how to install on
different platforms other than Windows, please feel free to join GamerZakh’s Discord
and post in the Caesar 3 dedicated channel. We will be prompt in offering assistance
with any issues which may arise, as we want everyone to enjoy this new update!
Configuration
● Note about zoom hotkeys: as of version 4.0, Zoom in, Zoom out, and Reset zoom controls can
be assigned to any keys now, or respectively to mouse wheel scroll up, scroll down, and middle
click, which are now the default zoom hotkeys.
● Set another language: create a folder (named by language) in the Caesar III installation
directory, then copy these 4 files inside: c3.eng, c3_map.eng, c3_map_mm.eng, and c3_mm.eng.
The created folder will be available in the “Language” drop-down list. Select it and click
“Apply”.
● User Interface ●
User Interface (UI) options are displayed on the second tab of the Options menu. With
the addition of a scale bar for the scroll speed, the other configurable options are:
● Show grid
○ Display a construction grid on the whole map.
● Show partial grid around construction
○ Display a 2-tile-wide grid around buildings during placement.
● Always show rotation buttons
○ Rotation buttons are displayed automatically if a building has variants or
can be rotated. (aimed for mouse-only or touch controls)
● Preview paths travelled by roaming walkers
○ Colours road tiles in blue, showing paths a building’s walker roams
around.
○ Can only be accessed while viewing an overlay (Fire Risk for prefects,
School for children, and so on), and when placing or left-clicking a
building.
○ Green squares show where walkers spawn, red squares where they
despawn. Purple squares mean the walker spawns and despawns on the
same tile.
● Draw cloud shadows
○ Simulates the clouds' casted shadows, slowly moving above the city.
● Difficulty ●
Difficulty options are displayed on the third tab of the Options menu. The vanilla game
difficulty has been made into a scale on this option tab. The configurable options are:
○ Enabling this option will set your worker pool to 38% of your plebeian
population, without regard for age.
● Block building around wolves
● Allow building multiple barracks
● Disable infinite wolves spawning
● Maximum number of Grand Temples that a player can build per city: defaults
to 2
● City Management ●
City Management options are displayed on the fourth tab of the Options menu. These
options are:
○ Removes the need for a road connection between a granary set to “accept”
a type of food and another granary set to “get” that type of food.
○ As with warehouses, they will get food from the nearest “accepting”
granary and will ignore other “getting” granaries, even if they are nearer
than the “accepting” granary.
● Double the capacity of cart pushers from getting granaries
● Allow traders to export food from granaries
○ Before Augustus, food imports and exports, as well as Caesar requests,
only worked if food was stored in warehouses. As this may be sometimes
inconvenient, Augustus now allows both importing food and sending
food requests directly from granaries. However, since exporting food may
make people starve, this specific new feature was added as a setting.
● Tower sentries don’t need road access from barracks
○ Enables sentries to go off road to reach their assigned tower.
○ Removes the need for a road connection between the barracks and the
tower.
○ Note that towers still require road access for staffing purposes and that
unstaffed towers still cannot receive sentries.
● Farms and wharves only deliver to nearby granaries
○ Prevents farm and wharf cart pushers from traveling to the opposite end
of the map to deposit their harvest or catch into an accepting granary.
○ Improves efficiency by keeping cart pushers’ trips short.
○ Distance is calculated “as the crow flies”, regardless of road distance. The
limit is 64 tiles.
● Food isn’t delivered to getting granaries
○ Enables better control over farm and wharf cart pushers’ behaviour by
preventing them from taking their harvest or catch to a granary that is
“getting” that food type.
● All houses merge
○ Force houses in a 2x2 area that are of the same quality, such as “small
tent”, “large casa”, or “small insulae”, to merge into the 2x2 variant. This
removes the random element assigned to map tiles to determine if homes
will merge on that tile.
● Randomly collapsing pits and mines take some money instead
○ When random events “Iron mine collapse” and “Clay pit flooded” happen,
the related building does not collapse to rubble. Instead, its current
production is reset and money is directly taken from the city funds to
simulate the reconstruction.
***
● Logistics ●
Cart Depot:
The Cart Depot is a new building allowing players to greatly improve the logistics of
their city. Warehousemen are freed from “getting” tasks, and can concentrate on
delivering imported goods to workshops instead. It is now possible to transfer goods
directly between warehouses and granaries at will, and to dispatch resources over very
large cities more easily.
Right-click a cart depot to set the transfer orders and conditions. Numbers will appear
above each storage building on the map. Use the “center camera” button to center the
city view on the corresponding buildings. An ox cart will transfer goods between
designated buildings, but will need to return to its cart depot between each delivery.
Each depot is outfitted with 3 ox carts.
Roadblocks:
Taking inspiration from later city-building Impressions games, we added
roadblocks. We have improved the concept of roadblocks by adding special
orders, which can be set by right-clicking the roadblock. Roadblocks will prevent
roaming walkers from crossing them-use them to close off your housing blocks or better
direct walkers. Roadblocks have no effect on “destination” walkers-entertainers coming
from entertainer schools, cart pushers, market buyers etc. These walkers have a goal in
mind and will not be dissuaded!
Dec. 2023 The Project Augustus Team 9
Project Augustus: Version 4.0 User Guide
Highways:
The highway is a new type of road: only destination walkers can use it, therefore it does
not allow housing to be built next to it, but the walkers will move twice as fast on it
than on a regular road.
However, Romans excellence in building roads has a price: each part of a highway (2x2
tiles) cost 100 denarii, then 1 denarius per month in maintenance levies. Plan carefully
how much you will spend for your road network!
Warehouse and granary special orders will now show a display enabling
control of space allocation in that structure for a resource. You can select the
following to control storage: 32, 24, 16, 8.
You now can control how many goods are stored in a warehouse or granary (which can
now store up to 3200 units of food) by clicking the order button until it changes to your
desired amount. Both warehouses and granaries will send cart pushers to fetch the
assigned goods until they reach their selected limit for that good.
For a resource that is “not accepted”, the default value of the stock is set to 32 and
cannot be changed. However, the value has no influence on a possible storage of the
resource. When changing back its acceptance status, the value previously set will be
displayed again.
Warehouses and granaries also now show new coloured flags that change based
on permissions enabled for the building.
● Production ●
● Gold
Gold can be slowly extracted from the city’s rocky areas by building a Gold
mine. Gold is an extremely valuable item to export, if there are wealthy buyers
for it in the empire. If a Senate is built in the city, the governor is allowed to build a City
Mint (3x3 mini monument), where gold can be minted into coins added to the city
funds, or coins melted into gold. It is said that if the governor has his own residence in
the city, he can draw discreetly in the produced coins and therefore increase his
personal savings…
● Sand
Sand is extracted in the same way as clay, at the difference that the Sand Pit can
be built in the vicinity of a water plan, and not necessarily adjacent to a shore.
Sand is primarily used as a required ingredient to produce either bricks in a Brickworks
or concrete at the Concrete Maker.
● Stone
Stone is extracted from the city’s rocky areas by building a Stone Quarry. Stone
is one of the required materials to construct massive monuments.
● Bricks
Bricks are produced from sand and clay in a Brickworks. They are one of the
required materials to construct massive monuments.
● Concrete
Concrete is produced from sand and water at the Concrete Maker, which
needs access to water supply, either from a reservoir for a maximum
production rate, or a fountain /well at the cost of a slower processing. Concrete is one of
the required materials to build massive monuments. As concrete can not be stored, it
must be used immediately after production (a cart pusher is sent from the Concrete
Maker to deliver to construction sites). If no current construction requires concrete,
production is automatically stopped.
Note: If one of the new resources is not available in the city (neither by production nor
import), some monuments won’t be buildable and thus won’t appear in the
construction menu.
● Additionally, fish and meat have been made into separate food sorts, with
Augustus now having 5 types of food available (wheat, vegetables, fruits, meat, fish).
● Trade ●
Trade orders can now also be issued from the Empire map
window (by selecting a trading city and clicking on the
desired goods). Trade quotas can now go up to 200. Trader
spawn rate has been increased accordingly.
You can now also view the trade prices set by Rome directly from the empire map.
Docks having special orders for specific goods work as they did before, but docks can
now be set to serve only trade ships of their respective cities. Ships also do not queue up
in an impractical manner, and ships that already have been waiting to trade will no
longer have their spot in the line be skipped over by a newly spawned ship.
● Translations ●
Thanks to its ever growing community, Caesar III and Julius/Augustus are now
translated in these following languages:
[Full]
● French ● German ● Greek ● Italian ● Polish ● Portuguese ● Russian ● Spanish ● Swedish
[Partial]
● Czech ● Korean ● Japanese ● Simplified Chinese ● Traditional Chinese ●
***
New additions to the sidebar have been added: the mood of the
gods, information about any upcoming invasions, and any
requests made by the emperor. The request display also allows
stockpiling the requested goods with a single click, with the
option to continue stockpiling after the request is complete. A
red triangle over the good in the sidebar indicates whether
something is being stockpiled in this manner. Hovering over
Culture, Prosperity, Peace, and Favor ratings, now displays a
tooltip with the corresponding advices from the Ratings
Advisor.
New Overlays:
New overlays have been added alongside some new buildings and mechanics (see
dedicated chapters) and for extra convenience to the player.
Category Overlay What it shows
Risks Enemies Enemy troops or anybody hostile to the city.
Buildings and houses having Sickness, traders and cart pushers spreading it in
Health Sickness
the city.
Efficiency Production efficiency for any producing building, and their cart pushers.
Commerce
Mothballed Buildings currently mothballed (in pause).
Roads Road network in the city, and any roadblock type (including Gatehouse).
General
Sentiment Colored houses based on the happiness of the residents.
Clone a building:
With the number of different buildings becoming quite important in Augustus, players
can build something without having to open the construction menu each time, which is
very convenient. Simply hover a building already built on the map, and press the
“Clone a building” hotkey. The same building will be automatically selected from the
construction menu and ready to be placed!
Risk icons:
New risk icons in the building information panel show if a building can catch fire, can
collapse, or can be contaminated by sickness (displayed for houses only). The color of
these icons (green, yellow, orange, red) and their tooltips are linked to the risk columns
visible on the corresponding overlay.
Can’t catch fire, does not requires prefect maintenance
Construction grid:
Always struggling to determine if there’s enough tile space to squeeze buildings there?
Or you’re the kind of meticulous governor desiring to build perfectly symmetrical
cities? Augustus finally implements a common city-builder feature: the construction
grid. You can either choose to display a full grid on the map via the new dedicated
button, or a grid limited to a few tiles around the building when placing it.
***
● Thanks to the extra power provided by the hardware rendering, new graphical
effects are possible in Caesar III. You can now admire the beauty of your cities, as
moving cloud shadows dampen the light of Sol in a sweet afternoon.
● Cart pusher calculations, especially for farms, have been updated to assess their
destination more frequently. In the original game, farms would often get “stuck” to
the first granary placed. This could result in the pusher ignoring a later granary
placed closer. Now, pushers will recalculate their destination and distances more
frequently and pick the closest one. If the granary is full, they will try the next best
option.
● Trading ships also have been enhanced to search for docks in a smarter way and
consider the new settings when choosing a dock.
● Aimed for developers and modders, an Asset Previewer UI is now available. It can
be started with the command “./augustus.exe --asset-previewer” from a shortcut or a
terminal window.
● Custom Empires ●
Caesar III Assignment Editor was shipped with 40 predefined Empire maps,
each with an Empire state more or less different (cities, borders, trade routes
and available resources, etc). Map creators had to choose one of them and
adapt their mission scenario consequently.
● Scenario Events ●
Augustus also adds new tools to Caesar III Assignment Editor: Scenario Events, Custom
Messages, and Scenario Intro, providing a whole new game experience through custom
missions.
Scenario events consist of actions that can be triggered when one or more conditions are
met, Custom messages allow to display messages and special events (with pictures!)
other than the ones hardcoded in the game, and finally, Scenario intros make it possible
to start a custom mission with a briefing message (with audio!).
With these new powerful tools, the great C3 community has crafted a complete rework
of the 20 maps of the vanilla campaign, made for Augustus, with custom events, special
objectives, a better historical accuracy, briefings narrated by an AI Caesar voice, and
more…
Note: Campaign Reconquered is meant to be played with “Global labor pool” enabled,
“Infinite wolves spawning” disabled, and “Maximum number of grand temples per
city” set to 5. If you’re totally new to C3, having cleared the vanilla campaign is
advised, but not mandatory, as Campaign Reconquered is more demanding in terms of
difficulty.
***
Augustus allows, for the first time in Caesar III, monument building.
Construct mighty Grand Temple monuments, which offer powerful and unique
bonuses to make your cities larger and stronger than ever before. The Grand Temples
are dedicated to the five deities that players are familiar with. Two Grand Temples can
be built by default in a city, as well as the Pantheon which honors all of the gods.
A shining Lighthouse may also be erected in cities relying on the bounty of the sea or a
Caravanserai to promote land trading.
In order to be built, all monuments require a huge supply of raw materials – clay,
timber, marble, stone, concrete, and bricks. Procuring these resources is not enough
engineering expertise and labor must be secured to raise the walls. Placing the base of
the monument requires a large sum of denarii, but it can be placed without any
resources stockpiled. Once this base is placed, your citizens can get to work.
When a monument requires a resource, for example 16 units of marble, the Work camp
will spawn a foreman. The foreman will walk to a Warehouse which has the materials
stored and will retrieve up to 4 of those resources. When he retrieves the resource,
haulers will appear behind him. The group will then walk from the Warehouse site to
the monument and unload their supplies. Once completed, a new walker will spawn
from the camp and the process will continue again until the phase has all of its
resources. You can place multiple Work camps, but remember they have very poor
desirability and require labor. It will not speed things up to place multiple Work camps
if resources are already being used as fast as they can be obtained.
When a grand temple is completed, your city will be greatly rewarded for its devotion
and skill! Completed monuments require many employees (20 to 150), financial upkeep
in the form of levies (c.f. further below) and road access. But the provided bonus and
the fact that all monuments and mini-monuments do not require maintenance, i.e. they
will never fall to fire or collapse, are worth the price and hard labor!
FAQ: Why do monuments take so long to be built? Can multiple Work Camps and
Architects' Guilds speed up the process?
All the building process is done by the walkers using the road network, and to
efficiently build monuments, this has to be taken into consideration.
A foreman from the work camp has to go to the warehouse and grab the resources, then
head to the monument site. If the work camps are far from the warehouses, or the
warehouses with necessary resources are far from the monument sites, the delivery
process can take a long time.
To speed it up, be sure that warehouses with construction materials are close, or build
multiple work camps to haul more materials at the same time.
Work camps don't necessarily have to be close to the monument, it's equally as efficient
if they are close to the resource warehouses.
A monument only needs a couple of visits from the Architect's guild, so they are usually
not a bottleneck, even if they are far away and multiple monuments are currently in
construction phases.
***
Augustus adds various religious buildings to help please your citizens, but above all the
demanding gods, from a tiny contentment with Lararia to a bigger praise by building
Nymphaea and Mausolea mini-monuments.
Lararium:
This building is a shrine dedicated to the household spirits.
Effectively a 1x1 variation of the Oracle, it provides coverage
to all gods for 10 people (requires a road within 2 tiles).
Altar:
Works the same way as the Lararium, at the difference it
provides coverage only to the dedicated god for 50 people
(requires a road within 2 tiles). Can catch fire and collapse.
Nymphaeum:
This building is a temple dedicated to the water nymphs;
minor spirits of the seas, rivers and springs. It is effectively a
larger 3x3 variation of the Oracle, providing access to 750
people per god. Like the Oracle, the Nymphaeum requires
marble to build (4 loads) and no maintenance.
Mausoleum:
There are 2 variants of the Mausoleum: Small (2x2) (with a
rotation variant) and Large (3x3) (with a “Pyramid” variant).
Historically, the Romans were quite superstitious about the
burial of the dead, requiring mausolea to be built outside the
city limits.
To replicate this in Augustus, both mausolea emit negative
desirability within a close radius, but a large positive
desirability effect further away. They require marble to build
(2 loads for the Small Mausoleum and 4 loads for the Large
Mausoleum), provide access to 500 and 750 people per god
respectively, and can not fall to fire or collapse. Mausoleums
also slightly improve overall city health (see Health &
Sickness chapter below).
On another scale, the Grand temples are awe inspiring to your citizens and mightily
pleasing to the gods. They take time, money and sacrifice to complete, but once
operational, enable new features and bonuses. There are two types of divine powers
granted by Grand temples: when finally completed, a bonus is instantly bestowed upon
the province. To illustrate, let’s look at the Grand Temple of Mars:
Building the Grand Temple of Mars demonstrates your city’s iron will and martial
devotion. The temple itself will act as a second barracks, doubling recruitment speed,
and it unlocks 4 additional Forts for a grand total of 10.
But there is yet more divine power to be harnessed. At the bottom of the grand temple
window is a button to bestow an epithet onto the temple. Epithets are named aspects of
a particular deity and provide new and awesome powers when bestowed. Each Grand
temple will have two epithets to choose from-and once you choose, there’s no going
back except to demolish the temple and build anew. So the choice should be made
wisely!
The Grand Temple of Mars can be devoted to one of two aspects of Mars, becoming the
Temple of Mars Ultor or the Temple of Mars Quirinus. Each option is explained in this
display to aid in this difficult choice. Bestowing an epithet costs 1000 dn to procure the
appropriate sacrifices and rituals. Powers granted by epithets are not applied city-wide:
they instead grant new powers to all priest walkers and temples of that god or
goddess.
If the epithet of Mars Quirinus (10% reduced consumption of goods) is bestowed, the
governor must ensure they place small or large Temples of Mars in their housing blocks
- only houses served by priests of Mars will gain this benefit. The Grand temple
appearance will change when you bestow an epithet and once again, be warned, the
choice is permanent! So unless you do not mind destroying your hard work and having
to rebuild it from scratch, choose carefully, Governor.
Here is the full list of the grand temples and their respective bonuses. Use this list to
help select your glorious construction projects. Remember: only two grand temples are
allowed by default, as well as the Pantheon.
Ceres:
Provides cart pushers from farms with a 50% speed boost.
● Ceres Fecunda: Priests reduce food consumption by 20% in homes with Ceres
access.
● Ceres Frugifera: Temples of Ceres act as markets, collecting and distributing a
single locally-produced food type as well as olive oil.
Mars:
Allows commissioning of 4 additional forts and acts as a second barracks.
● Mars Ultor: Priests of Mars will generate food as they pass houses. When their
temple has sufficient stock, it will be delivered to the Supply post for your
soldiers to eat. This food is generated, not removed from house stocks. Houses
can only generate food in this way once per month - redundant temples will not
increase food. Fort levies are reduced by 25%.
● Mars Quirinus: Priests reduce goods consumption by 10% in houses with Mars
access.
Mercury:
Provides traders, both land and sea, with 50% additional capacity. Land traders and
Native traders get a 25% speed bonus. This will allow increased trade throughout,
especially on huge maps.
● Mercurius Fortunus: Priests reduce pottery and furniture consumption by 20%
in homes with Mercury access.
● Mercurius Mercator: Priests reduce oil and wine consumption by 20% in homes
with Mercury access.
Venus:
Provides a sizable desirability range and power increase for statues, gardens, and
temples. You will need fewer of these to evolve your housing. Houses also stockpile
more goods, and take longer to devolve when goods and services are interrupted.
● Venus Verticordia: Priests collect and distribute wine produced and stored in
the Grand Temple. Vines are not required. The wine counts as a “second type”
for housing evolution purposes. The production rate of wine at the Grand
Temple scales based on population with Venus access. Up to 16 units of wine
may be stored at the Grand temple.
● Venus Genetrix: Priests of Venus provide 10 entertainment points and greatly
boost the desirability effect of the houses themselves, increasing the appeal of
the neighborhood without requiring additional desirability boosters.
Neptune:
Grants +1 range for fountains and wells and +2 for reservoirs. Water services labor is
reduced by 50%. Trading ships travel 25% faster. Sickness increase in houses is greatly
hindered.
● Neptunus Equester: Temples of Neptune produce charioteers that will travel to
the hippodrome, granting hippodrome access to all passed houses.
● Neptunus Adiutor: Priests increase the population capacity of houses with
Neptune access by 5% and allow the Grand Temple itself to act as a filled
reservoir, regardless of proximity to water.
Pantheon:
Provides population and priest walker coverage to all five gods. Reduces the levy fees
for all religious buildings by 25% and holds free annual small festivals. While all the
gods are happy enough, the events "Contaminated water", "Iron mine collapsed" and
"Flooded clay pit" will not happen.
● Pantheum Ara Maxima: All small and large temples send destination walker
priests to the Pantheon. These priests carry all their bonuses and powers with
them, and will greatly spread the blessings of the gods across your city!
● Pantheum Roma Aeterna: Homes covered directly by priests of the Pantheon
can evolve one additional step beyond what they can currently achieve.
We also have made some changes to the blessing system as part of our religion rework.
Augustus aims to allow governors to gain blessings in a logical way and remove the
strategy of alternating exalting and enraging gods for blessings. Appeased gods will
gain “sun” symbols at a slightly randomized rate and may grant a blessing when five
suns are achieved.
Note: In the Large temple column, Mars and oracles have a black colored numeral. This
means one of the two Mars temples is a Grand Temple, and one of the “large oracles” is
the Pantheon. Small Mausoleum, Large Mausoleum and Nymphaeum, also count
respectively as small and large oracles. Lararia count as oracles in the Altars column.
The Augustus team feels some of the original blessings from Caesar III are unbalanced
or even outright useless or detrimental, and these have been tweaked. Major and minor
curses are unchanged. Here are the altered blessings:
Neptune – Trade income is increased by 50% for 12 months (instead of 100% until next
December).
Mercury – industries receive 2 raw material units and immediately finish production
(instead of cramming unwanted food types into granaries).
Venus – Reduces the age of your citizens older than 25 by 3 years and increases the size
of the city labor pool, as well as providing the original sentiment boost.
The "Rome changes wages" event can only happen every 12 months, regardless of the
difficulty level.
If a Pantheon is active and all gods are happy, the events “Contaminated water”, “Iron
mine collapsed” and “Clay pit flooded” will not happen anymore!
***
In order to select a policy, first build the corresponding structure. The policies available
are the same for both sea and land trade. As governor, you decide which policy is best
suited for your current situation. You may change the policy at any time, but it will cost
500 denarii each time you change the policy.
● Building Levies ●
If all these monuments have a price to build, they also have a price to maintain.
Therefore, Augustus implements an economic change as levies. Levies are a fixed
monthly cost accrued by certain buildings and are applied to monuments, military and
religious structures. Default values are in effect on Hard and Very Hard difficulty.
Normal difficulty reduces these costs and Easy eliminates them entirely.
Small Temples,
2 dn/month 1 dn/month 4 dn/month 3 dn/month
Oracles & Nymphae
Lighthouse &
4 dn/month 4 dn/month 8 dn/month 8 dn/month
Caravanserai
Levies are shown in the building info panel and in the new Levies overlay. The total
cost of levies can be found in the finance tab under expenditures. These levies can
significantly affect city finances, especially when monuments are completed. This is a
trade off for the incredible power they provide. Ensure your treasury is prepared!
***
Culture Rating
Entertainment Additions
Augustus has removed this mechanic for all but the Colosseum and Hippodrome.
Now, getting “Perfect” Amphitheater coverage, for example, will no longer grant 5
extra points universally. This was done to allow more “space” for new entertainment
buildings and bonii, as well as further reduce incentives to place redundant buildings.
Entertainment has then received several new buildings and features. The Theater and
Amphitheater remain untouched. The Colosseum and Hippodrome become
monuments: they each grant +5 entertainment points universally when achieved, in
addition to their local access bonus (15 pts for one show or 25 pts for two shows for
Colosseum, 30 pts for Hippodrome). Considering this, we felt it fair to add some new
non-monumental entertainment options.
The tavern has special instructions to help manage which resource you want to
distribute like markets. The tavern does not provide food or wine to housing like a
market.
The Tavern also comes complete with a new walker who is responsible for
fetching wine from warehouses and meat from granaries, so it will not place
extra strain on your warehousemen. This building is a great use for wine in a
city that has yet to attract patricians!
Colosseum Games:
In Augustus, the Colosseum has become a monument and the heart of your city,
allowing you to host Great Games. These require stored resources and some of your
personal funds to host*. As governor, you may schedule games for your citizens,
however your rank must be taken into consideration too. A low ranking governor
cannot afford frequent games compared to a high ranking one - so choose wisely!
*Note: Games graphics display for 3 months. Bonuses are applied once the games begin.
Required resources and funds scale with city size, akin to Grand Festival wine
requirement.
Game Choices
Naval Battle
● Requires : Wine, Timber & Funds
The Colosseum needs to be within the range of a reservoir.
● Grants : Troop movement speed for 12 months and stronger distant battle
odds (lasts until used)
Animal Games
● Requires : Meat & Funds
● Grants : Criminals, riots and revolts are suppressed for 12 months.
Lion tamers will come to the defense of the city in the next invasion.
Roman Games
● Requires : Wheat, Oil & Funds
● Grants : Favor rating boosted. Citizen sentiment bonus for the next year.
Hippodrome
betting:
The Governor has
the right to enjoy
himself too!!
Bet on racing
chariots at the
Hippodrome with
personal funds for a
25% chance to win
back double your
money. Governors
can place bets
between 4 historical
teams: blue, red,
white, and green,
each with their own
backstory for the
curious ones!
Unlimited number and amount of bets! Don't waste all your savings, Governor…
***
Military Additions
Palisades:
Palisade walls are now available as a cheaper
but weaker alternative to stone walls, and come
with a gate that functions like a roadblock.
***
Sentiment and Mood in vanilla Caesar III is very basic. Players quickly understand that
if they kept wages high and taxed moderately, there would be no issues. In Augustus,
we sought to enhance this system. In this first iteration, we have included a complete
rework of crime, and implemented new sentiment factors. This is a work in progress
and a strong candidate for further enhancement.
Each house has a sentiment level (SL) which can go from 0 to 100. Base sentiment (BS)
in the city depends on the difficulty:
Very Easy Easy Normal Hard Very Hard
80 75 70 65 60
● The first house built starts with a SL equal to BS+10. For example, in Normal
difficulty, this house will have a SL of 70 + 10 = 80 points.
● Each month and in each house, SL varies by -2 or +2 points max, based on different
factors modifying citizens’ sentiment, as we’ll see below.
● The average of all SL in all houses gives the city sentiment (CS), which applies to
any new house built. For example, if the SL average has dropped to 60 in the city (i.e.
CS=60), any new house built will start with a SL of 60 + 10 = 70 points.
These factors are calculated each month for each house. Their sum gives the sentiment
variation (SV) which will be applied progressively (-2 or +2 per month) to the
sentiment level of each house.
For example, a house has a SL of 70, but suffers a SV of -10 points (i.e. the sum of the
sentiment factors is equal to -10). Sentiment in this house will decrease by -2 points per
month until its SL stabilizes at 60 points (70-10).
The governor decides to improve this house's daily life, and +24 pts are added to the
sentiment factors: its new SV will be +14 (-10+24), and the house SL will increase by +2
points per month until stabilizing to 74 points (60+14).
■ Tax rate
The following table shows neutral tax rates for each difficulty.
● A tax rate greater than the neutral rate causes a negative sentiment factor. The more
the governor taxes his citizens above the neutral rate, the more the factor will be
negative.
● A tax rate lower than the neutral rate causes a positive sentiment factor. The more
the governor taxes his citizens below the neutral rate, the more the factor will be
positive.
● Houses not visited by tax collectors get half the sentiment bonus for a 0% tax rate,
regardless of the current tax rate set by the governor.
As you can see, the neutral rate in Very Hard is 6%, i.e. 1% less than the default tax rate
in Caesar III (7%)!
■ Wages
Citizens in your city compare their wages to those paid by Rome.
● For each denarius paid above Rome, the sentiment factor is +2.
● For each denarius paid below Rome, the sentiment factor is -3.
For example, Rome pays 30 denarii, and the ungenerous city governor pays 27 denarii.
Each house will suffer a sentiment factor of -9.
● Wages do not affect the SL of patricians (Small villa and above).
■ Unemployment
Unemployment is a problem for everyone, especially the governor: any good Roman
citizen doesn’t like to see unemployed people wandering in the streets, whereas these
people would obviously like to find a job.
● For each unemployment percentage after 5%, the sentiment factor is -1.
For example, if the unemployment in the city is 10%, each house will suffer a sentiment
factor of -5.
● Unemployment does not affect the SL of patricians (Small villa and above).
■ Housing inequalities
An important consideration in city management is housing inequality and overall
citizen wealth. Each home will assess itself against the average housing level of the city.
It is calculated by checking each house level and multiplying it by its population.
● For a given house, the greater the difference is with the average housing level, the
more the sentiment factor is negative.
● The poorer the house is, the greater the unhappiness will be: Tents (x3), Small Shack
to Small casa (x2), Large Casa to Grand Insulae (x1).
For example, if the average housing level in the city is “Large Casa”, a Tent will have a
greater negative sentiment factor than a Small Casa, and the Tent’s negative sentiment
factor will be multiplied by 3.
On the other hand, plebeians living on Grand Insulae and patricians love their housing
conditions so much that they won’t resent higher housing types.
■ Food:
The governor can improve citizens’ sentiment by providing multiple types of
food. For each food type beyond what is required at a housing level,
sentiment factor is +12 (capped to +24).
For example, a Small casa with only 1 food type doesn’t get any bonus. Tents still cannot
stock food and will receive no such benefit.
■ Entertainment::
Offering extra entertainment will increase happiness as it distracts citizens
from the daily grind. For each entertainment point above the requirement for
a housing level, sentiment factor is +1 (capped to +24).
As described in “Entertainment Additions”chapter, Augustus has included numerous
new forms of entertainment to please you citizens!
Dec. 2023 The Project Augustus Team 41
Project Augustus: Version 4.0 User Guide
■ Desirability:
Finally, desirable neighborhoods will also increase the mood of the citizens. The
better housing they live in, the more positively affected they are by extra
desirability. For each positive desirability point granted to a house,
sentiment factor is +0.5, but capped to the corresponding housing level. For example,
a Tent won’t benefit so much from this sentiment factor (only 1 positive sentiment
point max), whereas a Luxury palace can benefit from a sentiment factor of +20.
Negative desirability doesn’t affect sentiment.
Note: in Augustus, houses built on a coast or on city’s elevated terrains, have a
desirability boost!
Sentiment at a glance:
● The sentiment is calculated per individual house.
● A house gets a sentiment increase if it acquires more food (except for Tents),
entertainment, and desirability than it requires.
● There is now a sentiment penalty if the house (Large Insulae or lower) is below the
average housing level.
● This penalty is harsher if the housing tile is Small casa or lower, and especially
punishing for Tents - however , mitigating factors can reduce this as explained above.
● If citizens are living below what they perceive as fair living conditions in the biggest
cities, sentiment issues can arise, including crime, even if the governor thought to
please them. This could make a slum on the outskirts of an opulent city quite a
tinderbox!
● Adding decorations and ornaments next to Tents will not make the dwellers much
happier, patricians will love you even more if you provide them with particularly
pleasing surroundings.
● The key to a happy citizen is food, employment, entertainment, and local
desirability. If you can manage to keep unemployment down, and not excessively
tax your citizens, you are already at a good starting point. Augustus has made it
more difficult (on higher difficulty) to tax beyond 12%, so the days of 25% tax and +8
wages are over on Very Hard.
● Lastly - you can right click any house to see current sentiment and resident’s main
complaints.
The crime walkers use the protester walker graphic. Crime walkers spawn
from housing tiles which have a sentiment level lower than 50. Once
sentiment reaches this low, the type and number of crime walkers spawning
are defined according to the house with the lowest SL in the city and some
other conditions:
● If the SL is [45~49], 1 protester spawns, only expressing his anger to the governor.
● If the SL is [30~44], 1 robber spawns, seeking to steal funds in a forum or the Senate.
● If the SL is [20~29], 1 looter spawns, seeking to steal finished goods or food from
warehouses/granaries.
● If the SL is [15~19], 2 looters spawn.
● If the SL is below 15:
➔ If at least 5% of all the housing in the city has an SL lower than 25, up to 20
rioters (who burn buildings on their path), 20 looters and 20 robbers can spawn,
depending on the actual amount of population with sentiment lower than 25.
➔ If the 1st condition is not met, 3 looters and 3 robbers spawn.
The house from which criminals have spawned receives a sentiment bonus of +5, at
once (i.e. not added to its monthly sentiment variation or SV explained earlier), to
simulate that the anger of the residents has been temporarily released.
However, the spawn rate of criminals is weighted by the city sentiment (CS explained
earlier). The percentage chance of a criminal spawning decreases the higher the CS
value. For example, if 3 Small Tents have a very abysmal sentiment, but all other houses
in the city have a sentiment in excellent shape, riot plans won’t find much echo, and
almost no crime will be committed (min. chance is 5%).
Otherwise, prefects can reduce the criminal occurrences if they intercept the
crime walker along its walk. Crime walkers are essentially destination
walkers (if they seek to steal goods or food from warehouses/granaries) and
may sometimes walk off road to their intended target. Prefects in range will
give chase, and will speed up to try and catch the criminal.
Once the prefect catches the criminal, there is no chance for him to escape and he will be
cut down! It is wise to place prefects near storage sites if you have a high crime area.
In addition, a “Sentiment” overlay has been added (colorblind friendly!) which shows
the relative happiness of all houses.
***
Health management was one of the lacking features in Caesar III. Having access to a
single clinic was enough for a house to get a 100 health rating. Bathhouses, barbers,
and hospitals were only needed to evolve houses to greater ranks. For a better balance,
Augustus implements a whole new health calculation, and adds a new threat for your
city: sickness.
Each house rank Clinic access Bathhouse access Barber access Hospital access
Small
Clinic + Hospital Large Mausoleum Each variety of food eaten
Mausoleum
Access effect area (including the base one)
effect area
If the sum is higher than 100, it’s capped at 100. If the house type requires food and it
doesn’t have food, its health is capped at 40.
For example, Large Casa base Health Rating is:
(rank +4) + (clinic +30) + (baths +20) + (1 food +15) = 69
When all the houses are calculated, the final health value is the percentage between all
healthy residents and total city population. This global percentage is used to set the
City Health Rating in the Health Advisor panel.
● Let’s say our city has ~2500 population, with 12 Large Insulae, 18 Large Casa and 4
Tents, each with a respective base HHR of 81, 69, and 31.
● There are 828 healthy residents in Large Insulae, 954 in Large Casas, and 28 in Tents.
It gives a total of 74% of the city population being healthy (CHR = 74).
● Each text line in the Health advisor panel is linked to a CHR percentage. In our
example, 74% is equivalent to “City Health is very good, local clinics are coping well”.
A report about the sickness level in the city is also provided, as well as how many
residents have access to each type of health facilities. Careful though, a very good CHR
doesn’t mean that sickness can’t grow in houses having a low health rating, as we will
see below.
● In granaries and warehouses, sickness will increase every time an infected cart pusher
visits it, depending on the actual sickness value of the delivered building. Therefore,
even if these warehouses and granaries are not visited by traders, city’s infected cart
pushers have a chance to spread sickness to them!
● In houses, sickness will not increase at first. However, each time an infected cart
pusher walks near a house, there’s a possibility that the residents will be
contaminated.
● All infected buildings and cart pushers in the city can be seen on the new
"Sickness" overlay.
For example, let’s take again our Large Casa with a base HHR of 69 in a 2500
population city. We’re lucky! Even if it is contaminated, the sickness won’t grow (+0)
because its base HHR (60~69) is good enough in a 2500 population city.
Check by yourself in the 3rd column of the table below:
Do you remember our 4 Tents with a base HHR of 31? They are not so lucky, because if
contaminated, the sickness will increase at a base of +6 per month.
● The better the CHR, the more sickness will decrease in trade buildings.
Let’s take again our CHR of 74 and our dock with 20 sickness. On the 1st day of the
month, city healthcare will be provided and sickness in the dock will be decreased to 5!
(20 - 74%)
● In houses, the better the HHR is, the more efficient the city’s healthcare will be.
The residents of the contaminated Tent also benefit from the city’s healthcare, but with a
malus as they already live in miserable conditions.
Check again the 3rd column of the table above: they won’t suffer a raw +6 sickness per
month, but +6 minored by the CHR with a malus of 30%. Instead of -74%, the
healthcare provided will be only -52%, and the sickness increase will be finally +3 per
month. Eventually, this Tent will finish being plagued if the residents do not get better
life conditions or better healthcare, as we’ll see further below.
This table also shows that as the city’s population increases, you must provide better
overall living conditions and healthcare to prevent sickness from spiraling out of control
if some houses get contaminated!
Finally, if the sickness is decreased to 0 in any building after the healthcare has been
applied, sickness won’t grow anymore unless a trader visits it again (trade buildings)
or an infected cart pusher walks near it again (houses).
● When a trading building is plagued, its employees are temporarily removed and the
building stops working. The nearest doctor or surgeon is sent automatically to
fumigate the building for a few days. Once cured, the building gets back its employees
and starts working again.
● If a warehouse is plagued, it loses 100% of the stored food and 50% of oil and wine
stored goods.
● If a granary is plagued, it loses 50% of the stored food.
● 2-Tier Plague:
If a house is plagued, the outcome depends on the city health rating (CHR).
● If it is too low (equal or inferior to 40), the house is burned down and all its residents
die.
● If it is high enough, the house survives but becomes quarantined, preventing
immigrants from settling on it. Some citizens will still die, the exact number
depending on how high your CHR is. The nearest doctor or surgeon is sent
automatically to fumigate the house for a few days, then immigrants can move in again.
***
With the power to add new buildings to Caesar III for the first time ever, we wanted to
increase the visual variety and options for aesthetic and desirability-boosting buildings.
Peruse the new Parks, Paths, and Trees submenus in the Government/Admin build
menu. All the new aesthetic buildings use the statistics for small statues, medium
statues or large statues, whichever matches their size. The build menus have been
rearranged a bit to facilitate these new options – find gardens (now with Formal
gardens and Overgrown Gardens) and plazas in the Government/Admin menu instead
of the Engineering menu. Paths can also be rotated via the Rotate hotkey (by default,
“R”). Names of decoration/ornament buildings are now displayed on top of the screen
to facilitate the navigation through variants via the rotation key (only if warnings are
switched on under Help).
Paths, Parks and Trees are buildings, not terrain. They cannot be travelled over by
walkers (except Garden gates). They are, however, click and draggable – like gardens
and plazas – for easy placement. Think of them as small statues, not as alternate paths
for walkers. We hope to achieve new terrain types in a future version of Augustus, as
well as add many more ornamental options.
Changelog
Additions:
● Added Highways, 2x2 roads that provide a significant speed boost but are only usable by
destination walkers.
● Added Custom Empires, a feature to allow map creators to create their own empire maps.
Consult the documentation for details and examples:
https://github.com/Keriew/augustus/discussions/734
● Added new “Shield” icons for large quotas on the empire map.
● Added an option to display the projected movement path of walkers when placing new
buildings.
● Added an option to display the area from which markets get their supplies.
● New resources: the engine has been reworked to allow more resources than C3 originally
came with.
● Added resource: Stone. Stone is gathered in stone quarries near rocks and used to construct
monuments.
● Added resource: Sand. Sand is gathered in sand pits placeable near water and can be
processed into bricks and concrete.
● Added resource: Bricks. Bricks are made in brickworks from clay and sand. Bricks are used to
construct select monuments.
● Added resource: Concrete. Concrete is made in concrete makers from sand. Concrete makers
require water access from either well, fountain or reservoir. Access to water from a reservoir
speeds up concrete production. Concrete has to be made as needed and cannot be stored.
● Added resource: Gold. Gold is slowly mined in gold mines placeable near rocks. Gold is used
to build select monuments and can be converted into denarii in City Mint.
● Added a new building City Mint. City mint can convert gold into denarii or denarii into
gold, but requires a Senate to be built first.
● Expanded map editor functionality. You can now set what the favor loss is for late delivery,
ignoring the request and the allowed time for late delivery.
● Added: Scenario events. Expansion of scenario creating functionality. Scenario events are a
set of actions that can be triggered if a set of conditions are met. Consult the documentation
for details:
https://github.com/Keriew/augustus/blob/master/res/manual/README_map_editor_sc
enario_events.md
● Added an option to draw cloud shadows over the city.
● Added a new building Cart Depot. Cart depot allows for additional logistics and moving of
goods based on conditions. User can set target resource, source and destination, and
conditions for movement of goods. Works with both granaries and warehouses.
● Added paneled and looped garden gates.
● Added a setting to control the default permissions of garden gates.
● Meow.
● Added altars desirable buildings that also provide a bit of support to their chosen god.
● Added an additional garden variant.
● Added a “Display scale” option on Android.
● Save files can now be sorted by name or date in the load/save file dialog.
● The market buyer lady now wears a dress with a different color.
● Added custom hotkeys for Zoom in, Zoom out, and Reset zoom controls. They can also be
assigned respectively to mouse wheel scroll up, scroll down, and middle click.
● Added altars to religion advisor tab.
Changes:
● Obstructing the road to Rome will now pause the game and give a warning, to give an
opportunity of fixing the problem before destroying the player's city.
● Added the reservoir range projection when building Neptune Grand Temple.
● Increased the favor penalties when players try to pay themselves a salary above their rank.
● Adjusted the calculations of granaries/warehouses for markets.
● Removed the 10 dock limit.
● Newly built docks, taverns and non-Venus temples now accept all goods by default.
● Changed the sentiment overlay: Now the upper parts of the homes are also coloured
accorded to the sentiment.
● Herd animals will now try to move out of the way when placing buildings.
● Vanilla scenarios and campaign maps are adjusted to include the new resources as
appropriate.
● Meat and fish are now separate food types.
● Monument resource costs and number of phases have been adjusted to require the new
resources.
● Adjusted the order of special orders in warehouses/granaries. The new order is Accepting ->
Getting -> Not Accepting.
● Buildings that require resources not available on the map will no longer show in the build
menu.
Bugfixes:
● Fixed potential crashes with wrongly formatted XML files.
● Fixed efficiency being calculated improperly.
● Fixed android builds not loading properly.
● Fixed some bugs which would stop monuments from being completed.
● Fixed the entertainment advisor displaying the wrong count of hippodromes.
● Fixed some improper behaviour of herd animals.
● Fixed a bug where having too many sprites on the same tile would result in them drawing in
random locations.
● Fixed a bug where ranged units on fort grounds could not fire.
● Fixed a bug when the trade is stopped if a dock is replaced by a shipyard while the game is
paused.
● Fixed a potential problem with message lists.
● Fixed a bug where buildings would get deleted even if you cancel deletion.
● Fixed problems with invasions created by using cheats.
● Fixed out of bounds problem with invasions.
● Fixed out of bounds problem with the water access projection.
● Fixed monuments sometimes not being drawn correctly.
● Fixed multiple potential memory corruption issues.
● Fixed a bug where rioters could destroy only a part of the hippodrome.
● Fixed a bug where a city preview would improperly display the map size.
● Fixed a potential crash caused by looters.
● Fixed improper ghosts being drawn by waterside buildings.
● Fixed potential crashes caused by waterside buildings.
● Earthquakes can no longer hit a ramp.
● Fixed a bunch of typos and adjusted some messages for clarity.
● Fixed a bug where rotating a map could prevent placing more buildings.
● Fixed bathhouse ghost.
● Fixed a situation where luxury palaces would display requirements for evolving.
● Fixed caravans not appearing sometimes when they should.
● Fixed farm progress being undone after deleting and then undoing the deletion.
● Fixed the crash when the map is rotated briefly after gatehouse destruction.
● Fixed some savegames refusing to load.
● Fixed being able to place multiple wharves on top of each other in some situations.
● Fixed clone building being able to build buildings that are not allowed to be built.
● Fixed Venus Grand Temple not working on all houses/gardens/statues/temples.
● Fixed entry/exit flag moving on reload.
● Placated Crudelios.
● Fixed entry/exit flags being minable in the campaign maps.
● Fixed native area shrinking.
● Fixed being able to build multiple of the same monument.
● Fixed gladiator statue complaining about lack of road access.
● Fixed sentries sometimes improperly showing up when right clicking next to a tower.
● Fixed when buildings sometimes use improper spawn points when built next to a roadblock.
● Fixed natives getting stuck on garden gates.
● Fixed when cart pushers sometimes get stuck when their target gets deleted.
● Fixed caravanserai suppliers stocking up less food than intended.
● Fix a rare case when houses would become corrupted and crash the game.
● Fixed Neptune bonus not working with a modified model file.
● Fixed cart pusher sometimes getting stuck on invalid tiles.
● Fix replay map button sometimes not working.
● Fixed triumphal arch allowing more road access than it should.
Additions:
● A warning is displayed when the game can't be saved.
● Added a yearly autosave option.
● Fulfilling the emperor's requests will now spawn cartpushers heading to Rome with the
resources.
● Added walkers who deliver food from the supply post to forts.
● Added inverse direction option to right mouse click dragging.
● Added relevant advisor buttons to many message types.
● Added hotkeys for setting the map orientation to north.
● Added the option to display messages as alerts on top of the screen.
● Added the option to display the building grid.
● Farms, raw materials buildings, workshops and wharves now display the efficiency of the
building.
● Added support for MPG video files. Create a “mpg” folder in your Caesar III install directory
and place the MPG video files inside, to use them in-game instead of the SMK video files.
● Added play/pause button to sidebar.
● Added hedge/palisade gates. They are created by building hedges/palisades over the roads.
● Added purple variants of columns and pavilions.
● Added watchtower variants.
Changes:
● Buildings without laborers are now shown on the Problems overlay.
● Updated granary cartpusher text so it now properly mentions granaries.
● Cartpushers will no longer disappear with food/goods if the destination building is full.
● Buildings and cartpushers will no longer flicker on problems overlay.
● Changed the launch icons for Android, Switch, Vita builds.
● Changed the priority of problems displayed on problems overlay tooltips.
● Multipart buildings are now properly displayed on problem overlay.
● Walkers will now say their lines if right clicked on near the vacant lot.
● Fixed some instances of fish being called meat.
● Native meeting huts now need to be visited by missionaries before sending out traders.
● Lowered cost of nymphaeums and mausoleums.
● Increased the cost and reduced the coverage of larariums.
● Remove scroll decay when using the right mouse button to drag the map.
● Colosseum games cost has been reduced.
● Better info message for Colosseum and Hippodrome in the Entertainment advisor window.
● The building rotation/variants message is now more detailed, showing the building name
and the number of rotation/variants available.
● Enemies now retreat if they have no more buildings to destroy, a new message window
informing the player.
● Improved calculation for the amount of food being fetched by getting granaries.
● Right-click can now be used to exit the imperial request window.
● Warning banners in the top of the screen are now more logically sorted and displayed.
● Current zoom level is now displayed when zooming in/out.
● Zoom can now be more precisely set by single percent steps with shift key + mouse scroll.
● Legion morale penalty is reduced when another legion’s unit routs. To compensate, legion
morale boost is also reduced when an enemy unit routs.
● Warehouses now prioritize their loading bay as an access point. If it's not possible, it falls
back to the old behavior.
● Reduced the severity of the "Contaminated water" random event, for a better balance with
the new health calculation.
● Rebalanced random event frequency based on difficulty level (c.f. manual for details).
● “Contaminated water”, “Iron mine collapsed” and “Clay pit flooded” random events will
not happen anymore if a Pantheon is active and all gods are happy.
● Tooltips with Ratings Advisor advice are displayed when hovering over city ratings in the
side panel.
● The empire map can now be dragged with a right-click.
● Improved save file compression, making autosaves faster and less disruptive in-game.
● The city can now be dragged with a right-click while placing a building or when a legion is
selected.
● The range of existing wells and fountains are now displayed when placing a new one. A new
option allows players to enable the same visual feedback when placing houses.
● By default, peaceful animals (sheeps and zebras) are now not killed automatically by armed
citizens or towers, but can be killed by sending a legion though. A new option allows to
enable the original behaviour.
● Improved performance and AI behaviour when the city is attacked by large armies.
● Improved performance and logic for enemy formations and wandering herds on the map.
Bugfixes:
● Fixed a variety of issues with the assets.
● Looters now display the correct phrase when right clicked.
● Trees will no longer change their graphics on reload.
● Fixed some issues when cartpushers could become stuck.
● Fixed some buildings not rotating with city orientation.
● Fixed a bug corrupting cities by disabling map rotation via hotkeys when dragging
constructions.
● Fixed small graphics artifacts when zooming out.
● Fixed a bug that caused the “Visit trade advisor” button tooltip to sometimes display the
wrong text.
● Fixed the “Return to fort” button being available when right-clicking a legion, whereas the
legion is leaving for a distant battle, and the incorrect thumbnail being highlighted in the
Military advisor screen.
● Fixed sentries sometimes being preemptively deleted, when they were heading to a
watchtower while another building was destroyed by enemies.
● Fixed dockers sometimes not recognizing rotated warehouses.
● Fixed the victory window showing a wrong rank in custom missions.
● Fixed a bug where lighthouse and caravanserai suppliers were unable to reach their
destination.
● Fixed a bug where ships would queue up for docks after trading all possible goods at an
adjacent dock.
● Fixed legions on bridges not being highlighted when hovering over with the mouse.
● Fixed a potential bug when saving and loading data of enemy armies.
● Fixed watchtowers always spawning labor seekers when global labor pool is off.
● Fixed a bug where watchtowers would not get sentries.
● Fixed a visual bug occurring when clearing a building being on meadows and hidden by a
wall.
● Fixed a bug when an enemy army would retreat immediately when loading a save.
Additions:
● Added video volume slider.
● Resource settings window can now be accessed by right-clicking on the requested resource.
● Added hotkeys for copying and pasting settings of select buildings, allowing to quickly set
the same settings to buildings of the same type. Buildings supported: roadblocks, garden
gates, docks, granaries, warehouses and markets.
● Added a difficulty option to adjust the max number of allowed grand temples per city.
● Added information to log if an asset can't be found.
● Added squalor as an explanation of why people are unhappy.
● Added lararium count to religion advisor.
● Added Hippodrome betting system.
● Added roofed garden walls.
● Added garden wall gates. By dragging roofed or looped garden walls over the road tiles, you
can create garden wall gates, which function like roadblocks.
● Added palisades, which function as cheaper walls.
Changes:
● Increase the number of traders visiting the town, which was unintentionally too low in 3.0.1.
● Trade Center mechanic removed from the warehouses.
● Changed the Caravanserai supplier image.
● Assets can now be loaded from Augustus directory instead of C3 directory.
● Lower the cost of Larariums.
● Aqueducts may now no longer be built along the road.
● Reduced Lararium desirability.
● Image ids are now recalculated on city load.
● Mausoleums and Nymphaeums count as oracles now on the religion advisor screen.
● Monuments now require full labour to get bonuses.
● Mothball button now has its own icon.
● Granaries' capacity increased to 3200.
● When turning off stockpiling, the export settings is reverted to what it was before
stockpiling.
● Changed the graphics in storage permission from 'x' to a checkmark.
● Touch zoom will now stick to 100% when close to it.
● Warehouses now have flags that show the warehouse permission.
● Houses can now stock and eat more food types than necessary by their evolution level. (Only
applies to houses which require food).
● Most of the new Augustus buildings are now unavailable in the first career mission.
● Venus temples will now not distribute the wine by default when the appropriate Grand
Temple module is built.
● Cartpushers won't deliver excess resources to workshops if there is an undersupplied
workshop in a different road network.
● Farms will now display ghosts with proper crops and rotation depending on the city
orientation.
● Neptune Grand Temple with the reservoir epithet now shows on water overlay.
● Large insulas will now devolve into a merged medium insula instead of 4 1x1 insulas, if the
merging was allowed there.
● Arenas and Colosseum now count their shows separately for the purposes of the
entertainment advisor.
Bugfixes:
● Fixed incorrect Grand Temple module being selected when some modules are unavailable.
● Fixed incorrect arena messages.
● Fixed picking of the venues by entertainers from the schools.
● Fixed Supply Post displaying incorrect ghosts.
● Fixed building variants being reset to default one when saving/reloading.
● Fixed the bug that stopped the progress of building a rotated hippodrome.
● Unfinished oracles no longer appease the gods.
● Unfinished monuments no longer consume levies.
● Arenas and taverns no longer provide permanent entertainment.
● Rotated small mausoleums no longer become incomplete on reloading.
● Fixed a condition causing market suppliers to return before picking up food at a granary.
● Fixed some large temples becoming finished/unfinished on reloading.
● Mars module now properly reduces fort levies.
● Dockers inherited by wharf will now properly be removed.
● Fixed audio distortion when volume is set too low.
● Fixed rotated legionary statues glitching out on reloading.
● Fixed multibyte character transparency.
● Fixed trade route type tooltip position on the empire map.
● Fixed crash when there are errors loading xml files.
● Fixed enemies sometimes getting stuck.
● Mercury's Grand Temple modules now properly reduce consumption by 20%.
● Mercury's Grand Temple modules now reduce the consumption of the proper goods.
● Monuments under construction will no longer play the finished monument city sound.
● Assignment editor will now display the correct help and about messages.
● Fixed Tavern text when not adjacent to a road.
● Fixed architect monument builder images not showing.
● Levy overlay will now display the proper levies.
● Fixed Celtic swordsmen walking animation.
● Warehouses and granaries now properly indicate their cartpusher’s status.
● Caravanserai walkers now use proper sound files.
● Fixed religion overlay columns.
● Zoom now works independent of FPS.
● Fixed a bug that prevented touch zoom.
● When selecting games from the Colosseum, the proper advisor will be marked as selected.
● Fixed issues with the touch pause button.
● Fixed mouse input bug with numerical ranges in the config window.
● Large temples will now properly display the warning about the lack of road access.
● Unfinished Venus and Ceres large temples with certain grand temple bonuses will no longer
display special orders.
● Venus and Ceres large temples will now save and load their state properly.
● Fixed gladiator fighting animation.
● Fountain employment will now be properly displayed when the city has the Grand Neptune
temple.
● Additional food types will now grant a proper bonus to sentiment.
● Fixed population color on top menu on 640x480 resolution.
● Fixed settings sometimes not saving on android.
● Fixed work camps sometimes taking unnecessary resources to monuments.
● Fixed work camps and architect guilds not needed labour access.
● Fixed mothballed buildings being immune to collapse from enemies.
● Fixed a memory leak.
● Fixed some issues with rotated warehouses.
Additions:
● Added tavern, a new entertainment building. Requires wine to work, provides extra
entertainment with meat.
● Added arena, a smaller version of colosseum.
● Added unused bird chirping ambient sound.
● Added a cheat to unlock all buildings.
● Added rotated small statues.
● Added horse statue.
● Added two types of hedges. They adjust their graphics based on adjacent hedges.
● Added an option to disallow roamers from skipping corners.
● Added colonnade.
● Added tooltips to roadblock controls.
● Added lararium, a small shrine to lares and ancestor spirits. It functions as a tiny oracle,
providing coverage for 20 people to every god and providing positive desirability.
● Added nymphaeum, a building dedicated to the nymphs. It functions as a large oracle,
providing coverage for 750 people to every god and providing a positive desirability.
● Added small and large mausoleums, functioning the same way as oracles and nymphaeum,
except providing negative desirability.
● Added watchtower, a small building that shoots enemies with arrows and sends out two
sentry walkers to patrol the streets against the enemies.
● The trade advisor will now display whether a resource is importable or exportable.
● Certain buildings now have graphical variants, available for selection when building them
by pressing the rotation key. Buildings with variants available will provide a notification.
Changes:
● Mods folder is renamed to Assets. The assets are bundled with every build except for
Windows.
● Sentiment rework, refer to the manual for details.
● “Hunger Halt Migration” no longer a thing due to sentiment rework
● The Colosseum and the Hippodrome are now monuments. Colosseum now provides a
global +5 entertainment bonus when built.
● Mars module 1 allows the priest to go off road to the supply post.
● Oracles and large temples are now mini-monuments - require the resources to be carried by a
workcamp and built by an architects guild.
● Various save elements have been made dynamically sized - reducing the savefile size and
improving performance in small cities. Limits on number of buildings and walkers removed.
● Improved warnings and errors when assets are improperly installed and when loading new
save games in outdated builds.
● Buildings that can't be built will be displayed with a red footprint.
● When using undo, the houses will have their population restored.
● Large statue is now animated if it has water access.
● Changed import behaviour - the default setting when setting a good as importing will now
be unlimited imports.
● When changing the acceptance status of resources in a warehouse/granary, the buildings will
now remember their selected quantity.
● Warehousemen won't show up until they find themselves a task - preventing their sprite
flickering when they have no available task.
● Building ghosts are now transparent instead of green.
● Docks behaviour completely reworked and made more intuitive - can now select which cities
a dock will trade with. A dock can now trade only some of the goods instead of all of them.
Ships can visit multiple docks if necessary.
● Engineer guild renamed to Architect guild, to avoid confusion with engineer post.
● Adjusted the destination targeting, will no longer take the difference in road to Rome into
account in its calculations, resulting in more predictable behaviour.
● Cart pushers, dockers, market ladies and prefects will now occasionally change their target
mid route, to make their behaviour more intelligent.
● Special orders button will now only display available resources.
● Requested food can now be sent from the granaries.
● You can now import and export the same resource.
● Trade advisor window reworked.
● Trade advisor now allows mothballing of wharves.
● Different pavilions are now a variant of one building type instead of separate building types.
● Some entertainment/education buildings can now be upgraded with high desirability.
Upgraded buildings provide more city-wide coverage, reducing the need for culture farms in
well-designed cities.
● When adding a resource to the warehouse, partially filled bays will be used before a new bay
is claimed for the resource.
● Allow importing food directly to granaries.
● Change how the maximum number of traders from a city is calculated. Instead of being
based on the average number of 'trade shields', it's now based on the total volume of tradable
goods.
● Adjust how Favor rating affects the player's salary: instead of being based on the salary in
January, it considers all funds paid during the previous year.
● Garden paths now adjust their graphics based on adjacent garden paths.
● Crime changes, refer to the manual for details.
● Large temples, large mausoleums, and nymphaeums now require 4 marble.
● Rebalance the cost of monuments.
● Rebalance of levies.
● Right clicking on a monument hauler will now show which resource they are carrying.
● Some epithet names for Grand Temples have been changed.
● Adjusted entertainer destination walker building selection. Will now prefer buildings
without shows a bit more.
● Adjusted entertainment values, refer to the manual for details.
● Blessing points are now slowly lost when the respective god is unhappy, instead of being lost
all at once.
● Text in the health advisor panel is now shown in white font, to match other advisors.
● Added a border to the main menu.
● Changed main menu image.
● Added tooltips to the housing advisor.
● Added warning about road access with monuments.
● Dead protestors now have corpses.
● Venues will no longer send labour seekers when they have employment but no shows.
● Added borders to advisor windows.
● Change the way farms convey productions - now they will slowly grow each field in cycle,
instead of growing one to full before moving to the next one.
● Improve Prefect target seeking - will now try to go for the closest criminal.
● Prefects move slightly faster when chasing enemies.
● Venus' blessing now reduces the unhappiness caused by unemployment.
● Default difficulty is now normal.
● Meat is now named as fish when appropriate.
● Holding festivals moved to the religion advisor.
● Changed columns in some overlays, to have them show the severity of the issue through the
use of colors.
● Option to have monuments give extra culture rating removed, now integrated as
permanently on. Culture given by a monument changed to +6. It now counts all monuments
instead of only grand temples and the pantheon.
● Changed the message when trying to build close to the wolves with the option selected. The
range where the player is not allowed to build has been reduced to 6 tiles for wolves.
● Temples and markets set to “not accepting” certain goods will no longer distribute them.
● Added a new Housing Advisor icon.
● Added Housing Advisor into the lineup of the advisor menu.
● Game can now be exited from the Map Editor.
● Removed prosperity cap from "society" graphs info in population advisor.
● Auxiliary cavalry now makes a horse sound when killed.
● Added colored cursor support.
● Mars Grand Temple first epithet now discounts fort levies.
● Watchtowers now need barracks in order to be staffed.
● Large temples now provide coverage for 3000 people. Their desirability has been increased to
match large statues.
● Lighthouse now requires timber to operate.
● Levies adjusted, forts 10->8, Grand Temples 48->44, Lighthouse 20->8, Large Temples 4->8.
● Aligned texts of some buildings.
● Changed the exit panel button in the military sidebar.
● Ghosts of monuments now display the complete monuments.
Bugfixes:
● Fixed various bugs on big endian systems
● Warehouses will now send food to granaries if there's any empty space in there, instead of
needing to be half-empty.
● Fixed various bugs with Venus temples providing wine.
● Mars grand temple no longer grants +2 attack bonus to all soldiers.
● Fixed a bug that allowed players to build more than 2 grand temples.
● Roads now properly turn into the pantheon.
● The Neptune reservoir module now gives symmetrical water access.
● Monuments no longer accept diagonal connection to access points.
● Fix luxury palaces devolving when kept upgraded with the pantheon module.
● Fix building orientations now showing up properly when having a rotated hippodrome in
the city.
● Fix supply post not being detected sometimes when loading a save.
● Mars' great temple will now send its priest to the pantheon, if the pantheon has the right
module.
● Disable undo option when certain houses change, preventing 'black hole glitch'.
● The supply post will no longer display employment access warnings when global
employment is turned on.
● Sentries will now be properly assigned when some towers don't have road access.
● Fix a bug allowing multiple supply posts to be built.
● Supply posts will now be properly detected when building a fort.
Bug Fixes:
● Fixed Warehouses/Granaries getting linked storage options in some cases.
● Fixed a bug causing incorrect music to be played during combat.
● Mothballed buildings that catch fire will now burn down.
● Fixed issue with Warehouse delivering the resources to each other in some cases.
● Fixed population advisor history graph showing the wrong date.
● Zoom now works again in the map editor.
● Fixed a bug that allowed fulfilling imperial requests without sending resources by using
disabled Warehouse.
● Roadblocks now block Granary exits.
● Fixed bath house construction image being aligned improperly.
● Fixed visual bug of sentry walking under instead of on a bridge.
● Market boys and caravan followers no longer disappear when the market lady/caravan
leader steps on the bridge.
● Desirability bonus granted by houses being next to the water is now updated when the
house changes its size.
***
Augustus Team
● Matt "Areldir" Hedges (AU) - Lead artist, historical consultant, map designer
● Yakov "MSTVD" Burmin (US/RU) - Artist, lead tester, translator (Russian), Augustus manual
● Jean-Charles “Ouaz” Schmidt (FR) - Artist, tester, translator (French), Augustus manual author
● Marek “CommissarMarek” Vážný (CZ) - Tester, map designer, community content creator
***
Note: All following production values are for buildings producing at 100% efficiency.
1 cartload = 100 units.
● Food production
○ Non-wheat farm = 9.6 cartloads / year
○ Wheat farm = 19.2 cartloads (central and desert climate), 9.6 cartloads (northern
climate) / year
○ Wharf maximum fish catch = 33.7 cartloads / year, for an optimal fishing point
distance, granary placement and available space for storage. A more reasonable
average catch value is between 17.3 and 20.6 cartloads / year, depending on the
distance to the fishing point.
● Food consumption
○ 0.5 unit per citizen per month (remaining food rounded down).
○ If multiple types of food are consumed in a house, each type of food is consumed
equally, until reaching the required monthly food consumption.
Ex: a house with 80 dwellers consumes 40 units of food per month. If it's
provided with two types of food (e.g. wheat and fish), 20 wheat and 20 fish will
be consumed each month.
14.4 (reservoir) or
Sand pit 14.4 cartloads Concrete maker
7.2 (well/fountain)
City mint
4.8 cartloads = 2400dn
Gold mine 2.4 cartloads ( gold <=> dn
2400 dn = 4 cartloads
conversion)
● Goods consumption
○ 2 units per house per month, whatever is the number of dwellers.
○ 4 units of wine for a house consuming 2 types of wines.
In summary:
● A non-wheat farm can feed 160 people / year.
● A wheat farm can feed 320 people / year (central and desert climate), or 160 people
/ year (northern climate)
● One raw material building can supply two workshops.
● One workshop can support the goods consumption of 20 houses per year.
Starting cash
Rescue loan 300% 200% 150% 100% 75%
Tax income
Starting Favor 70 60 60 50 40
Starting Mood 80 75 70 65 60
Required Favor to
16 17 18 20 22
pause Emperor attacks
Cooldown between a
36 months 30 months 24 months 18 months 12 months
same random event
Additional Favor
malus for a too high 0 0 -1 -3 -5
personal salary
Sentry 50 6, 6, 20 0, 0 50 /
Watchman 50 6, 6, 20 0, 0 50 /
Quartermaster 50 6 0, 0 / /
Prefect 50 5 0, 0 / /
Gladiator 100 9 2, 0 / /
Lion 100 15 0, 0 / /
Caesar's Sentry - - - - -
Native Club 40 6 0, 0 / 80
Barbarian Club 40 6 0, 0 / 80
Etruscan Sword 120 12 2, 2 / 70
Etruscan Javelin 70 5, 4, 10 0, 0 70 70
Samnite Sword 120 12 2, 2 / 70
Samnite Javelin 70 5, 4, 10 0, 0 70 70
Carth. Sword 120 12 2, 2 / 90
Carth. Elephant 200 20, 6, - 5, 8 70 90
Greek Sword 120 12 2, 2 / 90
Greek Javelin 70 5, 4, 10 0, 0 70 90
Macedon. Sword 120 12 2, 2 / 90
Macedon. Javelin 70 5, 4, 10 0, 0 70 90
Egyptian Sword 90 7 0, 0 / 70
Egyptian Camel 120 7, 5, 12 1, 0 70 70
Perg. Sword 90 7 0, 0 / 70
Perg. Bow 70 5, 4, 12 0, 0 70 70
Iberian Sword 90 7 0, 0 / 70
Iberian Javelin 70 5, 4, 10 0, 0 70 70
Seleucid Sword 90 7 0, 0 / 70
Seleucid Javelin 70 5, 4, 10 0, 0 70 70
Judean Sword 90 7 0, 0 / 70
Judean Javelin 70 5, 4, 10 0, 0 70 70
Celt Sword 110 10 1, 2 / 80
Celt Chariot 120 15 4, 4 / 80
Brit. Sword 110 10 1, 2 / 80
Brit. Chariot 120 15 4, 4 / 80
Pict. Sword 110 10 1, 2 / 80
Pict. Chariot 120 15 4, 4 / 80
Gaul Sword 110 10 1, 2 / 80
Gaul Axe 120 15 2, 3 / 80
Wolf 80 8 0 / /
Criminal / Rioter 12 0 0, 0 / /
Protester 12 0 0, 0 / /
Looter / Robber 12 0 0, 0 / /
Enemy Gladiator 100 9 2, 0 / /
***
Official Augustus Github repository: download here the latest stable version, or the
unstable version if you’re brave enough. Manuals are also available in various
languages.
Where all started… Travel in time and experience Caesar III in all its vanilla glory, but
with many technical and QoL improvements.
Fond of numbers and complex mathematical formulas? Wanting to manage your roman
city like a stock trader? This tool is made for you (create a copy or download to use it).
A collection of tutorial videos to learn some fundamentals but also some hidden
gameplay secrets about C3.
A set of maps using Custom Empires and Scenario Events features. Same installation
and launch as Campaign Reconquered.
A cosy place to discuss Caesar III, other Impressions games and city-builders in general.
Kindly hosted by GamerZahk (check his YT channel).
***
For your convenience, all of Augustus’ new or modified structures are listed below.
# Religion
● Grand Temple ● Pantheon
● Altar ● Lararium ● Small Mausoleum ● Large Mausoleum ● Nymphaeum
# Education
● School (Upgrade) ● Academy (Upgrade) ● Library (Base)
# Entertainment
● Theater (Upgrade) ● Tavern
● Arena ● Colosseum (Monument) ● Hippodrome (Monument)
# Administration
● Statues : Small (Goddess, Senator, Gladiator Statue)
Medium (Legionary Statue)
Large (Equestrian Statue)
● Ornamental Trees ● Parks ● Obelisk ● Small Pond ● Large Pond
● Paths ● Overgrown Gardens ● Roadblocks ● City Mint ● Garden Gate
# Military
● Palisade and Palisade Gate ● Supply Post ● Watchtower
# Industry
● Gold Mine ● Stone Quarry ● Sand Pit ● Brickworks ● Concrete Maker
● Caravanserai ● Cart Depot
# Other
● Highway
Monument
Monument
Minor Monument
Minor Monument
Minor Monument
Minor Monument
School (Upgrade)
Monument
Yes –– 100 1500 Heart of the city allowing to
host Great Games (3 types).
Colosseum
Monument
Yes –– 150 3500
Can host chariot races.
(with a new horses betting system!)
Hippodrome
Legionary Statue
Equestrian Statue
Minor Monument
Required to build
Monuments.
Monument
Brickworks
Monument
Notes