Building a Roman City
Some Insulae, or apartments, were luxurious and spacious, while others were cramped and squalid. They could have many rooms, or only one. Limits were imposed on the height to which insulae could be built; normally only four or five storey’s could be built. Landlords often built the extra rooms so that they could make more money, but these were often badly constructed of cheap materials. This made buildings very unsafe and many collapsed. Poorer tenants lived in the upper storeys, which were made of wood. The rooms were smaller and often in very bad condition. The lower storey’s, usually built of stone, were for richer tenants. Rich occupants often had several well-furnished, comfortable rooms to live in.
Welcome to Caesar III Heaven, the premier C3 site on the Internet. Although the news on this page is no longer updated on a daily basis, there will still be very occasional newsflashes (scroll down the page), and all the resources collated here since October 1998 are here for you to peruse through. Here's a quick reminder of what we've got on offer:
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|September 13, 2006 — Caesar IV Heaven Opens|
I know a great many of us have been awaiting this moment. Eagerly awaiting this moment. After playing every single Caesar 3 scenario in more ways than the designers thought possible..."Hey, let's do Carthago without prefects!" we can soon take on Carthago in a different way.
|August 19, 2005 — Caesar IV announced|
Tilted Mill and Vivendi have announced that they are developing Caesar IV.
Vivendi Universal Games (VU Games) today announced development of Sierra Entertainment's Caesar™ IV, the sequel to the million unit plus selling Caesar™ III, scheduled for release in 2006. Building on the award-winning formula of its predecessor, Caesar IV takes the city-building genre into the 21st century, with new gameplay and features, and a cutting edge 3D graphics engine developed specifically for the title.
Take a look at the official Caesar IV site for more information and discuss the game in our forums