Editing Grand Ages: Rome/Walkthrough

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== Families and talents ==
== Families and talents ==
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== Resources ==
== Resources ==
=== Flow resources ===
=== Flow resources ===
Most of your resources are flow resources. Flow resources are available anywhere in the city. They are not stockpiled, so your resources will not increase with time. Let's say at first your city has no meat. You build a pig farm, and this particular farm is producing 12 meat. Thus, your city has 12 meat, and this number will not change until (for instance) you build another pig farm or you build something that consumes meat. Now let's say you build a farmer's market. The market consumes 4 meat, so now your city has 8 meat.  With the remaining meat surplus you can build two more farmer's markets, or you might consider building a butcher's shop.
Most of your resources are flow resources. Flow resources are available anywhere in the city. They are not stockpiled, so your resources will not increase with time. Let's say at first your city has no meat. You build a pig farm, and this particular farm is producing 12 meat. Thus, your city has 12 meat, and this number will not change until (for instance) you build another pig farm or you build something that consumes meat. Now let's say you build a farmer's market. The market consumes 4 meat, so now your city has 8 meat — you can build two more farmer's markets, or you might consider building a butcher's shop.


==== Bread ====
==== Bread ====
Bread is produced by the bakery. Its only use aside from trading is the inn (though bakeries are also useful for the food satisfaction they produce).
Bread is produced by the bakery. Its only use aside from trading is the inn (though bakeries are also useful for the food satisfaction they produce).
==== Bricks ====
Bricks are produced by brickworks and used to construct and maintain insulae and many other buildings.


==== Cloth ====
==== Cloth ====
Produced by a tailor shop. They are consumed by patricians (2 per house), and a shortage of cloth will cause patricians to leave your city until the shortage is resolved.
Produced by a tailor shop. Patricians need them.
 
==== Flour ====
Produced by the water mill. Turned into bread by the bakery (which also produces food satisfaction) and also used by the tavern.
 
==== Goods ====
Goods are produced by insulae with a food happiness of at least 50, and also by artisans' markets. They are consumed by equites (2 per house), and a shortage of goods will cause equites to leave your city until the shortage is resolved.


==== Iron ====
==== Iron ====
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==== Lumber ====
==== Lumber ====
Lumber is produced by the lumber mill and used to construct and maintain insulae and other buildings.
Lumber is used to construct and maintain insulae and other buildings.


==== Marble ====
==== Marble ====
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==== Olive oil ====
==== Olive oil ====
Olive oil is produced by olive farms. Unlike most other farms, though, the supply does not increase much with each upgrade. Olive oil also tends to be expensive. It is consumed by patricians (2 per house), and a shortage of oil will cause patricians to leave your city until the shortage is resolved.
Olive oil is produced by olive farms. Unlike other farms, though, the supply does not increase much with each upgrade. Olive oil also tends to be expensive.


In addition, a large amount (10) is required by artisans' markets.
The primary use for it is to get patrician's villas. You might also use it for artisans' markets.


==== Sausage ====
==== Sausage ====
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Recruits are produced by equites houses, 10 per house. Thus, you can get a lot of recruits by simply building a lot of equites houses, but if you build them willy-nilly, you may have a tough time giving them enough jobs to avoid triggering the Unemployment city state.
Recruits are produced by equites houses, 10 per house. Thus, you can get a lot of recruits by simply building a lot of equites houses, but if you build them willy-nilly, you may have a tough time giving them enough jobs to avoid triggering the Unemployment city state.


Slaves are strange in that they're like a flow resource ''and'' an area resource. They're a flow resource in that you have a certain number of them that arenas and slave markets can consume. The slave market converts some of your slaves into an area resource, making slave labor available to all buildings in its radius. The only way to increase the number of available slaves is to trade for them, to use an authority action to buy more, or to raid a barbarian village.
Slaves are strange in that they're like a flow resource ''and'' an area resource. They're a flow resource in that you have a certain number of them that arenas and slave markets can consume. The slave market converts some of your slaves into an area resource, making slave labor available to all buildings in its radius. The only way to increase the number of available slaves is to trade for them or to use an authority action to buy more.


== Buildings ==
== Buildings ==
=== Houses ===
=== Houses ===
Should you build an insula, an equites house, or a villa? Well, it depends on what you want the house to do. You should never build a house without a purpose in mind (unless it's to meet a "build N houses" scenario objective), because they provide no value other than the resources they produce and the job openings they fill. Thus, usually you should decide what buildings you want and build the houses to match. For example, if you know that in a certain area you want a wheat farm, a pig farm, a prefecture, and a Temple of Mars, build two insulae, an equites house, and a patrician's villa (assuming you want the bonus from using a patrician; otherwise build another equites house). This way you will not build more houses than you need. Having more houses than you need is not particularly harmful, but it wastes money and also upkeep materials (though insulae and equites houses don't require upkeep at all if near a prefecture — but equites will still consume goods and patricians will still consume olive oil and cloth). It will also lead to the Unemployment city state if your employment falls under 50% for too long.
Should you build an insula, an equites house, or a villa? Well, it depends on what you want the house to do. You should never build a house without a purpose in mind (unless it's to meet a "build N houses" scenario objective), because they provide no value other than the resources they produce and the job openings they fill. Thus, usually you should decide what buildings you want and build the houses to match. For example, if you know that in a certain area you want a wheat farm, a pig farm, a prefecture, and a Temple of Mars, build two insulae, an equites house, and a patrician's villa (assuming you want the bonus from using a patrician; otherwise build another equites house). This way you will not build more houses than you need. Having more houses than you need is not particularly harmful, but it wastes money and also upkeep materials (though insulae and equites houses don't require upkeep at all if near a prefecture -- but equites will still consume goods and patricians will still consume olive oil and cloth). It will also lead to the Unemployment city state if your employment falls under 50% for too long.


=== Forum ===
=== Forum ===
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If you are running low on building materials, consider building a prefecture in a neighborhood that doesn't have one. This will reduce the upkeep costs of the buildings you already have there, which may significantly increase the supply. Prefectures are also handy for handling criminals and putting out fires, but this is a much smaller concern since a well-defended, properly managed city should never have these problems.
If you are running low on building materials, consider building a prefecture in a neighborhood that doesn't have one. This will reduce the upkeep costs of the buildings you already have there, which may significantly increase the supply. Prefectures are also handy for handling criminals and putting out fires, but this is a much smaller concern since a well-defended, properly managed city should never have these problems.


=== Herbalist shop and hospital ===
=== Herbalist shop ===
Herbalist shops are usually not particularly useful. Fountains are generally sufficient to prevent the plague unless you're playing for a very long time. You will want to build them if you can't get water access in a certain part of town, and you may want some if you're building a large number of insulae for some reason (usually to meet an objective) and you can't think of any other jobs for them.
Herbalist shops are not particularly useful. Fountains are generally sufficient to prevent the plague unless you're playing for a very long time.
 
The hospital, only available with the Reign of Augustus expansion, acts like a herbalist shop with an infinite radius; i.e., all your houses will have herbalist shop access. It is staffed by a patrician.


=== Temples ===
=== Temples ===
The Temple of Vesta is the least useful temple. The denarii donated to it are not placed in your treasury directly, and while you can take the money anyway, it costs popularity. The Temple of Mars gives the same amount of religion happiness and does give you the denarii directly, so if you have a choice between Vesta and Mars, go with Mars if you can.
The Temple of Vesta is the least useful temple. The denarii donated to it are not placed in your treasury directly, and while you can take the money anyway, it costs popularity. The Temple of Mars gives the same amount of religion happiness and does give you the denarii directly, so if you have a choice between Vesta and Mars, go with Mars if you can.


If you're concerned with religious satisfaction rather than money, you can't go wrong with a Temple of Jupiter, which produces a whopping 50 religion satisfaction when staffed by a patrician. If you have a pantheon, then a Temple of Jupiter and a Temple of Saturn are sufficient to get 100 satisfaction (actually 105, but you can't get more than 100) if the latter is also staffed by a patrician, or 95 if it is staffed by plebs.
=== Theater and bathhouse ===
 
Theaters and bathhouses are likely too big to be worth it, unless you are absolutely sure you will not need the space. (If you do want an entertainment building that takes up a comparable amount of space, you may want to consider a Colosseum.) Arenas, odeums, and taverns are good alternatives. If you will need to provide high entertainment to a large number of citizens, you may also consider building the Circus Maximus somewhere where it will be out of the way, since it will increase your entertainment percentage by 20 on the entire map.
=== Theater ===
Theaters are likely too big to be worth it, unless you are absolutely sure you will not need the space. (If you do want to provide lots of entertainment to an area and don't mind wasting even more space, you may want to consider a Colosseum.) Arenas, odeums, and taverns are good alternatives. If you will need to provide high entertainment to a large number of citizens, you may also consider building the Circus Maximus somewhere where it will be out of the way, since it will increase your entertainment percentage by 20 on the entire map.
 
=== Bathhouse ===
Bathhouses must be staffed by patricians, so the combined size of a bathhouse and a villa is rather large. Nevertheless, if you want to have a villa anyway (perhaps to fulfill a "build N villas" objective), a bathhouse is not a bad choice. Otherwise, an arena is much more efficient (but uses up slaves).


=== Tax office ===
=== Tax office ===
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By the way, the same applies to gold mine upgrades. Upgrading a mine once may be a good idea, especially if you can get it for half price due to the Efficiency city state. More than that, though, and it will likely take too long to recoup the cost of the upgrade. (For example, if you pay 500 denarii to add 50 more denarii per minute, it will take 10 minutes just to make up the cost. That's a big investment for a mere 50 denarii per minute.)
By the way, the same applies to gold mine upgrades. Upgrading a mine once may be a good idea, especially if you can get it for half price due to the Efficiency city state. More than that, though, and it will likely take too long to recoup the cost of the upgrade. (For example, if you pay 500 denarii to add 50 more denarii per minute, it will take 10 minutes just to make up the cost. That's a big investment for a mere 50 denarii per minute.)
The tax office is only available with the Reign of Augustus expansion.


=== Library and philosopher's academy ===
=== Library and philosopher's academy ===
Libraries and philosopher's academies are only useful if your research input is low. Usually you will not need many techs and so building them may be a waste of time.
Libraries and Philosopher's Academies are only useful if your research output is low. Usually you will not need many techs and so building them may be a waste of time.


=== Senate ===
=== Senate ===
The Senate is only useful if you use Authority actions often or if you want to use the more expensive ones.
The Senate is only useful if you use Authority actions often or if you want to use the more expensive ones.
The Senate is only available with the Reign of Augustus expansion.


=== Pantheon ===
=== Pantheon ===
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=== Artisans' market ===
=== Artisans' market ===
Artisans' markets are most useful in scenarios where you have to produce or export a large number of goods. They are usually not needed otherwise because insulae with sufficient food satisfaction will produce goods on their own. Note that artisans' markets also provide food satisfaction, so despite their large size they provide decent value for the space.
Artisans' markets are most useful in scenarios where you have to produce or export a large number of goods. They are usually not needed otherwise because insulae with sufficient food satisfaction will produce goods on their own. Note that artisans' markets also provide food satisfaction, so despite their large size they provide decent value for the space.
Note that artisans' markets consume 10 olive oil, so be sure to consider whether olive oil is in short supply and whether you would rather use it for villas.
=== Slave market ===
Slave markets can provide labor for a large number of buildings at once — any building within its radius that permits slave labor — but their output is slightly inferior to plebs'. They are particularly useful in scenarios where you have a limit on the number of buildings or houses you are permitted to build, since you might be able to save five or more houses. Slaves also do not have needs, which means you can also save on other buildings and you will not have your ratings dragged down by not supplying food/entertainment/religion.
=== Odeum ===
The more odeums you have in your city, the more entertainment each one will produce. Each one adds 5 entertainment to the total, which starts at 20 when staffed by equites.
The odeum is only available with the Reign of Augustus expansion.


=== Colosseum ===
=== Colosseum ===
The Colosseum may not be particularly useful. It will provide 100% entertainment to everyone near it, but it is such a huge building and its range only extends so far, plus it's so expensive. You can generate 100% entertainment with a few buildings in a smaller space (though, aside from an arena, you will have to have people, most likely equites or patricians, staffing those buildings), especially if you build the Circus Maximus, which, though larger, can be built out of the way and benefits your entire city.
The Colosseum may not be particularly useful. It will provide 100% entertainment to everyone near it, but it is such a huge building and its range only extends so far, plus it's so expensive. You can generate 100% entertainment with a few buildings in a smaller space (though, aside from an arena, you will have to have people, most likely equites or patricians, staffing those buildings), especially if you build the Circus Maximus, which, though larger, can be built out of the way and benefits your entire city.
=== Granary ===
The granary is not a particularly good choice because it consumes a ''lot'' of wheat (10), and its food satisfaction is low and does not stack with other buildings. If you have 4 meat to spare, consider a farmer's market instead, which consumes less (4 wheat and 4 meat) and produces much more food satisfaction, especially when staffed by equites.


=== When your first five buildings are free ===
=== When your first five buildings are free ===
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* Tax office (you will need the tech first, but if you have a very high research rate from character talents, it may not take long to research)
* Tax office (you will need the tech first, but if you have a very high research rate from character talents, it may not take long to research)


Note that one of your first four buildings will have to be a forum if the city doesn't have one already. You can use two of your other three free buildings to get an insula and, say, a trading post in order to get building materials if you need them for your fifth building. You may need an estate to provide the rest. Of course, a trading post may be more useful if you have free trading routes from the appropriate character talents.
Note that one of your first four buildings will have to be a forum. You can use two of your other three free buildings to get an insula and, say, a trading post in order to get building materials if you need them for your fifth building. For some of these you will likely need an estate to provide the rest. Of course, a trading post may be more useful if you have free trading routes from the appropriate character talents.


== No workers? ==
== No workers? ==
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