User manual GAMES PC CAESAR III

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[. . . ] Credits Credits Designer Programming Producer David Lester Simon Bradbury Eric Ouellette Darrin Horbal Ron Alpert Adam Carriuolo Bob Curtis Mike Malone Heidi Mann Andrea Muzeroll Dennis Rose Gary Bendilow Michael Best Martin Povey Daniel Shutt David Lester Ken Parker Wayne McCaul Edward Saltzman Rob Euvino 3 QA Manager Lead Tester Jon Payne Greg Sheppard Neal Sumsion Niall Callaghan Austin Parsons Brian Coons Frank Lavoie Tony Leier Wayne McCaul Tom Rogers Doug Gonya Eric Ouellette Ken Parker Greg Sheppard Quality assurance (UK) Art Director (US) Artists (US) Quality assurance (US) Map & assignment Designers Artists (UK) Manual & Research Special Thanks to Chris Beatrice and Doug Gonya. Sound Effects Music Table of Contents Table of Contents Welcome to the Roman Empire . . 200 Table of Contents 7 Welcome to the Roman Empire C ongratulations, citizen!Caesar has approved your application to enter the Empire's government. The Emperor is eager to expand his settlements and reward citizens who can implement his will. [. . . ] Some provinces can also support olive or vine farms; these crops are not suitable for eating, but instead are used for making olive oil and wine (see Industry, on page 122, for more information). Wheat Farm Wheat farms are twice as productive as the other food types. That is, a wheat farm will usually produce a cartload of food twice as quickly as any other farm. I say usually, since the cooler climate of some Northern provinces does not allow such generous yields. They will operate less efficiently if they have less staff than they need, and they won't operate at all with no staff. Once a farm starts operating, you will see its fields growing crops or raising animals. Once the crop is fully grown and ripe, the farm harvests it and puts the produce into a cart, which carries it off to a granary or warehouse. Scribe's note: Farms need roads connecting them to their workforce and to their customers, and of course farms need maintenance by prefects and engineers. Olive and vine farms deliver their crops to oil and wine workshops, respectively, if there are any, or to a warehouse if not. Fruit, olive and vine farms, though, slightly increase the desirability of nearby housing. Pig Farm Food, Farming and Industry 116 Food, Farming and Industry 117 Storage and Distribution: Granaries, Warehouses & Markets A Granary granary is merely a large structure that centrally stores the output of all of your food farms and fishing boats for later distribution. Invaders often try to destroy granaries if they get past your city defenses. Rioters might do the same, especially if they're rioting because of lack of food. A warehouse is a large structure that stores any goods at all: food, raw materials or manufactured goods. All imports are delivered to a warehouse (see trade on page 129 for more information), and all goods produced by workshops are automatically taken to a warehouse. The citizens working at warehouses are usually quite intelligent, and will realize when a workshop needs materials which are being stored at the warehouse; they will automatically send their cart with the materials to the workshop. Warehouses and granaries are quite similar, in that they are both used to store produce. Granaries only store food, though they will store any type of food, not just wheat. Market traders seeking food for their customers can only get it from granaries, never from warehouses. If you have no food in a granary, markets cannot distribute food to your city's people. Farms and fishing wharves always try to take their food to a granary, even if this means a longer journey than to a warehouse. Merchants from foreign provinces visit your city's warehouses to see if there are any goods there which they can buy. This lets you select a level of food storage with which you are comfortable, just by building as many granaries as you feel your city needs. If a granary becomes less than half full, a warehouse holding food automatically sends a cart of food back to the granary. So a city with a population of 3, 000 people would need four granaries to store enough food to last everyone for three months, with a little left over. Market Warehouse Scribe's note: Granaries and warehouses are undesirable neighbors. They need good road access to the farms, industries or merchants that supply them, and to the markets that distribute their goods. [. . . ] (ii) exploit the Program or any of its parts for any commercial purpose including, but not limited to, use at a cyber café, computer gaming center or any other location-based site. Sierra may offer a separate Site License Agreement to permit you to make the Program available for commercial use; contact Sierra for details; (iii) host or provide matchmaking services for the Program or emulate or redirect the communication protocols used by Sierra in the network feature of the Program, through protocol emulation, tunneling, modifying or adding components to the Program, use of a utility program or any other techniques now known or hereafter developed, for any purpose including, but not limited to network play over the Internet, network play utilizing commercial or non-commercial gaming networks or as part of content aggregation networks without the prior written consent of Sierra. You may permanently transfer all of your rights under this License Agreement, provided the recipient agrees to the terms of this License Agreement and you agree to remove the Program from your home or portable computer. You may terminate the License Agreement at any time by destroying the Program. [. . . ]

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