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In fact, you'll actually have to relocate families once they reach certain housing stages. This way you can put families closer to their jobs and the goods they need. To help you accommodate everyone's changing needs, CivCity Rome even allows you to relocate houses. The highest-level buildings will even buy their own slaves to help out with the resource collection. Since higher quality houses require more goods, they'll be served by buildings in a wider radius.
#CIVCITY ROME ITA UPGRADE#
Once a house has access to all the resources it needs, it will upgrade to the next level of housing and acquire additional needs. The good produced by your shops will be delivered to nearby houses. Selecting a house or shop will reveal a green circle that shows which other buildings are within range. While it might have been nice to see a few more steps in producing some of the commodities, the real challenge of the game is provided by the rather limited range that most citizens and traders will travel to get the goods they need. At least it's more complicated than the scheme in Glory of the Roman Empire. The only really complicated process is getting chariots ready for the circus but that doesn't even come into play until fairly late in the game.
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Even the early wheat farm-mill-baker chain seems a little thin. Only in rare cases will you have to manage anything more complicated than a two-step process. The transition from raw material to useable commodity usually only involves one step. The variety of items required by the most advanced households will require you to fit a wide variety of services into a very compact area. As with most city builders, making sure each neighborhood has access to all the commodities it needs is the primary challenge. Once you've managed to meet your city's more commonplace needs for farms, water and textiles, you'll have to provide them with education, relaxation and entertainment. As new citizens arrive, you'll have to provide them with employment and a place to live.
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This forms the hub of your city and the starting point for citizens looking for jobs and housing. There's also a rather substantial editor for players who'd like to create their own challenges.Īt the start of most missions you'll have to place your town center. Military missions throw in the added challenge of fending off enemy attacks as well. Peacetime missions typically present you with a growth challenge, tasking you with gaining a certain population or level of housing. The campaign has a nice flow to it and even allows players to branch off in new directions. In brief, CivCity: Rome lets players take charge of an entire Roman city, either in a progressive campaign that starts you off with the basics, or in a number of single missions that present the player with a specific objective or opportunity. While gamers probably still aren't ready for an MMO where an elected president manages an empire of various cities, each run by separate players, the gang at Firefly have brought the two games together with CivCity: Rome it doesn't incorporate enough of the franchise's concepts to set it apart from other ancient-city builders on the market. Back when SimCity and Civilization were released, my buddies and I used to imagine how cool it would be if someone could combine the cool empire building concepts of Civilization with the urban planning model of SimCity.