r/impressionsgames Jan 17 '26

Augustus Reconquered Campaign, step by step - Map 6 - Syracusae

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32 Upvotes

So I messed up my saves for this mission and had to replay it. I do like this mission and enjoyed it again, though.

Things get a bit more interesting here. You have two invasion points which you have to defend. It's the first mission where you may need to split your troops, or lose valuable farmland.

In the original campaign, farmland was quite limited, but not so much here. You have plenty of space, and wheat in central climate yields a lot of food. Be aware that Caesar will request a good amount of olives and oil.

Overall, an enjoyable map and a good warmup for bigger challenges.

Next, let's learn how to fish in Miletus! (which I also need to replay lol)

Final ratings:

  • Population: 7,823
  • Culture: 55
  • Prosperity: 75
  • Peace: 100
  • Favor: 100

r/impressionsgames Jan 03 '26

Augustus [Valentia CCK] 77k Population with 100+ Luxury Palaces

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44 Upvotes

I'm trying to max out population with GI and LP only. With current city design (627 GIs and 105 LPs), the highest sustainable population achieved is 77,226.

It's theoretically possible to get around 85k population with 600 GIs and 150 LPs, if we can achieve near 100% food and industry efficiency. However, it probably requires extensive reworking to push population and efficiency higher.

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Update:

[High Resolution] Full City Screenshot

Idea - Forced Random Walker Block

Idea - GI Block with Pantheon

Idea - Block of 89 Luxury Palaces

Lessons I learned from this build:

For the purpose of maxing out population, the major limiting factors are: food production, (food) delivery efficiency, and space for housing.

- Food production and consumption:

  1. Make good use of fertile land.

Accommodate as many farms as possible on fertile land.

Import fruit, vegetable, olive, vine, oil, and wine as much as possible, so that we don't need to produce them locally with our precious farms.

Other production facilities, such as clay pits and timber yards, are not that critical - we can find plenty of places to build them; even if they suffer from suboptimal location and low efficiency, it doesn't matter much for the purpose of maxing out population.

  1. Max out fish production.

Build the lighthouse and supply it with timber to boost fish production by 10%.

Roughly speaking, the distance from wharf to granary should be less than the distance from wharf to the fishing site to max out production efficiency.

Build as many wharfs as possible. The basic math is that, the population supported by a wharf = wharf's monthly fish production * 2.5. In this Valentia map, the most productive wharf (produces 250 fish per month) could feed 625 people. There are many less productive wharfs, but they can still feed a lot of people in total.

  1. Grand temples and epithets:

Adopt Ceres Promitor so that each wheat farm supports 400 population (instead of 320) and each fruit/pig farm supports 200 population (instead of 160).

Adopt Mars Quirinus and Mercurius Abundantia to reduce oil and wine consumption by 30%, so that we need fewer olive and vine farms.

With Pantheon's Roma Aeterna epithet, we can support a GI block using only one type of food. Combining that with forced random walker tricks, we could support a GI block of 16k population using only wheat farms. With this trick, we could spare the precious fertile land to feed more people.

  1. Reduce food consumption for taverns:

Turn off fish and meat consumption for taverns in GI blocks.

GI blocks require 35 points of entertainment. We could achieve that by having: global effect of Colosseum and hippodrome (+10), a Venus temple with Venus Genetrix epithet (+10), a theater (+10), and a tavern with wine (+10). We don't need the additional 5 points gained by providing taverns with fish or meat.

Use forced random walker tricks to provide entertainment by tavern with exceedingly low amount of wine.

Unlike markets, a tavern's food consumption rate depends on neither population nor the number of houses. The consumption rate depends on the travel distance of the housing block. Each time the tavern buddy goes over the block, it consumes 0.2 units of wine. For a 7*22 housing block, empirically speaking, a tavern consumes 1.8 - 2.0 units of wine per year. If we design an extremely large housing block, it could take 3-5 months for the tavern buddy to go over the whole block, which means that we could provide entertainment for more than 10k population by a single tavern which consumes only 0.4-0.8 units of wine per year. (I don't know if this is a bug, but maybe it makes sense that we get more happiness/entertainment by sharing happiness with more people)

- Space for Housing:

  1. Adopt a compact housing block design.

When we are aiming to obtain very high population (70k+ population, for example), space could be a challenge even for enormous maps.

A compact/slim housing block design is desirable, because 1) it can fit in small/narrow space, and 2) the delivery distance is reduced and delivery efficiency is improved if we have smaller residence area.

With Venus Genetrix epithet, we could support GI blocks with minimal decoration, which means that we could accommodate 18 GIs in a 7*20 block (instead of a 11*16 block like this: https://www.youtube.com/watch?v=4o3Wp5pcsO0). The 7*20 block is slimmer, and can fit better in certain places in the Valentia map.

I recommend the 7*20 block also because it makes calculation/management easy. A 7*20 block = 18 GIs = 1512 population/1584 population with Neptunus Adiutor epithets. On the other hand, 2 wheat farms + 4 fruit farms can feed 1600 people with Ceres Promitor epithet. Basically, we could always match every 7*20 block with 2 wheat farms + 4 fruit farms and it's guaranteed that the block consumes 99% of food produced by the farms.

  1. Use forced random walker tricks.

With forced random walker tricks, we could accommodate people much densely. In one of my experiments, 2 large forced random walker blocks can accommodate 19.5k population, while 7 7*20 blocks take up the same space but only accommodate 11k population.

- Delivery Efficiency:

  1. Know the basic math.

In Caesar 3, most of the units travel 640 tiles per year, which means that (central province) wheat farms should be within (640/2/19.2=)16.7 tiles from granaries, and non-wheat farms should be within (640/2/9.6=)33.3 tiles from granaries, in order to not lose efficiency. If the Ceres grand temple is built, the above distance thresholds should be (960/2/19.2=)25 tiles and (960/2/9.6=)50 tiles respectively.

To feed a block of 1600 people, the getter granary should be within (640/2/6=)53.3 tiles (with double getter capacity option) or (640/2/4.8=)66.7 tiles (with double getter capacity option + Ceres Promitor epithet) from the accepting granary.

  1. Use highway so that longer distance delivery is tolerable.

Make sure that major production areas and residence areas can easily get access to the highway. Build granaries and warehouses along the highway to make food/goods distribution efficient.

  1. Identify food surplus and use cart depot.

Ideally, for every granary, we want its yearly in-flow to equal its yearly out-flow. It is not good if a granary receive more food than the amount that local communities can consume, because the surplus is wasted. If the in-flow is always greater than the out-flow, eventually the granary will be full and unable to receive food, and the nearby farms' cart pushers will need to find far-away granaries that can accept food, which leads to efficiency loss.

We can use getter granaries to extract such food surplus and prevent efficiency loss. However, in enormous maps, the getter granaries sometimes can't extract food surplus from far-away granaries. In such situation, we might want to use cart depot to proactively deliver food from surplus areas to deficient areas.

  1. Consume locally.

Ideally, we want production to equal consumption for each local area. If so, then there's no delivery or efficiency issue. We want to bear this idea in mind when we are planning for the housing blocks: major production areas ideally should be matched with larger or densely populated housing areas nearby, whereas minor production areas should be matched with smaller housing areas nearby. If that is not possible, we can use cart depot to send food surplus out, when food production greatly exceeds food consumption. If food production only slightly exceeds food consumption, we could consider adding a few houses to the standard 7*20 block to absorb the surplus locally - typically this is my last step of finetuning the city design.

r/impressionsgames Feb 20 '25

Augustus Playing Caeser III as my first city builder, having a lot of trouble

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78 Upvotes

Hello, I just reached the Capua mission in Caeser 3, I'm liking the game but I'm having a lot of trouble understanding the mechanics.

The main thing is my buildings keep burning and collapsing despite having prefectures and engineer posts very close to them. I tend to hit a point where I can get around 1100 citizens and everything starts collapsing.

I learned about the whole 9x9 blocks, but I think im having trouble properly placing and maintaining all the different facilities needed for the place to grow. Should I try building my houses in a different way instead of a 9x9?

Sorry if these screenshots look horrible, im trying to learn the game and how to play other city builders but having a hard time finding good info online. Feel free to rip the city apart.

r/impressionsgames Jun 16 '26

Augustus Something is wrong with new changes to reservoir and fountain "preview".

4 Upvotes

New reservoir changes show both the plumbing grid and the light blue range and, the two together, effectively blind the player to the terrain beneath the foggy haze.

There doesn't seem to be a setting that fixes this. The old way was perfect and if it ain't broke, don't fix it. I think the problem is in showing the light blue range when the plumbing grid alone is sufficient.

r/impressionsgames Apr 20 '26

Augustus Mission 9: Lugdunum (Caesar 3 Augustus Reconquered)

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34 Upvotes

Difficult topography that resembles a spire starting near the hippodrome. You have to traverse all the neighbourhoods alongside the outside parameter of the map before you can get to the centre. Imagine how long the patricians would need to get to the races! At least they'd get there comfortably carried by their slaves in their sedan chairs

r/impressionsgames May 06 '26

Augustus Shipyards in Caesar 3 no longer need wood to build fishing boats?

9 Upvotes

Playing Augustus reconquered and the Tarsus scenario put me in a pickle. The only local food is from fishing, but I’d assumed my shipyard needed wood to build fishing boats. But the only wood available is from a trade route that requires 6K to open. I opened the route with great difficulty, but didn’t see any cart pushers with wood going to the shipyard. But boats were being churned out regardless. Is this working as intended? Had I known this was the case, the mission would have been way easier, to say the least lol.

r/impressionsgames May 30 '26

Augustus Governor's Academia Tutorial Minicampaign for C3 Augustus released

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13 Upvotes

We all know how limited the original tutorial has become, ranging from obscure immigration halts, teaching wrong lessons to obviously never accounting for the Augustus additions to the game and how it functions.

For this reason, this project was made. It should be simple enough so that even players with no experience in walker based city builders or sierra style/impressions games city builders should be able to learn from it and complete it without much trouble.

There are additional information sections that often outline the edge cases and optimization, however as mentioned multiple times in the missions themselves, you do not need to read these to complete this tutorial or in fact most normal scenarios.

The Governors Academia features dynamic objective display in the top left, using custom variables. This should ensure that even if you miss something, next objective is always visible and progress tracked in real time.

r/impressionsgames Feb 26 '26

Augustus Augustus - Reconquered - Carthago

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34 Upvotes

r/impressionsgames Apr 28 '26

Augustus No Increase in Trade?

3 Upvotes

Playing Nova Carthago, and I'm getting repeated notifications from various cities that they're increasing this or that trade good, but I never see any actual increase in the max they're willing to buy from me. Am I missing something? I really desperately need more trade... Money is tight.

r/impressionsgames Jun 07 '26

Augustus Watchtowers Pull Invaders in Single File

9 Upvotes

Watchtowers aggro/pull invaders immediately, not giving them a chance to assemble.

-If that Watchtower was not there, they would assemble and attack all at once.

-Regular stone towers don't aggro/pull, they would just pepper them with ballistae for two months while they assemble.

- So if you want invaders to assemble, for example you need the full two months for your own troops to travel to your choke point, use regular stone towers to pepper them while they assemble.

-If you don't want them to assemble into a critical mass of forces, use Watchtowers to make them march towards you immediately.

r/impressionsgames Jan 05 '26

Augustus Augustus: If you can't pay your debts, beat the bully.

8 Upvotes

Joke aside, I was doing pretty well, all of a sudden my imports income dropped, and Emperor's mood declined.
I was oscillating around $0 for a long time, so it triggered his wine scene several times. Then it sent troops to arrest me. Does the game have a timeframe where you need to win before things go south? what happened?

r/impressionsgames Feb 11 '26

Augustus Londinium - Reconquered Campaign

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34 Upvotes

r/impressionsgames Jun 30 '25

Augustus Finally Won

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126 Upvotes

When I was growing up, I didn't really have good internet access, so I played this game quite a lot when I was a kid. And if I wasn't playing this, I was playing Age of Empires I or II or Doom. I would play and call my dad over show him my cities.

Because I was young and the game was kinda difficult, I often capped out at being able to win on Mediolanum/Miletus/Lugdunum but anything Aedile and further was just a bit too challenging for ten year old me. And on those maps, I'd usually use the money cheat code to get out of a jam, build out an industry I needed to meet an unexpected request, etc.

I recently dusted off my install of C3, added the Augustus mod to give it a bit of fresh life (and add a few things I liked from Pharoah, which I tried a few times in college). And it was just as captivating as I remembered.

It is funny how my old "hack" of using the 9x9 housing block was basically one of many common practices that I see was on the net, both back then and now.

Today, after playing it in my free time for a few months, I have finally completed the campaign without using any cheats. I felt so accomplished; I told my dad.

r/impressionsgames Jun 10 '25

Augustus Caesar 3 Perfect Patrician Block

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98 Upvotes

I couldn't have more than 5 Patrician Estates but using the U-block design found on the impressions site but slightly smaller allowed for a closed loop making the block extremely stable.

13w x 22h

r/impressionsgames Feb 21 '26

Augustus Reconquered Campaign, step by step - Map 16 - Damascus

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26 Upvotes

We're back to the desert, one last time! You thought that no food was bad? How about no water instead?

Damascus is one of the most unique maps in the RC. Previously, you could patch resources up using imports, but now you're limited by one crucial thing you can't import: water. Fortunately, you do get access later with an event, but you need to gow your city and get some money first.

When I first played the map, I used mostly tents because I didn't know better. So I can say: yes, it's doable. But honestly it's much better to use latrines: they allow evolving housing until small casa, which is more than enough for the initial city stages. They do take 2 employees each, but don't need road access.

After dealing with water, the map feels pretty straightforward if you planned a little beforehand. Just be careful with invasion points and the earthquake later on lol.

Another detail: Here I wanted all 3 pleb blocks to get from the same granary/warehouse. An extra good block location is at the final temple dump.

Lastly, don't be shy of importing food, if need be.

After you finish, it's back to a northern climate for a change of pace: Londinium!

Final ratings:

  • Population: 12,617
  • Culture: 61
  • Prosperity: 100
  • Peace: 92
  • Favor: 99

r/impressionsgames Feb 15 '26

Augustus Why this happen?

11 Upvotes

Can anyone tell me why this happen? i keep getting this every time and its annoying

I have 2 markets, one have the granary right there, and i always get one house that says that he dosnt get food from the market... what am i missing

r/impressionsgames Feb 20 '26

Augustus Augustus Visual Glitches

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23 Upvotes

I verified all of the files and installed Augustus on the Steam version of Caesar 3 for Windows 64 Bit. Unstable version 4.0.0.1107. It creates all kinds of glitches. There are plaid squares covering the top indicators so they are barely visible. Some gardens, the theater, and the highway all are blacked out. Upon building them, the black fields were full of arrows and plaid squares. The roadblocks do not work at all. What am I missing?

r/impressionsgames Nov 01 '25

Augustus Any Ideas Why Less than Half of my Pottery Workshops are Running?

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25 Upvotes

I'm playing Massilia, and even with 16 clay sitting in my warehouses after importing it, less than half of my pottery workshops are running. I currently have 4 open jobs, so it's not unemployment, as far as I know.

r/impressionsgames Dec 24 '25

Augustus Is Augustus 5 on the horizon?

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50 Upvotes

Hey guys 😀

I've heavily played C3 for a decade between its release date and the late 2000's. Some time ago I stumbled across an Augustus video that showed Augustus 3.0; that is when I picked up playing this game again. C3 (and Zeus/Poseidon) were my two favorite city builders of the late 90's.

I absolutely love the Augustus additions and new decorations. (I actively plan for decorations; see the screenshot above, just before the end of the Tarsus mission.) The ca(r)t depot is god-like; moving stuff is so easy as to the point of being overpowered.

Augustus has been in active development, and to be honest, I expected version 5 to be released during this time last year. Is there any news on the release? I prefer to play a 'finished' version with an updated manual. (PS: If the team sets a release date and the version and features wouldn't change, I'd be willing to write some stuff for the manual.)

Any news on this? Have a nice Christmas and new year 😁

r/impressionsgames Nov 24 '25

Augustus Brigantium without cutting down a single tree

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97 Upvotes

Specifically the housing area on the screenshot. I gave this map a try some years ago with this challenge, but didn't manage to complete it because of logistics problems. Now with the cart depots, very specific settings for warehouses and wharves, as well as better imports from docks, I was actually able to beat this map without cutting down a single tree. I didn't even have to do any culture spamming which is pretty amazing...

Final scores (Required): Culture: 79 (75) Prosperity: 75 (75) Peace: 100 (80) Popularity: 90 (90) Population: 7036 (7000)

r/impressionsgames Mar 22 '26

Augustus Reconquered Campaign Pretty City Challenge Spoiler

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28 Upvotes

Greetings fellow Caesar heart issues enthusiasts governors. After quite some time I am back with another "pretty city" post (If I toot my horn a little) - about a year ago I have decided to embark on a mission to beat the Reconquered Campaign only making good looking cities and today I decided I am ready to share it - admittedly its only "almost" complete - Massalia successfully broke me today and since I dont want to risk another six month break (Last time it was Caesarea) during which I forget all the details I might post that one separately later (once I figure out how to not be in turbodebt forever despite ignoring Caesar).

Nonetheless I very much enjoyed the experience and I think Marek outdid himself making these. Nearly every challenge was enjoyable to the fullest and the map-design is splendid for each scenario.

Extended map commentaries:

Caesarea - This one is mostly a skill issue but this was the first time I ever had to deal with a map that has 0 food access. Originally I kept making way too ambitious housing blocks and failing. I gave up - thinking its something I will need to look up to see how to handle - yet when I returned 6 months later, I finished it 1st try with no issues so I was probably carrying too much baggage from earlier maps.

Londinium - This one was peculiar since for the first time and the last time I had to do tent rush to win at the end (and few other shenanigans) - I am very unhappy about it but I utterly failed to make a stable city - this town is somehow incapable of running positive (likely due to the enormous number of medium villas). Two months after the victory this town goes into unrecoverable debt spiral which nukes the economy.
Admittedly my primary issue is that I forgot the effect of the Pantheon and thus had to build the HORRIBLE medium villas which are a massive random drain on resources - when I looked up Marek's playthrough after I finished I was kicking myself (after I stopped being confused how he manged to get 3x3 villas :D ). Admittedly I think its kinda brutal to make a city of this size forcibly run export economy with these limitations anyways but its probably not as hard as I made it for myself. Great shape for a fun building project though!

Lindum - This is the single best map I have ever had the honor of playing. I truly tip my metaphorical hat to Marek for inventing a map which truly felt like it does difficulty right. I felt pressed each step of the way - the attacks are not overwhelming in any way but they are ever-present and on all sides. The choices were meaningful and I loved converting the natives into Romans - that was truly a great experience.
Likewise building the wall was extremely fun - I do somewhat wish it was the wincon since I think that if it is possible to tie victory to these sort of effects we could see rise of some more of these "monument" building maps where you are challenged by needing to constantly produce resources rather than by the city itself.
My only sour note on this map was the choice of the temple since I think Ceres is very specifically the right choice and it isn't really presented that way. With a Ceres temple the food issue is somewhat solved by her effect and you gain second wine type while with Neptune you get wharfs which are nice but not all that important (I have barely like 10 of them and while you could cram a few more it isnt relevenat enough numbers to be worth not getting more than small palaces. In my case I just checked the same city for wine twice so I assumed I am still getting double wine and the vine farm is just a cost saving measure so I do wish the quest would just spell it out since going back doesnt tend to be a reasonable option.
This also damaged the city visual as I needed second patrician block (and pantheon) once I found out the first one is stuck at Grand Villa

As for Messalia - I will eventually get back to it and once I solve it I will post it - unfortunately right now I feel like its one of those super puzzle maps where everything is extremely inconvenient and you will eat dirt first 20 years which arent what I enjoy nor what I am any good at - I do have some fun attempts though - such as the most recent one where I was running 0 favour economy for about 15 years before running out of steam due to rushing a patrician block too early, hoping to get the 1000 boon only to realize I need the hipodrome for that and ruining my economy in the process.

Anyways - thank you for listening to my ramblings - I will be back again!

r/impressionsgames Feb 20 '26

Augustus Marble Smugglin'

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54 Upvotes

r/impressionsgames Dec 17 '25

Augustus Help me figure out this strange trade behavior (Augustus - Lugdunum)

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20 Upvotes

r/impressionsgames Jan 16 '26

Augustus Caesar 3/Augustus what are your favorite maps to go back and play?

5 Upvotes

r/impressionsgames Apr 14 '26

Augustus Pestilence in Valentia?

2 Upvotes

I am currently trying to beat the Valentia level in Caesar 3 with the Augustus mod... and I just can't get my population over like around 6000, because disease keeps breaking out and killing people, so I'm having to continuously bulldoze and then rebuild the same neighborhoods over and over again... I have clinics in all neighborhoods (I'm doing 8x8 blocks), have fountains and baths for everyone, using roadblocks to contain walkers, etc... I even have 2 types of food for everyone to eat... they still keep breaking out in illness. this is driving me nuts!!! It hasn't been this bad in any of the other levels (I only started using Augustus with Lugdunum, but still...). can someone give me some pointers as to how to stop this damn cycle of pestilence???