TUXDB - LINUX GAMING AGGREGATE
by NuSuey
NEWSFEED
▪️ GAMES
▪️ STEAM DECK ▪️ DEALS ▪️ CROWDFUNDING ▪️ COMMUNITY
tuxdb.com logo
Support tuxDB on Patreon
Currently supported by 9 awesome people!

🌟 Special thanks to our amazing supporters:


✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]

Steam ImageSteam ImageSteam ImageSteam Image
Bugfixes for build #79

Hi, All. This is not fully update, but added textures for big temples and much bugfixes.
- moved rating advisors window logic to javascript - fixed missing prefecture in Capua mission - improved chief advisor advices - improved roman translation (Lars Gusowski) - fixed available buildings in Tarentum and Caesarea - fixed smk viewer (Bianca van Schaik) - added textures for land merchant and stable horse - entertainment advisor window logic moved to javascript - fixed build for android - improved healtcare advisor window logic - much small fixes Other textures you may look here https://bitbucket.org/dalerank/caesaria/src/7e55df3dddbc3982e5b921188784a4f54a7ebb97/resources/religion/?at=master Cheers, CaesarIA team.


[ 2016-05-27 06:47:12 CET ] [ Original post ]

Bugfixes for build #79

Hi, All. This is not fully update, but added textures for big temples and much bugfixes.
- moved rating advisors window logic to javascript - fixed missing prefecture in Capua mission - improved chief advisor advices - improved roman translation (Lars Gusowski) - fixed available buildings in Tarentum and Caesarea - fixed smk viewer (Bianca van Schaik) - added textures for land merchant and stable horse - entertainment advisor window logic moved to javascript - fixed build for android - improved healtcare advisor window logic - much small fixes Other textures you may look here https://bitbucket.org/dalerank/caesaria/src/7e55df3dddbc3982e5b921188784a4f54a7ebb97/resources/religion/?at=master Cheers, CaesarIA team.


[ 2016-05-27 06:47:12 CET ] [ Original post ]

Update #79 ready

This has been our next update, so we hope you enjoy it!




Changes: + Some new houses + Added textures for barracks and military academy + Improved information window for market + Fixed crash when education window show + Fixed market lady stuck closed to warehouse + Farms infobox now show correct information about effectivity/productivity + Religion advisor window logic moved to js + Indigene not stucks on find fields now + Now tower builds correct from saved data + Now player salary correct from mission config + Now correct check condition when builds dock + Dlc viewer now works correct + Fixed displaying current game date in menu + Improved buildmenu that hide unused mission buildings + Now openplay correct set building options for city + Improved tooltip behavior for gui elements + Fixed crash on game restart/reloading + Fixed crash on tutorial missions window update + Festival planning window logic moved to js + Add further military buildings to caesarea mission and add missing buildings + Improved emperor gift/city gift windows logic + Reddraw dust textures + Rebalancing gods behaviour + much code changes We find animator that draw citizens (about 10 models), if you want to help us please contact with caesaria.game@gmail.com. Thanks all that support us. Ave Caesar !!!


[ 2016-05-08 17:31:42 CET ] [ Original post ]

Update #79 ready

This has been our next update, so we hope you enjoy it!




Changes: + Some new houses + Added textures for barracks and military academy + Improved information window for market + Fixed crash when education window show + Fixed market lady stuck closed to warehouse + Farms infobox now show correct information about effectivity/productivity + Religion advisor window logic moved to js + Indigene not stucks on find fields now + Now tower builds correct from saved data + Now player salary correct from mission config + Now correct check condition when builds dock + Dlc viewer now works correct + Fixed displaying current game date in menu + Improved buildmenu that hide unused mission buildings + Now openplay correct set building options for city + Improved tooltip behavior for gui elements + Fixed crash on game restart/reloading + Fixed crash on tutorial missions window update + Festival planning window logic moved to js + Add further military buildings to caesarea mission and add missing buildings + Improved emperor gift/city gift windows logic + Reddraw dust textures + Rebalancing gods behaviour + much code changes We find animator that draw citizens (about 10 models), if you want to help us please contact with caesaria.game@gmail.com. Thanks all that support us. Ave Caesar !!!


[ 2016-05-08 17:31:42 CET ] [ Original post ]

Update #78 ready

Hello, we continues polishing game.



Gameplay, Tuning & User Interface: + gui textures improved + construction textures added + some crashes fixed + redesigned buiding's and overlays's menu + much technical changes in game engine and javascript logic Have a nice day, Ave Caesar !!!


[ 2016-04-21 20:44:14 CET ] [ Original post ]

Update #78 ready

Hello, we continues polishing game.



Gameplay, Tuning & User Interface: + gui textures improved + construction textures added + some crashes fixed + redesigned buiding's and overlays's menu + much technical changes in game engine and javascript logic Have a nice day, Ave Caesar !!!


[ 2016-04-21 20:44:14 CET ] [ Original post ]

Update #77 and bugfixes

Hello, our volunteer artist Pietro Chiovaro add some new textures for houses. In this update small/big villa was added.


Also we continues our work for moving game logic to javascript. Sorry for broken mac build, now it work. Changes + fixes for OSX build + fixed crahes/stack overflow in js engine + amphitheater/theater/colosseum and other infobox logic moved to js + fixed factory stupid on empty cart unload + GandjX added some localizations for missions with French + city settings now correct change option for clay piy flooding + fixed crash on loading custom mission/open play + Lars Gusowski improved german localization and rework help files + fixed saved game with custom name + added information for roads and walls + fixed background for Oracle building + improves textures for wine workshop and Oracle + steam api now available in js Thank you for your patience and support, CaesarIA team


[ 2016-03-31 13:17:53 CET ] [ Original post ]

Update #77 and bugfixes

Hello, our volunteer artist Pietro Chiovaro add some new textures for houses. In this update small/big villa was added.


Also we continues our work for moving game logic to javascript. Sorry for broken mac build, now it work. Changes + fixes for OSX build + fixed crahes/stack overflow in js engine + amphitheater/theater/colosseum and other infobox logic moved to js + fixed factory stupid on empty cart unload + GandjX added some localizations for missions with French + city settings now correct change option for clay piy flooding + fixed crash on loading custom mission/open play + Lars Gusowski improved german localization and rework help files + fixed saved game with custom name + added information for roads and walls + fixed background for Oracle building + improves textures for wine workshop and Oracle + steam api now available in js Thank you for your patience and support, CaesarIA team


[ 2016-03-31 13:17:53 CET ] [ Original post ]

Build 76 bugfixing

Hi, all. Seems like most of problems are solved. We are starting to work on b77 again, so stay tuned :) Changes + mac build now work + temple infoboxes now works correct + mission dialogs correct position on screen + steam achievements correct sets from missions + fix some errors in javascript-engine CaesarIA team


[ 2016-03-24 11:27:44 CET ] [ Original post ]

Build 76 bugfixing

Hi, all. Seems like most of problems are solved. We are starting to work on b77 again, so stay tuned :) Changes + mac build now work + temple infoboxes now works correct + mission dialogs correct position on screen + steam achievements correct sets from missions + fix some errors in javascript-engine CaesarIA team


[ 2016-03-24 11:27:44 CET ] [ Original post ]

Update 76 ready

Hello, big tech update here.
Javascript API We continues our work for share game API, because c++ is good, but javascript easy for development Nightly builds: + available in betas section with pass: "scorpionsforever" Changes: + New textures for gladiator school. + Partically user interface logic and actions moved to javascript: hotkeys, topmenu and debug actions, player salary settings window, save/load dialogs, emperor gift window and more settings + Sound theme player now work in javascript + More action in debug menu now work in javascript + Script files available in game/resources/script + Lars Gusowsky added translations for german language + Start menu scene fully work in javascripts, except steam hadler Have a nice day, CaesarIA team


[ 2016-03-18 11:10:35 CET ] [ Original post ]

Update 76 ready

Hello, big tech update here.
Javascript API We continues our work for share game API, because c++ is good, but javascript easy for development Nightly builds: + available in betas section with pass: "scorpionsforever" Changes: + New textures for gladiator school. + Partically user interface logic and actions moved to javascript: hotkeys, topmenu and debug actions, player salary settings window, save/load dialogs, emperor gift window and more settings + Sound theme player now work in javascript + More action in debug menu now work in javascript + Script files available in game/resources/script + Lars Gusowsky added translations for german language + Start menu scene fully work in javascripts, except steam hadler Have a nice day, CaesarIA team


[ 2016-03-18 11:10:35 CET ] [ Original post ]

Update #75

Hey fellas! Another important February update is here. And it is important because of this: + Added JavaScript engine which enables scripting support. Which in its turn means from now on you can create your own mods for Caesaria. It's even more interesting if you keep in mind that you can change your scripts in real-time and observe made changes in the game right that moment. But that's not all. Other news: + Added textures for big wheat carts; + Added Massalia and Syracusae maps; + Added last soundtracks from Markus Strbbe, now we have all tracks for game + Added factory storage textures, and it shows when a factory has a material for fuctioning; - Fixed Empire's prices incorrect display in trade advisor window; - Stockpile state is now shown correctly in the same window; * Video settings window, language dialog, change player name gialog moved to Scripts folder, you can find it there: game folder/resources/script. Also now we got a chat: http://webchat.quakenet.org/?channels=caesaria More updates to come in March. Stay tuned and thank you! - Team Caesaria


[ 2016-02-21 20:34:29 CET ] [ Original post ]

Update #75

Hey fellas! Another important February update is here. And it is important because of this: + Added JavaScript engine which enables scripting support. Which in its turn means from now on you can create your own mods for Caesaria. It's even more interesting if you keep in mind that you can change your scripts in real-time and observe made changes in the game right that moment. But that's not all. Other news: + Added textures for big wheat carts; + Added Massalia and Syracusae maps; + Added last soundtracks from Markus Strübbe, now we have all tracks for game + Added factory storage textures, and it shows when a factory has a material for fuctioning; - Fixed Empire's prices incorrect display in trade advisor window; - Stockpile state is now shown correctly in the same window; * Video settings window, language dialog, change player name gialog moved to Scripts folder, you can find it there: game folder/resources/script. Also now we got a chat: http://webchat.quakenet.org/?channels=caesaria More updates to come in March. Stay tuned and thank you! - Team Caesaria


[ 2016-02-21 20:34:29 CET ] [ Original post ]

Update #74

Hey folks! This minor update brings some fixes for textures and global map as well as a couple of other tweaks.
- Fixed hints on the global map; - Fixed dialog windows textures; - Fixed desert and nothern territories loading; - Fixed cities coordinates on the global map; - Fixed game crash after you build a mine near rocks on the coast; - Map edges are now filled with textures on all ends to prevent black tiles showing where the map ends; + Added furniture factory textures; + Added new global map icons for barbarians and merchants; * Farm productivity now depens on location. Spring is near. Stay tuned for more.


[ 2016-02-07 20:50:32 CET ] [ Original post ]

Update #74

Hey folks! This minor update brings some fixes for textures and global map as well as a couple of other tweaks.
- Fixed hints on the global map; - Fixed dialog windows textures; - Fixed desert and nothern territories loading; - Fixed cities coordinates on the global map; - Fixed game crash after you build a mine near rocks on the coast; - Map edges are now filled with textures on all ends to prevent black tiles showing where the map ends; + Added furniture factory textures; + Added new global map icons for barbarians and merchants; * Farm productivity now depens on location. Spring is near. Stay tuned for more.


[ 2016-02-07 20:50:32 CET ] [ Original post ]

Update #73

Hi! Here we are with yet another update with some huge internal improvements which won't be seen on the surface, but they will affect the gameplay greatly. More work put into the game renderer, now it can show the spaces outside the city map. That's the main change, other changes are: - Fixed game crashing if you switch to the entertainment layer while not having any workers in the theater; - Fixed positions of cities in story missions; - Fixed objects colors on the minimap; - Fixed .sav maps reading; - Restored descriptions for the rocks and the water; + Lots and lots additions to German, Czech and Russian localizations as well as others; + Game is now compilled for Ubuntu 64bit. Development continues, Caesaria lives! :) See you soon. - Team Caesaria


[ 2016-01-27 21:15:57 CET ] [ Original post ]

Update #73

Hi! Here we are with yet another update with some huge internal improvements which won't be seen on the surface, but they will affect the gameplay greatly. More work put into the game renderer, now it can show the spaces outside the city map. That's the main change, other changes are: - Fixed game crashing if you switch to the entertainment layer while not having any workers in the theater; - Fixed positions of cities in story missions; - Fixed objects colors on the minimap; - Fixed .sav maps reading; - Restored descriptions for the rocks and the water; + Lots and lots additions to German, Czech and Russian localizations as well as others; + Game is now compilled for Ubuntu 64bit. Development continues, Caesaria lives! :) See you soon. - Team Caesaria


[ 2016-01-27 21:15:57 CET ] [ Original post ]

Update #72

Hi everyone!
Hope you've survived the holidays. Today we're back with a big update which brings new content and more fixes. Let's not keep you waiting. First of all, city renderer is completely re-written - city objects are now drawn layer by layer (ground, grass, trees, objects, people, etc.). This allows to create a more beautiful picture and leaves some creative space for shadow play which we will explore in future. Other stuff: - Fixed armory building animation; - Fixed water tank animation; - Fixed a glitch when you could not see tiles suitable/not suitable for dock placement, now they are highlighed as any other construction-suitable tiles; - Fixed city debt being displayed incorrectly in the Senate information window; - Fixed a game crash when a user randomly selected an invisible object on the map of Empire; - Fixed market merchant freezing if a barn or a warehouse was destroyed before her arrival; - Fixed rendering of text that does not fit in the interface elements; - Fixed rare crash when a well could not service nearby houses for a long time (that was happening when you place wells far away from houses); - Tuned scrollbar movement to be smoother; - Some ground textures are redrawn; - Cities flags are redrawn for the map of Empire; + Added shipyard textures; + Added global map editor (activated via debug menu); + Added more mountains/rocks textures, they are now more diverse; + Added meadows tiles to the Map Editor; + Added detailed information on religious buildings in the city as well as educational and healthcare buildings; + Added an option to choose which side of the screen to place the game menu on; + Added textures of the ground around small temples; + Added a window to view the history of the Emperor requests; + Added a confirmation when you turn off the industry in the city asking if you also would like to dismiss all the workers from selected factories; + Added an option to market information window to chose which merchant's goods can sold in that market; + Added tips on religion in the main adviser window; +Mountains now can be placed on the global map - merchants can avoid them; + Development project is now available for MSVC 2013. New update is already being prepared, but we've decided that it would be nice to push these fixes beforehand. Most of them are based on your feedback and bug reports - please, keep them comming and thank you! Stay tuned for more of Caesaria!


[ 2016-01-15 20:21:24 CET ] [ Original post ]

Update #72

Hi everyone!
Hope you've survived the holidays. Today we're back with a big update which brings new content and more fixes. Let's not keep you waiting. First of all, city renderer is completely re-written - city objects are now drawn layer by layer (ground, grass, trees, objects, people, etc.). This allows to create a more beautiful picture and leaves some creative space for shadow play which we will explore in future. Other stuff: - Fixed armory building animation; - Fixed water tank animation; - Fixed a glitch when you could not see tiles suitable/not suitable for dock placement, now they are highlighed as any other construction-suitable tiles; - Fixed city debt being displayed incorrectly in the Senate information window; - Fixed a game crash when a user randomly selected an invisible object on the map of Empire; - Fixed market merchant freezing if a barn or a warehouse was destroyed before her arrival; - Fixed rendering of text that does not fit in the interface elements; - Fixed rare crash when a well could not service nearby houses for a long time (that was happening when you place wells far away from houses); - Tuned scrollbar movement to be smoother; - Some ground textures are redrawn; - Cities flags are redrawn for the map of Empire; + Added shipyard textures; + Added global map editor (activated via debug menu); + Added more mountains/rocks textures, they are now more diverse; + Added meadows tiles to the Map Editor; + Added detailed information on religious buildings in the city as well as educational and healthcare buildings; + Added an option to choose which side of the screen to place the game menu on; + Added textures of the ground around small temples; + Added a window to view the history of the Emperor requests; + Added a confirmation when you turn off the industry in the city asking if you also would like to dismiss all the workers from selected factories; + Added an option to market information window to chose which merchant's goods can sold in that market; + Added tips on religion in the main adviser window; + Mountains now can be placed on the global map - merchants can avoid them; + Development project is now available for MSVC 2013. New update is already being prepared, but we've decided that it would be nice to push these fixes beforehand. Most of them are based on your feedback and bug reports - please, keep them comming and thank you! Stay tuned for more of Caesaria!


[ 2016-01-15 20:21:24 CET ] [ Original post ]

Hotfix #15

Hi! Some fixes for out last update: - Fixed Emperors gifts history not displaying correctly; - Fixed rivers tiles not drawing correctly in constructor mode; - Fixed 'set position in the center of the screen' for dialogs and messages; - Fixed crashing when you use plateau tiles in constuctor mode; - Fixed "undo last action" for farms; - Fixed a glitch when a wrong cost was displayed when destroing buildings; * Improved economy issues history window; * "Scribes messages" button is now highlihted when a city has new messages; * Improved paths rendering on information layers. See you soon! Cheers.


[ 2015-12-09 13:06:52 CET ] [ Original post ]

Update #71


Hi! A bunch of new fixed and some new content has arrived. Let's go: - Fixed material objects information window display; - Fixed city information display on the map of Empire; - Fixed incorrect economical issues history log loading; - Fixed an annoying crash when you select incorrect tile on information layer; - Fixed a rare crash while initializing main menu; - Fixed a glitch when you could build new plaza over other plaza tiles; - Fixed incorrect names and info about non-playable objects in your city; - Fixed Linux crash when the game was launched from Steam and then was crashing while saving; - Corrected fire animation; - Corrected mouse cursor position calculation for different resolutions; - Ceres' temple is now present on religion informational layer; + Added paths indication for water supply informational layer; + Added new textures for level 7 houses; + Added new academy textures; + Added option allowing to switch between old/new tax systems; + Added farm meadows to map editor; + Added default option to "cut forest for timber" for sawmills, can be turned off; + Improved rocks textures; + Improved ground textures under prefectures and engineering posts; * Improved pathfinding algorythm; * "Undo" action now reverts 1 last action only; * Soldiers are now able to get salaries; * Education/Taxes/Health/Religion informational layers now show respected employees paths; See you soon. Get ready for more updates. Cheers.


[ 2015-12-01 06:32:24 CET ] [ Original post ]

Hotfix #14

Hi. This hotfix addresses several bugs and adds new music track: - Fixed Empire trading, now merchants visit towns even if towns don't trade; - Fixed some crash with Advisor window when UI scheme doesn't exist; - Fixed sound options saving; - Fixed pathfinding algorithm for market kids when kids are stuck close to granary; - Fixed granary work in "goods delivering" mode; - Some corrections made to localizations; + Added trade routes highlighting for a selected city; + Added theatres' workers routes to entertaiment layer; + Added command line parameter (-resetConfig) that resets game settings to default; + Added new music track by Kevin McLeod; + You may now sort saved games by name, date, etc. Thanks guys. Cheers.


[ 2015-11-18 20:52:54 CET ] [ Original post ]

Hotfix #13

At first, thanks for your help with development of this game. Last update uncovered several glitches which we tried to patch with this hotfix: - Fixed health care buildings not operating correctly; - Fixed construction area rendering glitches in construction mode; - Fixed corpses blocking construction of new buildings; - Fixed "unknown walker id" bug, pedestrians' paths from library are calculated correctly now; - Fixed dust clouds spreading directions calculation; - Fixed markets information layer not being able to show markets demand levels; - Patricians now find business in the city: at forums, libraries and neighbors'; + Added pedestrians' paths colouring (red, greed, blue, etc); + Added ability to see servicemen's paths from selected buildings on entertainment/damage/market information layer; * High level houses now have limits for the number of residents, it depends on the size of a house; Development notes: = Game resources are uploaded to our repository; = A tool for packing/unpacking texture atlases (Linux, Win, Mac) is now available; = As always, you can see our progress here - https://bitbucket.org/dalerank/caesaria/commits Thanks everyone. :)


[ 2015-11-12 08:32:32 CET ] [ Original post ]

Update #21 (build 70)

Hey folks!
We continue to fix bugs thanks to your bug-reports and another portion of those fixes is in today's update. During November and December there will be a couple more updates so by the end of the year we should have a much more enjoyable game comparing to what we had back when we passed Green Light. Now about the fixes and changes: + Several new features for the Map Editor, including mountains which are now available; + Fonts now change depending on the selected language; + More additions and corrections are made to different localizations; + Added prefects’ paths to the map on the fire hazards layer; + Added commodity turnover layer, game objects now can share goods origins information; - Fixed glitches with map swiping for Android; - Fixed crashing after you create a displeased aborigine on a map; - Dialogues now can be correctly paused; - Fixed GUI rendering in full-screen mode; - Fixed some crashes while calculating Gods attitude towards your city; - Fixed citizens path calculation algorithm when you rotate the map; - Fixed crashing while counting coast tiles in Map Editor; - Fixed several glitches when creating events; - Fixed dust clouds path calculation when a building collapses; - Fixed water layout in Map Editor; - Fixed custom color objects rendering glitches; - Fixed crashing while rendering dialogues on the Empire Map; - Fixed renderer context menu refreshing glitch; - Fixed map rendering when the actual display resolution is lower than the one chosen by the player in the game settings; - Fixed Emperor's requests incorrect dates display if you wasn't able to finish it on the first attempt; - Fixed religious objects information gathering if no religious objects are present; - Corrections to the migration algorithm, it now takes in count city's population; * Map loads faster now; * Clay pits/mines collapse is now turned off by default. We know there are people who'd like to see this project fail, but we are not going to stop all thanks to those of you who support us, give us feedback, report bugs and propose help. Thank you all guys. - Team Caesaria


[ 2015-11-05 17:45:05 CET ] [ Original post ]

Update #20 (build 69)

Hi there. For the 20th build we have a lot of bugfixing and a few new features for you. So let's go straight to business. :) - Corrected random map terrain generation algorithm: now it will do less mountains near the water plus meadows and forests generation is more structured; - Fixed crashing after deleting objects from the map; - Fixed cities positioning on the global map; - Fixed warehouse goods display in Trading Post mode; - Fixed full-screen mode bug; - Fixed a bug with people unable to cross low bridges; - Fixed incorrect buildings selection in construction mode; - Fixed path finding algorithm for enemy soldiers; - Fixed ruin tiles sometimes appearing on coast tiles; - Fixed goods titles/pictures display; - Fixed a glitch with walls catching on fire from a random fire; - Fixed working warehouse flag setting; - Fixed crashing after house level 4 upgrade in an empty location; - Fixed buildings servicing glitch when a building would stop being serviced because of a 'ghost' service reservation; - Corrected towns starting parameters for Tarentum mission; - Capua mission re-balanced, now it's a winable scenario; - Neptune's anger corrected; - Android: fixed rendering engine, textures are now correctly stitched; - Android: fixed GUI; - Android: minimap is now scalable to a size of a widget; - Android: fixed selected tile highlighting; + Added "Undo last action" feature; + Added ability to set permit rules for gates; + Added a notification on a warehouse being unavailable when constructing a market; + Added ability to set custom fires/devastation parameters for a mission; * Warehouse and barn aminations speed now depends on how many workers are there. For today this is it. We continue to work on new content for you guys, so expect more new stuff soon. And of course bugfixing never stops neither. :) Once again, thanks for all your support thru all this year. We appreciate it a lot. - Team Caesaria


[ 2015-10-06 19:07:09 CET ] [ Original post ]

New Academy.

One from our volunteer's artist (Pietro Chiovaro, Spain) work for academy model. We want ask you about suggestion for this building. Thanks.


[ 2015-09-17 10:48:13 CET ] [ Original post ]

Update #19 (Build 68)

Hey! Here we go with another big update which mostly contains stability fixes + a couple updates of the content of the game. Let's go straight to business: - Fixed full-screen mode for resolutions bigger than Full HD; - Fixed crashing while trying to load corrupted BMP/PNG textures; - Fixed crashing while trying to load corrupted WAV files (for Linux/Mac); - Fixed mouse pointer focusing in Windowed mode (for Mac); - Fixed video modes loading for Linux; - Fixed mouse pointer movement in Construction mode when keyboard keys are pressed at the same time; - Fixed accidental double click in Demolition mode; - Fixed a lot of crashes by tuning OpenGL context creation (for Mac and Android); - Fixed full-screen anti-aliasing; - Fixed full-screen launch for Linux after getting focus; - Fixed several crashes while processing keyboard presses in different circumstances (for Lunix and Windows); - Fixed mouse pointer position resetting in full-screen mode (for Mac); - Fixed RMB click processing for Mac; - Fixed OpenGL context focusing after switching to Home Screen on Android; - Fixed crashing after selecting the point of Legion patrolling; - Fixed incorrect calculation of enemies in your city which led to citizens' migration slowing down; - Fixed black & white screenshots saving; - Fixed incorrect calculation of culture level in cities with Oracles; - Fixed reducing crime bug when unhappy citizens appear in your city; - Fixed loading configurations of urban services; - Fixed incorrect counting of legions on the march, if one of the legions is of low morale; - Fixed crashing when some buildings are being built on the ruins of another; - Fixed roadblocks availability during missions; - Fixed position offset in the construction of docks; - Fixed slow game saving; - Fixed configuration switch between the new graphics and C3 graphics; - Fixed a rare crash when running in offline mode; - Fixed mistakes in calculation of costs / income in Adviser on Finance window; - Fixed counting working schools for the report of Adviser on education; - Fixed reduction of discontent in the city when a mugger appers; - Fixed appearance of animals on water tiles; - Fixed sound overdrive on Linux, if another pulseaudio device is being used; + Added textures for 5-6 levels of Homes and Hospitals; + Added new soundtrack by Kevin McLeod; * Improved textures rendering system accelerating rendering of elements of the game; * Improved objects selection on the map; * Festival history added for correct calculation of a new festival influence.
A lot of improvements were done and a lot are on their way, meanwhile, don't hesitate to tell us if you spot something like a bug or a crash or anything else. And of course any help is appreciated and welcome. Thank all of you. - Team Caesaria


[ 2015-09-10 18:29:47 CET ] [ Original post ]

Yet another house level

Here's a new model for a Shack (house level 5, poor house). This model and textures were paid with money from our first non-playable DLC, so basically, paid with your donates.
Thank you for constant support, guys. Base model:


[ 2015-09-03 10:35:18 CET ] [ Original post ]

What do you think about new Small Casa?


Your opinion is important for us. Here's a new model for Small Casa (house level 6), middle rich house. This is the first building which is paid for with money from our first non-playable DLC. Btw, while this is more or less late version of the house, it's still a draft and based on your feedback we can make changes to it.


[ 2015-08-28 13:15:46 CET ] [ Original post ]

CaesarIA
rdt.32 Developer
rdt.32 Publisher
2015-01-20 Release
Game News Posts: 30
🎹🖱️Keyboard + Mouse
Mixed (1430 reviews)
The Game includes VR Support
Available DLCs:
  • Ave Caesar!!!
CaesarIA is inspired by an old-school economic strategy game, Caesar III which is a masterpiece among the games of this genre in our opinion. There are different economic strategy games and they can be broken down to subtypes but from our viewpoint Caesar encompasses planning, constructing, diplomacy and military campaigns.

Economy and Trade

Miniature model of an economy leaves the ruler no room for mistakes, under his leadership there are extractive industry (mines, sawmills, outcrop mines and farms) and production (factories, armories, wineries and brandy kitchens). And if some resource is scarce or not available, then trade with the neighbors can be a solution for the difficult situation. Mini-economy is complicated and takes into account a variety of facts: taxes, import/export, population of the town, healthcare, unemployment. In order to stay in the black it is necessary to develop houses with high income level but that can lead to a rise in unemployment which consequently results in big problems such as an embezzlement of municipal purse.

Construction

Construction is defined by the needs of the town, healthcare, procurement, buildings security provision. The main idea of construction is bringing workers to the area, there actors entertain the public, engineer provides service for shabby houses, vigils fight criminals. Moreover, city folk prefer to occupy quiet picturesque location such as gardens farther from dirty barns and noisy barracks.

Diplomacy

The emperor will not leave the town alone, Caesar himself will demand goods for his personal use, sometimes in huge amounts and with bad timing. If the player has enough nerve he/she can just turn a blind eye to Caesar which unfortunately results in game over. Therefore, it is important to stay friends with Caesar and send him presents such as modest donations or exotic animals. Towns in the neighborhood will also take part in common trade network of the Empire and compete in the deals with the town.

Religion

Romans were superstitions people and created the whole hierarchy of gods. 5 gods are in the game:
- Earth goddess, Ceres, when worshiped in the right way doubles the yield capacity.
- Restive Neptune can help the merchants have a successful voyage.
- Sly Mercurius can fill all barns and storage houses up to the roof.
- Spirit of Mars protects the town from foes brave enough to attack the town.
- Venus can brighten up the mood of city folk for a long time.

Attitude of the City Folk

The attitude of the city folk to you will be very important, if the reputation of the ruler is bad it can start the emigration, then criminal rate increases - riots, fires and many other problems occur. Therefore, it is necessary to take care of the people and analyse current deficiency. Healthcare is provided by hospitals and bath houses. Entertainment is fence play and chariot-riding. Food comes from farms and the sea. Religion and security are at control of the regular army.

Military Set-up

The city has to be protected from invasions of barbarians, the creation of bastille lies ahead, soldiers and barracks can be situated there as well as recruit depot. However, this is a way to recruit only varmint velites and reckless equites. Roman army is its legionnaires and they are heavily armored with helmets and shields that means a demand for ore and iron which are not so easy to excavate. But even if you have 2 cohorts of legionnaires nobody is free of fear therefore there is a need in a military academy where soldiers can have additional training in survival and ethics.

Specific Features:
+ Upload of the map from the original Caesar III game;
+ Construction/demolition of buildings and edifices;
+ Migration of population;
+ Farming and product distribution;
+ Entertainment, healthcare, religion, education;
+ Empire trade network with computer towns;
+ Extraction of raw materials and manufacturing;
+ Prefects, engineers, apprentices, soldiers, etc.;
+ Advisers;
+ Dynamic town modeling;
+ Changing the level of the houses according to the environment;
+ Healthcare and water facilities;
+ Military buildings.

Future Plans
- Real-life financial system (salary, goods purchase, hiring);
- Specialization of city folk, setting up personal relations and families;
- Class system in the town (slaves, plebs, clients and patricians);
- Various climate conditions;
- Map editor;
- Computer towns and empires modeling;
- Network play.

MINIMAL SETUP
  • OS: Ubuntu 12.04 64bit
  • Processor: 1500 MHz or betterMemory: 256 MB RAMStorage: 150 MB available space
  • Memory: 256 MB RAMStorage: 150 MB available space
  • Storage: 150 MB available space
RECOMMENDED SETUP
  • OS: Ubuntu 12.04 64bit
  • Processor: 1500Memory: 512 MB RAMStorage: 150 MB available space
  • Memory: 512 MB RAMStorage: 150 MB available space
  • Storage: 150 MB available space
GAMEBILLET

[ 6108 ]

12.72$ (15%)
8.47$ (15%)
25.19$ (16%)
35.14$ (12%)
4.12$ (17%)
10.73$ (17%)
25.49$ (-2%)
16.79$ (16%)
16.79$ (16%)
1.77$ (11%)
8.74$ (13%)
16.96$ (15%)
33.19$ (17%)
16.99$ (15%)
30.44$ (13%)
13.34$ (11%)
8.59$ (14%)
4.12$ (17%)
16.52$ (17%)
41.31$ (17%)
21.99$ (12%)
10.78$ (17%)
4.24$ (15%)
10.00$ (50%)
12.42$ (17%)
25.46$ (15%)
8.46$ (15%)
22.24$ (11%)
8.69$ (13%)
20.99$ (16%)
GAMERSGATE

[ 1170 ]

0.85$ (91%)
0.18$ (91%)
0.85$ (83%)
4.19$ (30%)
2.04$ (74%)
9.55$ (36%)
2.0$ (90%)
8.5$ (66%)
1.05$ (85%)
1.49$ (79%)
2.04$ (83%)
0.68$ (91%)
0.53$ (92%)
8.5$ (66%)
0.85$ (91%)
0.9$ (92%)
0.26$ (91%)
0.51$ (74%)
3.19$ (87%)
8.5$ (66%)
3.83$ (62%)
8.49$ (58%)
5.31$ (79%)
0.53$ (92%)
0.43$ (91%)
0.43$ (91%)
1.32$ (91%)
0.53$ (92%)
7.79$ (40%)
7.44$ (70%)

FANATICAL BUNDLES

Time left:

9 days, 4 hours, 37 minutes


Time left:

16 days, 4 hours, 37 minutes


Time left:

5 days, 4 hours, 37 minutes


Time left:

2 days, 4 hours, 37 minutes


Time left:

10 days, 4 hours, 37 minutes


Time left:

12 days, 4 hours, 37 minutes


Time left:

33 days, 4 hours, 37 minutes


Time left:

356457 days, 20 hours, 37 minutes


Time left:

15 days, 4 hours, 37 minutes


Time left:

44 days, 4 hours, 37 minutes


Time left:

30 days, 4 hours, 37 minutes


Time left:

40 days, 4 hours, 37 minutes


HUMBLE BUNDLES

Time left:

3 days, 22 hours, 37 minutes


Time left:

5 days, 22 hours, 37 minutes


Time left:

10 days, 22 hours, 37 minutes

by buying games/dlcs from affiliate links you are supporting tuxDB
🔴 LIVE