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Caesar IV - Military Structures - A complete overview

by Steven Williamson on 6 September 2006, 09:02

Tags: Strategy

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Caesar IV - PC



To create and employ a military force the player must build a number of military structures.

The required military buildings are:

- Forts – this is where soldiers live, but is not a home per se.

* There are four types of forts, each corresponding to a cohort type. The player chooses his troop types by selecting the corresponding fort to build.
* One fort provides housing for one cohort. When the fort is built, the cohort is given both a name and a battle standard (displayed on the fort when the cohort is there)
* Does not store goods other than food.
* Does not need road access - quartermasters can go cross country

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- Armory – the armory functions as a repository for military equipment
* Staffed by plebs.
* Weapons and armor are obtained by its retrievers, who are dispatched to a factory, warehouse or depot to procure these items.
* Soldiers must have available equipment before they can immigrate and move into a fort. The new soldier reserves a weapon (and armor, if needed) when it is created.
* Depending on the type of cohort, immigrating soldiers pick up either a weapon or a weapon and armor on their way to their fort.

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- Mess Hall – the mess hall stores food set aside for the army

* Staffed by plebs.
* Similar to food shops and retrievers acquire food from all the same sources as shops (granaries, depots, harvesting buildings).
* Can acquire all types of food and only serves the military.
* Additional military structures

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- Drill Yard – a large training structure that allows soldiers to train for experience bonuses.

* Staffed by equites.
* Can accommodate one cohort at a time for training.
* Actual visitation, not access, is used to determine training benefits.
* All military structures have very large desirability penalties (set in the Buildings table), so the player is strongly encouraged to situate them outside the city proper.

Click for larger image