Julius: An open source re-implementation of Caesar III
In Caesar III, your &quot;blocks&quot; were organized by how far the laborers walked. For example, the houses a Bath Worker walked by determined which houses had access to a bath. If the worker took a left at a fork, all the houses to the left would have access to the bath, but none of the houses to the right would have a bath.<p>This led to the strategy of minimizing forks and maximizing the worker loops to create &quot;blocks&quot;, where workers reliably provided needed services (marketplace for food&#x2F;pottery, furniture. Bath houses. Doctors. Prefects&#x2F;police+firefighter units, religious services, entertainment, etc. etc.0.<p>-------<p>Pharaoh &#x2F; Cleopatra, the next game in this series, made this more explicit. With &quot;roadblocks&quot;, any worker who &quot;determines services&quot; would make a U-turn upon touching a blocker. This allows you to explicitly make blocks (by preventing workers from taking the wrong fork in a road).<p>So I guess what I&#x27;m saying is... the &quot;height&quot; of the gameplay was found in Pharaoh &#x2F; Cleopatra, rather than Caesar III. Impressions Games did a great job with Caesar III, but those last few additions in Pharaoh &#x2F; Cleopatra really makes the designing of blocks &#x2F; housing areas much easier and more consistent.<p>&gt; While Julius does not implement any gameplay changes, a fork of Julius named Augustus is implementing many long-wanted gameplay changes, such as roadblocks.<p>Ah, that&#x27;s somewhat exciting. At least another open source project is backporting the roadblock to Caesar III&#x27;s engine. Which of course breaks compatibility... but it&#x27;d be a better game IMO.