
Some “jobs” like the logging sheds, brickworks, stone quarries, marble quarries etc. Each Equite House consumes 2 Goods, and 1 Stone. You will need Goods to support a population of Equites, the middle class. VERY important: If you get more than 50% food satisfaction to Insulae, they will produce 3 Goods (which can be upgraded to 5 through the talent tree). Get some basic production of wood and bricks going quickly, as each Insulae consumes 2 Wood and 2 Bricks.

They’re the backbone of your civilization, taking care of basic work like working the farms, the schools, theatres, farmer’s markets, and logging sheds and many other necessary occupations. The lowest working class, the Plebs, lives in these houses. So let's get on with the guide and start with a few words about the 3 different kinds of housing. Yes, this was not present in the base-game and if you placed something by accident or in the wrong place, there was no way to get rid of it.

Grand ages rome tropes how to#
When I originally wrote my “Tips on how to play Grand Ages: Rome”, I forgot to mention that this guide presumes you own the Gold Edition, which is including the expansion – Reign of Augustus. This makes it a huge relief when playing the game, because if you need food distributed in a certain area and you have 4 Meat and 4 Wheat, you can build a Farmer’s Market right where you need it.


It isn’t located anywhere on map, but if you’re producing the materials, you’ve got them and can spend them. Grand Ages has the same principle of producing and refining, except all consumables, raw and refined, are stored in a metaphysical storage. You are highly dependent on road building from your raw material production to the shop, on to the warehouse, where it’s picked up by a merchant which will then hopefully distribute the goods to the right houses. which are then transported to shops that refine them into wares which your citizens will buy. In normal city builders (the ones I have played prior to Grand Ages: Rome), you have to have some kind of raw material production, such as meat, marble, iron, stone etc. The rest of the game works the same way and it works really well, if I may say so.Īnother point where Grand Ages: Rome is different is on the consumables section, which is divided into (building) materials, food and other. A middle class house, Equite House, will require entertainment, so you have to make some kind of entertainment producing building which has that Equite House within its radius. If you have a Farmer’s Market that distributes food, it will distribute food within the entire building radius. A house has a radius and within that radius you just need to build a place for the inhabitants to work. Each building has a radius, which gives you a huge advantage instead of having to plan roads as you normally do in strategic city-builders. The main principle of this game is to “plan according to radius”.
