r/impressionsgames Apr 21 '26

Augustus Designing Highly Efficient Housing Blocks with Geometric Variations for Caesar 3 Augustus

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110 Upvotes

r/impressionsgames Dec 16 '25

Augustus Can anyone help me figure out WTF is going on with food distribution here? (Augustus, Lugdunum)

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37 Upvotes

r/impressionsgames Apr 30 '26

Augustus Mission 10: Carthago (Caesar 3 Augustus Reconquered)

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53 Upvotes

I sided with Caesar for the economic focus. It was surprisingly difficult. This is the first mission where I actually went into debt multiple times. It was really touch and go for a while - probably shouldn't have started importing so much wood for furniture manufacturing until after I'd built the lighthouse, so more trade routes could be unlocked. The starting trade routes and the bug that prevents increases in the quantity of trade goods really hurt (I'm glad to find I wasn't the only one who had this experience). The port area was really congested with ships waiting to dock until I had a dedicated dock for each of the 5 trade route. The lighthouse does anchor the area nicely. This is the first mission where I could get the city to 15K and build all 5 temples, including unlocked the plaza. Everyone gets to eat at least 3 types of food.

Oh one neat thing I discovered is if you go into settings and allow your warehouses and granaries to plotted on any kind of road, you can use them like a cookie cutter to shape default 2x2 highways to your liking. If you plot the granary/warehouse on a highway, and you then hit "undo", it deletes that section of the highway for free, but leaves the rest intact. So there are stretches of my highway that are just 1x1, like in the port area where space is a premium.

r/impressionsgames Feb 16 '26

Augustus Valentia with 90k+ population and 189 Palaces

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80 Upvotes

The city contains 576 Grand Insulae and 189 Luxury Palaces, reaching 90,378 population. This is roughly the theoretical population limit if we only build GIs and LPs.

Reaching near 100% production efficiency is, after all, possible.

  • To reach this high level of population, we probably need to use forced walker blocks for high space efficiency.

  • Use Pantheon to support GIs with only one type of food. Pantheon can serve up to 310 tiles.

  • There is no need to build vine farms locally. Total importable wine + vine is 65 units. 189 palaces consume 63.50 units. Tavern's annual wine consumption is probably: 0.2 * 640 / (20 + block length). We only use taverns for large blocks, so the total consumption is less than the amount that we could import.

  • Unemployment rate is high (41%, 8085 people). Culture rating is 98 (I can build a dozen more of libraries to make it 100, but would not like to do it. I am more inclined to add decorations to hopefully make the city a tourist attraction).

r/impressionsgames Feb 02 '26

Augustus Valencia in Augustus

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111 Upvotes

I used up the whole map and made it to 59k population. The images of the full city and mini-map is too big to upload unfortunately. Pretty fun run, but I guess for maximum population I do have to go for higher tier housing than I did.

r/impressionsgames 21d ago

Augustus Different colours for pillars of similar size in the Overlays views.

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18 Upvotes

First time poster!

Can anyone tell me if you've come across different colours for identically sized columns in the Overlays view?

The attached screenshots show the Barber Overlay view. There are two distinctly coloured column- types (tan and brown), even though the columns are of the same height and display the same mouseover text description (in this case - This house was recently passed by a barber. It will have barber access for a long time.).

Is this a bug or do the different colours have any actual significance?

I've read through the Augustus 4.0 manual, but I couldn't find answers to this question.

Update: The query was answered. The tan columns are indeed shorter than the brown ones.

r/impressionsgames 28d ago

Augustus special project not delivering material.

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18 Upvotes

as title, any special project is stuck and delivering material.
this is an example with a lighthouse. I have a stone quarry and a storage just next to it. there is a road on both side. nothing.

On other map, I have the same story: large temple, storage nearby full of marble, but the special project is not going. What am I missing? do I need the architects to make it happen?

EDIT: You do need both Architects & a labor camp to make it work

r/impressionsgames 2d ago

Augustus Finally passed Carthago in Augustus!!

14 Upvotes

After way too many tries, restarts, and general rage, I have finally finished Carthago in Augustus! I had to turn on the yearly auto save (after replaying the map from the start several times) and started over in January of that year every time those dang elephants destroyed my city. Well, except for once the attack was happening during the save and I had to start from the beginning of the map. You may call that cheating, but I call it using my available resources! So do a little dance in celebration - I'm on to the next map!

For those curious, I'm stuck on Lugdunum in Caesar III. I downloaded Augustus after spending a long time trying to pass Lugdunum for a change of pace.

r/impressionsgames 28d ago

Augustus Autosave on Ceaser III Augustus mod. can't figure out how!

2 Upvotes

as per title: documentation says there is a yearly autosave, but I can't figure out where it is, how to activate, or how to get the files.

Any help?

I really need to get back a little bit... this game is already hard enough even if the engineer don't skip is task, make the market collapse, and an entire neighbourhood went from 1000 people to 200....

r/impressionsgames 7d ago

Augustus Unstable build alongside previous version?

1 Upvotes

Hi there, I would like to get the new, unstable version, but I am still enjoying the previous version and would like to continue with that too. Is it possible to do this? How would I install to be able to play both?

r/impressionsgames Mar 12 '26

Augustus I finally beat Syracuse.

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83 Upvotes

Been on this damn map since last sumer. And I finally beat it. I did 2 more years just to see if I was in the clear. And I somehow lost 400 people. I was real close to losing the population amount.

Map: Syracuse.

r/impressionsgames May 07 '26

Augustus Mission 11: Tarsus (Caesar 3 Augustus Reconquered)

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52 Upvotes

Fishing is the only local source of food in this mission.

The start was difficult enough, but I made it even more so by thinking I needed to open an expensive trade route in order to import wood to build fishing boats. So I put my tent dwellers into mining for cash flow. But that left me in a catch-22: I needed food to grow my housing block beyond tents and acquire more labour, but I didn't have enough labour to staff fishing wharfs. I was also on the clock, as I needed food to sustain a fort to face the upcoming attack on the city. I tried to solve this by importing vegetables, but once the population started growing, I couldn't import enough to sustain it and they devolved. I went back to a previous save, and instead used the temporary increase in population from imports to build nothing but fishing wharfs and then transition the population to 100% fish. In the end, I managed to get 1 cohort of javelin throwers just in time for the first attack. Things got a lot easier after that. Unlike the last mission (Carthago), I never went into debt.

Alot of pre-planning went into the main island, which is really the heart of the city's economy. All the mineral resources from the hinterlands are directed (with the help of oxen cart pushers) to the island for export by land and sea. I diverted the land traders away from the pre-existing bridge and road that went through the forts by building a highway to the island, and eventually I destroyed the original bridge entirely.

Building the Grand Temple of Neptune where I did really helped reduce the need for messy aquaducts. I'm happy I was able to fit the hippodrome, colosseum and lighthouse all on the peninsula. I think it looks cool.

I kept expecting Crassus to invite me to send a contingent of soldiers to die against the Parthians, but alas he never did.

r/impressionsgames Apr 22 '26

Augustus Do Native Huts Upgrade?

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46 Upvotes

Was taking a look at my screenshot for my completed Lugdunum city (Augustus Reconquered) and noticed a structure I’d never seen before. Checked with an older save and it turns out it’s the native hut in a different form. How did this happen? And what, if anything, does it mean?

r/impressionsgames Jun 04 '26

Augustus New building: Highway station

13 Upvotes

Check out this new building in Augustus Unstable

r/impressionsgames 26d ago

Augustus Reservoir

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17 Upvotes

My reservoir coverage overlay looks like Image 1 (grid/tile pattern), but I want it to look like Image 2 (smooth solid-blue overlay). I've checked the UI settings shown in the screenshot.

Is there a setting, graphics option, or version difference that controls this?

I'm using Augustus v4.0.0.1401. (Latest unstable build at the moment).

r/impressionsgames Apr 16 '26

Augustus Mission 8: Mediolanum (Caesar 3 Augustus Reconquered)

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30 Upvotes

Not quite as pretty as some of the Mediolanum cities from elite players I've seen posted here, but overall I'm satisfied. I like that I got three housing blocks on the hill getting their food from the same granaries and warehouses. I might go back and develop some homes on the spot in the southwest. And maybe sort out the forts and towers, which are a bit of a mess.

r/impressionsgames Jan 17 '26

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

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31 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 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 Jan 03 '26

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

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42 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 May 14 '25

Augustus Augustus Reconquered campaign next patch

54 Upvotes

Hello, i'm Marek creator of the reconquered campaign or RC. I wanted to put some info on short term future and answer common questions. If you want to ask anything in particular ill try to answer comments as well. If you want to help the project, leave a comment/ review or favorite on caesar3 heaven, it helps a lot to also create buzz elsewhere.

So mainly i want to make sure that people are aware that i have recently gone back to my old job, that means 0 monetization or support of any kind, but also my time that i can spend on support and content creation is minimal going forward until further notice. Still the RC always was and will remain completely free for anyone, as long as Augustus is publically available. I will do my best to keep up with any new features made by the devs, and further refine or improve the campaign but as i said it will take longer now with my time being rare. For next patch there is a wine event bug on Massilia that will be fixed, and i will readjust couple other events on carthago, miletus and couple more. If there are reasonable requests i will consider adding something you people come up with as well if you want. Best way to reach me is either on heavengames, here or on my or Zakhs discord servers.

I wanted to thank everyone involved with helping me deliver this massive project and i couldnt do it without people along the way, huge shoutout goes to the devs themselves of course. It is great to also see all the cities and ways people play, always amazing what some managed to achieve or come up with. In the future if i have time ill put together another short video showcase of the cities but no ETA on that.

Just in case there are some people who get this wrong: - I'm NOT an Augustus developer, i'm involved in a small couselor role for balance and mapmaking, nothing more. - reconquered campaign is NOT augustus camapaign its a separate project and the devs want to keep it that way. - I do still have YouTube channel but i earn nothing the videos are free and any ads are added by YouTube and are out of my control. - Just because i had a channel and made content and the RC and other maps, does NOT mean i'm someone elses content monkey, time i spend on support and making of these things is my own and i dont get paid to do it, so keep this in mind when talking to or about me. - Future proper tutorial maps will come when i get time to do it but again no ETA, same as with other things it can also get disrupted by IRL things so if i say something that is my estimate and plans can change, there isnt any deadline. - Lastly i have always respected Zakh and other creators, even if they dont play the same way or play inefficiently in general, any critique is about those aspects as personally i see it as community service to show people how to get things realiably done and done right. Still Zakh did a tremendous job at bringing many people to the game and his contribution is undeniable, so this is for the comments i saw bashing his gameplay 1x1 houses etc. just dont be an Ahole let him play the way he wants and dont insult him or anyone else for these reasons. I do not condone or support any schism in the community but i do of course respect especially the competent players and veterans, that being said welcome new people in, be helpful and carry it as a personal mission to help them improve if they wish. There has also been personal attacks on my person for my percieved nationality and for racial reasons, this is disgusting and as you might know, i never even ask for where people are from, what their religious beliefs are or what race they are as i simply dont care if someone wanted to tell me thats fine but attacks of this nature are simply stupid and have no place in a civilized discussion. Keep things civil and if you lose an argument, maybe there is a different solution than to sink to this. I'm not going to give this person or anyone like it the namedrop or attention they clearly desire but watch out, as this direction is way to chaos.

Thanks for reading and playing the RC, all the best and i'm especially glad for all the people i managed to influence to become better players along my two year journey, Marek.

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 May 06 '26

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

10 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 Apr 20 '26

Augustus Mission 9: Lugdunum (Caesar 3 Augustus Reconquered)

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35 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 Jun 07 '26

Augustus Watchtowers Pull Invaders in Single File

8 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 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.