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In 59 B.C., Julius Caesar left the political intrigue of Rome and headed for his new post as governor of the province of Gaul. It was not long before Roman power was challenged.
Tin Soldiers: Julius Caesar is the sequel to Tin Soldiers: Alexander the Great, the computer wargame series that recreates historic ancient battles with the visual style of tabletop miniature gaming. The player is thrust into the role of Julius Caesar and his military campaigns leading to his ultimate goal of becoming the sole power in Rome. The campaign has three major components. First, the player must pacify Gaul by winning a number of historical battles that can be fought in any order. Second, when Caesar's fame reaches a high enough level, all of Gaul will revolt and the player must fight the Battle of Alesia, the last
gasp of Gaul's independence from Rome. Finally. after Alesia, Caesar will cross the Rubicon to ignite a Roman civil war. Caesar must fight one of accomplices in The First Triumvirate, Pompey, and bring Pompey's and the Roman lands under his dictatorship.
At the beginning of the Gaul campaign, Caesar is a newly appointed governor with no prestige in the Roman Senate. The player will gain one rank of prestige for every minor victory and two ranks with a major victory. None is gained with a loss. Once enough prestige is accumluated, the Battle of Alesia will occur and the player must win to continue to the civil war. Then, the player must defeat the armies of Pompey and the Senate to bring Rome under his control. As in Gaul, one step of control is gained with a minor victory and two steps of control are gained with a major victory.
Graphics=== Tabletop miniatures was the inspiration for the graphical style of the game. Each unit looks
hand painted an comes mounted on a stand. There is even a disembodied hand that reaches down from the top of the screen to remove killed units to enforce that miniatures feeling.
Turns The game is played using simultaneous turns. Each turn represents fifteen minutes of real-time and includes three phases; Command, Reaction and Reserve. The player does not take turns with his opponents, instead each opponent plans out their strategy and issues orders to their units simultaneously, then presses a play button and the battle rages as all the units execute their orders for that turn in unison. In addition, there is a reaction system that enables mid-turn adjustments to battle strategy.
Winning=== Each battle lasts either a set amount of turns, until the player has met a all objectives or one of the armies' will to fight is broken. After the scenario ends, a degree of victory or loss is determined based upon the relative amount of combat damage the player inflicted, meeting objectives and for each turn prior to the turn the game ends because of the player meeting all objectives or breaking the enemy will to fight.
After the scenario is won, gold is added to the treasury which is earned through taxes, salvage and unspent gold
carried over from the last battle. The player uses gold to replenish losses, train units, replace ineffective leaders and purchase Strategy Cards.
Both opponents simultaneously issue orders to all their units during this phase. The order given during this phase represents what the player whats the unit to perform for all three phases. Once the Play button is pressed, the sequence of execution is based on unit's initiatives, sorted from highest to lowest.
Reaction Phase=== In certain situations, a unit may be allowed to react to events that occurred during the Command Phase execution of orders. New orders could be issued to units based on the skill of the unit's commander and training.
During the Command or Reserve Phases, a unit may be given a reserve order which holds that unit in place until this phase. New orders can be issued to these units.