At the beginning of the campaign, the player chooses the gender and one of five options of family identities for their character. Each family has specific talents and characteristics which will influence the game. Each campaign has specific goals the player has to reach to complete their mission. Each time, the player builds a Roman colony city by zoning housing for three classes (Plebians, Equites, and Patricians) and workplaces for them. There are several types of operational and residential buildings available and there are few limitations on their construction requirements, therefore every city is essentially unique. Most buildings have a dual option for workforce. For instance, Lumbermills, Brickworks, Watermills, Mines and Farms can be worked by slaves and the Plebs, Butcheries, Bakeries, Farmers markets, etc. can be run by Plebs or Equites. Keep in mind that although certain buildings give the option to use slaves, they will not be as productive as using Plebs. Using the higher class of worker, such as Equites instead of Plebs, to man these buildings will provide a boost to their output. Like all other RTS building games, each class requires a certain amount satisfaction to prevent desertion or crime. Several of the building types provide for the same needs but the effects are not increased by using two of the same buildings. For example, to provide high food satisfaction, a butcher, a baker, and a farmers market will have a cumulative increase whereas three bakeries will only provide the same food satisfaction as one. In addition to resource producing buildings there are other general structures such as aquiducts, fountains, platforms, etc. which provide necessary services. Fountains, for example, provide hygiene for all buildings in their radius, which will help improve your popularity with the citizens. New settlements can be formed by moving a military square to scout and secure a new area, such as an area with many needed resources, then building an outpost there to begin your new settlement