Read our guide to the Miletus mission in Caesar III. A largely peaceful province, Miletus is the first peaceful map on which it is necessary to develop armed forces, and to defend the city against invaders. This map also introduces fishing to the game for the first time.

Our recent expansion in the east must continue, now that the Greeks have reluctantly joined our empire. You are to establish Miletus as a great new city. Miletus is key to bringing Asia under Roman rule, as well as being the gateway to many other beckoning lands, from Aegyptus to Syria.

Create a city on the Lycian coast. I expect you to achieve levels of culture and prosperity beyond what you've done so far. The peoples of the East must clearly see the benefits of Roman rule.

One small obstacle is the lack of farmland in this province. However, Miletus affairs Roman citizens a new way to make a living. At Miletus, you will pioneer fishing.

Romans have always been hesitant mariners. Although we do set sail to conquer overseas enemies and spread our Empire to far shores, we Romans prefer to keep our feet dry. No Roman city has ever fished for its food on a large scale.

You will change that. Miletus has abundant fishing grounds. You can spot them by the sea birds circulating overhead.

Build a shipyard to construct fishing boats.

Fishing boats do not work out of the shipyard. To provide crews and to process their cargoes, build wharves. One wharf can serve only one fishing boat, so you must build a new wharf for every new fishing vessel that your shipyard builds.

Wharf workers will take fish to the granary, where it can be distributed just like any other food.

Oh by the way: I said that this is a peaceful province, but 'peaceful' is a relative term when you get this far away from Rome. You should be ready for trouble. Pay attention to any reports of enemy activity, and be ready to defend your city. Walls and towers, backed up by a legion or two, ought to be quite sufficient.

game dialogue


Population: 5000
Prosperity: 35
Favor: 40
Culture: 60
Peace: 40


Athenae Sells - Wheat, Wine, Marble Buys - Fish, Oil

Corinthus Sells - Clay, Pottery Buys - Weapons


Wharf - Fish

Raw Materials:


Caesar's Requests:

Oct 217BC - 10 Weapons
Jul 213BC - 10 Weapons


Oct 217BC - Enemy Army Attacks
Sep 214BC - Enemy Army Attacks
May 211BC - Enemy Army Attacks
Aug 203BC - Enemy Army Attacks
Aug 198BC - Enemy Army Attacks


The map the Miletus mission consists of land running around a bay to the North and East of the map, with three islands in the bay.

Two separate plots of farmland lie to the North East of this map. 6 Olive farms will produce more than enough olives to produce a much oil as you sell - so the remainder of the space can be used to supplement food production.

There are several rockbands across all sections of the map that can be utilised for iron mining - to produce weapons.

Fishing wharves can be positioned to the North and East shores of the mainland - but to sustain the population needed to complete this mission use needs to be made of the shores to the two large islands as well. Remember to construct ship bridges across the bay, else trade vessels will net be able to arrive and leave.

Almost all enemy attacks will arrive to the North or North West of the map - so position your city away from here, and construct defensive structures in this area.


We start are Miletus effort by building a 7 x 7 residential cluster between the ocean and lake to the East of the map. Nascent weapons and oil industries have been created, alongside a shipyard and fishing wharf.

As the monetary situation balances our weapons we expand our weapons industries, which is a solid source of trade income, and our fisheries.

Before long we get a years advance notice of the first incoming enemy incursion. We build a recruiter and fort at this point. Forts are not cheap - so make sure you have plenty of £££ in reserve or you will be asking Caesar for more!

We only have sufficient funds to build one fort at this point - we build a Legion to the North of the map. Our expanded weapons industry comes in handy here, while our oil industries help to balance the books through recruiting for the fort, and meeting Caesar's requests.

The enemy arrives at the West of the map. As it turns out, Mars is exceptionally happy with us, and destroys the attacking troops before battle begins.

Next we expand our oil industries further to make sure that we can trade our full annual allowance each year.

With weapons and oil industries in full flow, our financial position rapidly improves. We build a further two forts to the North of the map - 1 x javelin, and 1 x mounted.

Now we are ready to begin expanding, we build another 7 x 7 residential cluster to the West of the original housing area. This secures a source of labour for the industrial zone between the two housing areas.

The reservoir servicing this area has been positioned so that another 7 x 7 cluster can be also be serviced, slightly further West.

As our population begins to grow, we begin to outstrip our fishing resources. We colonise the island nearest the existing settlement so that we can make use of the straight shores needed for fishing wharves. We build a smaller 5 x 5 residential cluster in the centre of the island to ensure that labor can be provided to the wharves.

Now we can expand our population further - we build another 7 x 7 residential cluster in the space left adjacent to the reservoir. We also construct a colosseum.

Our population is still considerably below the 5000 needed to complete this map. We construct two 7 x 7 residential clusters to the North West shore of the bay, using the straight shore to build more fishing wharves.

We also construct a bridge over to the island nearest to here, again remembering to make it a ship bridge so that trade can pass. We construct a 5 x 5 residential settlement to provide labor to the substantial number of wharves that can be placed on this island.

Still slightly short on population, we construct a final 7 x 7 residential cluster to the North of the reservoir and early settlements. To manage employment we construct farms, and a series of extraction and manufacturing facilities that are not actually needed, and in doing so suppress unemployment.

Before long our prosperity rating peaks, and our populations pops over 5000 - this mission is complete.