I’d say Caesar is more like SimCity than Civ, whereas you designate areas for resource generation / gathering / processing / etc all while managing population needs / wants to gain stats over time to fulfill scenario requirements. The locations of resources are static, but where you place buildings / objects to harvest them is open.
For Example, the 1st Tutorial scenario requires you to get to a population of 500.
This requires you to place a minimum of 8 level 1 worker housing units (called insulae) that support 70 ppl per** insula**. (8x70 = 560).
Each housing unit has a built in meter to determine ‘happiness’ of the residents, based on 3 conditions: 1. access to potable water, 2. Access to food, 3. access to basic goods.
When you place insulae, it takes a designated amount of in-game travel time for the residents enter at the immigration point on the map and to reach & occupy that building.
Once a building is occupied, the residents then need to travel to at least one of each of the 3 happiness conditions in order to stay living in the building.
If you do not provide access to them, after a certain amount of game time of the residents being “unhappy” & they will leave.
In order to provide food, you need to place fields (of certain types) over arable land and also provide a farm building (of that type) to supply workers (take from the population in your insulae) to gather the resources the fields produce. You then need to get the refined resources at the farms and bring them to distribution centers (Food Market), from which the residents then bring back to the insulae.
The entire concept of the game to attract a population of various types and provide them jobs/necessities, and set up a networked system of interchanges (via specific types of buildings) to provide the resources your city needs in order to fulfill the scenario requirements. The game itself is VASTLY more complex than what I just described, but I’m obviously looking to just tackle the most simple of interactions.
The finest point of this game concept is travel time. How long it takes your workers to get from a resource node (& gather the resource) to the resource building, then the transportation of that good from the resource gathering building to the refinement / storage facility, and then from there to the distribution center, and eventually to the population building that consumes it makes it an intricate and fascinating logistical game.