In the Caesar 3 folder, there is
a file named "c3_model.txt". When you open it up, you will find
all the values for the items in the game. There is some instructions
included within that file, but not all the instructions are
there. The first section named "All Buildings" is where you
can change the price, desirability, desirability steps in tiles,
desirability steps in size, max desirability range, number of
people a buildings employs, and future expansion.
Here is an example: 39,Gardens,{,12,3,1,-1,3,0,0,0,},
Note: Pay attention only to the values within the {
and }
12 den is the price, 3 is the desirability, and so on
in order...
Here is where it gets good. :) According to this, you
will have to pay 12 denari in order to build a garden.
Change that number to a negative and when you build
a garden, they will pay you! For instance: 39,Gardens,{,-1000,3,1,-1,3,0,0,0,},
Now with that setting, when you build a garden, the
computer will pay you 1000 denari and adds it to the
city funds. You can do this with any setting. Another
thing you can do is change the second number to high
number and nothing will have detrimental effects on
property.
The first is pretty self explanatory since the instructions
are on the .txt file itself.
The second part of this file is named, "All Houses"
This took a bit of trial and error since the names of
the values were not given. Here is what I came up with
with trial and error. Here is a sample from the file:
a b c d e f g h i j k l m n o p q r s t ... to Z
House 1 - Tents,{,-99,-10,0,0,0,0,0,0,0,0,0,0,0,0,0,3,25,5,5,1,,,2.5,,,,,,
House 2 - Tents,{,-12,-5,0,1,0,0,0,0,0,0,0,0,0,0,0,3,25,10,7,1,,,3.5,,,,,,
House 3 - Shacks,{,-7,0,0,1,0,0,1,0,0,0,1,0,0,0,0,3,25,15,9,1,,,4.5,,,,,,
House 4 - Shacks,{,-2,4,0,1,1,0,1,0,0,0,1,0,0,0,0,3,25,20,11,1,,,5.5,,,,,,
House 5 - HoveMs,{,2,8,0,2,1,0,1,0,0,0,1,0,0,0,0,3,22,25,13,2,,,13,,,,,,
House 6 - HoveMs,{,6,12,10,2,1,0,1,0,0,0,1,0,0,0,0,3,22,30,15,2,,,15,,,,,,
Only pay attention to the numbers after the {
going accross, I will assign each number a letter in
the alphabet for easier understanding. :) (In most cases,
the lower the number, the less the demand for that item
the houses need to evolve. Also, unless where specified,
the lowest number should be a zero.)
A. Desirability level at which the house will devolve.
(-99 is the lowest I have tryed, when at that level,
you can build the house next to anything and it will
evolve. Raising the number to say, 12, will make the
house want a more desirable location in order to keep
it from devolving.)
B. Desirability level at which the house will evolve
(same concept, the lowest I have tryed is -99. This
makes it require a number above -99 in order to evolve.)
C. The higher the number, the more likely the house
will devolve.
D. Water Supply
E. Religion, lower number = less religion required.
F. Education
G. Evolve back to. When this value is set to a 1, that
house can devolve. When it is set to 0, the house can
not devolve.
H. Barbar
I. Bath
J. Demands for health building (e.g. Doctor, Hospital)
K. Food Access.
L. Pottery
M. Oil
N. Furniture
O. Wine
P. ???
Q. ???
R. ???
S. Number of people to occupy that building.
T. ???
U. ???
V. ???
W. ???
X. ???
Y. ???
Z. ???
The ones with the ??? are the ones that could not figure
out. They may have to do with taxes and demand for a
prefecture and engineer. I am not sure though.
Hope this wasn't too confusing and it makes for some
interesting games. :)
Also beware, if you set out to make a rich neighborhood,
I found out the hard way that they do not like to work,
so expect things to go really bad. Fires, building falling
down, no food, riots and barbarians all at the same
time kinda deal... So try to make each building only
one square each so they can't expand into the great
big Luxuary Villas.