Appendix: Building Summary
F
or your convenience, all of Caesar III's structures are listed here alphabetically, with the information you're most
likely to want. Remember that this manual went to press a few weeks before the game was finished. The game's designers probably changed some of these numbers and characteristics. Consult the Readme file in your Caesar3 folder for updated information.
t
he first column after the building's picture tells you whether or not the structure needs road access. Most buildings need to touch a road so that they can spread their influence, or receive the influence of other structures.
The second column shows how the building affects the desirability of nearby property. A single plus or minus sign indicates a small effect. Two plusses or minuses signify a moderate effect, three mean a strong effect and four indicate an extreme effect on desirability.
The third column shows how many plebeians the building needs to achieve full employment.
The fourth column lists the building's price, in denarii.
The final column tells you what type of building this is, and gives a very short description of the building's special effects or requirements.
Nota Bene:
| Building | Road Access | Desirability | Laborers Needed | Cost | Other |
|---|---|---|---|---|---|
| Yes | +4 | 30 | 100 | Education: helps Culture rating. | |
| Yes | +2 | 5 | 50 | Entertainment; supplies theater and amphitheater. | |
| Yes | +4 | 12 | 100 | Entertainment; needs actors and gladiators. | |
| No | -2 | 0 | 8 | Water: link up to 4 reservoirs together. | |
| Yes | +2 | 2 | 25 | Health | |
| Yes | -6 | 10 | 150 | Security; allows forts to recruit soldiers. | |
| Yes | +4 | 10 | 50 | Health; needs pipe access to reservoir. | |
| Yes | 0 | 0 | 40 | Engineering; blocks ship passage. | |
| Yes | 0 | 0 | 100 | Engineering; allows ships to pass. | |