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book:appendix:buildingsummary

Appendix: Building Summary

caesar_iii_manual-850.jpg

Roman Pillars

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.

HOW TO READ THE TABLE

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:

  • the original table printed in the book didn't entirely reflect the settings that shipped in the default c3_model.txt file; this reproduction of the table does.
  • the book's method of using ++ and --, etc. to represent relative desirability, was inconsistent and didn't work with properties such as the Governor's Palace at +28; this reproduction of the table lists the actual desirability listed in the default c3_model.txt file.
Building Road Access Desirability Laborers Needed Cost Other

Academy

Yes +4 30 100 Education: helps Culture rating.

Actor Colony

Yes +2 5 50 Entertainment; supplies theater and amphitheater.

Amphitheatre

Yes +4 12 100 Entertainment; needs actors and gladiators.

Aqueduct

No -2 0 8 Water: link up to 4 reservoirs together.

Barber

Yes +2 2 25 Health

Barracks

Yes -6 10 150 Security; allows forts to recruit soldiers.

Bathhouse

Yes +4 10 50 Health; needs pipe access to reservoir.

Bridge, Low

Yes 0 0 40 Engineering; blocks ship passage.

Bridge, Ship

Yes 0 0 100 Engineering; allows ships to pass.
book/appendix/buildingsummary.txt · Last modified: by 127.0.0.1