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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.

Clay Pit

Yes -3 10 40 Industry; raw material for pottery.

Chariot Maker

Yes -3 10 75 Entertainment; supplies hippodrome.

Colosseum

Yes -3 25 500 Entertainment; needs gladiators and lion tamers.

Dock

Yes -8 12 100 Engineering; allows trade by sea.

Doctor's Clinic

Yes 0 5 30 Health; helps prevent disease.

Engineer's Post

Yes 0 5 30 Engineering; maintains buildings.

Farm, Fruit

Yes +2 10 40 Industry; food source.

Farm, Olive

Yes +2 10 40 Industry; raw material for oil.

Farm, Pig

Yes -2 10 40 Industry; food source.

Farm, Vegetable

Yes -2 10 40 Industry; food source.

Farm, Vineyard

Yes +2 10 40 Industry; raw material for wine.

Farm, Wheat

Yes -2 10 40 Industry; most efficient food source.

Fort

No -20 16 250 Security; base for cohort.

Forum

Yes +3 6 75 Administration; collect taxes.

Fountain

No 0 4 15 Water; most desirable water for housing.

Garden

No +3 0 12 Engineering; improves area's desirability.

Gatehouse

No -4 3 100 Security; provides passage through walls.

Gladiator School

Yes -3 8 75 Entertainment; supplies amphitheater and colosseum.

Governor's House

Yes +12 0 150 Administration; Prosperity rating up to 50%.

Governor's Villa

Yes +20 0 400 Administration; Prosperity rating up to 75%.

Governor's Palace

Yes +28 0 700 Administration; Prosperity rating up to 100%.

Granary

Yes -4 6 100 Industry; stores food.

Hippodrome

Yes -3 150 2500 Entertainment; needs charioteers.

Hospital

Yes -1 30 300 Health; helps combat disease.

Iron Mine

Yes -6 10 50 Industry; raw material for weapons.

Library

Yes +4 20 75 Education; helps Culture rating.

Lion Pit House

Yes -3 8 75 Entertainment; supplies colosseum.

Marble Quarry

Yes -6 10 50 Industry; marble allows oracles.

Market

Yes -2 5 40 Industry; distributes commodities to houses.

Military Academy

Yes -3 30 100 Security; improves soldier quality.

Mission Post

No -3 20 100 Education; peaceful contact with natives.

Oracle

Yes +8 0 200 Religion; helps Culture rating; pacifies all gods.

Plaza

Yes +4 0 15 Engineering; improves nearby desirability.

Prefecture

Yes -2 6 30 Security; police and firefighting.

Reservoir

No -6 0 80 Water; creates pipe network.

School

Yes -2 10 50 Education; improves Culture rating.

Senate

Yes +8 30 400 Administration; collects taxes.

Shipyard

Yes -8 10 100 Engineering; builds fishing boats.

Statue, Small

No +3 0 12 Administration; improves nearby desirability.

Statue, Medium

No +10 0 60 Administration; Prosperity rating up to 75%. what the hell is this shit.

Statue, Large

No +14 0 150 Administration; Prosperity rating up to 75%.

Temple, Small

Yes +4 2 50 Religion; helps Culture rating; placates one god.

Temple, Large

Yes +8 5 150 Religion; helps Culture rating; placates one god.

Theater

Yes +2 8 50 Entertainment; needs actor; helps Culture rating.

Timber Yard

Yes -4 10 40 Industry; raw material for furniture.

Tower

Yes -8 6 150 Security; supplies guards and ballista.

Wall

No 0 0 12 Security; impedes invaders.

Warehouse

Yes -5 6 70 Industry; store goods for export and accepts imports.

Well

No -1 0 5 Water; mildly desirable water for housing.

Wharf

Yes -8 6 60 Engineering; services fishing boats.

Workshop, Furniture

Yes -4 10 40 Industry; turns timber into furniture.

Workshop, Oil

Yes -4 10 50 Industry; turns olives into oil.

Workshop, Pottery

Yes -4 10 40 Industry; turns clay into pottery.

Workshop, Weapons

Yes -4 10 50 Industry; turns iron into weapons.

Workshop, Wine

Yes -1 10 45 Industry; turns grapes from vineyards into wine.
book/appendix/buildingsummary.txt · Last modified: 2024/05/29 11:02 by 127.0.0.1