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PC: Cheats, Codes and Walkthroughs:  Caesar 3
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Caesar 3 FAQ/SWAT/Walkthrough - by Adar
USA>  Caesar III: Official Strategy Guide
Europe>  Caesar III: Official Strategy Guide
Canada>  Caesar III: Official Strategy Guide

DN.149500:

When you view to new map don,t make anything. first make gardens all over the map. this will reduce your DN and a massage will appear that you have used funds more than you should.don,t get afraid here. click on the 'x' mark given at the bottom. the maney in the red colour will turn into white colour it will be around 149500.DN. it means that you have that much of money. and now with this you can make any expensive thingn like plaza, oracle, large temples,etc.
Sent in by: pratikhere_17


When you get the option of going into the Senate, do the following:

Click the Emperor icon in the Senate and give yourself a wage of 500 denarii (Caesar's wage). After a few months, when you accumulate about 3000, go to the same screen and press the "Give to city button". Click the "all" button in the dialog. Then press the "give" button. Notice, now you don't have any savings at all. Press the "Give to city" button again. Warning: DO NOT PRESS THE "ALL" BUTTON AGAIN OR You'll GET YOURSELF INTO TROUBLE!! The quantity of money to give to the city is the money you gave before. So you just press "give" button again, and your savings go in minus, but who cares 'bout them anyway :) So just keep repeating this and you'll have a fortune. And yes, don't be afraid to turn off the Senate screen. You can turn it off, and return to it later to give yourself more money.

Try right clicking on water well, press <Alt>-<K>. Following keys will be available now:

<Alt>-<V> : Instant Victory.
<Alt>-<C> : More cash if you have less than 5000Dn

File Editing

In the Caesar 3 folder, there is a file "c3_model.txt". Open it and you 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 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 .txfile itself.

The second part of this file is named, "All Houses". Here is a sample from the file:

a b c d e f g h i j k l m n o pq 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 across, 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 tried, 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 tried 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
S. Number of people to occupy that building.
 
General Hints

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 Luxury Villas.

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