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Caesar 3


Cheat Codes
--------------------
Press the Right Mouse Button on a well while having less than
5,000 denari. Press [Al
+ K, then enter one of the following
codes to activate the corresponding cheat function:
More money - [Al
+ C
Instant victory - [Al
+ V ------------
Cheat 2
------------- 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
S. Number of people to occupy that building. 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.


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