Caesar 3 Hint file supplied by Stephen Chapman 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 are 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 building 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 a 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 by 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 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. Barber I. Bath J. Demands for health building (e.g. Doctor, Hospital) K. Food Access. L. Pottery M. Oil N. Furniture O. Wine P. ??? Q. ??? R. ??? S. Number of people to occupy that building. T. ??? U. ??? V. ??? W. ??? X. ??? Y. ??? Z. ??? The ones with the ??? are the ones that could not figure out. They may have to do with taxes and demand for a prefecture and engineer. I am not sure though. Hope this wasn't too confusing and it makes for some interesting games. :) Also beware, if you set out to make a rich neighbourhood, 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. - o -