Read the Latest Game News
Devilish In-depth Game Previews
Devilish In-depth Game Reviews
Hot Hardware Reviews
Interviews with The Biggest Names
Latest ScreenShots of Upcoming Games
If you're stuck, you better check out our Cheats/Hints Page
Upcoming Games with their Release Date
Other Very Interesting Links
Advertise on PlayDevil.com
Sign and/or View our Devilish GuestBook
The Best Way to Get In Touch with PlayDevil



Lionhead Studios
Maybe YOU?


If you want to LINK us, please use this button!

 


The first TNT2 card worldwide. Guillemot's Xentor TNT2. Click here for more info!

Previous Page  

Best viewed in 800x600 with Internet Explorer 4.x or 5.x



Caesar III


Try right clicking on water well, type ALT + K, followed by:

ALT + V - Instant victory.
ALT + C - More cash if you have less than 5000Dn.

Use this cheat when you get the option of going into the Senate:
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.

Development Codes:
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
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 we could not figure out. They may have to do with taxes and demand for a prefecture and engineer. We 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 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.

Up

Previous Page






Any problems and/or suggestions are always appreciated on


Nothing of this entire Site, animation & logo's included, may be reproduced, stored, saved, transmitted, in any form or means, electronic, written or otherwise without the prior permission of PlayDevil.
Other Logos & Names are Copyrighted Material of its respectful owners.
The PlayDevil Logo is a TM and © of PlayDevil Productions.
All Rights Reserved. PlayDevil Productions © 199/8-199/9
"rip your own stuff"