General

If you have hung around the C3 forum, the chances are you have run across references to the C3 model data. If you're the nosy type, (like me) you may have found the file in the C3 directory, opened it up, and in the housing section, found something like this:

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,,,,,,}

At that point, if you're like me, your head started hurting, and you went to lie down somewhere. Believe it or not, this garble does mean something, and some of it is useful.

Thanks to Proconsul Conan of Impressions, who provided the column descriptions, and the indefatigable Strato, who organized the data into an understandable form, we can now make some sense of the above line and others like it.

Here's the way it goes:

Housing Requirements

Column

House
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Sm Tent
-99
-10
0
0
0
0
0
0
0
0
0
0
0
0
0
3
25
5
5
1
Lg Tent
-12
-5
0
1
0
0
0
0
0
0
0
0
0
0
0
3
25
10
7
1
Sm Shack
-7
0
0
1
0
0
1
0
0
0
1
0
0
0
0
3
25
15
9
1
Lg Shack
-2
4
0
1
1
0
1
0
0
0
1
0
0
0
0
3
25
20
11
1
Sm Hovel
2
8
0
2
1
0
1
0
0
0
1
0
0
0
0
3
22
25
13
2
Lg Hovel
6
12
10
2
1
0
1
0
0
0
1
0
0
0
0
3
22
30
15
2
Sm Casa
10
16
10
2
1
1
1
0
0
0
1
0
0
0
0
2
17
35
17
2
Lg Casa
14
20
10
2
1
1
1
0
1
0
1
1
0
0
0
2
17
45
19
2
Sm Insulae
18
25
25
2
1
1
1
0
1
0
1
1
0
0
0
2
17
50
19
3
Md Insulae
22
32
25
2
1
1
1
0
1
1
1
1
0
1
0
2
17
58
20
3
Lg Insulae
29
40
25
2
1
2
1
1
1
1
1
1
1
1
0
2
12
65
84
3
Gd Insulae
37
48
35
2
1
2
1
1
1
1
2
1
1
1
0
2
12
80
84
4
Sm Villa
45
53
35
2
2
2
1
1
1
1
2
1
1
1
1
1
8
150
40
9
Md Villa
50
58
40
2
2
2
1
1
1
2
2
1
1
1
1
1
8
180
42
10
Lg Villa
55
63
45
2
2
3
1
1
1
2
2
1
1
1
1
1
8
400
90
11
Lx Villa
60
68
50
2
3
3
1
1
1
2
3
1
1
1
1
1
8
600
100
11
Sm Palace
65
74
55
2
3
3
1
1
1
2
3
1
1
1
2
1
5
700
106
12
Md Palace
70
80
60
2
4
3
1
1
1
2
3
1
1
1
2
1
5
900
112
12
Lg Palace
76
90
70
2
4
3
1
1
1
2
3
1
1
1
2
1
5
1500
190
15
Lx Palace
85
100
80
2
4
3
1
1
1
2
3
1
1
1
2
1
5
1750
200
16

What Each Column Means

Column 1 :
Desirability number at which the house devolves
Column 2 :
Desirability number at which the house evolves.
Column 3:
Entertainment value needed. (0-100 scale) These points accumulate as additional venues are provided. For a good explanation by one of the designers of the game go here
Column 4:
Water Requirement; 0 = does not require water source. 1 = requires well,   2 = requires fountain 
Column 5:
Number of religions needed.
Column 6:
Education needed; 0 = none, 1 = school or library, 2 = school and library,    3 = school, library and academy.
Column 7:
Food Requirement; 0 = none, 1 = requires food.
Column 8:
Barber Requirement; 0 = none, 1 = requires barber
Column 9:
Bath Requirement; 0 = none, 1 = requires bath.
Column 10:
Medical Requirement; 0 = none, 1 = doctor or hospital, 2 = doctor and hospital.
Column 11:
Number of food types required.
Column 12:
Pottery Requirement; 0 = none, 1 = requires pottery.
Column 13:
Oil Requirement; 0 = none, 1 = requires oil.
Column 14:
Furniture Requirement; 0 = none, 1 = requires furniture.
Column 15:
Wine Requirement; 0 = none, 1 = requires one type of wine, 2 = requires two wines.
Column 16:
Crime increment. This is based on game ticks; the higher the number, the faster the crime level rises.
Column 17:
Crime Base. No function.
Column 18:
Prosperity cap. This is the weighted average multiplier of the house. It is used in a formula that determines overall city prosperity.
Column 19:
Population cap. This is the maximum number of residents which can live in the house. ( For housing at medium insulae and below, this figure reflects the maximum number of residents per SQUARE of housing. Figures in higher levels reflect maximum number per house.
Column 20:
Tax rate: This is the tax multiplier for the house. Actually its double the tax multiplier (They needed a broader range of numbers for finer control). To find out how much a house pays in taxes, take the number of people it can hold (or, in the game, how many it currently holds), and multiply by this tax multiplier/2. This is the base tax rate, the actual taxes paid is ((base * (current tax rate in the city))/ tweak constant). The 'current tax rate' is simply a number from 0-25, not a percent, the tweak constant ended up at about 8.5.
Column 21+
None of the remaining numbers are used by the game, they're mainly the results of formulae in excell used for balancing the earlier numbers, especially the prosp cap and tax multipliers.

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