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:
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:
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
|
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.
|