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Building a Desirable City in Caesar 3 - Buildings Overview for Influencing City Rating

by: theinkandpen (Robert Mullon) ; edited by: Michael Hartman ; updated: 4/17/2012 • Leave a comment

Building a desirable neighbourhood in Caesar 3 is very important as it will influence the amount of people you attract to your city. This article explores those buildings which can affect your city's desirability rating and how best to use them to maximise your neighbourhood's potential.

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    Building a Desirable Neighbourhood

    We have already spoken about the importance of having a desirable neighbourhood, since this is what is likely to attract more people to your city. As we have pointed out, gardens, statues and similar decorative structures improve desirability in an area and cause houses to grow into better and larger structures.

    In this paragraph we will provide a further list of exactly which buildings are desirable and which aren’t, and also go into exact details by giving a point system which indicates how much they affect surroundings. Generally, the bigger a building is, such as a colosseum for instance, the higher and more prolonged the effect it has on a residential district.

    Military buildings, for instance Forts, city walls and towers, have a highly undesirable rating and the houses nearby are never likely to grow very much despite plazas or nice structures which you could build. A gatehouse also has a high detrimental effect to the nearby area, as do barracks due to their noise and general unpleasantness. A military academy has a lesser negative effect although it is still not welcome by residents.

    Most buildings in the trade and food industry of the city also have a negative effect. A granary has a -2 effect on a nearby area whilst some farms have a negative effect. Wheat and pig farms have a -1 effect and so has a vegetable farm. Fruit, olive and wine farms have a +1 desirability value and if there is arable land near your housing it is a good idea to place these types of farms. All workshops have a bad effect as do warehouses, docks and raw-material structures (i.e. timber yard, marble quarry and particularly clay pits).

    Pleasant buildings, some of which have already been indicated, are: statues which have a +4 effect, small temples with a +2 effect (large temples have a higher positive effect of +4), theatres with a +1 effect, the senate building with a +4 effect and libraries or academies. Other decorative buildings, such as the Governor’s house or villa, also have a good effect on housing. Barbers have a good effect on a district and so do Amphitheatres, although these is a more popular forms of entertainment. Schools are slightly undesirable due to noise.

    Bear these factors in mind when planning your city, and with a bit of luck you'll have both a desirable neighbourhood and a thriving population and economy.

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Additional Info