Caesar Buildings

Buildings

Every building and structure the toolbar can place, with its footprint in tiles, its price in denarii and the command and tile numbers that name it in the executable. Read out of the original executable as the Gaius project has disassembled it, cross-checked against the manual, so the sizes and prices are the ones the game actually uses.

27 buildings

  • Market 2×2
    Distribution Where workshop goods are sold. Houses within 6 tiles count it as their market; land value +1 within 1 tile, capped at 16. 20 Dn command 27 / tile 0xF4
  • School 2×2
    Education Land value +1 within 3 tiles; houses within 4 tiles count it for their school-or-hospital need. Counts toward Culture. 60 Dn command 16 / tile 0xEC
  • Coliseum 3×2
    Entertainment Land value +1 within 4 tiles; houses within 6 count it as their entertainment. Counts toward Culture. 200 Dn command 21 / tile 0xF1
  • Hippodrome 4×2
    Entertainment Land value +1 within 5 tiles; houses within 7 count it as their entertainment. Counts toward Culture. 300 Dn command 22 / tile 0xF2
  • Theater 2×1
    Entertainment Land value +1 within 3 tiles; houses within 4 count it as their entertainment. Counts toward Culture. 100 Dn command 20 / tile 0xF0
  • Forum 2×2
    Government Eight grades, chosen as it is built: Aventine 2×2 (60), Caelian 2×2 (100), Esquiline 2×2 (140), Janiculan 3×3 (200), Regia 3×3 (250), Pincian 3×3 (300), Palatine 3×3 (350), Romanum 4×4 (500). Taxes are collected from houses and workshops within 6, 8, 10 or 12 tiles by pair of grades; land value +1 within 2 to 5. At most thirty. 60 – 500 Dn command 12 / tiles 0xE0-0xE7
  • Bath Houses 1×1
    Health Needs water. Grows into the 2×2 Grand Baths when land value passes 12 and the city holds 160 people. Housing within 3 tiles counts it as its baths; land value +1 within 2 tiles. 40 Dn command 14 / tiles 0xE8, 0xEA
  • Hospital 2×2
    Health Land value +1 within 3 tiles; houses within 4 tiles count it for their school-or-hospital need. Counts toward Culture. 60 Dn command 15 / tile 0xED
  • Housing 1×1
    Housing Places the first of sixteen grades. It then climbs or falls on its own, growing to a pair, 2×2 and finally 3×3; see the Housing page. 2 Dn command 11 / tile 0xC8
  • Heavy Industry 4×4
    Industry The raw materials a workshop within three tiles of it needs. Land value +1 within 4 tiles but capped at 2 there, the lowest limit any building sets. 300 Dn command 26 / tile 0xF3
  • Fountain 1×1
    Infrastructure Water for 6 tiles once piped to a reservoir, and land value +1 within 2 tiles. Placed dry (0xBA); too many fountains in a row on one pipe run dry in turn, flipping between working and dry. 10 Dn command 10 / tiles 0xB9-0xBD
  • Imperial Highway 1×1
    Infrastructure Province level. Joins the capital to the Imperial Highway junction at the province's edge. The executable's price word is 50 (so 50 to 200 by terrain); the manual prints "from 60 Denarii to 240 Denarii". The two disagree and no capture of a charge settles it. 50 – 200 Dn command 42 / tiles 0x6D-0x78
  • Plaza 1×1
    Infrastructure Paves an existing road piece; it cannot be laid on bare ground. Raises land value. 10 Dn command 23
  • Prefecture 1×1
    Infrastructure Taxes collected within 4 tiles, unrest −2 within 3, land value +1 within 2 but capped at 8 there. 25 Dn command 25 / tile 0xEE
  • Provincial Road 1×1
    Infrastructure Province level, dragged like a road. Joins the capital to a town, which then grows and raises the Empire rating. Barbarians can march along it. 30 – 120 Dn command 36 / tiles 0x36-0x41
  • Reservoir / pipe 1×1
    Infrastructure One command builds both: a reservoir where the drag starts in water, pipe everywhere else. Water reaches 3 tiles from a reservoir. Pipes cannot cross each other or branch. The executable spells it "Resevoir\pipe". 3 Dn command 5 / tile 0xA4
  • Road 1×1
    Infrastructure Dragged cell by cell; each piece is chosen from its neighbours. Right-click during the drag takes the whole stretch back. Intersections raise land value slightly. Gates form where a wall crosses it. 3 Dn command 4 / tiles 0x36-0x43
  • Well 1×1
    Infrastructure Water for 1 tile around it. Needs no pipe. 5 Dn command 9 / tile 0xB8
  • Barracks 3×3
    Military Sends soldiers out to patrol. Unrest −3 within 5 tiles; land value +1 within 3 but capped at 5. 80 Dn command 24 / tile 0xEF
  • Fort 1×1
    Military Province level, one cell on the province map. Founds a Cohort; at most ten, counting the Prima Cohors you start with. The price is never shifted by terrain. 500 Dn command 29 / tile 0x4D
  • Great Tower 1×1
    Military Province level. Only on an existing Great Wall piece, never a three- or four-way junction. 90 – 360 Dn command 41 / tiles 0x62-0x67
  • Great Wall 1×1
    Military Province level, dragged like a road. Gates form where it crosses a road or highway: Cohorts pass, barbarians cannot, but a gate is weaker. It slowly decays unless plebs are assigned to province duty. 40 – 160 Dn command 37 / tiles 0x42-0x49, 0x62-0x6C
  • Tower 1×1
    Military Only on an existing wall piece, never a three- or four-way junction. Cuts the chance a barbarian breaks through nearby. 10 Dn command 8 / tile 0x9E
  • Wall 1×1
    Military Dragged like a road. Becomes a gate where it crosses one; gates are weaker than wall, garrisoned, and cap land value nearby. 5 Dn command 7
  • Oracle 2×1
    Religion Does not grow. Land value +2 within 8 tiles, and unrest −2 within 5. Counts toward Culture. 200 Dn command 17 / tile 0xEB
  • Temple 1×1
    Religion Grows like a house, with land value and population: 1×1, then 1×2, 2×2 and 3×2. Raises land value (+1, within 2 tiles, then 3) and lowers unrest. Counts toward Culture. 20 Dn command 13 / tiles 0xD8-0xDF
  • Workshop 3×3
    Workshops One of eight industries, chosen as it is built (glass, tin, pottery and copper are tile 0xF5; wine, ivory, wheat and spices 0xF6). Land value +1 within 3 tiles but capped at 3. At most thirty. See the Production page. 50 Dn command 28 / tiles 0xF5-0xF6