Pharoah (faq./guide)
PC
For a list of cheats click here.
##### # ## ########### ## ### # #### ### ### ## #### ### ## ####### ### ######## ## ### ## #### ## ## ## ## # # ## ### ## ### ####### # ###### #### ## ## ## ## # # ########### #### # # ## ## ### # ### ## # ########### ### # # ####### ## # ## # # # ## ### ## # # ## ## ## ### #### # ## ### ## # ### # # ## # ## ## ## ### ## # #### ### ## ## ###### ## ### ## ## # ## # # # ## ## ### ## ## ## ### ## ## ## ### ### ## ## ## ## # ============================================================================ ** Build a Kingdom. Rule the Nile. Live Forever. ** ============================================================================ Pharaoh (PC)& Cleopatra (PC) The Complete Guide Version 4.2 (12-31-04) Current Editor: Jim Chamberlin (red_phoenix_1@hotmail.com) Original Author: Dan Simpson If you are going to email me about this game, please put Pharaoh as the subject. Just Pharaoh. Also please realize that I am not hiding cheats or any other information, i.e. everything I know about Pharaoh is in this guide. If you see any mistakes, or have anything that you want to add please email me! I will, of course, give you full credit for your addition, and be eternally grateful to you. Before emailing me with a question, be sure to check out the Frequently Asked Questions section, which is located towards the end of the file. _______________ .--------------------========= N O T E S =========-------------------------. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | The most recent version of this FAQ can be found at: | | | | http://www.gamefaqs.com/ | | | | There is an Enhancement Pack to Pharaoh out! You can download it at | | ftp://ftp.sierra.com/pub/sierra/pharaoh/updates/ | | | | Note: More information about the downloadable Enhancement Pack is given | | below. Check the Table of Contents to find out where. | | | | Last note from Dan: I am stepping down from maintenance of this FAQ, and | | ceding control of the FAQ to Jim Chamberlin. Simply | | put I have no real interest in updating the FAQ, and | | Jim does have that interest. As such, this FAQ is | | being turned over fully to him. | | | | Also an Add-on Pack, Cleopatra, has officially been released. It is not of | | the downloadable variety, but rather one you will have to go to the store | | and purchase. | | | | If you are a webmaster and wish to post this on your web page, please make | | an attempt to keep it up to date. There is nothing worse than getting | | emails from people who saw an old version asking about things that are | | already in the newer versions. Well, maybe there are worse things, but it | | IS quite annoying! | | | | This FAQ looks best in Courier New at about 9 points. | | | | This Document is Copyright 1999-2003 by Dan Simpson and/or Jim Chamberlin | | Pharaoh is Copyright 1999 by Sierra On-Line Inc. | | | | We aren't affiliated with Sierra, Impressions, or anyone who had anything to | | do with the creation of this game. This FAQ may be posted on any site so | | long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting | | it. You may not charge for, or in any way profit from this FAQ. | '--------------------=================================-------------------------' ____________________ What's New in 4.2: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Formatting changes - Completed Pharaoh/Cleopatra Walkthroughs - Added additional Frequently Asked Questions - Added new Hot Keys For a complete Version History, check out the Final Words Section at the end of the FAQ. -------------------------------------------------------------------------------- Table of Contents: -------------------------------------------------------------------------------- Game Updates Downloadable Enhancement Pack Cleopatra Expansion Pack Building a City Basics of City Building Industry, Slums, and Food Production Food and Farming Industry and Commerce Of Gods and Men Festivals Temple Complexes Blessings Entertaining Egypt Booths Bandstands Pavilions Training Facilities Expanding the City Monuments Walkthrough Nubt Thinis Perwadjyt Nekhen Men-nefer Timna Behdet Abedju Selima Oasis Abu Saqqara Serabit Khadim Medium Buhen South Dashur North Dashur Iunet On Rostja Bahariya Oasis Djedu Dunqul Oasis Dakhla Oasis Thinis Waset Kebet Menat Khufu Itjtawy Iken Sawu Heh Bubastis Khmun Sauty Byblos Baki Rowarty Hetepsenusret The First Tomb (Dier el Medina 1) Death of Tutankhamun (Dier el Medina 2) Tomb for a Pharaoh (Dier el Medina 3) Sumur (Sumur) The Battle of Qadesh (Qadesh) Colossi of Abu Simbel (Abu Simbel) Ramses in the Valley The Sea People Land (Pi-Yer) Defense of Migdol (Migdol/Pelusium) Rebirth of a Navy (Tanis) Alexander the Great (Alexandria) The Glory of Ptolemy (Ptolemy's Alexandria) Caesar and Cleopatra (Maritis) The Legacy of Cleopatra (Cleopatra's Alexandria) The Battle of Actium (Actium) City Problems Animals Trading Food / Requests for Food Fire Crime Invasion Frequently Asked Questions (FAQ) Appendices Housing Level Tables Keyboard Commands Cheats Pharaoh Manual Updates Final Words... ================================================================================ Game Updates ================================================================================ On occasion, Pharaoh received an update, either to add something to the game, or to fix a bug with the game. This section is dedicated to displaying some of that information. Pharaoh Updates/Patches: http://www.sierra.com/file_list.do?gamePlatformId=121 Cleopatra Patches: http://www.sierra.com/file_list.do?gamePlatformId=112 -------------------------------------------------------------------------------- Downloadable Enhancement Pack Information -------------------------------------------------------------------------------- With most PC games, small patches or small additional things can be downloaded to enhance gameplay performance. Well, Impressions knew this and they decided to make a downloadable enhancement pack. To be perfectly honest, it's one of the best I've seen in a while. Below are more details on what is included in this wonderful download. Also, I suggest downloading it! > ftp://ftp.sierra.com/pub/sierra/pharaoh/updates/ [1] HOW TO INSTALL THE ENHANCEMENT PACK ======================================= Download PharaohEP11to12.exe to your computer. Run PharaohEP11to12.exe and follow the instructions given on screen. This upgrade requires Pharaoh Version 1.1. To confirm that you have Pharaoh Version 1.1, select "Help: About:" on the File Menu while playing Pharaoh. Near the top of the "About" panel it will say "Version 1.1." If the Enhancement Pack fails to install do the following: 1. Uninstall Pharaoh (Start Menu-> Programs-> Sierra -> Pharaoh-> Uninstall Pharaoh). Note: This will not affect saved games or custom missions. 2. Reinstall Pharaoh from the CD. 3. Move any desired saved game folders or custom missions to the new Pharaoh Save and Maps folders 4a. Run PharaohEnhancementPack.exe to upgrade to V1.1 (if you still have the old Version 1.1 Enhancement Pack), then run PharaohEP11to12.exe. 4b. Or download and run PharaohEP_V12.exe to upgrade directly from version 1.0 to version 1.2. [2] NEW ENHANCEMENT PACK FEATURES ==================================== **** VERSION 1.1 **** Mission Editor: You can now access Pharaoh's powerful mission editor through the main game menu. Please refer to the mission editor manual (Mission Editor Guide.txt or Mission Editor Guide.pdf) for instructions. You can view the Mission Editor Guide via selecting Help: Mission Editor Guide from the Mission Editor menu bar. To view .pdf files, download the Adobe Acrobat reader from http://www.adobe.com/products/acrobat/readstep.html New custom missions: New stand alone custom missions have been installed in your Maps folder. Many of the missions have text files associated with them that briefly describe the mission. All of the January 2000 contest missions are included. Required Housing Level for mission completion is now displayed on the Ratings Overseer panel. Windows 2000: Sound is now enabled under Windows 2000. Many of the custom Missions have text files associated with them that briefly describe the mission (located in Sierra/Pharaoh/Maps). [3] WHAT THE ENHANCEMENT PACK FIXES ==================================== **** CHANGES FROM VERSION 1.1 **** Some campaign missions have been tweaked to allow players to recover from decisions that lead to critical trade goods becoming unavailable. A campaign mission must be started fresh for this to take affect; loading a saved game (including selecting Replay Mission) will not start an updated campaign mission. If you are in the middle of a campaign, missions you have not yet played will be updated. Some campaign missions have been tweaked to make them more playable. Monument construction foremen are more intelligent when giving feedback on why monument construction has halted. Missions can no longer be won if all ratings are achieved and a monument is nearly complete. An uncommon occurrence where stone masons disappeared while working on pyramid complex causeways has been fixed. Rotated Temple Complexes can no longer cause crashes if an overlay is selected. Dock trade problems caused by Ra blessings have been resolved. Caravans will no longer become stuck near Storage Yards if the Ferry Landing they would like to use is unstaffed. Situations where monument construction could be halted due to stone/brick mason behavior have been fixed. Storage Yards and Granaries can now spawn labor seeking walkers while the buildings have two cartpushers active. A problem with very long load Pharaoh start up times related to network settings has been fixed. Carpenters Guilds only consume 100 units of wood when creating a carpenter. A situation where soldiers embarking/debarking on transports caused the game to freeze was fixed. **** CHANGES FROM V1.1-V1.2: **** After installing the V1.1 Enhancement Pack, some users experienced problems with what seemed to be a "double mouse click" when using various in game menus. Menu items would be accidentally selected or menus accidentally exited. This problem will no longer occur. The rotate view icon now displays the correct mouse help text. The issue with the Kingdom rating continually dropping in the campaign map, Iunet, has been fixed. -------------------------------------------------------------------------------- Cleopatra Expansion Pack -------------------------------------------------------------------------------- New Features: - Play 4 new campaigns with 15 missions tracing the careers of Tutankhaman, Ramses II, and Cleopatra - Erect magnificant monuments, including the Colossi of Ramses II, the Tombs in the Valley of the Kings and the Library and Lighthouse at Alexandria. - Construct more buildings for your cities, including Henna Farms, Painters, Lamp Makers and Tomb Artisans, plus more beautification structures. - Battle fierce enemies from both lands far and near, including Persia, Phoenicia, Assyria and Rome. - Face new threats within your city's borders, including grave robbers and plagues of locusts, frogs and hail. - Pray to the gods to speed construction of your monuments. - Enjoy many other new features, like carrying over troops from one scenario to the next. ================================================================================ Building a City ================================================================================ This section goes pretty much in order walking you through the entire process of building a successful city. It should be mentioned that building a great city is a complicated process that involves all sorts of things, religion, trade, entertainment, and employment. There are many problems that a city faces, but those are not dealt with in this section, they are dealt with in "City Problems" below. -------------------------------------------------------------------------------- Basics of City Building -------------------------------------------------------------------------------- Building your city is a multi-part process. The first thing that you want to do is to drop the speed of the game down to 10% (use the '[' key to lower speed). Why do this? Simple, it essentially freezes everything in place, and slows time down so you can get some farming in before the harvest. Now look around the city. Note where the Kingdom Road is, as that is where all immigrants, and traders will come. Trick: If you want to know which side of the road to build on (that is, the side closest to immigration) save the game, build some housing by a road, and put the speed up to 100%. You can see where the people come from, then load, and build your city accordingly. Before you actually start building your city check for wild animals. This is most important with the Hyenas, Hippos, and Crocodiles. If you find Hyenas, or Crocs one trick to dealing with them is to build a wall around them completely (in the case of the Crocs you may need to wall around a pond). Then later build a tower on the wall to eliminate the hyenas. Once the last hyena on the map is dead, they won't reappear. You don't need to bother building towers on any walls keeping crocs in, as they will eternally reappear. Now we need to decide where to build the first area in your city. You want to build near the immigration point (where immigrants appear), near farmland (either floodplains or meadow), but far enough away that you can fit a granary in between (a granary is a 4x4 structure, and you want to build it at least 3 squares away from your housing). You don't need to build the entire block of housing on Green, but you have to be at least right next to it to get Water. Before we build housing we need to check out the Overseer of Commerce. Check to see how many food sources you have, and what resources you have and have to import. This is important for deciding how large to build housing, you build smaller when you have only 1 food source as it won't be able to fully evolve. The "best" housing block is as follows: Legend: ¯¯¯¯¯¯¯ ================================== HH - one square of housing =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH= = - road =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH= . - garden =HHHH . . . . . . . . . . . .HHHH= WWWW _ Water =HHHH. . . . . . . . . . . . HHHH= WWWW Supply =HHHH . . . . . . . . . . . .HHHH= BBBB _ Bazaar =HHHH. . . . . . . . . . . . HHHH= BBBB =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH= TTTT _ Tax =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH= TTTT Collector ================================== FF - Firehouse WWWW TTTT= AA - Architect's Post WWWW TTTT= PP - Police Station BBBB=FF BBBB=AA =PP = Note on Scale: 1 square of land is represented by 1 character vertically and two characters horizontally, so HH is one square. You can make it as long as you want, just don't make it too long or services will suffer. The gardens in the center increase property value, and can be evolved over, that is, the housing near it can use the space to evolve into a larger structure. You have a 4 square long garden section to allow for the area to evolve into the largest structures which are 4x4 each. Trick: Also, when the road is "paved over" be sure to put a plaza over it. This isn't so important until your housing evolves into the nicer structures, but when you need it you need it! Next you want to build a Water Supply. These are best placed right across the road from the housing. If the housing block is large, then you will want two of these placed on opposite sides of the housing block. Now build a road down from one of the corners about 6 squares down. Two squares down from the road on your new road build a bazaar. Across the road from the bazaar build a fire house, architect's post, and a police station. Eventually place a tax collector's office between housing and the bazaar. These are placed away from the housing to keep the desirability up. You may also want to build another bazaar at the other end of the housing. Tip: If you are building directly on the Kingdom Road you will want to roadblock the Kingdom Road to prevent your walkers (bazaar traders, water suppliers, etc.) from wandering away from where they are needed. After those bare necesseties are built, you will want the basic sanitation structures, namely a Physician and an Apothecary. These can be built anywhere along the housing (try to build away from the corners as that space is needed later for entertainment). You won't need Dentists until later, but you can build them whenever you want. -------------------------------------------------------------------------------- Industry, Slums, and Food Production -------------------------------------------------------------------------------- _________________ Food and Farming: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Now that we've started a city, we need to get some food and some exports. We'll start with food. The first thing we need is a granary placed between our city and the food sources--farmland, hunting grounds, fishing docks, etc. Make sure that it is far enough away from housing to not affect desirability too much, but close enough to provide your bazaars with easy access. Next, depending on the foodsource, we need to build either work camps, hunting lodges, or fishing wharves. Build hunting lodges RIGHT NEXT TO the granary to cut down on travel time. Build work camps as close to the floodplains as possible, but still a couple squares away so that you can roadblock the farms. You do this to cut down on the amount of roads that your walkers can travel, because if they CAN travel on a road, they eventually WILL no matter how little there is out there. Now we need to build farms. All farms should be irrigated, no matter if they are on the floodplain or in a meadow. You irrigate farms by building an irrigation ditch nearby that connects to a water source. Irrigating a farm increases the fertility of the farm, which in turn increases the amount of food produced by that farm. In the case of floodplain farms, fertility is completely renewed with the flood, UNLESS the flood doesn't entirely cover the farmland, which is why we irrigate the farm. So while you are building your farms you need to keep some room to sneak roads by so that your workers can get to each farm, and you need to keep some room to irrigate by as well. Tip: Build floodplain farms as close to the water as you can. If the flood is poor, the farms will still be at least partially covered, and that way gain more fertility. Meadow Farming is done differently than floodplain farming. You can only build a Meadow Farm on green land that has little yellow spots on it (on the map it is "green" land). When the land is especially good, it will be a darker green, and the spots will be more white. With Meadow Farms it is absolutely crucial to irrigate the farms. In order to do that you first need to build a Water Lift. Water lifts must be placed on a straight section of land right next to water, or next to floodplains. If you build next to a floodplain you must build a ditch coming from the water to the water lift. Ditches must come out the back of the water lift, it is not sufficient to put them out the side. ______________________ Industry and Commerce: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Once your city is no longer starving is the time to start working on your industry. Which industry you start with is dependant on the city that you are working on. If you have lots of Marshland, you might want to start a Papyrus Industry, if you have trees a Lumber Industry. To help you decide check out the Overseer of Commerce to see what you can Export. Whatever you can sell makes a good choice to start with. Go to the world map here to open the trade route. Tip: Try to sell goods like Papyrus and Linen as they have a low need in the city, and sell at relatively high prices. Tip: Land trade routes are much better than water trade routes, as they are not dependant on having an open dock to trade at. You only need this one trade route for now, so don't bother spending money to open any others. You may need to shortly open another, but that is still a little off. Once the trade route is open, be sure to click on that good in the Commerce screen, and click the Export Button to start selling it. Now we build the industry. Again like the granary we don't want to build too close to our city, but unlike the granary we're going to completely separate the industrial sector from the housing. Industry is best about 8 squares away from your housing, in an area that has good resources. I'm not saying that you have to be right next to good resources, just reasonably close will do. Build out a road from your housing, and roadblock it to keep walkers from entering the industrial sector. Now build two Storage Yards, one for the Raw Good the other for the Finished Product (right click on the Storage Yard, click special orders then click "Accept None", and finally click the Accept None command specific to that good that you want this Yard to store). Near the Storage yards build a 4x2 or 6x2 section of housing. This is going to be our "slums", an area for industrial workers to work. Don't worry about providing these people with any city services. Also you need to build a Fire House, Architect's Post, and Police Station. Note: Disease usually runs rampant in the slums areas. To cut down on disease try adding a water carrier and a bazaar that buys ONLY food (check the bazaar's special orders screen). However, since these people are usually quickly replaced after they die, there isn't much reason to waste money and jobs here. Now to actually start with the industry. Depending on what we're manufacturing you may need to build a raw materials gatherer (such as a Reed Gatherer or Clay Pit). Realize that raw materials are gathered quicker than finished goods are made. Then build 3 or 4 of your industry. You'll have to pay attention to how much of the raw material you have (if you consistently have none, you will need to increase production of the raw good, or if you have too much you need to build more industry to manufacture it into something). Trick: If you have to create a water trade route, here is a little trick to decrease the time each boat spends at the dock. When a boat docks it sends about 3 dock workers out to sell or buy goods at the appropriate Storage Yard. So near any docks you have (you can build as many as you need) build a Storage Yard or two and set them to "Get" any goods that you want to sell, and also have them accept goods that you want to buy. Say you buy flax. Now near your linen industry you have a Storage Yard set to "Get Maximum" of the flax. Tip: There is, of course, one small problem with the last part of that trick. While your Storage Yard workers are out getting the flax, they can't deliver it to the industries. However, since boats can sell only 1200 of any item at once, and Storage Yard workers can carry 400 a time, this isn't that big of a problem. So what do you do if you don't have any good raw materials? You import the raw materials and manufacture the finished goods to sell! This lowers your profits, but the profits are still there. When your people start demanding beer, linen, and luxury goods you have to import goods anyway. Note: Remember that you can only buy so much of any one good from any one city in a year. For example in one year maybe Men-nefer will sell you 4000 barley and buy 1500 papyrus. So after they buy that 1500 papyrus, they won't buy anymore. The most a land trader can buy and sell is 800. The most a sea trader can buy and sell is 1200. Tip: Because each city is limited to how much they can buy in a year, and because you may produce a LOT more than they can buy of a finished product, you may want to sell off both the finished product, and the raw materials. Try to only sell raw materials when it is above a good amount, like 2400 or 1600. -------------------------------------------------------------------------------- Of Gods and Men -------------------------------------------------------------------------------- We've now taken care of the most basic needs in your city, food and money. Now we need to both appease the gods and help your city's housing evolve further. And you do this by building lots of temples. You build each of the gods' temples at each block of housing, and try to divide the temples so that half are on one side of the housing block, and half on the other. This increases the religious coverage, and helps guarantee that houses don't devolve due to losing access to a temple. Note: Be sure to always have one extra temple built for your "Patron God", as they need the extra attention. Also build each god one shrine. These shrines MUST be placed at least 2 squares from a road to be effective, and so that they can be reached by an architect. Yes, shrines can and will collapse. Shrines don't give good religious coverage, so you don't want to use them for anything other than appeasing the gods. If you check out your Overseer of the Temples (press 9) you will see the gods mood. Happy gods bless your city, unhappy gods smite your city. It takes some time for the effects of building temples to affect the god's moods. So if you check immediately after building the temples, you may not notice any change. Simply wait a bit, and check again. Their moods should have changed. __________ Festivals: ¯¯¯¯¯¯¯¯¯¯ Deciding where to build the Festival Square isn't easy. It has a great effect on desirability, but it really messes walkers up (they get stuck on the square and will just wander around it for awhile). My solution is to build it near a housing block, on a road that is blocked off with a roadblock to prevent walkers from getting on it. You need a clear 5x5 area on an intersection to build a Square. You can only build one in any given city. You want to hold festivals regularly, try to have them every 3 to 20 months (quite the range!). You hold festivals to either get a god to bless you (say to get Osiris to help out with the Inundation), or to keep a god from being displeased with you. Also festivals greatly help out the city mood. Unless you produce a lot of beer, avoid the "Grand Festivals" as they require a lot of beer. Lavish festivals are therefore the best in terms of economics and appeasing the gods and your townspeople. Note: As your city gains more people and money it costs more to hold a festival. So at the start of a scenario it could cost 120 for a lavish festival, but near the end it could cost 900 or 1000 (or quite a bit more!) _________________ Temple Complexes: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Only build Temple Complexes for your Patron Gods, as they seem to need the ego boost. A Temple Complex is one of the Three Mega Desireable Buildings (with the other two being the City Palace, and the Dynasty Mansion; and to a lesser extent their corresponding smaller versions such as the Town Palace and Family Mansion) and should be built next to a Good Housing Block, that is, one that you intend to evolve as much as you can. Temple Complexes require 50 employees and are great things to build when you have high unemployment. Once you have already built the Temple Complex, you may notice that it still lists "Temple Complex" on the menu of things that can be built. These are improvements that can be made to the Temple Complex, such as new Altars. These Altars have more effects than it would seem, for example the Altar of Ma'at (Ra's Temple Complex) allows your Priests to fight crime. Here's a short list of the various altars and their effects: Osiris' Temple Complex: Altar of Sebek - as the priests pass your houses, the people can make do with less food. Oracle of Min - speeds up the regrowth rate of reeds and trees, which allows you to harvest more. Ra's Temple Complex: Altar of Ma'at - your Priests also gain the function of crime fighters, as they pass houses, the likelihood of crime is lowered. Oracle of Horus - your people love you so much that they will work for a lower wage without being upset. Ptah's Temple Complex: Altar of Amon - your quarries, wood cutters, and brickworks work faster. Oracle of Thoth - librarians and teachers (scribal schools) use less papyrus. Seth's Temple Complex: Altar of Anubis - your mortuaries need less linen to function. Oracle of Sekhmet - Similar to the Altar of Ma'at your Priests work as crime fighters, but Sekhmet also allows them to catch criminals. Bast's Temple Complex: Altar of Isis - not only does Isis improve the overall health of the city reducing the chance of disease, but also removes disease when it does strike. Oracle of Hathor - Improves city sentiment (mood). __________ Blessings: ¯¯¯¯¯¯¯¯¯¯ When you give a little, you get a little. In this case, if you build temples and hold festivals for the gods, they'll reward you with blessings, both big and small. Conversely if you ignore the gods they will punish you with Curses, but you won't get any of those so long as you keep them appeased. You work on the god that corresponds to what your city really needs. For example, if you are about to be invaded (in about 4 to 6 months) try to kiss up to Seth a lot with Festivals to get his protection for your armies, or to smite the enemy armies. To check how close you are to receiving a blessing, check with the Overseer of the Temples (press 9). The more "Ankhs" you have by their mood, the closer they are to giving you something pleasant. And if they have a lightning bolt that means that they are about to curse you with something, for example, Osiris will make the flood poor. I think that the best god to kiss up to is Bast. She has the two most useful blessings in the game, the first she blesses your houses and bazaars with a bounty of food and goods. Very useful. It doesn't mean that you have everything you need, she merely increases what was already there. And her other good blessing is that she will hold a Festival for the other gods, which means that you can get many festivals for the price of one. If your city depends on exports, then Ra is the god to go to. He has the ability to increase the sale price of your items by 50% for 12 months, and the ability to increase the amount your trading partners are willing to trade. Finally he also has the ability to increase your Kingdom rating, which can help you when it gets really low. Osiris increases the flood, and should only be buttered up if the flood is poor, or if there is going to be no flood at all. Ptah has two great abilities that have to do with Industry. First he can increase the amount of goods in a Storage Yard to the maximum. So if you had 100 linen, you will have the full 3200. He also will supply your industry with the raw materials they need. Seth is the least useful in that he is strictly a military god. However, don't ignore him, lest he smite your armies. If you are going to be invaded, or your troops are going to be sent out to another city, Seth might come in handy (especially for the latter case). Nothing is quite so satisfying as seeing an enemy army just die because of Seth. -------------------------------------------------------------------------------- Entertaining Egypt -------------------------------------------------------------------------------- Your city is certainly on the grow now! Now we need to start thinking about Entertainment. There are three sizes of entertainment "arenas", the Booth, the Bandstand, and the Pavilion. Boothes can hold only jugglers, Bandstands have both jugglers and musicians, and Pavilions have those and dancers as well. Building one of these "arenas" takes some thinking ahead. Hopefully you left space around the corners of your housing area, because that is where we are going to build! ________ Boothes: ¯¯¯¯¯¯¯¯ Boothes are the easiest of the three to build because they require little space (1 square off of the intersection) and they only need a 3 way intersection. = = - road =BB HH - 1 square of housing ========= BB - Booth =HHHHHHHH =HHHHHHHH Boothes affect the least amount of people, and therefore you need more boothes than any other "arena". ___________ Bandstands: ¯¯¯¯¯¯¯¯¯¯¯ Bandstands take up quite a bit more space (it's a 3x3 structure), and is a little harder to place. There are also several different ways of placing it, one that involves placing it inside of your housing (Method 1), and the other which involves creating a new road off of the housing (Method 2). Method 1: = - road = bb - bandstand section =========== HH - housing bb=bbHHHHHH bb=bbHHHHHH =HHHH As you can see this would involve destroying a corner of your housing in order to fit the Bandstand. This method minimizes the area that walkers can wander down, especially if you remove all the extra paths around it. Method 2: bb=bb bb=bb ============== =HHHHHHHHHHH =HHHHHHHHHHH The main problem with this is that your walkers now have a 4-way intersection to wander around. But this method disturbs your housing the least. __________ Pavilions: ¯¯¯¯¯¯¯¯¯¯ Pavilions take up the most space, and are quite awkward to place as they have all the components of the previous two "arenas", plus a 2x2 dancing stage. There are, then, many ways to place a Pavilion. The first way (Method 1) cuts into housing by only 1 square, the second way cuts into housing more, and the third way avoids cutting into housing altogether, but again creates more surface for your walkers to get lost in. Method 1: = = - road pppp=pp pp - pavilion section pppp=pp HH - housing ================= pppp=ppHHHHHHHHHH =HHHHHHHHHHHH Method 2: = = pp=pppp =============== pp=ppppHHHHHHHH pp=ppppHHHHHHHH Method 3: pp=pppp pp=pppp pp=pppp =============== =HHHHHHHHHHHH =HHHHHHHHHHHH This method is by far the easiest to build as it requires the least planning ahead. All you need to do is to build a 3x path out of a corner, and another 2x path out the other side of that corner. ____________________ Training Facilities: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Once you have your "arenas" built, and I would suggest that every block of housing could use 3 "arenas" (one of each type, plus maybe an extra booth as well), you need to build training facilities to train the entertainers themselves. While your city is small you will only need juggling, so let's deal with that first. Juggler's Schools are the only Training Facility with a Positive Desirability, and so you can (but you don't have to) build next to your housing. This is somewhat different from Caesar III where you wanted to build your training buildings far from your arenas, here it doesn't matter so much as the entertainers naturally wander the streets. The Conservatory and Dance School should be built in an industrial area of your city as they have negative desirability. I can see why the Conservatory has negative, what with their off-key caterwauling, but the Dance School? Oh well. You only need to build these after you have supplied your city with pottery. As your city grows you WILL need more than one training facility of each type, otherwise your arenas won't have enough entertainers to hold shows. Entertainers are not stopped by roadblocks. Make sure that there is a road connection from your trainers to the arenas else thoose arenas won't have any shows! -------------------------------------------------------------------------------- Expanding the City -------------------------------------------------------------------------------- Now that your mini-city is up and running, we need to get on expanding it. First we are going to build another housing block near the first housing block. In general I don't like two housing blocks interacting with each other, and so will build a roadblock preventing walkers from the first housing block from entering the next housing block. =HHHH =HHHH Second Housing Block (partial) =HHHH =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH ========================================== = = = r = - road = r - roadblock = HH - one square of housing = ==================================== HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH= HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH= HHHH= First Housing Block (partial) HHHH= HHHH= Why prevent them from getting into other housing blocks? Because that can create "dead zones" where certain walkers haven't passed in a long time, because they have so much road to walk on. If housing is deprived of any resource, be it water, food, pottery, or anything; that housing will devolve! This is worst when they run out of water as it will devolve all the way down. Also be sure to build Courthouses at each housing block if you haven't already done that. Now we're going to want to evolve our housing into the better (and therefore higher tax base) structures. The first thing we need is pottery, then beer. (After those come other things such as Mortuaries, Libraries, Scribal Schools, Linen, a Second Food Source, Luxury Goods, and a Second Type of Luxury Goods. These will all be discussed later! But a quick note about this now, never evolve all of your housing blocks all the way, as your Labor Pool will actually DECREASE with the increase of wealth. Rich people tend to not work.) If you can construct Clay Pits (about 3 should do) and Potters (4 or 5). If you can't build Clay Pits you will have to import. Have 2 storage yards, one for the Clay and the other for the Pottery. Here's where we get tricky. You want the Clay Storage Yard right next to the Clay Pits, however, you want the Pottery Storage Yard as close to your housing as you can get it (3x squares away or so). Why? Ease of access for your bazaar traders, of course! The shorter the bazaar traders have to walk to get goods, the more goods they can collect, and therefore the quicker your housing will evolve and STAY EVOLVED! Very important. If you cannot construct Clay Pits, things get a little sticky. You have to import either Clay or Pottery. Obviously it is cheaper (and therefore better) to import Clay, but sometimes you just can't get enough Clay imported to supply your city. This is especially true if you have to make Bricks for a Monument. In those cases you will have to import Pottery. We want to do roughly the same thing for Beer (grow or import Barley) and Linen (grow or import flax), as well as the other resources discussed above. However, you don't want to add them too quickly to outgrow employment. Keep looking at your unemployment rating, if it is too high, you may want to hold off on creating a good that will evolve your city. On the other hand, building new industries is a good way to lower unemployment. (by far the BEST way to lower unemployment is to evolve structures into Estates, however, this method often results in labor shortages) Tip: If you want to avoid creating Scribes (people who don't work) in your city, just avoid luxury goods. This way you can provide all the other services like libraries and scribal schools for the high culture, but still keep a strong workforce. __________ Monuments: ¯¯¯¯¯¯¯¯¯¯ While you are working on getting Pottery and Beer, you will also want to start any monuments that your city will need. If you are going to be building Sun Temples, Mausoleums, or Obelisks remember to import the needed rock (because chances are you don't have it!), and to get all the materials and workers you need to build the monument. You want to build your monument in a highly accessible area, but it need not be connected to anything via a road. By accessible I mean "close to" where the materials for the Monument are kept. It doesn't need to be very close, but don't put them clear across the city map. Only build one monument to start with, but as that one gets further along, you should start the other one. Why? Chances are you will have more workers than that first monument will need (this is especially true as you finish a "course" on a pyramid, it requires less workers), and so they can go work on the other monument in their down-time of working on the first monument. Always build several work camps near monuments that require stone to be taken to them (Pyramids, Sun Temples, Mausoleums). These workers will also build the foundation to Pyramids and Mastabas. And build at least 2 of each type of Construction Guild (except the Carpenter's Guild, you only need one of those). This is to prevent such things as the stone pullers pulling 2 things of stone onto the same area (which effectively negates one of the stone loads!). Note: During Farming Season your workers (the peasants, not the guild members) will only be able to accomplish ONE THING on a monument. So they might dig one square, then vanish. ================================================================================ Walkthrough ================================================================================ These "walkthroughs" aren't too indepth. You can't really make a "walkthrough" for this game as you can for Final Fantasy, Resident Evil, etc. Instead, these are basic guides on what to do and things of that nature. ----------------------------------------------------------------------- Nubt ----------------------------------------------------------------------- Goals: Population of 300 6 Meager Shanties As with the previous game, Caesar III, Pharaoh starts you out on what is more or less a Training Mission, although it's an actual scenario. The first scenario will help you get familiar with all the features, and as you proceed through the first few scenarios, you will be introduces to more and new game features and options. First, find a spot and build a few houses. One thing you must keep in mind in Pharaoh, along with Caesar III is the houses MUST be within two spaces of a road. If there are any unoccupied houses more than two spaces from a road, it will disappear. When you make your initial chunk of the city, you must provide at least enough homes for 150 people. At the 150 mark, Hunting will become available, and you will need food to gain higher housing levels, and that is part of the objectives in this scenario. Remember, to provide water to your houses! No water = disaster. Once you have Hunting made available, build a Hunting Lodge, Granary, and a Bazaar. Again, you must provide water. Once you have those essentials provided, you MUST build Firehouses. If you neglect to do so, your city will literally burn down to the ground, and we don't want, do we?!? Remember that Six Meager Shanties is one of the requirements in the Nubt scenario, so you will have to right- click on the houses, and see what's wrond with them if they aren't up to that level yet. More often than not it will probably be due to being too close to a Crude Hut, Granary, Bazaar, or Hunting Lodge. All of these things brings down the immediate area's desirability. Remember four things for the Nubt scenario: Water, Firehouses, Food, and Desirability. ----------------------------------------------------------------------- Thinis ----------------------------------------------------------------------- Goals: Population of 500 Culture: 10 6 Meager Shanties Welcome to the second city in your quest to become Pharaoh. Thinis introduces you to a new, and very important element, Gold Mining. Gold is basically your form of currency. It's also called "deben". You can't make any money by placing gold in your Storage Yards, so do you do with it. Well, you are given a new building, the Palace. The Palace is where you turn your gold in. It's basically your city's Treasury, I guess. Where do you put the Gold Mines? Well, you must construct them in the area where "gold" is protruding from the rock. Make sure you roads to them, otherwise you won't get anything done. Gold mines have a tendency to collapse, so I highly recommend placing an Architect or two nearby to watch those mines. How do I get the 10 Ordinary Cottages? Pharaoh introduces you to another VERY important aspect of the game, Religion. In Thinis, you are given Bast for your God/Goddess. If you want a successful city, I recommend placing Temples and Shrines for Bast. Remember, she will determine your people's health and mood. What's next? Entertainment. No, there were no televisions back then, nor were there satellite dishes, so what did they do for fun? All kinds of things were done back then for entertainment. Juggler's Booths must be constructed on a Crossroads or a "T" intersection, just like the other Entertainment buildings. It is recommended that you learn how each building operates. Juggling Booths won't do anything (entertain) without Jugglers, so build a Juggler's School nearby to produce Jugglers. How am I supposed to meet my requirements? Well, the Culture Rating is pretty easy actually. If you supply your city with enough Entertainment, your Culture Rating will be achieved. To get the 10 Ordinary Cottages may be a little harder for some people. It all depends on how you have your city constructed. Granaries and Hunting Lodges decrease the Desirability in the area, so keep them away from the houses if possible, but not too far. Temples and Shrines will increase Desirability, so try to have those around as well. As with all of the scenarios, be sure you have plenty of Architects and Fire Houses. Without these, your city will literally be left in ruins. ----------------------------------------------------------------------- Perwadjyt ----------------------------------------------------------------------- Goals: Population of 600 10 Modest Homesteads Perwadjyt will introduce you to a new, and VERY important aspect of Pharaoh, Floodplain Farming. Not all scenarios will offer Hunting as means of providing your city with food. Farming, however, is available on most of the scenarios. Just so you understand what "floodplain" is, it's the area near the Nile River that floods during the Flood season. It's usually a dark brown or something close. Before you can get the farms up and running smoothly, you'll have get some people to move in, so make a medium- sized housing block, provide it with water, fire houses, and Architects. Once you've got a small population, construct the farms. I forgot to mention Work Camps. Well, you MUST build them as well. Five Work Camps should be supply enough employment for the farms and other buildings. Four or five Fig Farms should prodive you with enough food. Just remember to build roads to the farms. Sometimes it saves space if you get two or three farms to use the same road. I forget just how the Flood plain is constructed in Perwadjyt, because I haven't played Pharaoh in a while, so here are a few examples of what I mean. (2 Farms) (4 Farms) FFFF=FFFF FFFFFFFFFFFFFFFF Key FFFF=FFFF FFFFFFFFFFFFFFFF = ================ FFFF - Farm = FFFF = - Road Those little drawings may not look all that great, but it shows you what I mean. Most Flood plains are smaller in areas than others, so you'll just have to use whatever configuration you can with the flood plain you're given. After you've built the Farms, you'll have to build a Granary and a Bazaar. If you haven't figured it out by now, a Granary stores food, and the Bazaar distributes it (as well as other goods). If you keep Osiris happy on this scenario, food can become more abundant, since Osiris controls how well the flood is, and the better the flood, the more nutrient- rich (fertile) the soil is in the farms, and it will make more food. What do I do now that I've got a steady food production? Well, you get to dive into another Industry, Clay Pits and Pottery. When you build the Clay Pits, they must be relatively close to the water's edge. The Potter doesn't have to be close, but it should be close to the Clay Pit, so there is always a supply nearby, and it saves time. Make sure you build one or two more Potters than you have Clay Pits. Also, build an Architect or two nearby. Clay Pits tend to have a higher chance to collaps than some buildings. Once you have those built, build a Storage Yard. The Potters must have a place to put the pottery, right? Keep in mind, that all of these buldings have a negative desirability rating, so try to keep them away from housing, if possible. Roadblocks will also become available eventually. When they become available, read about them. They are a great feature. How do I get the 10 Modest Homesteads required for this scenario? Right- click on each house and find out what is bothering that house. Gardens, Statues, and Plazas will become available at one point. These are important, because they have a positive desirbility. Pottery will just accumulate in your Storage Yard if you don't have the housing up to an Ordinary Cottage. The bazaars will get the pottery and distribute it once Ordinary Cottages are found in the city. After that, it's just a matter of time. Just remember to experiment with the Plazas, Gardens, and Statues, because these are available in the remainder of scenarios, and are very important in having a successful city. ----------------------------------------------------------------------- Nekhen ----------------------------------------------------------------------- Goals: Population of 1000 10 Modest Apartments Neken gives you a rather large area to use. Unfortunately, most of the land is arid, so water becomes more of an issue. Water Supplies can only be built on grasslands, because where there's grass, there's water. Water carriers won't walk the entire city either, so you will have to make a housing block pretty close to the Nile's banks, so it will be near water. When building your housing, you must leave a small area for Clay Pits. Remember, they have to be next to the Nile's bank. Farming is a major issue as well. Nekhen doesn't offer you very much space in the flood plain to build farms. You'll have to be creative in order to use the given space wisely. Just remember to have roads leading to the farms. Work Camps should be built next. You need workers, right? Nekhen allows you to use the Overseer of the Workers, which means you won't need to build a Palace to monitor the employment rate. There is no gold to be mined, so you don't really need to build a Palace. Here's a Tip from Impressions: "If you have a lot of unassigned workers (but don't really need to build any new industries), building a Palace will reduce unemployment." Remember to built Potters for the Clay Pits. Also, look back to the previous walkthroughs (especially Perwadjyt) for tips and help on reaching the 10 Modest Apartments housing level. ----------------------------------------------------------------------- Men-nefer ----------------------------------------------------------------------- Goals: Population of 1500 Kingdom: 40 Prosperity: 20 Culture: 15 1 Small Mastaba Men-nefer is a large step up from basic city management. Don't get me wrong, fires and all of those things can be hard to control, but you have a new challenge in Men-nefer. You will be introduced to monument- building. It is small, so it's not overwhelming. You'll have to begin your city in the neighborhood of the floof plain. Get some Work Camps, and Chickpeas Farms up and running. You'll need to give your people just about everything in this mission, so plan your layout carefully. You'll need Entertainment, Religion, Magistrates, Healthcare, pottery, and beer. You'll need all of those to make the housing levels evolve. Without them, you'll have large areas, which will be commonly referred to as "slums". You don't want that, do you? Build a few Tax Collector's somewhat early, because Pharaoh didn't leave you enough money for this mission. I'll get back to money in a minute. Once you've got one Spacious Apartment, you'll introduced to the Education features. For Educational structures to properly function, papyrus must be available. So, build some Reed Gatherers and Papyrus makers. The Reeds are grown in the marshes. There are two areas of marshes on Men-nefer. The Reeds are the "yellow" things that stick up in the Marsh. Build several Reed Gatherers and Papyrus makers because Papyrus will be your only way of income, with the exception of Taxes. Once you have schools working, Trading will become available. Perwadjyt will sell you bricks for your Small Mastaba, and Nekhen will buy Papyrus from you. Before you can trade, you must open each trade route, and visit the Overseer of Commerce. By visiting him, you will be able to set Papyrus to "Export" and Bricks to "Import". Once you have those taken care of, it's time to select an area for the Small Mastaba. You will need a Storage Yard. Set it's orders to Accept bricks only. Don't let it accept anything else. Also, set all the other Storage Yards in your city to "Do not Accept". When the traders come into the city, they should drp off the bricks at the Designated Storage Yard. When a load of bricks come in, you will be prompted with some information about the construction of the Small Mastaba. Be sure you have at least four or five Work Camps in Men-nefer. More will be helpful when clearing the ground for the Small Mastaba. Also, some Bricklayers' Guilds will be needed. They lay the bricks for the Mastaba. Select the area for the Mastaba to be built from the "Religious" panel on the interface. Make sure it's close to the Bricklayers' Guild and Storage Yard. This reduces the time for construction. It didn't take me very long to complete the Mastaba. I was importing all the bricks I could, and I was still waiting for bricks to be delivered. Also, I had to send some Papyrus to a city, and they rewarded me with a ton of bricks. Unfortunately, my Small Mastaba was finished, but I took them anyway. Once you finish the Mastaba, there's not much else to do. Just wait for Nekhen to buy more Papyrus from you, and you should win it. Also, make sure you meet the other "goals" for the mission. "Prosperity" will probably be the one that is not met yet, and that's because you must wait until you sell more Papyrus. Also, make sure there is low unemployment and fairly good housing. Once you've met everything, you win! ----------------------------------------------------------------------- Timna ----------------------------------------------------------------------- Goals: Population of 2000 Kingdom: 70 Prosperity: 10 Welcome to Timna. The first thing you'll find out is you are not alone. The Bedouins are nearby, and they don't want you to have that copper deposit your city is sitting on. Pharaoh and a few other cities will request goods from you, so be prepared for that. You are given a set time, and usually, it's not all that long, or so it seems. Your Kingdom Rating will be what suffers if the goods aren't sent and received in the given time. A suggestion would be to build plenty of Storage Yards so you wouldn't have to worry about it as much. Copper, weapons, money, and gems are the main requests. Copper is the main one, however, so be sure you produce plenty of it. One thing you should take into consideration when building your city is where to build it. Well, it's hard to say. The Copper Mines do take up room, as do the rocks the Copper is in. So, you'll just h
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Kindred Fates is an open world monster battling RPG, and a love letter to the monster battle genre. Our goal is to evolve the genre, and finally bring fans what they've been asking for.