________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ##### # ## ########### ## ### # #### ### ### ## #### ### ## ####### ### ######## ## ### ## #### ## ## ## ## # # ## ### ## ### ####### # ###### #### ## ## ## ## # # ########### #### # # ## ## ### # ### ## # ########### ### # # ####### ## # ## # # # ## ### ## # # ## ## ## ### #### # ## ### ## # ### # # ## # ## ## ## ### ## # #### ### ## ## ###### ## ### ## ## # ## # # # ## ## ### ## ## ## ### ## ## ## ### ### ## ## ## ## # Build a Kingdom. Rule the Nile. Live Forever. ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Pharaoh The Complete Guide Version 3.0 (8-20-00) Current Editor: Red Phoenix (red_phoenix_1@hotmail.com) Original Author: Dan Simpson Email Policy: ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. _______________ .--------------------========= N O T E S =========-------------------------. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | | The most recent version of this FAQ can be found at: | | | | http://www.gamefaqs.com/ | | http://www.cheatcc.com/ | | | | There is an Expansion Pack to Pharaoh out! You can download it at | | http://www.pharaoh1.com | | | | Note: More information about the downloadable Expansion 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 Red Phoenix. Simply put | | I have no real interest in updating the FAQ, and Red | | Phoenix 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 email | | me first. And if you do post this FAQ on your site, 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 annoying! | | | | This FAQ looks best in Courier New at about 9 points. | | | | This Document is Copyright 1999-2000 by Dan Simpson and/or Jim Chamberlin | | Pharaoh is Copyright 1999 by Sierra On-Line Inc. | | | | I am not 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 3.0: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Added Serabit Khadim Walkthrough. - Added Meidum Walkthrough. - Added Buhen Walkthrough. - Added South Dashur Walkthrough. Note: The Remaining Tables won't be added until the actual Walkthroughs are all complete. For a complete Version History, check out the Final Words Section at the end of the FAQ. -------------------------------------------------------------------------------- Table of Contents: -------------------------------------------------------------------------------- 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 |---------Coming Soon! Thinis | Waset | Kebet | Menat Khufu | Itjtawy | Iken | Sawu | Heh | Bubastis | Khmun | Sauty | Byblos | Baki | Rowarty | Hetepsenusret -----------' City Problems Animals Trading Food / Requests for Food Fire Crime Invasion Frequently Asked Questions (FAQ) Appendices Keyboard Commands Cheats Pharaoh Manual Updates Downloadable Expansion Pack Information Final Words... ================================================================================ 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: ŻŻŻŻŻŻŻ ================================== 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻ 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 300 | |---------------------------------------| | Other 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 500 | |---------------------------------------| | Culture 10 | |---------------------------------------| | Other 10 Ordinary Cottages | '---------------------------------------' 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 600 | |---------------------------------------| | Other 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 1000 | |---------------------------------------| | Other 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 1500 | |---------------------------------------| | Culture 15 | |---------------------------------------| | Prosperity 20 | |---------------------------------------| | Kingdom 40 | |---------------------------------------| | Monument 9 | |---------------------------------------| | Other 10 Modest Apartments | '---------------------------------------' 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 2000 | |---------------------------------------| | Kingdom 70 | |---------------------------------------| | Prosperity 10 | '---------------------------------------' .------------------------------------------------------------------. | Resources | |------------------------------------------------------------------| | Food | Raw Materials | Workshops | |------------------------------------------------------------------| | Hunting | Copper | Potter | | | Gems | Weaver | | | Gold | | '------------------------------------------------------------------' .------------------------------. | Trade Routes | |------------------------------| | Nekhen 1020 Land | | Nubt 850 Land | | Thinis 800 Land | '------------------------------' .--------------------------------------------------------------------. | Item Buy Sell Buyers Sellers | |--------------------------------------------------------------------| | Beer 185 140 Thinis 1500 | | Nekhen 1500 | |--------------------------------------------------------------------| | Chickpeas 33 25 Thinis 1500 | |--------------------------------------------------------------------| | Clay 38 29 Nekhen 1500 | |--------------------------------------------------------------------| | Copper 240 185 Thinis 4000 | |--------------------------------------------------------------------| | Flax 54 42 Nekhen 1500 | |--------------------------------------------------------------------| | Game Meat 44 34 Nubt 4000 | |--------------------------------------------------------------------| | Linen 210 160 Nekhen 1500 | |--------------------------------------------------------------------| | Papyrus 200 165 Nekhen 1500 | |--------------------------------------------------------------------| | Pottery 140 105 Thinis 1500 | | Nekhen 2500 | '--------------------------------------------------------------------' 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 have to make some sort of compromise. If I can remember correctly, I built my city in small groups. I wasn't able to make one huge dense housing area. Well, that's just from memory, I may be thinking of a different level. Hunting Lodges are available once again. What's the food? Ostriches! Tastes like chicken, right? It is suggested by many that you try to import some food. I also recommend doing so. Nubt offers game meat, so go for that if you can! To stay out of debt, make Gold Mines near the rocks wher Gold protrudes. Place your Palace near them as well to reduce time. As always, make sure you have Architects near the Gold and Copper Mines, since they are much more likely to collapse than other buildings. Also, build Tax Collectors, and Police Stations. I forgot to mention that in the last Walkthrough. There is always crime, and the Police will help limit the theft. This level requires you to build an army. I know, you've been waiting for war right? Well, a group of Archers and Infantry should fend off the Copper- hungry Bedouins. Keep Pharaoh happy with his requests and your Kingdom Rating will rise, and you should win the level of Timna. -------------------------------------------------------------------------------- Bedhet -------------------------------------------------------------------------------- .---------------------------------------. | Goals | |---------------------------------------| | Population 2500 | |---------------------------------------| | Kingdom 45 | |---------------------------------------| | Prosperity 20 | |---------------------------------------| | Culture 15 | '---------------------------------------' .---------------------------------------------------------. | Monuments | |---------------------------------------------------------| | Building | Building Materials | Burial Goods | |---------------------------------------------------------| | Medium Mastaba | 24,000 Bricks | None | '---------------------------------------------------------' .------------------------------------------------------------------. | Resources | |------------------------------------------------------------------| | Food | Raw Materials | Workshops | |------------------------------------------------------------------| | Chickpeas | Reeds | Potter | | Barley | Clay | Weaver | | Fishing | Gold | Brewery | | | | Shipwright | | | | Papyrus Maker | '------------------------------------------------------------------' .------------------------------. | Trade Routes | |------------------------------| | Byblos 1800 Water | | Men-nefer 750 Water | | Nekhen 300 Land | | Perwadjyt 1000 Water | | Timna 750 Land | '------------------------------' .-----------------------------------------------------------------------. | Item Buy Sell Buyers Sellers | |-----------------------------------------------------------------------| | Barley 48 37 Men-nefer 2500 | |-----------------------------------------------------------------------| | Beer 185 140 Timna 2500 Nekhen 2500 | | Men-nefer 2500 | |-----------------------------------------------------------------------| | Bricks 150 120 Men-nefer 2500 Perwadjyt 4000 | |-----------------------------------------------------------------------| | Chickpeas 33 25 Men-nefer 2500 | |-----------------------------------------------------------------------| | Clay 38 29 Timna 2500 | | Perwadjyt 2500 | |-----------------------------------------------------------------------| | Copper 240 185 Byblos 2500 | | Timna 2500 | |-----------------------------------------------------------------------| | Figs 33 25 Perwadjyt 2500 | |-----------------------------------------------------------------------| | Fish 42 33 Timna 2500 | |-----------------------------------------------------------------------| | Flax 54 42 Nekhen 2500 | |-----------------------------------------------------------------------| | Gems 120 92 Byblos 2500 | |-----------------------------------------------------------------------| | Ivory (Luxury) 310 150 Byblos 2500 | |-----------------------------------------------------------------------| | Jewelry (Luxury) 310 150 Byblos 2500 | | Men-nfer 2500 | |-----------------------------------------------------------------------| | Lettuce ?? ?? Men-nefer 2500 | |-----------------------------------------------------------------------| | Linen 210 160 Timna 2500 Nekhen 2500 | |-----------------------------------------------------------------------| | Papyrus 200 165 Timna 2500 Men-nefer 2500 | | Nekhen 1500 | |-----------------------------------------------------------------------| | Pottery 140 105 Timna 2500 | | Nekhen 2500 | | Men-nefer 2500 | | Perwadjyt 2500 | |-----------------------------------------------------------------------| | Reeds 31 23 Perwadjyt 2500 | |-----------------------------------------------------------------------| | Weapons 325 275 Timna 2500 | |-----------------------------------------------------------------------| | Wood 225 170 Byblos 2500 | '-----------------------------------------------------------------------' Bedhet allows you to go fishing. Wahoo! You also get to mine for gold, which will add to your income. As you'll find out, gold mining isn't always available. To start fishing you'll nees a few things. A Shipwright and a Fishing Wharf must be built. The Shipwright constructs the boats for the Fishing Wharf. Be sure you have wood in your Storage Yard(s). Trading also becomes a little more complex. They will be coming to you the Nile River. So, you must build a Dock on the river, and a Storage Yard or two nearby to receive and send goods. Mining Gold comes into play with trade. This mission makes you build a Medium Mastaba, which requires more bricks than the Small Mastaba did. To ofset the costs of importing bricks, you will have to mine gold. For the Gold to be of any use, you'll have to build a Palace once again. Gold isn't your only source of income. Taxes, Papyrus, and Beer will help. Papyrus and Beer are your chief exports. You can also import Flax, and turn it into Linen, and export the Linen to turn a profit. Warships also become available. You'll need to build a Warship Wharf, and make sure your Shipwright has wood. The reason I bring this up is you will be attacked by enemy warships. Although I didn't find it necessary, you could build a group of Infantry or Archers in case the enemy boats get past your warships and land their troops. One problem you may encounter is limited riverfront space. You'll just have to work it out. If I remember correctly, I didn't seem to have too trouble with it, so I'm sure you should do okay. Ferry Landings will issue people across the Nile. For more information on the Ferry Landings, read the Pharaoh manual. -------------------------------------------------------------------------------- Abedju -------------------------------------------------------------------------------- .---------------------------------------. | Goals | |---------------------------------------| | Population 2500 | |---------------------------------------| | Kingdom 60 | |---------------------------------------| | Prosperity 25 | |---------------------------------------| | Culture 25 | '---------------------------------------' .---------------------------------------------------------. | Monuments | |---------------------------------------------------------| | Building | Building Materials | Burial Goods | |---------------------------------------------------------| | Small Mastaba | 10,800 Bricks | None | | Small Mastaba | 10,800 Bricks | None | | Medium Mastaba | 24,000 Bricks | None | '---------------------------------------------------------' .------------------------------------------------------------------. | Resources | |------------------------------------------------------------------| | Food | Raw Materials | Workshops | |------------------------------------------------------------------| | Flax | Reeds | Potter | | Barley | | Weaver | | Fishing | | Brewery | | | | Shipwright | | | | Papyrus Maker | | | | Brickworks | '------------------------------------------------------------------' .------------------------------. | Trade Routes | |------------------------------| | Bedhet 400 Water | | Byblos 1400 Water | | Men-nefer 700 Land | | Nubt 270 Water | | Perwadjyt 900 Water | | Timna 900 Land | '------------------------------' .-----------------------------------------------------------------------. | Item Buy Sell Buyers Sellers | |-----------------------------------------------------------------------| | Barley 48 37 Men-nefer 2500 | |-----------------------------------------------------------------------| | Beer 185 140 Timna 2500 Nekhen 2500 | | Men-nefer 2500 | |-----------------------------------------------------------------------| | Bricks 150 120 Men-nefer 2500 Perwadjyt 4000 | | Bedhet 2500 Nubt 4000 | |-----------------------------------------------------------------------| | Chickpeas 33 25 Men-nefer 2500 | |-----------------------------------------------------------------------| | Clay 38 29 Timna 4000 | | Perwadjyt 4000 | | Bedhet 4000 | | Nubt 4000 | |-----------------------------------------------------------------------| | Copper 240 185 Byblos 2500 | | Timna 2500 | |-----------------------------------------------------------------------| | Figs 33 25 Perwadjyt 2500 | |-----------------------------------------------------------------------| | Fish 42 33 Timna 2500 Bedhet 2500 | |-----------------------------------------------------------------------| | Game Meat 44 34 Nubt 2500 | |-----------------------------------------------------------------------| | Gems 120 92 Byblos 2500 | | Bedhet 2500 | |-----------------------------------------------------------------------| | Granite 60 45 Bedhet 2500 | |-----------------------------------------------------------------------| | Ivory (Luxury) 310 150 Byblos 2500 | |-----------------------------------------------------------------------| | Jewelry (Luxury) 310 150 Byblos 2500 | | Men-nfer 2500 | | Bedhet 2500 | |-----------------------------------------------------------------------| | Lettuce ?? ?? Men-nefer 2500 | |-----------------------------------------------------------------------| | Linen 210 160 Timna 2500 | | Bedhet 4000 | |-----------------------------------------------------------------------| | Papyrus 200 165 Timna 2500 Men-nefer 2500 | | Bedhet 2500 | |-----------------------------------------------------------------------| | Pottery 140 105 Timna 2500 | | Bedhet 2500 | | Men-nefer 2500 | | Perwadjyt 2500 | |-----------------------------------------------------------------------| | Reeds 31 23 Perwadjyt 2500 | | Bedhet 2500 | |-----------------------------------------------------------------------| | Straw 21 16 Nubt 4000 | | Perwadjyt 4000 | |-----------------------------------------------------------------------| | Weapons 325 275 Timna 2500 | |-----------------------------------------------------------------------| | Wood 225 170 Bedhet 2500 Byblos 2500 | '-----------------------------------------------------------------------' City construction is recommended to take place on the eastern bank. This allows you acess to the larger flood plain. Unfortunately, it won't be a source for food. Fishing is once again your way for food, so build Fishing Wharves and Shipwrights. Trading is important in Abedju. Most of the trading is by water, which will require a Dock and a Storage Yard nearby. The majority of your income will come by the means of exporting Beer and Linen. A bridge can be built where the land masses are close. This will allow reed gatherers to cross the Nile and access the Marshland, where the Reeds grow. Remember Reeds are requires to make Papyrus, which you can export to make a little extra money. Papyrus tends to be one of my favorite types of exports, but I have no idea why. I know it's fairly easy to get the Reeds and turn it into Papyrus. One thing that you may consider is building two docks. It will help sometimes. Try to make them right next to eachother, since the boats seem to go to which ever one is closer to the entry point. Open a trade route with Byblos to import Wood. Wood will be required for the construction of the Warships. You DON'T need a lot of it, but it is very expensive. Abedju introduces you to a new concept, brick making. In past missions, you've been able to import bricks for your Mastabas. Well, Abedju makes you build three of them, which takes a lot of bricks. You'll need both Clay and Straw to make bricks. It takes 100 bags of clay and 25 bundles of straw to make 100 bricks. To make things easier on yourself, fulfill the requests for Beer, and you'll be sent bricks as a "Thank You". To build the Mastabas, you'll need plenty of workers. Be sure to have Work Camps and Bricklayers' Guilds. Place the Storage Yards near the Mastaba sites, so transporting the bricks doesn't take too long. Remember to only build one Mastaba at a time! After that, use your Pharaoh knowledge and get the remainder of the requirements met and it's on to the next city! After I've received a bunch of emails on this level, I decided to do a little more investigation to see why people have trouble with this level, and why it can take people over 200 months on the Hard Setting. I ran across something someone posted, and the person's name was "Brugle". Here's what was included - You need five settlements, in this order: 1. 4 Flax and 2 Barley Farms on the easily accessible floodplain near the kingdom road -- build one 2x2 housing block. 2. Reeds and Papyrus across the river, later enhanced with a little Flax and Barley -- build one 2x2 housing block. 3. Papyrus, Fish, and Industry at the south end of the Kingdom Road, build a few houses. 4. Big block at the north end of the Kingdom Road. This is going to supply all the workers for your first- year export industries. Fill this with houses as soon as you can. 5. Really big block across the Nile. This is going to supply enough workers for 31 brickyards. Build the initial housing so you can start fishing before long. As settlers arrive, first build the work camp for your floodplain farms, then a Temple, Water Supply, Firehouse, and Architect for each big block, then Industry and Raw Materials become available. Start making bricks and export them for a while! This provides needed funds. Your goal is to have 1000 people after one year and 2000 after two without going into debt. If you do this right, you should get a good harvest from all six farms and export the linen and beer in the first year. The next priority is to provide food for everyone. If you don't, plague will strike. Import Figs and Chickpeas until your Fishing is fully established. (Of course you're importing 100 fish so you don't need to build granaries.) In the dock area (3 docks, as far south as you can put them) have 3 storage yards accepting only clay, straw, and linen. A nearby area handles the lucrative land trade. Between the docks and southern housing block build Brickyards, as many as you can. The more you buil, the more raw materials you will import. Once people are fed, get the monument zone going, just to the northwest of the south housing block. First build storage yards set to "get maximum" bricks. These will grab the bricks you've already produced and stored in the land trade area. Then start on the Medium Mastaba, supported by work camps and bricklayers. I did the Mastabas wrong, and whoever does them right is going to get down to 90 months. Once the Medium one is 70% done, start the second, and once bricks are going onto that, start the third. What I'd recommend (not that I did, but I'm wiser now) is to have three or four storage yards set to accept bricks as close to the mastabas as you can. All 31 brickyards deliver directly to these. Keep the number small so that your bricks don't get spread out. That way workers can always find a full load of bricks and find it without traveling. If you have bricks anywhere else, set the storage yard to "empty" them. Avoid at all costs letting your workers travel far to get bricks. To practice this, load the second save game (www.tiac.net/users/bamberg/pharaoh/abydos/Abydos.zip) and see if you can build the last two Mastabas in less than two years. Late in the game, you may be able to import bricks. Do so, but check carefully to be sure that you're profitable for the year. Otherwise you'll have three Mastabas and no prosperity. My guess is that anyone who masters this level will be able to do all the pyramid-building levels twice as fast as the average player. Caesar III experts take note -- there is nothing in the C3 career like the logistical problems of handling all these bricks. Eventually I was limited by the size of my brickmaking industry. I see no reason that 6000 people for a population and 40 bricklayers isn't possible. Another obvious improvement to what I did is to produce and stockpile beer for Pharaoh across the Nile -- but don't let anyone but immigrants use that ferry! -------------------------------------------------------------------------------- Selima Oasis -------------------------------------------------------------------------------- [Tables coming later] Welcome to the next city, Selima Oasis! Lucky for you, you've all kinds of Trade Route problems here, well, I guess it's not so lucky is it? Your economy will be dependent on exporting Wood. "Be sure to avoid building on ostrich spawning grounds. No more spawning grounds equals no more ostriches, which equals no more food, which equals no more city! You can only stretch ostrich meat so far and may need to supplement your people's diets with imported food." - Impressions You'll need to import Copper, which is expensive. Copper will be used for making weapons. You'll need some troops in Selima Oasis. There are a few requests for Troops that you must fulfill. Another request that will pop up is luxury goods. Pharaoh needs his stuff! Another way, other than exporting Wood, to make money is exporting Beer and Papyrus. As I've mentioned earlier, trade routes are a bit of a problem. Distant battles keep taking them out, so be patient! -------------------------------------------------------------------------------- Abu -------------------------------------------------------------------------------- [Tables coming later] Abu is an interesting city. There are quite a few new things you are introduced to here, so I strongly suggest you read all messages and tutorials that pop up here so you know how everything works. Stone and trading are very important on this level. Stone will be requested by Pharaoh, plus you can export it for profit. The better you do tapping into the resources, the more money you'll make. The city you make here will help you later on. With Stone on your mind, you may forget about your Armies. I suggest that you don't. Pharaoh will request some, so I suggest that you keep a few companies available. There's not a whole heck of a lot to do here, for a walkthrough, that is. Use our Pharaoh experience thus far to make Abu a thriving city. The Dock should be built on the Western body of water, if I can remember correctly. Good luck! -------------------------------------------------------------------------------- Saqqara -------------------------------------------------------------------------------- [Tables coming later] We've got a lot of building to do! You get to build your first pyramid! Excited yet? Well, it takes quite a while to do, so be patient. Before I rush right into the Pyramid construction, I'd like to discuss food at Saqqara. You are given two, count them, two, forms of food. You get ostrich and pomegranates. Pomegranates are brand new to you, so you will be introduced to a new form of farming, meadow farming. This is somewhat different from the Floodplain farming in the fact that you don't need to build the farms next to the water. Where you see small yellow "tufts" of things in the grass, that is where you can build meadow farms. They need water, so you'll need a water lift near the Nile River, with an operator, as well as an irrigation ditch to the farm(s). The meadow farms don't do quite as well as the floodplain farms due to fact that the floodplains are more fertile than the meadow farms. For one source of income, build Gold Mines at the north end of your city. The only problem you may encounter here is those damn hyenas. Sometimes they have a threat of attacking your Gold Mine deliverymen. The Gold Mining doesn't just offer you income, but it allows you to buy other raw materials, so you can turn them into finished products, and sell them. Before you start to take up a lot of room here, start your pyramid. It does take up some room, and it also takes a long time to make. As with the Mastabas, you'll need people from Work Camps to clear the ground. Building a pyramid is different from building a Mastaba in a few other ways. You'll require carpenters and stonemasons. A Carpenter's Guild will need to be built to supply Carpenters. A few suggestions for the pyramid building would have to be to make multiply Stonemasons' Guilds and mine a lot of stone while the base of the pyramid is still being dug. Do I accept the pomegranates as a gift? YES!! If you don't, it will be a bad mistake. Take the gift even if you're choking on pomegranates. Visit the Overseer of Monuments once the pyramid is done and make sure you have sent all things necessary. Good luck! With all of the monument constructionm it tends to bring down your Prosperity and Culture ratings, so just ignore them until the pyramid is done. Well, that's what I did, and I beat the level, heh. You may do something different. -------------------------------------------------------------------------------- Serabit Khadim -------------------------------------------------------------------------------- [Tables Coming Later] Attack!! Yeah, that's what you'll be looking forward to in Serabit Khadim. All kinds of armies will be charging through, trying to take you out. Fortunately, there is a small wall constructed around the city, but you will still need to build some troops. Attack isn't the only important thing here....copper is. You'll need to establish Copper Mines as soon as possible. I recommend you build lots of them as well. Pharaoh like and needs his copper, so be sure to have a steady supply of it in your Storage Yards. You can also export the copper and use the copper to make weapons, which you'll need for your Infantry. "As with the Selima Oasis, be careful not to build over ostrich spawning grounds. Exporting jewelry and excess copper will bring money to build up your military and supplement sparse food resources." -- Impressions "Invasions and requests for goods (like gems, weapons, and luxury goods) will grow in size with each passing year, so try to meet the win requirements as quickly as possible." -- Impressions -------------------------------------------------------------------------------- Meidum -------------------------------------------------------------------------------- [Tables coming later] More building! Yeah, Pharaoh gives you the opportunity to use your monument building skills once more. The Stepped Pyramid Complex you are required to build is rather massive, which will require a lot of laborers and stone. 20 Work Camps will also speed up the process of preparing the base. The best thing to do in the early game is to establish a few trade routes, which will allow you to turn an income. Wood and Papyrus are the recommended exports since they cost quite a bit to purchase. Place the Stepped Pyramid Complex as soon as you can. It will allow you to build the remainder of your city around it. Also, this features a Causeway, which must extend to the water's edge. No traffic can flow through it. As already mentioned, you'll need stone. You'll find plenty of room in the rocky areas for this. Building plenty of quarries will help save you time. With so much emphasis on the Stepped Pyramid Complex, you must not forget about the Small Stepped Pyramid. There is also a meadow area, which will allow you to build a few farms to feed your people who are in the quarry area. You aren't alone by the way. You will need an army because you will be under attack a few times, so be ready. -------------------------------------------------------------------------------- Buhen -------------------------------------------------------------------------------- [Tables coming later] Gold Mining is your friend. You will have to spend your money wisely in this mission. Copper is the main reason for the lack of money. The reason you need copper is for your Infantry. You'll need plenty of troops. Pharaoh has also begin a large construction project, which will require a large amount of limestone to be sent to him, so be ready for his requests. You must find a balance between troops and limestone. You don't want to overproduce on one and have Pharaoh make a request for something you don't have, do you? Also, beer and debens will be requested. Pharaoh isn't the only one who needs troops. In fact you will need a supply of them as well. Walls and Towers can be constructed to help defend your city. Use the God, Seth, to help you. Remember that Seth controls armies and war, so be kind to Seth, and you may be rewarded. Pharaoh isn't the only person doing building. You must build a Small Obelisk, which will require a supply of granite. As a warning for requests, be sure you have a large supply of Beer on hand when 2568 BC rolls around. -------------------------------------------------------------------------------- South Dashur -------------------------------------------------------------------------------- [Tables coming later] If you haven't noticed, my walkthroughs are getting shorter. Well, this one doesn't need to be explained too thoroughly either. This mission is fairly understandable and straightforward. The best thing you can do is just use your knowledge thus far and use it for this level. There's nothing too challenging. You will, however, have to make plenty of money, because the Trade Routes get a bit troublesome here. Pharaoh will make requests for Grain, Beer, and Limestone, and in return you'll receive plain stone, which will be used for the Medium Bent Pyramid you must construct. Limestone and pottery are probably your best bets for exports here, just remember to keep enough limestone for your Pyramid. ================================================================================ City Problems ================================================================================ -------------------------------------------------------------------------------- Animals -------------------------------------------------------------------------------- There are two types of animals, those you can hunt, and those that hunt you. The ones you hunt are Ostriches, Antelopes, and Birds. The ones that hunt you are Crocodiles, Hyenas, and Hippopotamus'. In general you should try to avoid the second type of animal, but odds are you will encounter them eventually. When these animals encounter your people, they will kill them. This gets really annoying when they kill a worker who was carrying a valuable cargo. My favorite defense against them is the Tower. Build a 2x2 wall and put it next to a road. Make sure it is far enough away from your settlements to avoid the negative reactions people have towards towers. Then build a tower on it. You also have to have a recruiter in your city. Also note that the tower must be connected by a road to the recruiter. Not a direct connection, but there must be at least some roads from tower to recruiter. If possible, build 2 or 3 towers. Now whenever the animals get too close, your guards will javelin them to death. Note: You can never completely get rid of animals (except the Hyena), they will regenerate! One thing that may happen to you as your city grows is that you will essentially build over the animal breeding grounds. You can't actually build on the grounds itself, but what you can do is to trap all the animals in a 1x1 square, where they can't move, and you can't hunt them. -------------------------------------------------------------------------------- Trading Food / Requests for Food -------------------------------------------------------------------------------- Your city may not have the food resources that you need to survive. Not to worry, you can always buy food. First you need a Storage Yard. Then right click the storage yard, and click "Special Orders". Now go up to the food that you want to buy and click where it says "Do Not Accept" and it will change to "Accept All". If you click it again it becomes "Get Maximum", which means that Storage Yard will go out and get that item from all the other storage yards. Also note the arrows by the Item, those allot space in the Storage Yard, 1/4, 1/2 or 3/4 of the Yard for that item. If a Storage Yard is requesting food, all that type of food will be diverted there, meaning that the Granaries will NOT receive that food! To have the granaries pick up the food, go to the Granary, right click, Special Orders, and have them Get Maximum of that food. If you are stockpiling food for a Request, be sure to turn OFF the Accept All on the Storage Yard after you fulfill the request, or all that food will be sent to the Storage Yard. When you import food into a Storage Yard, your bazaar workers can pick it up directly from the Yard, it does not need to be taken to a Granary. -------------------------------------------------------------------------------- Fire -------------------------------------------------------------------------------- Fire occurs only when your Fire Marshals didn't get to a house quick enough, and it caught fire. Which means that you probably didn't have enough Fire Marshals to begin with! First thing's first, build more Firehouses. They don't really need to be near the fire, just close enough so that they can send in some Fire Marshals to battle the blaze. Now, the fire will spread, even if you have lots of Firehouses and Marshals, so you MAY have to demolish any nearby buildings. Not fun, but something that you MAY have to do. I say that you may because you don't have to destroy a building if you think the fire will be out quickly enough. Note: Even though "buildings" such as the Festival Square have no risk of fire they can CATCH on fire if they are adjacent to a burning building! You do not have to destroy roads/plazas/gardens/statues as they can't catch on fire. -------------------------------------------------------------------------------- Crime -------------------------------------------------------------------------------- Crime is a very serious problem in a city. Criminals will appear out of houses, run towards a palace (maybe even YOUR palace!) and rob it. This is very serious as it indicates that your city is NOT a good place to live. Not only that, but now you have less money with which to improve the city! Obviously Police Stations and Courthouses can HELP reduce the likelihood of crime in your city, and Constables can stop criminals if they find them on the street, but that isn't the ideal solution. Crime is caused mainly by low city sentiment. Low wages, high taxes, high unemployment, and general dissatisfaction in the city cause crime. So to prevent crime from even happening, keep wages up at least to the Kingdom Level (or higher if you can afford it), keep taxes low ESPECIALLY at the start of the scenario. You may be tempted to raise them early to get extra money, but taxes don't yield much money until you get closer to Estates anyway. Keep unemployment between 5 and 10 percent. This gives you plenty of extra workers if you need to construct new industries, armies, monuments, but is low enough to avoid dissatisfaction. And above all keep the people entertained and get them access to religious services. Festivals are especially important. Try to hold them every year at least, if two years have gone by, you may need to hold another one (of course by then it might be more important to hold the festival for a displeased god). -------------------------------------------------------------------------------- Invasion -------------------------------------------------------------------------------- Eventually it will happen, you will be invaded by someone, be it the Nubians, Lybians, or Bedouins. You will be given plenty of notice to prepare for their coming, whatever the state of your military. As soon as you are informed of an invasion check out the state of your armies, if you don't have any, build at least an archer company. Save the game! Tip: To be extra well informed, save the game, then run the game at top speed, ignoring the city. Once the enemy invades, note where they invade, and with how many troops. This allows you to customize your response so that you don't over or under prepare for them. Build walls to protect sensitive areas in your city. The best places to build walls are at the edges of the map, as that keeps their armies well away from your city. Build plenty of towers on the wall (which requires that you have built a 2x thick wall), but you don't need to cover the wall in nothing but towers, as each tower sends sentries out onto the wall. If you used the previous tip, or the army has invaded you before (they TEND TO invade the same way every time, but not always) you want to build your wall in a triangle with the open end where their army comes in. This allows almost all of your towers to attack them at the same time creating a kill-zone that can eliminate the army quickly and effectively. This takes advantage of how the enemy armies appear, 1 soldier at a time. If your towers are in range of the exact spot that they appear, you could kill them all before they can even attack. However, you may not always be able to get walls up in time, and maybe your army isn't sufficient to beat them--maybe you don't even HAVE an army! What do you do then? Build as many Police Stations as close to the army as you can! Constables aren't the best defence, but if you have no choice, they are better than nothing! ================================================================================ Frequently Asked Questions (FAQs) ================================================================================ Note: A number of these were taken from http://pharaoh.heavengames.com for particular reasons. .------------------------------------------------------------------------------. | Q: Pharaoh just requested (something) that I don't have, neither can I | | produce it, nor import it. What gives? | | | | A: Not every request can be fulfilled, unfortunately. You'll just have to | | take the hit in Kingdom Rating and try to fulfill the next request. | | Remember that you have a LOT of time to get that Kingdom rating up, so | | don't sweat it if you miss a request. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: I have bricks, and bricklayers are waiting on the monument; so, why | | aren't they getting delivered? | | | | A: You either don't have enough laborers, or the laborer is on the way | | there, and simply has too far to walk. Try building a work camp closer | | to the Storage Yard, or if you need to, build several. Another problem | | is that unemployment could impact monument production, if that is the | | case, try to get more people into the city. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Why are my deliverymen just standing around? | | | | A: Could be several things (they're all related, but a little different). | | It is usually because they don't have anywhere to put the goods. Maybe | | your storage yard is full, or maybe your storage yard does not have | | enough employees to accept any more goods. Another thing that could be | | wrong is that two deliverymen were going to the same place (say one is | | taking clay from the clay pit, and the other was taking it from a | | storage yard, both going to a potter), and one got there first (or the | | computer just computes that he'll get there first), so the other one | | waits for another potter to need clay before leaving. In the mean time | | he'll just stand there, waiting. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: I need limestone to complete a pyramid, but I don't have any, and no one | | is selling it. | | | | A: You need to complete an "event" before a new trade route will open up | | allowing you to buy limestone. Some events are giving them a requested | | good, or sending them your army to fight off an invader. Don't worry if | | you fail with the "event" the first time, it will come up again. | | Although if your troops fail in the field, your city will be invaded. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: I have finished all the requirements for the city, but it won't let me | | on to the next city. | | | | A: Victory conditions are checked monthly, so you can only Proceed to the | | next scenario at the beginning of the month. Also be sure that you | | don't have a population requirement that you are missing, as that can be | | easily missed. Finally check with the Overseer of the Monuments (press | | the = button) for any "Burial Provisions" that need to be stuffed into | | the Pyramid. Burial Provisions are usually such things as Papyrus, | | Luxury Goods, Linen, and Weapons. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: What exactly does a Roadblock do? | | | | A: There are two different types of walkers in Pharaoh. Destination walkers | | have a target picked out and will pass through the roadblocks. These are | | all listed in the Big Manual that came with the game, but examples are | | deliverymen such as cart pushers, entertainment walkers, and buyers from | | the bazaar, hunters, soldiers, and immigrants. These folks will ignore | | roadblocks. | | | | The roaming walkers can be controlled and stopped by encountering a | | roadblock. These folks bring benefit to the city by passing the housing.| | Examples are the bazaar traders, firemen, policemen, magistrates, and | | water carriers. Also in this group is the citizen looking for labor. He | | will not pass through the roadblock. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Why do they keep asking for debens in Waset? | | | | A: This is the parallel city to Thinis during the Civil War. Your loyalty | | to the Inyotef family is being tested. If you give in to the demands for | | money, you will find yourself in a heap of trouble. You must be prepared | | to fight the exporting cities and supporters of the Hene-nesw to prove | | you are worthy. And you must honor the requests for food and goods and | | troops from the supporters of the Inyotef to defeat the Hene-nesw. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Why can’t I import papyrus in Thinis? | | | | A: There is an event at the end of April, 11 years into Thinis, where | | Men-nefer, as a trade city, comes under siege. At the same time, there is| | a request for troops at Men-nefer. You have 6 months to dispatch troops. | | If you win the battle, trade with Men-nefer becomes available, and so | | does Papyrus. If you lose the battle, your kingdom rating falls and the | | troop request is called again until you either refuse it or win. If you | | refuse it, you will lose access to papyrus and Men-nefer trade will not | | open again. | | | | Hint: You can send land based troops or water-borne troops to aid | | Men-Nefer. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Why does my Kingdom rating fall in Iunet when I fulfill requests from | | Abu? | | | | A: It's a bug. Just after you start Iunet, a request comes through for fish.| | If you send the fish, thus opening a trade route with Abu, roughly 2 | | years into the game you may start getting messages like - "even though | | trade has opened with Abu, the people are displeased and your kingdom | | rating falls." It continues to fall until Pharoahs army comes and wipes | | you out. | | | | Impressions had this to say: | | "Our QA department is looking at the problem with Iunet and evaluating | | possible remedies. Meanwhile, we recommend that you either play the | | alternate city of On, or use the Pharaohs Tomb cheat to skip to the next | | mission. We apologize for disrupting your campaigns." | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Why can’t I import wood at Saqqara? | | | | A: Selima Oasis will offer you a gift of 1600 pomegranates in the early | | part of the mission. This gift must be accepted, or you will offend them | | and they will respond by "cutting back" and severing your sole supply of | | wood forever. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Why can’t I import Granite in Dakhla Oasis? | | | | A: There is a request for 15-20 wood or bricks at the end of April, 4-5 | | years into the mission. (These are variable). The request is from Dunqul | | Oasis. If you fill the request late, the trade route to Dunqul Oasis | | will open. If you fill it on time, you will be offered a gift of meat. | | Basically, to make things simple, do not refuse or forfeit the gift of | | meat. Accept the gift of meat. Then the trade route to Dunqul Oasis will | | open and granite will be available. | | | | If you do not comply with the request for wood/bricks (in other words, | | if you refuse it) then your Kingdom Rating will drop and Dunqul Oasis | | will never open as a trade city, you will never get granite, and you | | will have to restart the mission in order to win. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Can enemy soldiers be drowned by the Nile flooding? | | | | A: Yes, and some players swear by the following strategy: If the attack | | comes just before the inundation (Nile flooding) you can use a troop of | | archers to lure enemy troops out to the flood plain (keep your infantry | | back). The floods will wipe out all the soldiers. This tactic is not | | always possible depending on timing and geography, but some have found | | it useful in tough situations. Some may say this is cruel to order | | archers to their death. I haven't found them good for much else though. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: How do the Ratings affect my score? | | | | A: All of the ratings factor into your score, along with length of time it | | took you to complete the mission, the amount of money you have, and the | | experience of your armies. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: How do I improving my Culture rating? | | | | A: Culture rating is pretty straightforward. Click on the advisor and add | | whatever he tells you need to raise the rating. What he won't do is tell | | you how many of whatever you need to add. You can add them blindly until | | the rating climbs or look at the advisor for that item. See how many | | people are served by one of the services you need, then based on that, | | add per your population. Health effect (physician, dentist, mortuary) is | | calculated based on proportion of people that have access to their | | services. Other structures use the ratio of working buildings per | | population ("working" means that it simply has labor; papyrus, beer or | | entertainers are not necessary for this sole purpose). | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: How do I improve my Prosperity rating? | | | | A: Prosperity is a little trickier cause it has more parts to it. It | | consists of income for the city, employment, and the quality of the | | housing. The more people living in high class housing the better but | | high unemployment or high shortage of workers will be bad for prosperity.| | The city has to make money to have a high prosperity rating. Also it's | | better if your exports make more money than your imports cost. Since | | taxes can add to city income the prosperity advisor will warn you if | | exports cost more than imports. Quality of the housing sets an upper | | limit to prosperity, while other factors influence whether it will grow | | if it is below this limit, and how fast. For example, if the highest | | level of housing in your city is Common Residence, your prosperity will | | be "capped" until you reach a higher level of housing. In many missions, | | due to limited housing upgrade possibilities, maximum achievable | | prosperity can be a lot lower than 100%. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: How do I improve my Monument rating? | | | | A: Monument rating is set for the mission and can't be exceeded. You reach | | it when you complete your monument. Don't forget to deliver your "grave | | goods" to do so! | '------------------------------------------------------------------------------| .------------------------------------------------------------------------------. | Q: How do I improve my Kingdom rating? | | | | A: Kingdom ratings can be influenced by meeting all of Pharaoh's requests | | in a timely manner, the god RA can increase your kingdom rating if you | | keep him very happy by enough temples, shrines and festivals. The third | | way is to give Pharaoh gifts. Now the gift giving comes from personal | | saving and is a percentage of savings. If your going to give gifts, make | | it early when you don't have much savings, it's cheaper. Don't give more | | than one gift a year to get the most out of a gift. Lavish gifts give | | the most points but are also the most expensive. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: I just built a Fort, but I don't have any soldiers. Where are they?!? | | | | A: You need to build a Recruiter building to train the soldiers, one by | | one. From the Recruiter, they will all go to their fort cross-country. | | They will ride the ferry across the Nile to get to their fort. The | | Archers have their homemade spears, but Infantry men will need Weapons. | | You will need to have a Weaponsmith with road access to the Recruiter. | | And of course the Weaponsmith will need Copper in a nearby Storage Yard | | from either a mine or imports. Building an army in ancient times was | | just as complicated as today. And, an Academy will make your soldiers | | more efficient fighters. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: I have a website, and I want to put a screenshot of my game, but I don't | | know how to take a screenshot. Can you help? | | | | A: Sure! | | - Center your screen over the desired area. | | - Press the "Print Screen" key on keyboard. | | - Your screenshot is now saved to the Clipboard. | | - Open MS Paint or some image editing program. | | - Start a new image and select "Paste." | | - Your huge screen shot will appear that can be edited or printed. | | - You can save it as a BMP (Bitmap image) or a JPEG file. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: In Caesar III, I was able to rotate the map, but I can't in Pharaoh. | | Did Impressions forget this...is it a bug? | | | | A: No, no. Impressions did a wonderful job with Pharaoh. They didn't | | forget to include that feature, and no, there's no bug. There is a | | Pyramid icon in the upper right corner of the game interface; pressing | | it will face the map to North. Clicking just to the right or left of it | | will rotate the map right or left (notice the arrows that appear over | | the directional pyramid when you move your cursor to the right and left | | of it). | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: My Mausoleum is stuck at 99% completion! Help! | | | | A: Well, I've never encountered this. However, I did find an answer at | | the Heaven Games site for Pharaoh: | | | | "With the Mausoleum stuck at 99%, I noticed that there was a single | | square of the base that had been skipped by the laborers (it was on the | | far side of the building, so I hadn't noticed it originally). Following | | Baltic's tip, I figured that that particular square had been assigned | | to a laborer that was stuck, lost, or on holiday. So (the short story) | | I deleted all of the work camps, rebuilt one and, voila! the new work | | camp spawned a laborer, who promptly went to the mausoleum and finished | | it. | | | | After several re-starts I tracked down the offending work camp, but I | | never could find the specific laborer. Since the work camp was on the | | far side of the river, I suspect that the ferry ride had something to | | do with it, but I can't say for sure. | | | | Conclusion: Once the game assigns a particular worker to work on a | | particular part of a monument, it (the game) assumes that the worker | | will complete the assignment. If the worker - for whatever reason - is | | unable to complete the assignment, then the assignment is simply never | | completed. Hmmm... I wonder if a time-out mechanism is in order? I | | would think that the same phenomenon is probably responsible for a lot | | of the "frozen" monument construction that has been reported by others | | in the forums. | | | | The moral of the story: If monument construction stops for no apparent | | reason, try deleting and rebuilding all of the supporting industries - | | the construction guilds, work camps and any suppliers of materials, if | | applicable. You might be able to get away with the ol' delete/undo | | routine, to save some money. But be prepared to delete and rebuild. I | | hope this helps anyone else who experiences this phenomenon. Good luck | | and may the gods smile upon you! - Max" | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Why won't the firemen put out the fires? | | | | A: Well, if a fire has been burning for a long enough time (due to a | | Fireman being too far to reach it in time) then the fire will not be put | | out and will just have to burn out on its own. If you right-click on a | | burning building under these conditions it should reveal a pop-up | | message saying: "Fire marshals could not get here in time to save the | | building. When the fires burn themselves out, only rubble will be left | | on this site." | | | | Also, Fire Marshals have a limited supply of water with which to prevent | | and put out fires. At some point they need to return to their Firehouse | | to refill, so it may be that the Fire Marshals that are walking by a | | burning building simply do not have any water at the moment and are on | | their way back for a refill, after which they may or may not be able to | | reach a burning building in time. | | | | If a house in the back row catches fire and there is a garden they won't | | put out the fire until you remove the garden. That's true for anything | | without direct access. If there is a house in the back row that starts | | burning and the only way for a fireman to get to the fire is through | | another structure (gardens included), that structure has to be deleted | | first before the fireman can get there. This happen frequently when | | there is a row of housing that is 2 deep and the one which isn't | | adjacent to the road begins burning. If you just delete the house in | | front of it, the firemen will put out the fire. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Pharaoh's engineers are blowing up my city! What should I do? | | | | A: The Road to Egypt is blocked! That is the road that enters and leaves | | the map. The game will shift to the spot where the blockage is; that's | | the first place blown up by Pharaoh's engineers. Until the rubble is | | cleared they will continue to blow up your city. So slow the game down | | and the clear the rubble, don't block that spot again. They are helping | | you to have a clear path of road or vacant land through the city for | | immigrants and traders to pass. | | | | The Road to Egypt is the original road showing on your map when you | | start. You can delete the road, move it, and/or build on it. In fact, if | | you do use the road to start your city, delete a tile of the road on | | both ends to keep your walkers from making a long detour away from the | | housing and industry. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Should I make the roads pretty with those nice plazas? How do I do it? | | | | A: Your citizens will pave dirt roads with stone tiles in the areas that | | have good desirability such as near Temples and Temple Complexes. Only | | after they pave the roads can you add the pricey plaza tiles. You can | | find them under the Municipal Structures icon on your Control Panel, | | Beautification sub-menu with the statues and gardens. Plazas increase | | desirability and can help upgrade bazaars and water carriers as well as | | houses. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Are festivals necessary? | | | | A: Festivals can help appease the gods and increase your chances for | | blessings. Remember it takes time to plan and throw the festival, so an | | angry god might be appeased quicker by a temple or couple of shrines. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: What are all those little blue symbols by the god’s names? | | | | A: The Blue Ankhs symbolize how happy a god is with you. Lightening bolts | | are letting you know something very bad may happen...soon! | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: What kind of blessings, or curses, can I get? | | | | A: Osiris can improve the Inundation to boost fertility of your growing | | crops, and can double your harvests if especially pleased. He can also | | send stop your crops from growing or with hold the annual flooding. | | | | Ra’s blessing can boost your Kingdom Rating, cause cities to trade more | | with you and can provide a 12 month bonus of your trading partners | | paying 1 ½ times the going rate. If he is not pleased with you, your | | Kingdom Rating will suffer and he can stop traders from coming to your | | city. | | | | Ptah can fill a storage yard with goods or raw materials for industry. | | He can give your weavers, jewelers or shipwrights raw materials to work | | with. He can destroy storage yards of raw materials or goods if he is | | ignored. | | | | Seth can protect your soldiers sent to distant battles and smite your | | enemies at home. Ignore him and he will not be on your side the next | | time you are attacked. | | | | Bast can fill your bazaar with goods and make your population happy and | | content. Incur her wrath and she can send plagues and illness to your | | city. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: What is the difference between a Bazaar Buyer and a Bazaar Trader, and | | how can I tell them apart? | | | | A: A Bazaar Buyers has a basket on top of her head. She goes to the granary | | to get food and will also pick up imported food from a storage yard. She | | goes to the storage yards and picks up beer, pottery and other goods. | | You can control what she buys through the special instructions for the | | bazaar. Regular bazaars will often send out two buyers, but Impressions | | has explained that these buyers are non-specific for either food or | | goods. Upgraded bazaars (ones that are close to areas with high | | desirability such as temples and gardens--you can recognize them by a | | fancier graphic) will send out two buyers--one dedicated to buying food, | | one for goods. Each buyer can pick up more than one kind of food or | | goods on a shopping trip. When she returns to the bazaar, you will see a | | trail of little basket boys following behind her. She will ride ferries | | to find items for her bazaar. | | | | The Bazaar Trader will stay within the confines of roadblocks | | distributing food and goods to the houses she passes by. If you see her | | outside the roadblock, it could be she is out of goods and taking a | | short cut home to the bazaar. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: What about these danged water carriers? | | | | A: The water supply has to be placed on land that has ground water. You can | | check this by turning on your Water Overlay (hot key: W). The water | | carriers will pass by your houses taking fresh water in a random walker | | path. He will turn around at a roadblock, and has been know to vary his | | route. If you see houses suddenly devolve, right-click the house to see | | if he has decided to walk a different route this year. | | | | Water carriers can be upgraded like bazaars by adding gardens or statues.| | The upgraded water carrier has a different graphic and is reported to | | spawn walkers more often. As a rule of thumb, a water carrier will walk | | about 27 tiles before turning around. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: People keep talking about check your advisor or overseer. Where do I | | find them? | | | | A: Check the control panel on the right of the screen for a little guy in a | | boat. Click on him and you see will the advisors and overseers. | | | | Chief Overseer: The name says it all. Works with your other overseers to | | provide a summary of the city status in a number of areas. | | | | Overseer of the Workers: Reports employment figures in each employment | | sector. It will show any employment shortages and allow you to adjust | | priorities by changing labor allocation. This screen will also show the | | wages for workers. | | | | Overseer of the Military: Keeps track of all military. The overseers | | show the number and types of companies in the army. He also tracks | | morale and experience level. This screen is also used to send troops on | | Kingdom service. The Overseer tracks if invaders are approaching and if | | anyone has requested military aid. | | | | Political Overseer: Helps maintain good relations with others in Egypt. | | Here you can view any outstanding requests for goods or food and he will | | let you know when you have enough in storage to meet the request. The | | Political Overseer also tracks your family savings and your personal | | salary. You can adjust your salary level or spend some of your personal | | saving for gifts to the city or for gifts to Pharaoh. | | | | Ratings Overseer: Charts current ratings and provide advice on how to | | improve them. Click on each rating for advice. | | | | Overseer of Commerce: Monitors the city's industries and storage yards. | | Keeps track of supply, demand and prices for goods through out the world.| | This is where you open trade routes and set import/export amounts. You | | have a choice of setting the amounts yourself or letting the advisor set | | them. Word of caution: if you set the amounts they will stay fixed at | | that amount, if you let the advisor set the amounts they will rise if | | the number of workshops using a good increases. | | | | Overseer of Granaries: Provides information about the city's population | | and its eating habits. There are three different charts: population | | history, population by age and population by dwelling type. It reports | | the number of immigrants that arrived in the previous month. Also tells | | you how many more people the current vacant housing can hold. Note of | | caution: these numbers are always for the previous month. | | | | Overseer of Public Health: Reports on the overall health of the city. He | | tracks the number of apothecaries, physician’s offices, dentist’s | | offices, and mortuaries working in the city. Will also advise you of any | | particular health problems facing the city. | | | | Overseer of Learning: Advises you of the status of education in your | | city. Reports the number of active Scribal schools and libraries and | | how many people can benefit from the existing educational structures. | | | | Overseer of Diversions: Knows how many juggler's booths, musician's | | stages and dancer’s stages are working in the city. He also reports the | | number of Senet houses that are entertaining the public. | | | | Overseer of the Temples: Knows which gods are worshiped and weather or | | not the city has a patron god. It's also where you plan and give | | festivals to the gods. | | | | Overseer of the Treasury: Keeps a ledger of the city's income and | | expenses. There is also the previous years ledger to compare against. | | This is where you can adjust the tax rate and see the percentage of the | | population registered to pay taxes. | | | | Overseer of Monuments: Provides a list of monuments required to win the | | mission and general status report on monument construction projects. | | This screen is also where you will see a list of burial goods required | | and where you will be able to dispatch them. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: What are the Map Overlays and how do I use them? | | | | A: If you want to learn more about your city than the advisor can tell you | | click on the overlay button. Then select the topic and sub-topic you | | want to know more about, such as where are the high crime rates, what | | buildings are likely to catch fire or collapse or which areas of your | | city have access to water. Use the HOT KEYS for faster access. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: What's the point of Low Fertility Grain Farming? | | | | A: Oh the joys of low fertility grain farming! A low fertility grain farm | | produces maximum straw output which is essential to feed your Cattle | | Farms and build Mastabas! | | | | Take Itjtawy for example. Make use of the few tiny patches of meadow | | that are available. You can fit about 9 grain farms sitting on that | | tiny strip of land, with about half the farms under 10% fertility (no | | room for irrigation). These farms do a great service. Even though they | | produce under 2000 grain per year, each farm produces a full load of | | straw with every harvest, regardless of the fertility or staffing. With | | 18 loads of stray every year, you have more than enough for several | | cattle ranches (which produce more food than the farms themselves) and | | to keep your brickwork's fully stocked at all times, while leaving the | | floodplains open for the other varieties of food that keeps your people | | happy and healthy. They also provide a good source of employment. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Do Storage Yards take priority over Granaries? | | | | A: Nixon of Impressions says: "Yes, Storage Yards take priority over | | Granaries. This was done to help you when you needed to stockpile food | | for a request. So if you allow a Storage Yard to accept food then your | | cart pushers will want to bring food to the Storage Yard until there is | | no more room. Basically, you should just set the Storage Yard to fill up | | to 1/4 (or 1/2 or 3/4), however much room is needed to store your extra | | food. That way your cart pushers will only bring the required amount to | | the Storage Yard and then concentrate on the Granary." | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Do Market Buyers go to Storage Yards like Granaries? | | | | A: The short answer is "Yes," but.... | | | | Grumpus (a Pharaoh Heaven Board Member) explains: "Market Buyers will | | only take food from a storage yard if that food is being imported. Once | | you start importing a food, you can also grow it at home,(if that is | | possible) and you will not need granaries for that food." | | | | Ironrodiken of Impressions further explains: "As Grumpus said, in most | | missions, your people will need Granaries if they're to eat homegrown | | food at all. Bazaar buyers will only get imported food types from | | Storage Yards. Even in those missions where you can supply your Bazaars | | from SYs, though, remember that Bazaars employ a Granary buyer, who sits | | idle if there aren't any Granaries to buy from. While the Granary buyer | | probably enjoys her early retirement very much, her sister the SY buyer | | now has to get all the food, and has correspondingly less time to shop | | for pottery, beer, etc. (p. 86 of the US manual) Bazaars work most | | efficiently when the food comes from a Granary, and the SYs supply only | | non-food items." | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: How do I build irrigation ditches and is there a limit on how far the | | water will go? | | | | A: Like roads you just drag the irrigation ditch as far and whatever | | direction you want. Be sure that it's connected to the water lift, you | | can tell because you will see water in the ditch. The ditch will go | | under roads without doing anything special. There is no limit on far the | | water will go. If you build the water lift on the edge of a flood plain | | you will have to put an irrigation ditch from the river to the water | | lift. Water lifts required direct labor access and a road. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: What are the different types of farms and how do they work? | | | | A: Flood Plain Farms: The first type of farming you will come across is the | | flood plain farms. The way they work is with indirect labor from work | | camps. Work camps train farmers and provide labor for monument building. | | Flood plain farmers only work for part of the year during non-flood | | times. They require roads that are connected to the work camps for the | | laborers to reach the farms. The closer the work camps are to the flood | | plain the quicker the farmers can get to the farms. Also building the | | work camps close to the flood plain allows them to train more labor. | | Work camps require direct access to labor. Flood plain farms can be | | irrigated to increase productivity. | | | | Meadow Farms: The second type of farm is the meadow farm. They can only | | be put in areas with little yellow flowers. Usually you can click on the | | ground and it will say it's meadow but if that doesn't work just hold a | | farm over an area you believe to be meadow. If it turns green then you | | can build a meadow farm. Meado farms require direct labor access like | | any other building and work camps don't provide it. This type of farm is | | not usually as productive as flood plain farms but has the advantage of | | different harvest times from the flood plain farms. To make meadow farms | | more productive you can irrigate the land. To irrigate the land you need | | a couple of things. A straight piece of coast or edge of flood plain, | | build a water lift and irrigation ditches a meadow farm only has to have | | one corner touching an irrigation ditch or to be with 2 squares of a | | ditch to be irrigated. If you click on the farm it will say if it's | | irrigated. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Why do my cart pushers keep drowning in the flood? | | | | A: When the harvest comes, the cart pushers must have a place to deposit | | the goods. This means they have to have a road from the flood plain to a | | granary or storage yard that is set to accept the goods. And the | | building must have full employment to accept the goods. The cart pushers | | will ignore roadblocks, as they are destination walkers. Barley and flax | | must be taken to a storage yard, it won’t go in a granary. Cart pushers | | will choose an accepting Storage Yard for food before going to an | | accepting granary. If there is no place accepting the goods, the cart | | pushers drown. | | | | Check your storage yards by right clicking and see if they are set to | | accept the goods you want. You can adjust the amounts by clicking on the | | arrows by the name of the goods. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: What do the "get," fill" and the other commands in the special | | instructions for the granaries and storage yards do? How do I use them? | | | | A: "Accept all" means the facility will accept all of a food or goods until | | it reaches capacity. "Fill" can be set to 1/4, 1/2 or 3/4 and will allow | | those proportions of a food/good to be accepted. "Get" has the same | | quantities plus "get maximum" which is full capacity. All these commands | | are very useful to move food/goods around the city. When "Getting" food | | for a granary, the cart pushers use roads, but when using "getting" | | goods for a storage yard, they can go cross-country. The granary or | | storage yard will send two cart pushers out, and they will even across | | ferries to get the food/goods instructed. Be careful sending cart | | pushers on long journeys, if they are gone for a very long time, the | | home building forgets to send out a labor citizen and it sometimes | | looses labor access. Then when the cart pushers get back, there is no | | one to accept the goods, so they return to the place where they got | | them.... In this case, you might consider an intermediate storage yard | | stop, or an extra storage yard accepting the goods you were trying to | | "get". | | | | But, remember too, with storage yards, while they are out "getting" | | goods, no cart pusher is available to deliver from that storage yard to | | a workshop or other building. Generally speaking, when placing mixed | | items in storage yards, you should carefully consider how it would be | | used. Having beer and pottery delivered to a storage yard from the work | | shops for a bazaar buyer to pick up and sending the storage yard cart | | pushers off to "get" luxury goods to export would work. But storing clay | | in a storage yard that needs to be delivered to the brickyards and | | trying to "get" beer from across the Nile is not going to work out. They | | won't get back for a long time, and the brickyards will be idle waiting | | on clay. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: How do I keep the gods happy? | | | | A: When you start a city, check your Overseer of the Temples. Note who is | | your patron god and plan to have at least one more temple for that god | | than the others-at all times. The non-patron gods won’t mind having | | fewer temples than the Big Cheese, but they do get jealous of each | | other! So, treat them fairly. | | | | Shines do not provide walkers for Religious access to your houses, but | | do improve your overall Religion rating. They can be set behind | | architects or fire marshals to save space, as they only need to be | | within 2 tiles of a road. | | | | Temple Complexes make your Patron god very happy. These structures also | | send out a priest to walk through the neighborhood and increase the | | desirability of the area. They are very expensive and require 50 | | employees. The add-on altars and oracles for the Temple Complexes can | | increase benefits for your city. The Strategy Section of Pharaoh Heaven | | is a good place to get familiar with each of the gods, as well as the | | Religion section of the manual. | | | | The general rules are: | | | | Keep the total coverage for each god equal to or above your current | | population. | | | | Treat the local gods equally. Equal numbers of shrines and temples for | | each. | | | | Treat the patron god preferentially. Have more temples and shrines to | | this god than any of the local gods. | | | | Throw a common festival every six months dedicated to the god that's | | gone the longest without one. Follow these rules and you'll be | | continuously showered with divine blessings. It's really not hard to | | find room for shrines, they aren't overly costly, and they don't require | | any employees. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: How many people can be served by a temple or a shrine? | | | | A: 1 Temple to the patron god covers 375 people. | | 1 Shrine to the patron god covers 187 people. | | 1 Temple to a local god covers 750 people. | | 1 Shrine to a local god covers 375 people. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Do I need a festival plaza? How do I make one? Does it have to be | | connected to the city? | | | | A: Festival Plazas are 5-tile squares that have to be placed over a | | crossroad. They do increase desirability, but can wreck havoc with your | | walkers doing a promenade each time they enter the plaza. You can place | | it off in the boon-docks if you want, it doesn’t have to be connected to | | the city. Another possibility is to leave one road tile between the | | plaza and the rest of the city and use a roadblock to keep the wandering | | walkers under control. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: What are the moods of the gods? | | | | A: The God moods, from worst to best, are: | | | | Enraged; Furious;Angry; Resentful; Displeased; Apathetic; Amiable; | | Congenial; Sympathetic; Approving; Benevolent | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: I have disease all over my city and people are dying right and left, | | what can I do? | | | | A: Egyptians were pretty picky about their health care. Areas close by the | | reed gathering areas are prone to malaria and must be provided with | | Apothecaries. All housing will benefit from regular access by a | | Physician, and will not evolve past Spacious Homestead without it. | | Additionally, Dentists are needed to evolve past Spacious Residences and | | Morticians (with a supply of linen) are needed to evolve houses past the | | Spacious Manor level. (Remember all those "Spacious" words and you will | | be fine). Your best bet is to provide water and food to all of your | | houses and check your overlays for trouble spots. | | | | Plague can break out in the city due to overall city health and it is | | not a pretty sight. You can see plague victims walking around the city, | | spreading the disease on the Risks: Disease Overlay. Every house he | | passes will become infected and the residents die. Wandering Plague | | Victims can be confined by deleting road tiles in their path, or by | | encountering an Apothecary walker, but the best course is prevention. | | The houses will remain vacant for a while, and then new residents will | | move in and use the food and goods left behind. | | | | Plagues break out when a city's overall health is poor. The two main | | contributors to good health are access to plenty of food and to a | | physician. Providing these two things to all (or just about all) of your | | citizens should prevent plague from breaking out. You can find out which | | areas of your city might be lacking in physician coverage by using the | | Physician overlay. | | | | Mortuaries also contribute to the good health of a city, as does | | providing your citizens with more than one food type. Dentists don't | | affect city health at all, but they do count for Culture points. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: How do I place the entertainment stages? | | | | A: All entertainment stages will fit on t-intersections. You will know if | | they fit because they will turn green. You can create a t-intersection | | in the middle of a housing block by adding to the road. | | | | Entertainment is a part of your cultural rating and allows your housing | | to upgrade to the next level provided it has the right goods and food | | for the next level. Variety is the key to happy people so try to provide | | you people with as many types of entertainment as you can. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Why are my citizens complaining about a 9% tax rate? | | | | A: Taxation can have a negative effect, even at the default 9% rate, if tax | | coverage is very unequal. People will complain about taxes when you're | | collecting from roughly 50% of the populace. For a quick fix, lower | | taxes to 5% for a month or two...but for a long-term solution, build | | more Tax Collectors to ensure that your collection rate remains | | comfortably above 50%. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: My tax collectors keep getting robbed! | | | | A: You are probably spawning criminals from several of your houses. Check | | your Crime Overlay. You are going to have to supply police coverage to | | one or more of your housing areas. | | | | Crime is usually a result of unemployment and people generally unhappy | | because of taxes, no food, no festivals, etc...If your crime is really | | intermittment, you may have to wait a while for your crime risk columns | | to lower. It is likely that you are missing a police station or a | | courthouse in one of your blocks or in an industrial housing area. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: How can I get troops loaded onto transport ships? | | | | A: 1. Find a section of non-floodplain coastline that's not hemmed in with | | buildings. Straight sections work better than convoluted sections, | | although this isn't absolutely necessary. | | | | 2. Move your soldiers near your desired loading point. They don't need | | to be right on the coast, just close. | | | | 3. Move your transport near the rally point -- again, not right on the | | shoreline, just close to it. | | | | 4. Right-click the transport, choose Embark, then click on the company | | to load. Before you click, make sure the cursor shows the Embark | | order, which looks like a little guy with an arrow. The cursor looks | | like this when it hovers directly over a soldier or the company | | standard. | | | | 5. WAIT A COUPLE OF SECONDS. This could be where you're running into | | trouble. Give them time to get aboard before you repeat the Embark | | order. | | | | 6. Note that all members of a company need to be present before the | | company can embark. If you've got 14 soldiers at the rally point, | | and a 15th is on his way from the Recruiter to the Fort, the company | | won't embark until Pvt. 15 reaches the rally point. He has orders to | | report to the Fort first, which can bollux up your embarkation plans. | | You can override his standing order by moving the company's standard | | by a tile or two; this tells the tardy guy to go directly to the | | rally point. Along these same lines, if a 16th soldier is produced | | while you're cajoling Pvt. 15, then the whole company will wait for | | Pvt. 16 to show up, too. The easiest way to avoid this is to | | transport only full companies. Don’t attempt to partial companies. | | | | 7. If you select your ship and get any other icon besides Embark (due to | | it being on Move or some other mode) just hit the "K" button and that | | will automatically bring up the Embark icon. Just click on your | | available troops with this icon and they will board the Transport | | Ship. | | | | I still don’t get it! Can you explain it again? | | | | 1. Right-click on the transport ship to open the command window. | | | | 2. Click on the 'embark' icon. The window will close and you will notice | | that the ship's flag will appear. | | | | You should also notice that a ship-like cursor appears. Along with the | | ship the cursor also has directional arrows (you have look closely). | | Well, when you move the cursor over the company of troops the cursor | | will change. The ship will remain, but instead of the directional arrows | | there will now be a human figure. When the cursor changes like that - | | from arrow to human figure-- that is when you should left-click on the | | company. | | | | 3. Left-click on the company of troops you wish to board the ship. Make | | sure you click in the vicinity of their standard. | | | | 4. Having done that they will disappear, i.e. they will have boarded the | | ship. | | Note: the company does not need to be next to the shore to do this. It | | should work from various places and various distances from the | | shoreline. | | | | To disembark, right-click on the transport ship to open the command | | window and then click the 'disembark' icon. The window will close and a | | ship-like(?) cursor will appear. Go to the spot you want to move your | | troops to and click. The transport ship will go there and drop off your | | company. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: I keep going broke in Perwadjyt, why? | | | | A: During these first few "training" missions, try to learn the concepts | | being introduced, meet the immediate goals, and win the scenario | | quickly. Build only what you need to achieve victory. Making money is | | not the point, and is indeed impossible. However, the cash provided to | | you is roughly double what you'll need to win if you build wisely. Tax | | Collectors are introduced in the next mission, Nekhen. Even then, taxes | | merely slow the rate of your treasury's decline. You won't earn profits | | until you learn trade in the following mission, Men-nefer. From that | | point on, profitability is important. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: General Monument building tips! | | | | A: Certain types of monuments (for example, the Obelisk and Sun Temple) | | have a requirement for a minimum amount of stone before you can even | | start. That means you must have enough stone in your storage yards | | before you can start the monument. Usually it's 240 blocks, which means | | you need 8 storage yards accepting that type of stone. In some missions | | you can quarry the stone yourself, in others you have to import the | | stone. The initial blocks of stone will start the monument but you will | | have to provide additional stone to finish. But stone haulers won't be | | needed to deliver the initial stone to the monument, but you will need | | them for the balance of the stone. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: The bricklayers are waiting at the mastaba! Why aren't my bricks | | delivered? | | | | A: Be sure you have built work camps they train workers for flood plain | | farms and monument building. Without work camps there is no one to | | deliver the bricks. There has to be at least 400 bricks in a storage | | yard (the bricks all have to be in the same storage yard) before they | | will be delivered. If you have flood plain farms, workers go first to | | the farms then to build monuments. If you have enough unemployed workers | | for the work camps, they will work on monuments all year round. Check | | that you aren't stockpiling bricks. If you are they will not be | | delivered. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Why are my stone pullers stuck at the side of the pyramid? | | | | A: That usually means that either you don't have any carpenters, they don't | | have wood to build ramps needed for the stone pullers or they haven't | | finished the ramps. If you right click on the monument the construction | | supervisor should tell you what is wrong. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Nothing is happening. I have stone and brick in my storage yards, | | stonemasons, bricklayers and carpenters guilds. What's wrong? | | | | A: If none of the construction people have reported to the pyramid you | | might have to delete the guilds and rebuild them. This has happened in a | | few missions but be sure to wait a year before deleting the guilds. Be | | sure that they are fully staffed and that you have unemployed people to | | work on the pyramid. It also helps to build extra work camps near the | | monument you are trying to build. Check that the brown mat that is the | | entrance to the monument is not blocked. And, be sure you have a supply | | of wood in a storage yard close by the Carpenters Guild to build the | | scaffolds and/or ramps! | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: All the monuments are finished but my score doesn't reflect that. What's | | wrong? | | | | A: Check your Monument Overseer to see if "grave goods" are needed. To | | complete the monuments you need to stockpile and deliver grave goods. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: The grave goods are in the storage yards. Why aren't they being | | delivered? | | | | A: You have to click on each grave good in the monument advisor screen and | | select all to dispatch the grave goods. You don't have to dispatch the | | grave goods all at one time. You can deliver the goods a little at time | | all the while the monuments are being built. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: What is a good ratio of Stonemason Guilds to Work Camps for building the | | monuments? | | | | A: A good rule of thumb is 2 work camps per Stonemason Guild. Allow extra | | work camps for the flood plain farming, as you can’t assign the laborers | | a specific job. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: I need step-by-step monument- building instructions! | | | | A: Nuthinenkamhen from Impressions: | | | | Monument construction is probably the single most extensive activity in | | the game, so this is where people run into a lot of problems. I've | | compiled (and will continue to update) the following list. You've | | probably checked most of these, but just to be thorough, here are the | | most common things to look if your monument construction is not | | progressing: | | | | Employment: Make sure your guilds and work camps are fully staffed. If | | either of these are short on labor, it will affect how fast your | | monument is built. | | | | Materials: Check your supply of building materials. Sometimes trade | | conditions will change during a game, which can change how much you're | | allowed to import each year. If you are providing your own building | | materials, make sure your industries are fully staffed. Wood is crucial | | to most monuments - so always make sure your carpenters have enough. | | Without wooden ramps/scaffolding to facilitate the workers and | | materials, construction will cease. | | | | Storage: Make sure you've got some yards to store the construction | | materials! | | | | Stockpiling: Make sure you're not stockpiling the materials you need to | | build the monument. If you are (check your Overseer of Commerce screen), | | it puts a freeze on the material(s) in question, stopping construction | | completely. | | | | Proximity: Keeping your storage yards, work camps, guilds, and | | construction site as close together as possible. Reducing distances | | reduces travel time, which will speed up construction. Build the | | necessary structures right across the street from your monument site if | | you can! | | | | Season: If you have floodplain farms in the particular mission you are | | playing, the season will affect your monument. Laborers from work camps | | are diverted from construction to tend the floodplain farms during | | harvest time. This pause in construction can be offset somewhat by | | providing more (fully staffed) work camps. | | | | Access: Make sure all the guilds, work camps, and storage yards have | | roads access. The construction site does not need to be connected to a | | road, but there must be a path (unobstructed by buildings or terrain) | | from the road to the monument. | | | | Grave Goods: Some monuments require burial gifts. If construction seems | | complete, but you haven't reached your monument rating, check your | | Overseer of Monuments screen to see if you need to dispatch some grave | | goods. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: My ferry will only carry people one way. What's wrong? Is this a bug? | | | | A: It's not a bug. To work in both directions a ferry must have access to | | labor on both sides and be fully staffed. Without labor only immigrants | | can cross, in some cases that maybe all you need. In other cases, if you | | want things to go both ways-- the ferries have to be staffed. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Why won't ships stop at my dock? | | | | A: The first thing to check is whether the dock is fully staffed and | | connected by a road to a storage yard that has the goods you want to | | trade. If your importing, you need to have a storage yard set to accept | | the goods your importing. Be sure that the accepting storage yard is | | fully staffed, too. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: What are "industries" and where do I put them? | | | | A: Industries are things you can make or mine. It's best to build your | | water trade import/export industries close to the docks if possible. Or | | build a dock near the industries. If it's not possible, for example, if | | you are exporting stone and the stone mines are far from any possible | | dock, then be sure to have a storage yard set to accept the export goods | | close to the dock. This will allow your dockworkers to service the ships | | quicker, quicker service means more trade is possible. | | | | There are several different ways to do industries. Some industrial areas | | can be placed near housing blocks for the consumer goods the blocks will | | need. But sure to leave space because you will have to put up statues | | and gardens to make the area desirable for housing. Another way is to | | make one central industrial area for manufacturing. In that case you | | need to be sure you have labor access for the industrial area. This can | | consist of a very small housing block since any labor will draw from the | | entire city's unemployed labor pool. There will have to storage yards | | placed near to your housing blocks to hold the goods that the houses | | need to upgrade. | | | | List of goods needed to upgrade houses in order of use: | | | | Pottery | | Beer | | Linen | | Luxury goods (Luxury goods turns the citizens living in those houses | | into "Scribes" who don't contribute to your workforce, but pay very high | | taxes). | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: My clay pits won't deliver to the pottery workshops. Why? | | | | A: There are a couple of reasons this could happen. Check to be sure your | | pottery workshops are fully staffed and have a road connecting the clay | | pits to pottery workshops. Another cause could be a disconnected piece | | of road touching the clay pit. The cart puller is exiting on the | | disconnected piece of road thus not delivering the clay. The final thing | | would be if the pottery workshop already has a full supply of clay | | --until they need more clay none will be delivered. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: My clay pits are delivering to a storage yard but the storage yard won't | | deliver to the pottery workshops. | | | | A: This problem is much the same as the question above with much the same | | solution. Be sure of labor and road access. One other thing if the | | storage yard is accepting other goods that needs to be taken to other | | workshops the cart pusher maybe busy delivering those goods. Be sure the | | finished pottery has a storage yard accepting it. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: How come the traders just pass by my storage yards and don’t buy | | anything? Or worse, they won’t even come on to the map, I can see them | | stuck right on the edge! | | | | A: Traders must have a clear path to a storage yard with full labor before | | they will even come on to the map. If the storage yard with linen is | | across the Nile and the ferry they have to ride doesn’t have labor, he | | won't trade. | | | | When the trade caravan does enter the map, he has a storage yard picked | | out to visit. If it doesn’t have goods in excess of what you have set to | | export with the Overseer of Commerce, at that moment, then he considers | | the trip a waste and passes on by. It doesn’t matter that you filled it | | up with 3 cartloads before he got to the area of the storage yard. | | | | Traders can buy 800 units maximum each trip. They can buy more than one | | kind of item on each trip. The number of caravans allowed on the map at | | one time is limited, so it is more profitable to design your city so as | | to maximize the number of trips the caravans will make a year. Each city | | has a trade quota that can be determined from the World Map. Cities that | | have met that quota will stop trading with you until the New Year. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: What kind of animals can I hunt? | | | | A: Ostriches, waterfowl and antelope. You have to build hunting lodges to | | train hunters who then take the meat to storage yards or granaries. You | | only have one type of game in a mission. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Are there any other kinds of meat available to feed people? | | | | A: There sure are! Other types are fish but not all rivers support fish and | | you can build cattle ranches. Fishing has some special requirements. You | | need to build a shipwright to build fishing boats and you have to build | | fishing wharves for the boats to bring the fish. The fishing wharves | | need direct labor access to work. The fishing boats don’t need wood like | | your military ships; the shipwrights build them from materials on hand. | | Cattle ranches, where available, require direct labor access and plenty | | of straw to feed the cattle. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Will transport ships pick up less than of 16 soldiers? | | | | A: Yes, but... If the company you're trying to load is actively receiving | | replacements, it will not board a transport while the new soldiers are | | en route to their fort or to the rally location. Whenever the Barracks | | or Military Academy spits out a new soldier, the rest of his company has | | to wait for him to arrive. For this reason, it's best not to transport | | partial companies. If you must do so, don't try to transport one that is | | actively being replenished. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Can Hyksos Chariots be defeated on Very-Hard setting? | | | | A: Elder Pharaoh and Forum regular Grumps sent out three full-strength, | | academy trained companies (2 chariots, 1 infantry) to do battle with, | | perhaps three Hyksos chariots and maybe a water boy. His force was | | utterly destroyed | | | | The following is part of the reply from Nixon at Impressions: | | | | Chariots are the toughest of all troop types and the Hyksos are the | | toughest of all of the enemy armies. Put together, they are very | | formidable. Increasing the difficulty with make then tougher still. But | | it is possible to defeat Hyksos Chariots on Hard and even Very Hard. | | | | When I saw people having this problem I tested it on a map using the | | Very Hard difficulty setting. Now, admittedly, I played this just to | | test this one particular question. I had six legions of Chariots, all of | | which were experienced and had high morale. Plus, I spent a lot of my | | time trying to get on Seth's good side (with a good amount of success). | | When a group of Hyksos chariots attacked my city, all six of my Chariots | | swarmed on them and Seth bestowed one of his gifts (killing an attacking | | army). Most of my troops died but I did win the battle. | | | | Remember, this is on Very Hard. Now, like I said, all of this was done | | just to test this one issue. Things might have been different if I had | | been concentrating on other goals. In the midst of a campaign with other | | things going on and conditions not being optimal I'm not sure if I could | | have pulled it off. But I wanted to make sure that is was possible for | | it to happen at all and not a bug. | | | | NEW: If you've downloaded the recently released "Enhancement Pack" from | | Impressions, Hyksos Chariots and Hittite Chariots have had their hit | | points reduced to 262 on Very Hard and 260 on Hard (that should be good | | news to those of us who have yet to face them). Hyksos Chariots used to | | be 375 on Very Hard and 315 on Hard. Hittite Chariots were 330 on Very | | Hard and 275 on Hard. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Trouble-Shooting & Pyramid Causeway Problems | | | | A: That covers most basic problems with monument construction. If none of | | the above applies, but construction on your monument has still ceased, | | here are some workarounds you can try: | | | | Deleting and undoing: Try deleting (then immediately select 'undo' so | | they reappear) your guilds, work camps, or even the monument itself. | | Some players have found that this 'jumpstarts' construction. | | | | Causeway: Some players have reported encountering a problem with the | | causeway in their pyramid complexes. Specifically, the section where the | | causeway meets the water is not being completed. In this case, placing | | gardens on the tiles from the end of the causeway to the water should | | continue construction. | '------------------------------------------------------------------------------' ================================================================================ Appendices ================================================================================ -------------------------------------------------------------------------------- Keyboard Commands -------------------------------------------------------------------------------- These are taken from page 28 in the manual. The Keyboard Commands haven't changed much since Caesar III. A -- Orders the selected warship to attack all enemies C -- Shows "Risks: Crime" Overlay, or orders the selected Charioteer company to charge D -- Shows "Risks: Damage" Overlay E -- Orders a selected transport to evade all enemies F -- Shows "Risks: Fire" Overlay, or orders a selected company to return to their fort H -- Orders a selected ship to hold its position L -- Centers the view on a different military unit each time it is pressed, or if a company is already selected puts them in the Loose Formation M -- When you select a monument to build, its image attaches to the cursor and shows you how much land the monument will occupy. Pressing "M" freezes the monument's footprint to that location so you can look around to see how it will fit. Press "M" again to resume normally, or click to build the monument there, OR when a military company is selected issues the "mop up" command N -- Orders a selected company or warship to attack any enemy P -- Pauses the game, you can't build while paused R -- When building a Gatehouse, Temple Complex, or Statue rotates the structure (to help them fit), OR if a military company is selected, rotates the company, OR orders a ship to return to the shipwright for repairs T -- Shows the "Risks: Problems" Overlay, OR if a military company is selected issues the hold ground in tight formation command W -- Shows the Water Overlay, OR orders the selected ship back to its wharf Game Commands SPACE -- Toggles between your last selected Overlay and the Normal View ESC - Exits the game [ -- Reduces game speed by 10% ] -- Increases game speed by 10% F7 -- Set to 640x480 resolution F8 -- Set to 800x600 resolution F9 -- Set to 1024x768 resolution Overseers ' -- Overseer of workers 1 -- Overseer of the Military 2 -- Political Overseer 3 -- Ratings Overseer 4 -- Overseer of Commerce 5 -- Overseer of the Granaries 6 -- Overseer of Public Health 7 -- Overseer of Learning 8 -- Overseer of Diversions (Entertainment) 9 -- Overseer of the Temples 0 -- Overseer of the Treasury - -- Chief Overseer = -- Overseer of the Monuments -------------------------------------------------------------------------------- Cheats (These were taken from the Official Pharaoh site (http://www.pharaoh1.com) -------------------------------------------------------------------------------- How to Cheat. To bring up the cheat dialog box, press CTRL+ALT+C. Then, type in your cheat of choice exactly as it appears below. The cheats are case sensitive, and make sure to spell everything correctly (pharaoh is a tricky word, we know). Also, some cheats can only be used in certain situations, as noted. We highly recommend saving your game before using any cheat codes. There is a slight chance that something funky (and unintended) could happen when you use a cheat. NOTE: Impressions releases new cheats every few weeks so check back here often! Meow Bast will throw a festival for all the gods. Bast must be worshipped in the city for this cheat to work. Cat Fight Bast will level some of the city's best houses. Bast must be worshipped in the city for this cheat to work. Mesektet Lowers your Kingdom Rating. Ra must be worshipped in the city for this cheat to work. Sun Disk Raises your Kingdom Rating. Ra must be worshipped in the city for this cheat to work. Life from Death All farms on the flood plain will harvest double after the next flood. Osiris must be worshipped in the city for this cheat to work. Underworld Farms on the flood plain will be destroyed by the next flood. Osiris must be worshipped in the city for this cheat to work. Hippo Stomp Sends a passel of angry hippos through your city Side Show Makes hippos...aw, heck just try it. You'll like it. (Hippos must already be present on the map) Pharaohs Tomb Automatically win scenario Fury of Seth Destroys all ships (including your own!) Treasure Chest 1000 deben will be added to the city's treasury Bounty The next inundation will be better than expected. Osiris must be worshipped in the city for this cheat to work. Mummys Curse The next inundation will be worse than expected. Osiris must be worshiped in the city for this cheat to work. Pharaohs Glory The amount the city can export will increase by 50% for a year. Ra must be worshipped in the city for this cheat to work. Bird of Prey The city's trade partners will trade less for a year. Ra must be worshipped in the city for this cheat to work. Supreme Craftsman A storage yard with excess capacity will be filled with gems, clay, pottery, flax, linen or jewelry. Ptah must be worshipped in the city for this cheat to work. Noble Djed Shipwrights, weavers or jewelers will be fully stocked with raw materials. Ptah must be worshipped in the city for this cheat to work. Typhonian Relief Soldiers sent to distant lands will be protected. Seth must be worshipped in the city for this cheat to work. Seth Strikes The city's best company and their fort will be destroyed. Seth must be worshipped in the city for this cheat to work. Cat Nip Houses and bazaars will be filled with goods and food. Bast must be worshipped in the city for this cheat to work. Kitty Litter A plague will strike the city. Bast must be worshipped in the city for this cheat to work. Big Dave Ptah will destroy some industrial buildings. Ptah must be worshipped in the city for this cheat to work. Grenow Ptah will destroy one of your city's Storage Yard. Ptah must be worshipped in the city for this cheat to work. Spirit of Typhon Seth will strike down some of the next invaders. Seth must be worshipped in the city for this cheat to work. -------------------------------------------------------------------------------- Pharaoh Manual Updates -------------------------------------------------------------------------------- CONTROL PANEL In some missions, particularly the early ones, new structures are introduced as the mission unfolds. When something new is available, the Control Panel button that accesses it will flash on and off. "DATA LIMIT REACHED" Pharaoh has limits on how many buildings, walkers and point-to-point walker routes it can handle. These limits are quite high, and you should never encounter them in the missions that we included with the game. Some of Pharaoh's "Custom Missions," though, let you build much larger cities, and you might reach one of these memory limits if you build a city of 35,000 or more people. If you do see this message, your only recourse is to resculpt your city for greater efficiency. Populations in excess of 50,000 are possible if you build very efficiently. FLOOD PLAIN EMBANKMENT The boundary between the flood plain and dry land is steep, slippery and treacherous. No one can move to or from the flood plain unless at least a small stretch of road spans this embankment. You're most likely to notice this if troops disembark onto a flood plain, or if you notice hunters and gatherers skirting the boundary. MESSAGES The Help item on the game's menu bar lets you turn "Popup Messages" OFF. This means that all game messages go directly to your Message box, except for a few that require you to make an immediate choice (like whether or not to accept a gift). While turning off the popups does almost entirely eliminate interruptions in your game, it also puts you at considerable risk of missing important notices. Use this option with extreme caution! The Message button on the Control Panel blinks when a new, unread message arrives. It stops flashing when you click on the Message button. We added a button to the bottom of the Message box that deletes all opened messages, except those tutorial messages that are marked with a blue scroll. You can delete unopened or blue-scroll messages by right-clicking on them. MONUMENTS Monuments have a "staging area" represented by some wooden planks on one side of the monument. Don't block access to these planks while construction is underway! Work will stop if workers can't reach the staging area. If you don't see progress being made, right-click on the monument to find out why. If the construction foreman reports that access is blocked, he's referring to this staging area. Masons and bricklayers work in pairs on pyramids and mastabas. One sledge load of stone or bricks occupies two stonemasons or bricklayers, and fills in two sections of the pyramid or mastaba. The "Trader's Guide to Pharaoh's Egypt" shows that plain stone, limestone and bricks are needed for the brick core pyramid. Plain stone is NOT required for this pyramid; only limestone and bricks are needed. TRANSPORT SHIPS When a transport ship is selected, pressing the "K" key orders troops to embark or disembark. -------------------------------------------------------------------------------- Downloadable Expansion 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 expansion 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! [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. ================================================================================ Final Words... ================================================================================ _________________ Online Resources: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ http://www.impressionsgames.com/ -- the Designer's site http://www.pharaoh1.com/ -- the Official Pharaoh Site (In case you can't tell, that's Pharaoh1 the number, ONE) http://pharaoh.heavengames.com -- the largest Pharaoh fan site on the 'Net! http://www.gamefaqs.com/ -- the best FAQs site on the net! http://www.cheatcc.com/ -- a great place for all your cheating needs http://www.gamewinners.com/ -- another great place for your gaming help ASCII Art created using the Ascii Art Maker by LTS (freeware) You can (maybe) find it at http://www.download.com/ This FAQ was writen entirely using the GWD Text Editor: (shareware) http://www.gwdsoft.com/ _______________________________________ Dan Simpson's Shameless Self Promotion: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I have also written FAQs for: NES: Disney Adventures in the Magic Kingdom Final Fantasy -- Magic FAQ The Legend of Zelda SNES: Aerobiz Aerobiz Supersonic Utopia: Creation of a Nation Genesis: StarFlight PSX: Thousand Arms PC: Baldur's Gate & Tales of the Sword Coast -- Walkthrough -- NPC List -- Creatures List Colonization -- the Single Colony Strategy Guide -- the Cheat Guide Drakan: Order of the Flame Dungeon Hack Icewind Dale Master of Magic (revision) Planescape: Torment -- FAQ/Walkthrough -- Items List Rollercoaster Tycoon Sid Meier's Alpha Centauri The Sims Ultima 4: Quest of the Avatar Ultima 7: The Black Gate Ultima 7 Part 2: Serpent Isle Ultima Underworld -- Keyboard Commands Ultima Underworld II -- Keyboard Commands -- Spell List All of my FAQs can be found at: http://www.gamefaqs.com/features/recognition/2203.html ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Red Phoenix's Shameless Self Promotion -=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I've also written FAQs for: PSX - Knockout Kings 2000 Need For Speed 3 Ridge Racer 4 WCW Mayhem WWF Attitude WWF Attitude Create- A- Wrestler guide WWF SmackDown! (A Game Winners Exclusive - http://www.gameadvice.com/html/WWFSmackDown/index.html) WWF Warzone - Steve Austin Shawn Michaels British Bulldog Faarooq Kane Goldust Triple H Mankind The Rock Ahmed Johnson Bret Hart Owen Hart Sue The Undertaker N64 - WWF Wrestlemania 2000 - GameShark Codes - Create- A- Wrestler Guide PC - Age of Empires Age of Empires: The Rise of Rome (Add-on Pack) Age of Empires II: Age of Kings Age of Empires II: The Conquerers (Add-on Pack) Caesar III - Building Guide Pharaoh Sid Meier's Alien Crossfire - Fictional Story Sid Meier's Alpha Centauri - Dialogue Guide - Fictional Story Go to http://www.gamefaqs.com/features/recognition/2717.html for an up- to- date list. ________________ Version History: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Original Version (11-29-99, 53k) Changes in Version 1.01 (2-28-00, 56k) Some small changes Some minor format changes Changes in Version 1.5 (3-28-00, 67k) Added the Cheats section Some small changes Changes in Version 1.59 (3-29-00, 71k) Added some new cheats in the Cheats section Some small changes Changes in Version 1.591 (4-26-00, ??k) Updated the format ever so slightly Some small changes Changes in Version 1.6 (7-14-00, 70k) My (Dan) last update! Changes in Version 2.0 (7-21-00, 98k) My official first update! Added all kinds of Frequently Asked Questions. Added info on the downloadable Expansion Pack. Added Manual Updates. Minor changes. Changes in Version 2.1 (7-27-00, 121k) Added more Frequently Asked Questions. Added the Walkthrough for "Nubt" Changes in Version 2.2 (7-28-00, 131k) Added more Frequently Asked Questions. Changes in Version 2.3 (7-30-00, 147k) Added more Frequently Asked Questions. Changes in Version 2.4 (7-31-00, 173k) Added more Frequently Asked Questions. Changes in Version 2.5 (8-03-00, 181k) Added Thinis and Perwadjyt Walkthroughs. Changes in Version 2.6 (8-04-00, 183k) Added Nekhen Walkthrough. Changes in Version 2.7 (8-11-00, 194k) Added Men-nefer Walkthrough. Added Timna Walkthrough. Changes in Version 2.8 (8-13-00, 209k) Added Bedhet Walkthrough. Added Abedju Walkthrough. Changes in version 2.9 (8-14-00, 223k) Added Tables for Abedju. Added Selima Oasis Walkthrough. Added Abu Walkthrough. Added Saqqara Walkthrough. Changes in Version 3.0 (8-20-00, 228k) Added Serabit Khadim Walkthrough. Added Meidum Walkthrough. Added Buhen Walkthrough. Added South Dashur Walkthrough. ________ Stinger: ŻŻŻŻŻŻŻŻ "To the marsh I march for the reeds we need." ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This Document is Copyright 1999-2000 by Dan Simpson and/or Jim Chamberlin. Pharaoh is Copyright 1999 by Sierra On-Line Inc. I am not 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.