Pharaoh

佚名

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                       Build a Kingdom.  Rule the Nile.

                                Live Forever.

________________________________________________________________________________


Pharaoh


  The Complete Guide

  Version 1.0 (11-29-99)




                              _______________

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__________________

What's New in 1.0:



  - Everything is new!



  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



  City Problems

    

    Animals

    Trading Food / Requests for Food

    Fire

    Crime

    Invasion



  Frequently Asked Questions (FAQ)



  Appendices



    Keyboard Commands





================================================================================

                                Building a City

================================================================================



This section goes pretty much in order walking you through the entire process of

building a successful city.  It should be mentioned that building a great city

is a complicated process that involves all sorts of things, religion, trade,

entertainment, and employment.  There are many problems that a city faces, but

those are not dealt with in this section, they are dealt with in "City Problems"

below.



--------------------------------------------------------------------------------

Basics of City Building

--------------------------------------------------------------------------------



  Building your city is a multi-part process.  The first thing that you want to

  do is to drop the speed of the game down to 10% (use the '[' key to lower

  speed).  Why do this?  Simple, it essentially freezes everything in place, and

  slows time down so you can get some farming in before the harvest.



  Now look around the city.  Note where the Kingdom Road is, as that is where

  all immigrants, and traders will come.



    Trick:  If you want to know which side of the road to build on (that is, the

            side closest to immigration) save the game, build some housing by a

            road, and put the speed up to 100%.  You can see where the people 

            come from, then load, and build your city accordingly.



  Before you actually start building your city check for wild animals.  This is

  most important with the Hyenas, Hippos, and Crocodiles.  If you find Hyenas, 

  or Crocs one trick to dealing with them is to build a wall around them 

  completely (in the case of the Crocs you may need to wall around a pond).  

  Then later build a tower on the wall to eliminate the hyenas.  Once the last 

  hyena on the map is dead, they won't reappear.  You don't need to bother 

  building towers on any walls keeping crocs in, as they will eternally 

  reappear.



  Now we need to decide where to build the first area in your city.  You want to

  build near the immigration point (where immigrants appear), near farmland

  (either floodplains or meadow), but far enough away that you can fit a granary

  in between (a granary is a 4x4 structure, and you want to build it at least 3

  squares away from your housing).  You don't need to build the entire block of

  housing on Green, but you have to be at least right next to it to get Water.



  Before we build housing we need to check out the Overseer of Commerce.  Check 

  to see how many food sources you have, and what resources you have and have to

  import.  This is important for deciding how large to build housing, you build

  smaller when you have only 1 food source as it won't be able to fully evolve.



  The "best" housing block is as follows:

                                                    Legend:

                                                    ?
    ==================================       HH - one square of housing

    =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH=       =  - road

    =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH=       .  - garden

    =HHHH . . . . . . . . . . . .HHHH=       WWWW  _ Water

    =HHHH. . . . . . . . . . . . HHHH=       WWWW    Supply

    =HHHH . . . . . . . . . . . .HHHH=       BBBB  _ Bazaar

    =HHHH. . . . . . . . . . . . HHHH=       BBBB

    =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH=       TTTT  _   Tax

    =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH=       TTTT    Collector

    ==================================       FF - Firehouse

                  WWWW           TTTT=       AA - Architect's Post

                  WWWW           TTTT=       PP - Police Station

                                 BBBB=FF

                                 BBBB=AA

                                     =PP

                                     =



    Note on Scale:  1 square of land is represented by 1 character vertically

                    and two characters horizontally, so HH is one square.



  You can make it as long as you want, just don't make it too long or services

  will suffer.  The gardens in the center increase property value, and can be

  evolved over, that is, the housing near it can use the space to evolve into a

  larger structure.  You have a 4 square long garden section to allow for the 

  area to evolve into the largest structures which are 4x4 each.



    Trick:  Also, when the road is "paved over" be sure to put a plaza over it.

            This isn't so important until your housing evolves into the nicer

            structures, but when you need it you need it!



  Next you want to build a Water Supply.  These are best placed right across the

  road from the housing.  If the housing block is large, then you will want two 

  of these placed on opposite sides of the housing block.



  Now build a road down from one of the corners about 6 squares down.  Two 

  squares down from the road on your new road build a bazaar.  Across the road

  from the bazaar build a fire house, architect's post, and a police station.  

  Eventually place a tax collector's office between housing and the bazaar.  

  These are placed away from the housing to keep the desirability up.  You may 

  also want to build another bazaar at the other end of the housing.



    Tip:  If you are building directly on the Kingdom Road you will want to

          roadblock the Kingdom Road to prevent your walkers (bazaar traders,

          water suppliers, etc.) from wandering away from where they are needed.



  After those bare necesseties are built, you will want the basic sanitation

  structures, namely a Physician and an Apothecary.  These can be built anywhere

  along the housing (try to build away from the corners as that space is needed

  later for entertainment).  You won't need Dentists until later, but you can

  build them whenever you want.





--------------------------------------------------------------------------------

Industry, Slums, and Food Production

--------------------------------------------------------------------------------

_________________

Food and Farming:

?
  Now that we've started a city, we need to get some food and some exports.  

  We'll start with food.  The first thing we need is a granary placed between 

  our city and the food sources--farmland, hunting grounds, fishing docks, etc.  

  Make sure that it is far enough away from housing to not affect desirability 

  too much, but close enough to provide your bazaars with easy access.



  Next, depending on the foodsource, we need to build either work camps, hunting

  lodges, or fishing wharves.  Build hunting lodges RIGHT NEXT TO the granary to

  cut down on travel time.  Build work camps as close to the floodplains as

  possible, but still a couple squares away so that you can roadblock the farms.

  You do this to cut down on the amount of roads that your walkers can travel,

  because if they CAN travel on a road, they eventually WILL no matter how 

  little there is out there.



  Now we need to build farms.  All farms should be irrigated, no matter if they

  are on the floodplain or in a meadow.  You irrigate farms by building an

  irrigation ditch nearby that connects to a water source.  Irrigating a farm

  increases the fertility of the farm, which in turn increases the amount of 

  food produced by that farm.  In the case of floodplain farms, fertility is

  completely renewed with the flood, UNLESS the flood doesn't entirely cover the 

  farmland, which is why we irrigate the farm.



  So while you are building your farms you need to keep some room to sneak roads

  by so that your workers can get to each farm, and you need to keep some room 

  to irrigate by as well.



    Tip:  Build floodplain farms as close to the water as you can.  If the flood

          is poor, the farms will still be at least partially covered, and that

          way gain more fertility.



  Meadow Farming is done differently than floodplain farming.  You can only 

  build a Meadow Farm on green land that has little yellow spots on it (on the 

  map it is "green" land).  When the land is especially good, it will be a 

  darker green, and the spots will be more white.  With Meadow Farms it is 

  absolutely crucial to irrigate the farms.  In order to do that you first need 

  to build a Water Lift.



  Water lifts must be placed on a straight section of land right next to water, 

  or next to floodplains.  If you build next to a floodplain you must build a 

  ditch coming from the water to the water lift.  Ditches must come out the back 

  of the water lift, it is not sufficient to put them out the side.



______________________

Industry and Commerce:



  Once your city is no longer starving is the time to start working on your

  industry.  Which industry you start with is dependant on the city that you are

  working on.  If you have lots of Marshland, you might want to start a Papyrus

  Industry, if you have trees a Lumber Industry.  To help you decide check out 

  the Overseer of Commerce to see what you can Export.  Whatever you can sell

  makes a good choice to start with.  Go to the world map here to open the trade 

  route.



    Tip:  Try to sell goods like Papyrus and Linen as they have a low need in 

          the city, and sell at relatively high prices.



    Tip:  Land trade routes are much better than water trade routes, as they are

          not dependant on having an open dock to trade at.



  You only need this one trade route for now, so don't bother spending money to

  open any others.  You may need to shortly open another, but that is still a

  little off.  Once the trade route is open, be sure to click on that good in 

  the Commerce screen, and click the Export Button to start selling it.



  Now we build the industry.  Again like the granary we don't want to build too

  close to our city, but unlike the granary we're going to completely separate 

  the industrial sector from the housing.  Industry is best about 8 squares away 

  from your housing, in an area that has good resources.  I'm not saying that 

  you have to be right next to good resources, just reasonably close will do.  

  Build out a road from your housing, and roadblock it to keep walkers from 

  entering the industrial sector.  Now build two Storage Yards, one for the Raw 

  Good the other for the Finished Product (right click on the Storage Yard,

  click special orders then click "Accept None", and finally click the Accept

  None command specific to that good that you want this Yard to store).



  Near the Storage yards build a 4x2 or 6x2 section of housing.  This is going 

  to be our "slums", an area for industrial workers to work.  Don't worry about

  providing these people with any city services.  Also you need to build a Fire

  House, Architect's Post, and Police Station.



    Note:  Disease usually runs rampant in the slums areas.  To cut down on

           disease try adding a water carrier and a bazaar that buys ONLY food

           (check the bazaar's special orders screen).  However, since these

           people are usually quickly replaced after they die, there isn't much

           reason to waste money and jobs here.



  Now to actually start with the industry.  Depending on what we're 

  manufacturing you may need to build a raw materials gatherer (such as a Reed 

  Gatherer or Clay Pit).  Realize that raw materials are gathered quicker than 

  finished goods are made.  Then build 3 or 4 of your industry.  You'll have to 

  pay attention to how much of the raw material you have (if you consistently 

  have none, you will need to increase production of the raw good, or if you 

  have too much you need to build more industry to manufacture it into 

  something).



    Trick:  If you have to create a water trade route, here is a little trick to

            decrease the time each boat spends at the dock.  When a boat docks 

            it sends about 3 dock workers out to sell or buy goods at the 

            appropriate Storage Yard.  So near any docks you have (you can build 

            as many as you need) build a Storage Yard or two and set them to 

            "Get" any goods that you want to sell, and also have them accept

            goods that you want to buy.  Say you buy flax.  Now near your linen

            industry you have a Storage Yard set to "Get Maximum" of the flax.



    Tip:  There is, of course, one small problem with the last part of that 

          trick.  While your Storage Yard workers are out getting the flax, they

          can't deliver it to the industries.  However, since boats can sell 

          only 1200 of any item at once, and Storage Yard workers can carry 400

          a time, this isn't that big of a problem.



  So what do you do if you don't have any good raw materials?  You import the 

  raw materials and manufacture the finished goods to sell!  This lowers your 

  profits, but the profits are still there.  When your people start demanding 

  beer, linen, and luxury goods you have to import goods anyway.



    Note:  Remember that you can only buy so much of any one good from any one

           city in a year.  For example in one year maybe Men-nefer will sell 

           you 4000 barley and buy 1500 papyrus.  So after they buy that 1500 

           papyrus, they won't buy anymore.  The most a land trader can buy and 

           sell is 800.  The most a sea trader can buy and sell is 1200.



    Tip:  Because each city is limited to how much they can buy in a year, and

          because you may produce a LOT more than they can buy of a finished

          product, you may want to sell off both the finished product, and the

          raw materials.  Try to only sell raw materials when it is above a good

          amount, like 2400 or 1600.





--------------------------------------------------------------------------------

Of Gods and Men

--------------------------------------------------------------------------------



  We've now taken care of the most basic needs in your city, food and money.  

  Now we need to both appease the gods and help your city's housing evolve 

  further.  And you do this by building lots of temples.  You build each of the

  gods' temples at each block of housing, and try to divide the temples so that 

  half are on one side of the housing block, and half on the other.  This

  increases the religious coverage, and helps guarantee that houses don't 

  devolve due to losing access to a temple.



    Note:  Be sure to always have one extra temple built for your "Patron God", 

           as they need the extra attention.



  Also build each god one shrine.  These shrines MUST be placed at least 2 

  squares from a road to be effective, and so that they can be reached by an 

  architect.  Yes, shrines can and will collapse.  Shrines don't give good 

  religious coverage, so you don't want to use them for anything other than 

  appeasing the gods.



  If you check out your Overseer of the Temples (press 9) you will see the gods

  mood.  Happy gods bless your city, unhappy gods smite your city.  It takes 

  some time for the effects of building temples to affect the god's moods.  So

  if you check immediately after building the temples, you may not notice any 

  change.  Simply wait a bit, and check again.  Their moods should have changed.



__________

Festivals:



  Deciding where to build the Festival Square isn't easy.  It has a great effect

  on desirability, but it really messes walkers up (they get stuck on the square

  and will just wander around it for awhile).  My solution is to build it near

  a housing block, on a road that is blocked off with a roadblock to prevent

  walkers from getting on it.  You need a clear 5x5 area on an intersection to

  build a Square.  You can only build one in any given city.



  You want to hold festivals regularly, try to have them every 3 to 20 months

  (quite the range!).  You hold festivals to either get a god to bless you (say

  to get Osiris to help out with the Inundation), or to keep a god from being

  displeased with you.  Also festivals greatly help out the city mood.



  Unless you produce a lot of beer, avoid the "Grand Festivals" as they require 

  a lot of beer.  Lavish festivals are therefore the best in terms of economics 

  and appeasing the gods and your townspeople.



    Note:  As your city gains more people and money it costs more to hold a

           festival.  So at the start of a scenario it could cost 120 for a 

           lavish festival, but near the end it could cost 900 or 1000 (or quite 

           a bit more!)



_________________

Temple Complexes:

?
  Only build Temple Complexes for your Patron Gods, as they seem to need the ego 

  boost.  A Temple Complex is one of the Three Mega Desireable Buildings (with

  the other two being the City Palace, and the Dynasty Mansion; and to a lesser

  extent their corresponding smaller versions such as the Town Palace and Family

  Mansion) and should be built next to a Good Housing Block, that is, one that

  you intend to evolve as much as you can.  Temple Complexes require 50

  employees and are great things to build when you have high unemployment.



  Once you have already built the Temple Complex, you may notice that it still

  lists "Temple Complex" on the menu of things that can be built.  These are

  improvements that can be made to the Temple Complex, such as new Altars.  

  These Altars have more effects than it would seem, for example the Altar of

  Ma'at (Ra's Temple Complex) allows your Priests to fight crime.



  Here's a short list of the various altars and their effects:



    Osiris' Temple Complex:  Altar of Sebek - as the priests pass your houses,

                                              the people can make do with less

                                              food.

                             Oracle of Min - speeds up the regrowth rate of 

                                             reeds and trees, which allows you

                                             to harvest more.



    Ra's Temple Complex:     Altar of Ma'at - your Priests also gain the 

                                              function of crime fighters, as 

                                              they pass houses, the likelihood

                                              of crime is lowered.

                             Oracle of Horus - your people love you so much that

                                               they will work for a lower wage

                                               without being upset.



    Ptah's Temple Complex:   Altar of Amon - your quarries, wood cutters, and

                                             brickworks work faster.

                             Oracle of Thoth - librarians and teachers (scribal

                                               schools) use less papyrus.



    Seth's Temple Complex:   Altar of Anubis - your mortuaries need less linen

                                               to function.

                             Oracle of Sekhmet - Similar to the Altar of Ma'at

                                                 your Priests work as crime

                                                 fighters, but Sekhmet also

                                                 allows them to catch criminals.



    Bast's Temple Complex:   Altar of Isis - not only does Isis improve the

                                             overall health of the city reducing

                                             the chance of disease, but also

                                             removes disease when it does 

                                             strike.

                             Oracle of Hathor - Improves city sentiment (mood).



__________

Blessings:



  When you give a little, you get a little.  In this case, if you build temples

  and hold festivals for the gods, they'll reward you with blessings, both big

  and small.  Conversely if you ignore the gods they will punish you with

  Curses, but you won't get any of those so long as you keep them appeased.

  You work on the god that corresponds to what your city really needs.  For

  example, if you are about to be invaded (in about 4 to 6 months) try to kiss

  up to Seth a lot with Festivals to get his protection for your armies, or to

  smite the enemy armies.



  To check how close you are to receiving a blessing, check with the Overseer of 

  the Temples (press 9).  The more "Ankhs" you have by their mood, the closer

  they are to giving you something pleasant.  And if they have a lightning bolt

  that means that they are about to curse you with something, for example, 

  Osiris will make the flood poor.



  I think that the best god to kiss up to is Bast.  She has the two most useful

  blessings in the game, the first she blesses your houses and bazaars with

  a bounty of food and goods.  Very useful.  It doesn't mean that you have

  everything you need, she merely increases what was already there.  And her

  other good blessing is that she will hold a Festival for the other gods, which

  means that you can get many festivals for the price of one.



  If your city depends on exports, then Ra is the god to go to.  He has the

  ability to increase the sale price of your items by 50% for 12 months, and

  the ability to increase the amount your trading partners are willing to trade.

  Finally he also has the ability to increase your Kingdom rating, which can

  help you when it gets really low.



  Osiris increases the flood, and should only be buttered up if the flood is

  poor, or if there is going to be no flood at all.



  Ptah has two great abilities that have to do with Industry.  First he can

  increase the amount of goods in a Storage Yard to the maximum.  So if you

  had 100 linen, you will have the full 3200.  He also will supply your industry

  with the raw materials they need.



  Seth is the least useful in that he is strictly a military god.  However, 

  don't ignore him, lest he smite your armies.  If you are going to be invaded,

  or your troops are going to be sent out to another city, Seth might come in

  handy (especially for the latter case).  Nothing is quite so satisfying as

  seeing an enemy army just die because of Seth.





--------------------------------------------------------------------------------

Entertaining Egypt

--------------------------------------------------------------------------------



  Your city is certainly on the grow now!  Now we need to start thinking about

  Entertainment.  There are three sizes of entertainment "arenas", the Booth,

  the Bandstand, and the Pavilion.  Boothes can hold only jugglers, Bandstands

  have both jugglers and musicians, and Pavilions have those and dancers as

  well.



  Building one of these "arenas" takes some thinking ahead.  Hopefully you left

  space around the corners of your housing area, because that is where we are

  going to build!



________

Boothes:



  Boothes are the easiest of the three to build because they require little

  space (1 square off of the intersection) and they only need a 3 way 

  intersection.



      =                   =  - road

      =BB                 HH - 1 square of housing

      =========           BB - Booth

      =HHHHHHHH

      =HHHHHHHH



  Boothes affect the least amount of people, and therefore you need more boothes

  than any other "arena".



___________

Bandstands:

?
  Bandstands take up quite a bit more space (it's a 3x3 structure), and is a

  little harder to place.  There are also several different ways of placing it,

  one that involves placing it inside of your housing (Method 1), and the other

  which involves creating a new road off of the housing (Method 2).



    Method 1:



                        =  - road

        =               bb - bandstand section

      ===========       HH - housing

      bb=bbHHHHHH

      bb=bbHHHHHH

        =HHHH



      As you can see this would involve destroying a corner of your housing in

      order to fit the Bandstand.  This method minimizes the area that walkers

      can wander down, especially if you remove all the extra paths around it.



    Method 2:



      bb=bb

      bb=bb

      ==============

        =HHHHHHHHHHH

        =HHHHHHHHHHH



      The main problem with this is that your walkers now have a 4-way

      intersection to wander around.  But this method disturbs your housing the

      least.



__________

Pavilions:



  Pavilions take up the most space, and are quite awkward to place as they have

  all the components of the previous two "arenas", plus a 2x2 dancing stage.

  There are, then, many ways to place a Pavilion.  The first way (Method 1)

  cuts into housing by only 1 square, the second way cuts into housing more,

  and the third way avoids cutting into housing altogether, but again creates

  more surface for your walkers to get lost in.



    Method 1:



          =                        =  - road

      pppp=pp                      pp - pavilion section

      pppp=pp                      HH - housing

      =================

      pppp=ppHHHHHHHHHH

          =HHHHHHHHHHHH



    Method 2:



          =

          =

        pp=pppp

        ===============

        pp=ppppHHHHHHHH

        pp=ppppHHHHHHHH



    Method 3:



        pp=pppp

        pp=pppp

        pp=pppp

        ===============

          =HHHHHHHHHHHH

          =HHHHHHHHHHHH



        This method is by far the easiest to build as it requires the least

        planning ahead.  All you need to do is to build a 3x path out of a 

        corner, and another 2x path out the other side of that corner.



____________________

Training Facilities:



  Once you have your "arenas" built, and I would suggest that every block of

  housing could use 3 "arenas" (one of each type, plus maybe an extra booth as

  well), you need to build training facilities to train the entertainers 

  themselves.  While your city is small you will only need juggling, so let's 

  deal with that first.



  Juggler's Schools are the only Training Facility with a Positive Desirability,

  and so you can (but you don't have to) build next to your housing.  This is

  somewhat different from Caesar III where you wanted to build your training

  buildings far from your arenas, here it doesn't matter so much as the

  entertainers naturally wander the streets.



  The Conservatory and Dance School should be built in an industrial area of

  your city as they have negative desirability.  I can see why the Conservatory

  has negative, what with their off-key caterwauling, but the Dance School?

  Oh well.  You only need to build these after you have supplied your city with

  pottery.



  As your city grows you WILL need more than one training facility of each type,

  otherwise your arenas won't have enough entertainers to hold shows.



  Entertainers are not stopped by roadblocks.  Make sure that there is a

  road connection from your trainers to the arenas else thoose arenas won't have

  any shows!





--------------------------------------------------------------------------------

Expanding the City

--------------------------------------------------------------------------------



  Now that your mini-city is up and running, we need to get on expanding it.

  First we are going to build another housing block near the first housing

  block.  In general I don't like two housing blocks interacting with each 

  other, and so will build a roadblock preventing walkers from the first housing

  block from entering the next housing block.



                                     =HHHH

                                     =HHHH  Second Housing Block (partial)

                                     =HHHH

                                     =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

                                     =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

                                     ==========================================

                                     =

                                     =

                                     =

                                     r        =  - road

                                     =        r  - roadblock

                                     =        HH - one square of housing

                                     =

  ====================================

  HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH=

  HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH=

                                 HHHH=

   First Housing Block (partial) HHHH=

                                 HHHH=



  Why prevent them from getting into other housing blocks?  Because that can

  create "dead zones" where certain walkers haven't passed in a long time,

  because they have so much road to walk on.  If housing is deprived of any

  resource, be it water, food, pottery, or anything; that housing will devolve!

  This is worst when they run out of water as it will devolve all the way down.



  Also be sure to build Courthouses at each housing block if you haven't already

  done that.



  Now we're going to want to evolve our housing into the better (and therefore

  higher tax base) structures.  The first thing we need is pottery, then beer.

  (After those come other things such as Mortuaries, Libraries, Scribal Schools,

  Linen, a Second Food Source, Luxury Goods, and a Second Type of Luxury Goods.

  These will all be discussed later!  But a quick note about this now, never

  evolve all of your housing blocks all the way, as your Labor Pool will

  actually DECREASE with the increase of wealth.  Rich people tend to not work.)



  If you can construct Clay Pits (about 3 should do) and Potters (4 or 5).  If

  you can't build Clay Pits you will have to import.  Have 2 storage yards, one

  for the Clay and the other for the Pottery.  Here's where we get tricky.  You

  want the Clay Storage Yard right next to the Clay Pits, however, you want the

  Pottery Storage Yard as close to your housing as you can get it (3x squares

  away or so).  Why?  Ease of access for your bazaar traders, of course!  The

  shorter the bazaar traders have to walk to get goods, the more goods they can

  collect, and therefore the quicker your housing will evolve and STAY EVOLVED!

  Very important.



  If you cannot construct Clay Pits, things get a little sticky.  You have to

  import either Clay or Pottery.  Obviously it is cheaper (and therefore better)

  to import Clay, but sometimes you just can't get enough Clay imported to

  supply your city.  This is especially true if you have to make Bricks for a

  Monument.  In those cases you will have to import Pottery.



  We want to do roughly the same thing for Beer (grow or import Barley) and

  Linen (grow or import flax), as well as the other resources discussed above.

  However, you don't want to add them too quickly to outgrow employment.  Keep

  looking at your unemployment rating, if it is too high, you may want to hold

  off on creating a good that will evolve your city.  On the other hand,

  building new industries is a good way to lower unemployment.  (by far the

  BEST way to lower unemployment is to evolve structures into Estates, however,

  this method often results in labor shortages)



    Tip:  If you want to avoid creating Scribes (people who don't work) in your

          city, just avoid luxury goods.  This way you can provide all the other

          services like libraries and scribal schools for the high culture, but

          still keep a strong workforce.



__________

Monuments:



  While you are working on getting Pottery and Beer, you will also want to start

  any monuments that your city will need.  If you are going to be building Sun

  Temples, Mausoleums, or Obelisks remember to import the needed rock (because

  chances are you don't have it!), and to get all the materials and workers you

  need to build the monument.



  You want to build your monument in a highly accessible area, but it need not

  be connected to anything via a road.  By accessible I mean "close to" where

  the materials for the Monument are kept.  It doesn't need to be very close,

  but don't put them clear across the city map.



  Only build one monument to start with, but as that one gets further along,

  you should start the other one.  Why?  Chances are you will have more workers

  than that first monument will need (this is especially true as you finish a

  "course" on a pyramid, it requires less workers), and so they can go work on

  the other monument in their down-time of working on the first monument.



  Always build several work camps near monuments that require stone to be taken

  to them (Pyramids, Sun Temples, Mausoleums).  These workers will also build

  the foundation to Pyramids and Mastabas.  And build at least 2 of each type of

  Construction Guild (except the Carpenter's Guild, you only need one of those).

  This is to prevent such things as the stone pullers pulling 2 things of stone

  onto the same area (which effectively negates one of the stone loads!).



    Note:  During Farming Season your workers (the peasants, not the guild 

           members) will only be able to accomplish ONE THING on a monument.

           So they might dig one square, then vanish.





================================================================================

                                 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 (FAQ)

================================================================================



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.





================================================================================

                                   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


Stinger:


"To the marsh I march for the reeds we need."


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