##### # ## ########### ## ### # #### ### ### ## #### ### ## ####### ### ######## ## ### ## #### ## ## ## ## # # ## ### ## ### ####### # ###### #### ## ## ## ## # # ########### #### # # ## ## ### # ### ## # ########### ### # # ####### ## # ## # # # ## ### ## # # ## ## ## ### #### # ## ### ## # ### # # ## # ## ## ## ### ## # #### ### ## ## ###### ## ### ## ## # ## # # # ## ## ### ## ## ## ### ## ## ## ### ### ## ## ## ## # ============================================================================ ** Build a Kingdom. Rule the Nile. Live Forever. ** ============================================================================ Pharaoh (PC)& Cleopatra (PC) The Complete Guide Version 4.2 (12-31-04) Current Editor: Jim Chamberlin (red_phoenix_1@hotmail.com) Original Author: Dan Simpson If you are going to email me about this game, please put Pharaoh as the subject. Just Pharaoh. Also please realize that I am not hiding cheats or any other information, i.e. everything I know about Pharaoh is in this guide. If you see any mistakes, or have anything that you want to add please email me! I will, of course, give you full credit for your addition, and be eternally grateful to you. Before emailing me with a question, be sure to check out the Frequently Asked Questions section, which is located towards the end of the file. _______________ .--------------------========= N O T E S =========-------------------------. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | | The most recent version of this FAQ can be found at: | | | | http://www.gamefaqs.com/ | | | | There is an Enhancement Pack to Pharaoh out! You can download it at | | ftp://ftp.sierra.com/pub/sierra/pharaoh/updates/ | | | | Note: More information about the downloadable Enhancement Pack is given | | below. Check the Table of Contents to find out where. | | | | Last note from Dan: I am stepping down from maintenance of this FAQ, and | | ceding control of the FAQ to Jim Chamberlin. Simply | | put I have no real interest in updating the FAQ, and | | Jim does have that interest. As such, this FAQ is | | being turned over fully to him. | | | | Also an Add-on Pack, Cleopatra, has officially been released. It is not of | | the downloadable variety, but rather one you will have to go to the store | | and purchase. | | | | If you are a webmaster and wish to post this on your web page, please make | | an attempt to keep it up to date. There is nothing worse than getting | | emails from people who saw an old version asking about things that are | | already in the newer versions. Well, maybe there are worse things, but it | | IS quite annoying! | | | | This FAQ looks best in Courier New at about 9 points. | | | | This Document is Copyright 1999-2003 by Dan Simpson and/or Jim Chamberlin | | Pharaoh is Copyright 1999 by Sierra On-Line Inc. | | | | We aren't affiliated with Sierra, Impressions, or anyone who had anything to | | do with the creation of this game. This FAQ may be posted on any site so | | long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting | | it. You may not charge for, or in any way profit from this FAQ. | '--------------------=================================-------------------------' ____________________ What's New in 4.2: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Formatting changes - Completed Pharaoh/Cleopatra Walkthroughs - Added additional Frequently Asked Questions - Added new Hot Keys For a complete Version History, check out the Final Words Section at the end of the FAQ. -------------------------------------------------------------------------------- Table of Contents: -------------------------------------------------------------------------------- Game Updates Downloadable Enhancement Pack Cleopatra Expansion Pack Building a City Basics of City Building Industry, Slums, and Food Production Food and Farming Industry and Commerce Of Gods and Men Festivals Temple Complexes Blessings Entertaining Egypt Booths Bandstands Pavilions Training Facilities Expanding the City Monuments Walkthrough Nubt Thinis Perwadjyt Nekhen Men-nefer Timna Behdet Abedju Selima Oasis Abu Saqqara Serabit Khadim Medium Buhen South Dashur North Dashur Iunet On Rostja Bahariya Oasis Djedu Dunqul Oasis Dakhla Oasis Thinis Waset Kebet Menat Khufu Itjtawy Iken Sawu Heh Bubastis Khmun Sauty Byblos Baki Rowarty Hetepsenusret The First Tomb (Dier el Medina 1) Death of Tutankhamun (Dier el Medina 2) Tomb for a Pharaoh (Dier el Medina 3) Sumur (Sumur) The Battle of Qadesh (Qadesh) Colossi of Abu Simbel (Abu Simbel) Ramses in the Valley The Sea People Land (Pi-Yer) Defense of Migdol (Migdol/Pelusium) Rebirth of a Navy (Tanis) Alexander the Great (Alexandria) The Glory of Ptolemy (Ptolemy's Alexandria) Caesar and Cleopatra (Maritis) The Legacy of Cleopatra (Cleopatra's Alexandria) The Battle of Actium (Actium) City Problems Animals Trading Food / Requests for Food Fire Crime Invasion Frequently Asked Questions (FAQ) Appendices Housing Level Tables Keyboard Commands Cheats Pharaoh Manual Updates Final Words... ================================================================================ Game Updates ================================================================================ On occasion, Pharaoh received an update, either to add something to the game, or to fix a bug with the game. This section is dedicated to displaying some of that information. Pharaoh Updates/Patches: http://www.sierra.com/file_list.do?gamePlatformId=121 Cleopatra Patches: http://www.sierra.com/file_list.do?gamePlatformId=112 -------------------------------------------------------------------------------- Downloadable Enhancement Pack Information -------------------------------------------------------------------------------- With most PC games, small patches or small additional things can be downloaded to enhance gameplay performance. Well, Impressions knew this and they decided to make a downloadable enhancement pack. To be perfectly honest, it's one of the best I've seen in a while. Below are more details on what is included in this wonderful download. Also, I suggest downloading it! << Download Location >> ftp://ftp.sierra.com/pub/sierra/pharaoh/updates/ [1] HOW TO INSTALL THE ENHANCEMENT PACK ======================================= Download PharaohEP11to12.exe to your computer. Run PharaohEP11to12.exe and follow the instructions given on screen. This upgrade requires Pharaoh Version 1.1. To confirm that you have Pharaoh Version 1.1, select "Help: About:" on the File Menu while playing Pharaoh. Near the top of the "About" panel it will say "Version 1.1." If the Enhancement Pack fails to install do the following: 1. Uninstall Pharaoh (Start Menu-> Programs-> Sierra -> Pharaoh-> Uninstall Pharaoh). Note: This will not affect saved games or custom missions. 2. Reinstall Pharaoh from the CD. 3. Move any desired saved game folders or custom missions to the new Pharaoh Save and Maps folders 4a. Run PharaohEnhancementPack.exe to upgrade to V1.1 (if you still have the old Version 1.1 Enhancement Pack), then run PharaohEP11to12.exe. 4b. Or download and run PharaohEP_V12.exe to upgrade directly from version 1.0 to version 1.2. [2] NEW ENHANCEMENT PACK FEATURES ==================================== **** VERSION 1.1 **** Mission Editor: You can now access Pharaoh's powerful mission editor through the main game menu. Please refer to the mission editor manual (Mission Editor Guide.txt or Mission Editor Guide.pdf) for instructions. You can view the Mission Editor Guide via selecting Help: Mission Editor Guide from the Mission Editor menu bar. To view .pdf files, download the Adobe Acrobat reader from http://www.adobe.com/products/acrobat/readstep.html New custom missions: New stand alone custom missions have been installed in your Maps folder. Many of the missions have text files associated with them that briefly describe the mission. All of the January 2000 contest missions are included. Required Housing Level for mission completion is now displayed on the Ratings Overseer panel. Windows 2000: Sound is now enabled under Windows 2000. Many of the custom Missions have text files associated with them that briefly describe the mission (located in Sierra/Pharaoh/Maps). [3] WHAT THE ENHANCEMENT PACK FIXES ==================================== **** CHANGES FROM VERSION 1.1 **** Some campaign missions have been tweaked to allow players to recover from decisions that lead to critical trade goods becoming unavailable. A campaign mission must be started fresh for this to take affect; loading a saved game (including selecting Replay Mission) will not start an updated campaign mission. If you are in the middle of a campaign, missions you have not yet played will be updated. Some campaign missions have been tweaked to make them more playable. Monument construction foremen are more intelligent when giving feedback on why monument construction has halted. Missions can no longer be won if all ratings are achieved and a monument is nearly complete. An uncommon occurrence where stone masons disappeared while working on pyramid complex causeways has been fixed. Rotated Temple Complexes can no longer cause crashes if an overlay is selected. Dock trade problems caused by Ra blessings have been resolved. Caravans will no longer become stuck near Storage Yards if the Ferry Landing they would like to use is unstaffed. Situations where monument construction could be halted due to stone/brick mason behavior have been fixed. Storage Yards and Granaries can now spawn labor seeking walkers while the buildings have two cartpushers active. A problem with very long load Pharaoh start up times related to network settings has been fixed. Carpenters Guilds only consume 100 units of wood when creating a carpenter. A situation where soldiers embarking/debarking on transports caused the game to freeze was fixed. **** CHANGES FROM V1.1-V1.2: **** After installing the V1.1 Enhancement Pack, some users experienced problems with what seemed to be a "double mouse click" when using various in game menus. Menu items would be accidentally selected or menus accidentally exited. This problem will no longer occur. The rotate view icon now displays the correct mouse help text. The issue with the Kingdom rating continually dropping in the campaign map, Iunet, has been fixed. -------------------------------------------------------------------------------- Cleopatra Expansion Pack -------------------------------------------------------------------------------- New Features: - Play 4 new campaigns with 15 missions tracing the careers of Tutankhaman, Ramses II, and Cleopatra - Erect magnificant monuments, including the Colossi of Ramses II, the Tombs in the Valley of the Kings and the Library and Lighthouse at Alexandria. - Construct more buildings for your cities, including Henna Farms, Painters, Lamp Makers and Tomb Artisans, plus more beautification structures. - Battle fierce enemies from both lands far and near, including Persia, Phoenicia, Assyria and Rome. - Face new threats within your city's borders, including grave robbers and plagues of locusts, frogs and hail. - Pray to the gods to speed construction of your monuments. - Enjoy many other new features, like carrying over troops from one scenario to the next. ================================================================================ Building a City ================================================================================ This section goes pretty much in order walking you through the entire process of building a successful city. It should be mentioned that building a great city is a complicated process that involves all sorts of things, religion, trade, entertainment, and employment. There are many problems that a city faces, but those are not dealt with in this section, they are dealt with in "City Problems" below. -------------------------------------------------------------------------------- Basics of City Building -------------------------------------------------------------------------------- Building your city is a multi-part process. The first thing that you want to do is to drop the speed of the game down to 10% (use the '[' key to lower speed). Why do this? Simple, it essentially freezes everything in place, and slows time down so you can get some farming in before the harvest. Now look around the city. Note where the Kingdom Road is, as that is where all immigrants, and traders will come. Trick: If you want to know which side of the road to build on (that is, the side closest to immigration) save the game, build some housing by a road, and put the speed up to 100%. You can see where the people come from, then load, and build your city accordingly. Before you actually start building your city check for wild animals. This is most important with the Hyenas, Hippos, and Crocodiles. If you find Hyenas, or Crocs one trick to dealing with them is to build a wall around them completely (in the case of the Crocs you may need to wall around a pond). Then later build a tower on the wall to eliminate the hyenas. Once the last hyena on the map is dead, they won't reappear. You don't need to bother building towers on any walls keeping crocs in, as they will eternally reappear. Now we need to decide where to build the first area in your city. You want to build near the immigration point (where immigrants appear), near farmland (either floodplains or meadow), but far enough away that you can fit a granary in between (a granary is a 4x4 structure, and you want to build it at least 3 squares away from your housing). You don't need to build the entire block of housing on Green, but you have to be at least right next to it to get Water. Before we build housing we need to check out the Overseer of Commerce. Check to see how many food sources you have, and what resources you have and have to import. This is important for deciding how large to build housing, you build smaller when you have only 1 food source as it won't be able to fully evolve. The "best" housing block is as follows: Legend: 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 of 300 6 Meager Shanties As with the previous game, Caesar III, Pharaoh starts you out on what is more or less a Training Mission, although it's an actual scenario. The first scenario will help you get familiar with all the features, and as you proceed through the first few scenarios, you will be introduces to more and new game features and options. First, find a spot and build a few houses. One thing you must keep in mind in Pharaoh, along with Caesar III is the houses MUST be within two spaces of a road. If there are any unoccupied houses more than two spaces from a road, it will disappear. When you make your initial chunk of the city, you must provide at least enough homes for 150 people. At the 150 mark, Hunting will become available, and you will need food to gain higher housing levels, and that is part of the objectives in this scenario. Remember, to provide water to your houses! No water = disaster. Once you have Hunting made available, build a Hunting Lodge, Granary, and a Bazaar. Again, you must provide water. Once you have those essentials provided, you MUST build Firehouses. If you neglect to do so, your city will literally burn down to the ground, and we don't want, do we?!? Remember that Six Meager Shanties is one of the requirements in the Nubt scenario, so you will have to right- click on the houses, and see what's wrond with them if they aren't up to that level yet. More often than not it will probably be due to being too close to a Crude Hut, Granary, Bazaar, or Hunting Lodge. All of these things brings down the immediate area's desirability. Remember four things for the Nubt scenario: Water, Firehouses, Food, and Desirability. ----------------------------------------------------------------------- Thinis ----------------------------------------------------------------------- Goals: Population of 500 Culture: 10 6 Meager Shanties Welcome to the second city in your quest to become Pharaoh. Thinis introduces you to a new, and very important element, Gold Mining. Gold is basically your form of currency. It's also called "deben". You can't make any money by placing gold in your Storage Yards, so do you do with it. Well, you are given a new building, the Palace. The Palace is where you turn your gold in. It's basically your city's Treasury, I guess. Where do you put the Gold Mines? Well, you must construct them in the area where "gold" is protruding from the rock. Make sure you roads to them, otherwise you won't get anything done. Gold mines have a tendency to collapse, so I highly recommend placing an Architect or two nearby to watch those mines. How do I get the 10 Ordinary Cottages? Pharaoh introduces you to another VERY important aspect of the game, Religion. In Thinis, you are given Bast for your God/Goddess. If you want a successful city, I recommend placing Temples and Shrines for Bast. Remember, she will determine your people's health and mood. What's next? Entertainment. No, there were no televisions back then, nor were there satellite dishes, so what did they do for fun? All kinds of things were done back then for entertainment. Juggler's Booths must be constructed on a Crossroads or a "T" intersection, just like the other Entertainment buildings. It is recommended that you learn how each building operates. Juggling Booths won't do anything (entertain) without Jugglers, so build a Juggler's School nearby to produce Jugglers. How am I supposed to meet my requirements? Well, the Culture Rating is pretty easy actually. If you supply your city with enough Entertainment, your Culture Rating will be achieved. To get the 10 Ordinary Cottages may be a little harder for some people. It all depends on how you have your city constructed. Granaries and Hunting Lodges decrease the Desirability in the area, so keep them away from the houses if possible, but not too far. Temples and Shrines will increase Desirability, so try to have those around as well. As with all of the scenarios, be sure you have plenty of Architects and Fire Houses. Without these, your city will literally be left in ruins. ----------------------------------------------------------------------- Perwadjyt ----------------------------------------------------------------------- Goals: Population of 600 10 Modest Homesteads Perwadjyt will introduce you to a new, and VERY important aspect of Pharaoh, Floodplain Farming. Not all scenarios will offer Hunting as means of providing your city with food. Farming, however, is available on most of the scenarios. Just so you understand what "floodplain" is, it's the area near the Nile River that floods during the Flood season. It's usually a dark brown or something close. Before you can get the farms up and running smoothly, you'll have get some people to move in, so make a medium- sized housing block, provide it with water, fire houses, and Architects. Once you've got a small population, construct the farms. I forgot to mention Work Camps. Well, you MUST build them as well. Five Work Camps should be supply enough employment for the farms and other buildings. Four or five Fig Farms should prodive you with enough food. Just remember to build roads to the farms. Sometimes it saves space if you get two or three farms to use the same road. I forget just how the Flood plain is constructed in Perwadjyt, because I haven't played Pharaoh in a while, so here are a few examples of what I mean. (2 Farms) (4 Farms) FFFF=FFFF FFFFFFFFFFFFFFFF Key FFFF=FFFF FFFFFFFFFFFFFFFF = ================ FFFF - Farm = FFFF = - Road Those little drawings may not look all that great, but it shows you what I mean. Most Flood plains are smaller in areas than others, so you'll just have to use whatever configuration you can with the flood plain you're given. After you've built the Farms, you'll have to build a Granary and a Bazaar. If you haven't figured it out by now, a Granary stores food, and the Bazaar distributes it (as well as other goods). If you keep Osiris happy on this scenario, food can become more abundant, since Osiris controls how well the flood is, and the better the flood, the more nutrient- rich (fertile) the soil is in the farms, and it will make more food. What do I do now that I've got a steady food production? Well, you get to dive into another Industry, Clay Pits and Pottery. When you build the Clay Pits, they must be relatively close to the water's edge. The Potter doesn't have to be close, but it should be close to the Clay Pit, so there is always a supply nearby, and it saves time. Make sure you build one or two more Potters than you have Clay Pits. Also, build an Architect or two nearby. Clay Pits tend to have a higher chance to collaps than some buildings. Once you have those built, build a Storage Yard. The Potters must have a place to put the pottery, right? Keep in mind, that all of these buldings have a negative desirability rating, so try to keep them away from housing, if possible. Roadblocks will also become available eventually. When they become available, read about them. They are a great feature. How do I get the 10 Modest Homesteads required for this scenario? Right- click on each house and find out what is bothering that house. Gardens, Statues, and Plazas will become available at one point. These are important, because they have a positive desirbility. Pottery will just accumulate in your Storage Yard if you don't have the housing up to an Ordinary Cottage. The bazaars will get the pottery and distribute it once Ordinary Cottages are found in the city. After that, it's just a matter of time. Just remember to experiment with the Plazas, Gardens, and Statues, because these are available in the remainder of scenarios, and are very important in having a successful city. ----------------------------------------------------------------------- Nekhen ----------------------------------------------------------------------- Goals: Population of 1000 10 Modest Apartments Neken gives you a rather large area to use. Unfortunately, most of the land is arid, so water becomes more of an issue. Water Supplies can only be built on grasslands, because where there's grass, there's water. Water carriers won't walk the entire city either, so you will have to make a housing block pretty close to the Nile's banks, so it will be near water. When building your housing, you must leave a small area for Clay Pits. Remember, they have to be next to the Nile's bank. Farming is a major issue as well. Nekhen doesn't offer you very much space in the flood plain to build farms. You'll have to be creative in order to use the given space wisely. Just remember to have roads leading to the farms. Work Camps should be built next. You need workers, right? Nekhen allows you to use the Overseer of the Workers, which means you won't need to build a Palace to monitor the employment rate. There is no gold to be mined, so you don't really need to build a Palace. Here's a Tip from Impressions: "If you have a lot of unassigned workers (but don't really need to build any new industries), building a Palace will reduce unemployment." Remember to built Potters for the Clay Pits. Also, look back to the previous walkthroughs (especially Perwadjyt) for tips and help on reaching the 10 Modest Apartments housing level. ----------------------------------------------------------------------- Men-nefer ----------------------------------------------------------------------- Goals: Population of 1500 Kingdom: 40 Prosperity: 20 Culture: 15 1 Small Mastaba Men-nefer is a large step up from basic city management. Don't get me wrong, fires and all of those things can be hard to control, but you have a new challenge in Men-nefer. You will be introduced to monument- building. It is small, so it's not overwhelming. You'll have to begin your city in the neighborhood of the floof plain. Get some Work Camps, and Chickpeas Farms up and running. You'll need to give your people just about everything in this mission, so plan your layout carefully. You'll need Entertainment, Religion, Magistrates, Healthcare, pottery, and beer. You'll need all of those to make the housing levels evolve. Without them, you'll have large areas, which will be commonly referred to as "slums". You don't want that, do you? Build a few Tax Collector's somewhat early, because Pharaoh didn't leave you enough money for this mission. I'll get back to money in a minute. Once you've got one Spacious Apartment, you'll introduced to the Education features. For Educational structures to properly function, papyrus must be available. So, build some Reed Gatherers and Papyrus makers. The Reeds are grown in the marshes. There are two areas of marshes on Men-nefer. The Reeds are the "yellow" things that stick up in the Marsh. Build several Reed Gatherers and Papyrus makers because Papyrus will be your only way of income, with the exception of Taxes. Once you have schools working, Trading will become available. Perwadjyt will sell you bricks for your Small Mastaba, and Nekhen will buy Papyrus from you. Before you can trade, you must open each trade route, and visit the Overseer of Commerce. By visiting him, you will be able to set Papyrus to "Export" and Bricks to "Import". Once you have those taken care of, it's time to select an area for the Small Mastaba. You will need a Storage Yard. Set it's orders to Accept bricks only. Don't let it accept anything else. Also, set all the other Storage Yards in your city to "Do not Accept". When the traders come into the city, they should drp off the bricks at the Designated Storage Yard. When a load of bricks come in, you will be prompted with some information about the construction of the Small Mastaba. Be sure you have at least four or five Work Camps in Men-nefer. More will be helpful when clearing the ground for the Small Mastaba. Also, some Bricklayers' Guilds will be needed. They lay the bricks for the Mastaba. Select the area for the Mastaba to be built from the "Religious" panel on the interface. Make sure it's close to the Bricklayers' Guild and Storage Yard. This reduces the time for construction. It didn't take me very long to complete the Mastaba. I was importing all the bricks I could, and I was still waiting for bricks to be delivered. Also, I had to send some Papyrus to a city, and they rewarded me with a ton of bricks. Unfortunately, my Small Mastaba was finished, but I took them anyway. Once you finish the Mastaba, there's not much else to do. Just wait for Nekhen to buy more Papyrus from you, and you should win it. Also, make sure you meet the other "goals" for the mission. "Prosperity" will probably be the one that is not met yet, and that's because you must wait until you sell more Papyrus. Also, make sure there is low unemployment and fairly good housing. Once you've met everything, you win! ----------------------------------------------------------------------- Timna ----------------------------------------------------------------------- Goals: Population of 2000 Kingdom: 70 Prosperity: 10 Welcome to Timna. The first thing you'll find out is you are not alone. The Bedouins are nearby, and they don't want you to have that copper deposit your city is sitting on. Pharaoh and a few other cities will request goods from you, so be prepared for that. You are given a set time, and usually, it's not all that long, or so it seems. Your Kingdom Rating will be what suffers if the goods aren't sent and received in the given time. A suggestion would be to build plenty of Storage Yards so you wouldn't have to worry about it as much. Copper, weapons, money, and gems are the main requests. Copper is the main one, however, so be sure you produce plenty of it. One thing you should take into consideration when building your city is where to build it. Well, it's hard to say. The Copper Mines do take up room, as do the rocks the Copper is in. So, you'll just 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 of 2500 Kingdom: 45 Prosperity: 20 Culture: 15 1 Medium Mastaba 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 of 2500 Kingdom: 60 Prosperity: 25 Culture: 25 2 Small Mastabas 1 Medium Mastaba 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 ----------------------------------------------------------------------- Goals: Population of 3000 Kingdom: 55 Prosperity: 20 Culture: 20 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 ----------------------------------------------------------------------- Goals: Population of 4000 Kingdom: 50 Prosperity: 30 Culture: 30 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 ----------------------------------------------------------------------- Goals: Population of 3500 Kingdom: 30 Prosperity: 15 Medium Stepped Pyramid 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 ----------------------------------------------------------------------- .---------------------------------------. | Goals | |---------------------------------------| | Population 2000 | |---------------------------------------| | Kingdom 80 | '---------------------------------------' Goals: Population of 2000 Kingdom: 80 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." -- Imp "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." -- Imp ----------------------------------------------------------------------- Meidum ----------------------------------------------------------------------- Goals: Population of 3000 Kingdom: 40 Prosperity: 25 Culture: 25 Monument: 39 Stepped Pyramid Complex Small Stepped Pyramid 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 ----------------------------------------------------------------------- Goals: Population of 3000 Kingdom: 75 Prosperity: 25 Culture: 25 Monument: 9 1 Small Obelisk 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 ----------------------------------------------------------------------- Goals: Population of 3500 Kingdom: 50 Prosperity: 25 Monument: 21 1 Medium Bent Pyramid 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. ----------------------------------------------------------------------- North Dashur ----------------------------------------------------------------------- Goals: Population of 3000 Kingdom: 55 Prosperity: 30 Culture: 20 Monument: 32 1 Large Pyramid Welcome to the next busy level. Pharaoh will keep you busy in North Dashur, that's for sure. Importing will be something you'll need to do. You can grow Barley, which you can make into Beer, which is an item you can export for a nice amount of money. Beer exports will be a key for offsetting your costs for other imports. Military isn't stressed too much here, with three or four Forts built, your city should so fine. Copper gifts can be used for weapons for your infantry, with any excess going to exports. Storage Yards are an important thing here. You'll need to have a nice supply of limestone, barley, and grain on hand for the greedy Pharaoh. Pharaoh will give you gifts of Plain Stone, which will be needed for the little construction project you have. ----------------------------------------------------------------------- Iunet ----------------------------------------------------------------------- Goals: Population of 4000 Kingdom: 65 Prosperity: 30 Culture: 30 Monument: 9 1 Small Mastaba As you've noticed thus far, Pharaoh is making you do more and more as each level progresses. Well, requests always keep you busy, so be sure you have plenty of Storage Yards. As soon as you can, start a Gold Mining community near the rocky outcrop with gold protruding from it. Gold is important because it offers of a local Income. Copper can also be mined, which can be used for weapons and an income! Food may be a little troublesome. Your required population has been increased, which means you'll need lots of food. Fish is the only local suppy of food. So, as you've learned already, you'll have to import whatever food you think will please them. I should point out that whatever food types they receive, don't change their mood, so it doesn't (actually) matter which food you decide to import. Whatever is the cheapest will be the logical choice. You are NOT alone! The Kushites are nearby and they would like to get their hands on your Copper and Gold. There really is no ONE way to secure your city from them. I suggest that you have a strong Navy to intercept any enemy boats that wander into the city's area. I also suggest that you have a strong army in case one of their boats gets past your Navy and lands the troops it is carrying. You don't have to have more than three Forts, but it wouldn't hurt. It all depends on your Navy, really. I should warn you that they bring larger and stronger forces as the scenario progresses, so you could build a few extra Forts, but as I alreads said, a great Navy will help keep their transport boats from unloading their troops. Remember to have wood for your warships (Navy). Being on Seth's good side is another important idea. He can help destroy armies, as well as yours if you ignore him! Granite should also be onhand. I believe Pharaoh requested some, and you'll need to put some in the Small Mastaba you just created. If you'd like to view a saved game (not mine) for this level, go to http://www.tiac.net/users/bamberg/pharaoh/iunet/Iunet.zip Tip from Sean Hurley: While in Iunet, the city accumulated massive wealth with a kingdom rating of 100. So I simply raised my salary to 100 deben per month and moved it down occasionally to maintain my kingdom rating. Eventually, I accumulated about 45,000 deben in my personal savings before completing the assignment. Upon entering Rostja, I simply donated my 45,000 deben to the city and found myself on a blank map with 55,000 deben. Needless to say, I had no difficulties whatsoever. It got to where the only messages I would receive were the annual Inundation reports, which are quite annoying when you don't have farms. By the time I finished the pyramid complex, my personal savings were back up to an obscene amount through my extortion of the city. I still ended with a kingdom rating of 100 through all the requests to Pharaoh I fulfilled. I am now ready to glide through the next city without cheating. The key to Pharaoh is the personal savings. Through proper "financial management", nothing is difficult. ----------------------------------------------------------------------- On ----------------------------------------------------------------------- Goals: Population of 4000 Kingdom: 60 Prosperity: 35 Culture: 40 Monument: 18 3 Small Mastabas I read through the Walkthrough that Impressions did for this level, and it is excellent. So, instead of trying to make up my own, I'll just use theirs in quotes. "Building an efficient city at On is a test of your ability to create different self-sustaining zones. There are five landmasses here: the east bank, the west bank, and three islands. The only way to access the west bank is to skip across the islands from the east bank." -- Imp. "Begin your city by building ferries that will allow immigrants to access the west bank. It is there that you should set up the first zone in your city. Build some housing, Hunting Lodges, and a papyrus- making industry. Build a Dock there, too. Make sure that the ferry fromt he west bank to the western island has access to employees on both sides. Use the western island to grow flax for linen production. Linen and papyrus can then be exported through the Dock on the west bank." -- Imp. "Next, establish a quarrying community by the rocks on the east bank. Build a Dock there, too, and export limestone from that Dock. You should now have some well-established sources of income." -- Imp. "Establish a food-producing community on the middle island. Since the west bank is self-sufficient, there is no reason to provide employees to the ferry leading from the center island to the western island until later in the scenario, when your entire city needs linen and papyrus. However, the east bank is without a source of food, so the ferries leading from the east bank, across the eastern island and to the middle island should all have access to employees and road connections. This is a good place to employ your knowledge of Roadblocks. Build a Granary by the limestone Quarries, and you will be able to feed your people there." -- Imp. "By ensuring that there is no way for Dock deliverymen from the east bank to get to the west bank, and vice versa, you will violate river trade, thereby making it more efficient. Trade ships will only visit the west bank to buy papyrus and linen, and only visit the east bank to buy limestone." -- Imp. "The eastern island is a good location for the brick-making community. You'll need lots of bricks to build the three small Mastabas." -- Imp. "If you use tips as a start and remember to save room for three small Mastabas, you should soon have a thriving city at On." -- Imp. "A word of warning: you will be asked several times of gifts of limestone. If you don't fulfill these requests, one of your trading partners will become upset and close its route, potentially cutting off your source of luxury goods, which you need as a burial provision. Either stock up on luxuries early, or be sure you don't miss these limestone requests." -- Imp. You will NOT need any military! A saved game file can be found at: www.tiac.net/users/bamberg/pharaoh/heliopolis/Heliopolis.zip ----------------------------------------------------------------------- Rostja ----------------------------------------------------------------------- Goals: Monument: 53 Kingdom: 50 1 Sphinx 1 Pyramid Complex 1 Medium Pyramid You've got a challenge here. Many people say this is one of the most difficult scenarios in the game, so be patient. I read through Impression's Walkthrough for Pharaoh, and the first part is an excellent way to start off. "Take a moment to look at the terrain before getting started. There are a few things to notice." -- Imp. "First of all, despite the presence of flood plain here, you cannot build farms. So, take a look around and locate the ostrich breeding grounds, because your people are going to be eating a lot of ostrich meat! Be particularly careful when placing the Pyramid Complex not to cordon off the ostriches on the western bank of the main Nile branch here. You will need to be able to access them for food." -- Imp. "Secondly, notice that all of the rocky areas are at the western edge of the play area. You will need A LOT of plain stone for Khufu's Pyramid Complex, not to mention the medium Pyramid that you have to build for Khafra too. You will also need to mine lots of gemstones and create lots of luxury goods (jewelry) for export. These are your main sources of income and should be attended to from an early stage." -- Imp. "Finally, suitable areas for Dock placement are a long way from the mining areas, so try to devise a system to efficiency move gemstones and jewelry for exportation. Instead of making Dock deliverymen come to the mines to get gems, make the gems available near the Dock. Build Storage Yards to "Get" gems." -- Imp. The first two aspects I'd suggest concentrating on would be money and military. You will be attacked fairly early. Keep two companies of Archers and Infantry around to fend off anyone who doesn't like you. Gems are something that must be mined and stored in excess. Keeping 2 to 3000 gems around is a great idea due to requests. DO NOT forget Tax Collectors! They will pick up any taxes owed, which will help you through the tough times. Try to export anything you can to make a profit. Money is important here because of all the stone you'll need. Okay, monument building will take a while. I'd suggest starting out with the Sphinx. Once you've got that finished, and you have an efficient city, you can start on the other two. You must carefully plan where to place the other two monuments, because your city could be in a bad spot and not allow you to build a monument, which would make you lose the scenario if you can't figure out how to build it. After that, it's just a matter of time when the workers finish the construction of the monuments. Good luck! ----------------------------------------------------------------------- Bahariya Oasis ----------------------------------------------------------------------- Goals: Population of 3000 Kingdom: 40 Prosperity: 25 Culture: 15 Monument: 13 Sun Temple One word: Wood! Yeah, wood is important here. Exporting wood is a very important way to make money. Exporting wood will allow you to import other raw materials, which you can refine into other goods. The military is a little sneaky here. Usually, there will be little pop-ups that tell you how much longer until the next military group attacks your city. Instead, they just attack...no pop-ups. I suggest looking at the Military Advisor, who will show if an enemy army is approaching. Three companies of both Archers and Infantry will get you through the military aspect of this level with no problem. A few other items you'll need to import are Copper and Sandstone. Copper is used to make weapons for your Infantry. Sandstone will be used for your Sun Temple. A few folks I talked to had a problem with unemployment on this level. They decided to turn Bahariya Oasis into a Linen distribution point. This is an excellent idea. Importing flax will be required. A saved game example can be found at http://tiac.net/users/bamberg/pharaoh/bahariya/Bahariya.zip ----------------------------------------------------------------------- Djedu ----------------------------------------------------------------------- Goals: Population of 4500 Kingdom: 50 Prosperity: 40 Culture: 45 Monument: 13 Sun Temple Pharaoh will make serveral requests in the beginning. Fulfilling his requests will open trade routes, which you will need to get items, which will allow you to win. Game meat, grain, and wood should be stockpiled for the simple reason that Pharaoh will be requesting things. Importing sandstone will be the most boring part of this level. It does take a while, so be patient. Money will be important, so exporting wood and papyrus will help you. I must say that Wood is the primary export due to the amount you have and the amount of money you can get for trading it. A saved game example can be found at: http://www.tiac.net/users/bamberg/pharaoh/abusir/Abusir.zip ----------------------------------------------------------------------- Dunqul Oasis ----------------------------------------------------------------------- Goals: Population of 3500 Kingdom: 80 Prosperity: 20 Culture: 20 Monument: 6 1 Small Obelisk The condition of the ground makes this a little more difficult, or some say. Careful planning is the key to making a fair amount of money and maintaining an economy. Granite, game meat, and weapons will be asked for here, so keep a nice supply in storage for those times. The main thing you have to do it stay out of debt. Doing that is a little hard, but having a few constant exports will help allow you do that. ----------------------------------------------------------------------- Dakhla Oasis ----------------------------------------------------------------------- Goals: Population of 5000 Kingdom: 65 Prosperity: 45 Culture: 50 Monument: 6 1 Small Obelisk "The first struggle at Dakhla is to get immigrants past the hyenas and into the city. There is a simple solution to this - designate housing areas that will prompt immigrants to travel south of the oasis to get to the housing. A good rule of thumb is to establish areas of housing south of the road that leads northwest out of the region. If the hyenas continue to plague you, build some Forts, and use the military to send the hyenas to the 'Field of Reeds.' By this stage in the game, you should be able to recognize your biggest initial source of income and build the beginnings of your city around exports of that good -- in this case, wood. However, do not forget to pay attention to other goods that your city can produce because other cities will inevitably request them. Make sure that you are producing and storing beer, bricks, grain, and wood before the scenario progresse too far. Pre-emptive stockpiling is a good economic tactic for Pharaoh. Granite is needed for construction of the small Obelisk, but will only become available through fulfilling the needs of your fellow Egyptians. As soon as it does become available, begin importing it. You will need 100 granite blocks stored before you can begin work on the Obelisk. If you are able to successfully manage the economics of the Dakhla Oasis, you are well on your way to becoming a master of Pharaoh." - Thanks to Impressions ----------------------------------------------------------------------- Thinis ----------------------------------------------------------------------- Goals: Population of 4000 Kingdom: 90 Prosperity: 25 Culture: 25 10 Common Residences The first thing many people say is that you must save your game often, as you will need to do because this is one of the hardest levels of the game, if not the hardest. "You are stuck between two warring factions who struggle for supremacy of Egypt: the rulers of Henen-nesw and the rulers of Waset. You will be asked to take sides. Thinis is being rebuilt by the rulers of Waset, which makes them the "good guys". Don't accept gifts (however tempting) when Henen-nesw tries to bribe you, and don't give in to their extortion demands. Be scrupulously true to your Waset allies, or you will set off a series of events that will send army after army to destroy your city. Your choices may not make you popular, but it's easier to rebuild your Kingdom Rating than it is to rebuild your city after it's been sacked! This is a heavy combat mission, so regardless of your choices, you'll still need soldiers. Lots of soldiers. Multiple invasions will occur, and sometimes they'll overlap, so you'll be fighting two enemies at once! One way to reduce your losses is to use your warships to take out enemy transport ships before they land their troops. You might have to go into debt for a while, but as long as you can set up Gold Mines in a timely fashion, you shouldn't have any lasting problems. Mining gold should be one of your first priorities. You'll need it to pay for the copper you'll need to import. Don't overlook beer, though. Exports of that can be just as lucrative. Take advantage of the road system. With a little adjustment and carefully placed housing and roadblocks, you'll be in a position to harvest every resource the city has to offer. You start out with high unemployment, so no one wants to come to your city. Try clearing some of the housing (like the housing outside the Fort) until there's no unemployment, then you can start building new housing to attract workers to the areas you want to develop. Requests aren't made often, but when they are, look out. You may have to come up with a heap of pottery - or worse - dispatch troops during a mission where every soldier counts. If you can make it through the first 15 years or so, the invasions should taper off, and you can concentrate on meeting the winning requirements. The most difficult of these will be your Kingdom Rating, which will most likely be at rock bottom. Don't forget to dispatch a gift or two (at most) every year to Pharaoh and hold lots of festivals to Ra." - parts are taken from Impressions ----------------------------------------------------------------------- Waset ----------------------------------------------------------------------- Goals: Population of 6000 Kingdom: 70 Prosperity: 45 Culture: 55 Sun Temple Small Pyramid You've got one heck of a challenge here. Not only do you have to make your own city a great placem but you must worry about other cities, and you'll be asked for plenty of supplies. You will need to build both an Army and Navy, and make them formidable! "Your initial settlement should be three-pronged. Build a gold mining camp and a City Palace near the gold resources at the northern end of the river. When funds are suitable, build a farming community directly across the river from there, employing both floodplain and meadow farming tactics. Then, build a fishing community on the island at the south end of the river. Make sure that you are providing your mining community with food so that they do not develop disease. Finally, to prepare yourself to fill requests, stockpile half a Storage Yard of each of the food types. As long as your city is well established and your military is prepared by the time Henen-nesw begins trying to extort money from you, completing the Waset scenario should be no problem." - Thanks to Impressions ----------------------------------------------------------------------- Kebet ----------------------------------------------------------------------- Goals: Population of 7000 Kingdom: 85 Prosperity: 45 Culture: 40 1 Large Obelisk 2 Small Obelisks "Begin your struggle to reunite Egypt by cleaning up your recently ransacked city. Clear away rubble and area desirability will improve. If you are wondering what buildings used to be there, right-click on the rubble before deleting it. There are valuable resources here that you cannot do without; therefore, do no destroy everything, or you will definitely lose. Most importantly, make sure that you have a Granary and a Storage Yard. Be aware of three things at first: there are allocation priorities pre-set by the Overseer of Workers, the gods are displeased, and you do not need to import clay because your city can produce its own. Your most profitable export is copper, so start mining! Buhen buys copper. If you decide to build Gold Mines, make sure that the City Palace is near them. As soon as your copper exporting becomes stable, begin making weapons. You will need a lot of them to replenish your army and to send to other cities per their requests. Expect an early invasion. Assuming you continue to support your military labor pool, you should have two complete companies of archers (from the pre-placed Forts) by the time the invasion comes. If you have the money, add a few Towers to the existing Walls. The first invasion comes from the north, on the west bank. The invasions continue, giving your army only a little time to recover between attacks. There is also a water invasion, so make certain to have some warships. Be aware of land invasions from the east bank, too! Either provide transport ships for moving troops across the river, or build Forts on the east bank. It's probably a good idea to do both. You can use the transport ships later for dispatching troops to distant battles, so they are useful to have around. When things settle down a little, consider beginning work on the monuments. You have to build two small Obelisks and one large one in Kebet. That's a lot of granite! If you need extra income, you can sell granite to Buhen. As long as you do everything possible to support your military, your growing city at Kebet should be able to effectively repel all invasions. Balancing the need for military resources without going into too much debt is the biggest challenge here, but it is definitely surmountable." - Thanks to Impressions ----------------------------------------------------------------------- Menat-Khufu ----------------------------------------------------------------------- Goals: Population of 7000 Kingdom: 75 Prosperity: 50 Culture: 60 2 Small Obelisks "Your initial task at Menat Khufu should be to expand the scope of the farming and prepare to fill famine requests for food. Assuming this is done quickly enough, and a few Storage Yards are set up to receive the food, you should be able to meet all of the requests in a timely fashion. You may have to sacrifice giving your own city food during the first year to fulfill the needs of other Egyptian cities suffering famine. Do not hesitate to do so. Once food production is adequate, begin establishing beer and linen industries. Beer and linen are needed by your people, are valuable exports and are needed to replenish the burial provisions stolen from the Pyramid in your city. Income received from exports should be used to purchase the granite and wood needed to construct two small Obelisks in your city. Efficient city layout and centralized exporting will help you overcome some of the geographical limitations of the Menat Khufu region. If you ensure high-quality floods by appeasing Osiris (a Temple Complex dedicated to him is invaluable!), filling famine requests will be significantly easier." - Thanks to Impressions ----------------------------------------------------------------------- Itjtawy ----------------------------------------------------------------------- Goals: Population of 7500 Kingdom: 85 Prosperity: 60 Culture: 60 1 Sphinx 1 Small Brick-core Pyramid 1 Medium Brick-core Pyramid 6 Stately Manors "This mission will require you to concentrate on economics and large city management. Start exporting linen to create income. You can also expand your city across the river to take advantage of the reed fields. These reeds can be turned into lucrative papyrus exports. You'll receive plenty of requests for goods, starting relatively early in the mission. Have grain, pottery, bricks, limestone, and meat on hand. Itjtawy has problems with water contamination, so make sure you have plenty of physicians and apothecaries to keep your population healthy. As long as you keep meeting requests and keep making a profit from exports, you will be able to expand your city steadily. There's a lot of space in the play area, and you'll need it to get your city's population to 7,500 people. Think about prefabricated city blocks. That is, design a city block that is more or less self-sufficient (water, food, religion, health, infrastructure, etc.). Make sure to leave some empty space in the design for structures you might not need right away (Courthouses, Libraries, Mortuaries, etc.), but will want to add later. As your city grows, add an identical block next to it. When the second block is running smoothly, add a third, and so on. It's a great way to keep your city organized and manageable. Then you'll be in a position to start closing in on your city's other goals like prosperity, culture, and the three monuments you need to build. Don't forget the housing requirement!" - Thanks to Impressions ----------------------------------------------------------------------- Iken ----------------------------------------------------------------------- Goals: Population of 8000 Kingdom: 80 Prosperity: 45 Culture: 45 1 Large Obelisk "This large area sees frequent military activity. The problem here is that there are several places where the potential invaders might attack. Depending on where you decide to build, some of the waterborne invasion forces might land on an unoccupied island. If they do, you are in luck: they will eventually get bored and go away. Don't count on enemy soldiers meekly going away too often, though. Eventually, you'll probably expand your city onto some of the islands. You can place Forts on island settlements to guard them, or build Transport Wharves to shuttle troops around. The latter can take a lot of time, so you'll have to figure out a layout that will allow you to respond to threats in a timely manner. Invasions begin within the first few years of the mission. You should try to bring your military to maximum strength as soon as possible, because the Kushites will attack in large numbers. A strong naval presence will be necessary. Always remember to target enemy transport ships first. Remember that when it comes to conducting warfare, a little help from Seth never hurts! Requests for goods such as game meat, debens, linen, and barley will demand your attention. Fulfilling these requests will improve your Kingdom Rating, create new trade routes, and sometimes earn you gifts of valuable copper. Be sure to help out the new city of Sawu whenever possible. Fortunately, there are rich deposits of gold in the area, and harnessing these deposits should be done as early as possible. Natural resources are spread throughout the region, so you may have to build separate communities simultaneously to take advantage of the land's resources. Once you've got your economy and military running smoothly, the only other major task will be meeting the population requirement. Eight thousand is a lot of people, so manage your space carefully!" - Thanks to Impressions ----------------------------------------------------------------------- Sawu ----------------------------------------------------------------------- Goals: Population of 8000 Kingdom: 75 Prosperity: 65 Culture: 65 1 Mausoleum 1 Small Brick-core Pyramid "There are several ways to begin establishing a city in Sawu, so keep a few things in mind: - The location of your initial settlement is important. Choose a site that maximizes resource availability. - In Sawu you will be in the business of importing raw materials and exporting finished goods. Other Egyptian cities will expect certain services from you; after all, you are Pharaoh. Be prepared to fill some early and large requests for manufactured goods. - Mine some copper and make some weapons as soon as you can. Not only will you need to dispatch weapons to other cities and send off troops to distant battles, but you will also need to defend the city from invasions. Make sure that you have some transport ships and warships for dispatching troops via ship and defending against sea-borne attacks. Invasions could come from any direction. Troops are also handy for ridding the area of hyenas. - Keep in mind that you will need to import sandstone for Mausoleum construction, and provide bricks and limestone for the Brick-core Pyramid. Prove to your people that you are worthy of the title Pharaoh." - Thanks to Impressions ----------------------------------------------------------------------- Heh ----------------------------------------------------------------------- Goals: Population of 6000 Kingdom: 60 Prosperity: 45 Culture: 50 Mausoleum "Heh will pull your resources in many directions at once. In the beginning, you will need to balance mining gold with food production and military requests. Defending distant cities is essential and, provided your troops are victorious, will always result in benefits. Remember, you can dispatch a combination of both warships and transport ships carrying soldiers. Requests for military support come frequently, sometimes while you still have troops abroad. It's a good idea to continue to build ships and Forts while your forces are away. If you can spare them, keep some troops at home in case the Nubians try to conquer your city. Watch out for invasions that come from both land and water. Usable land is scarce, so plan carefully and consider expanding to the opposite bank of the Nile. Use archers to sterilize hyena spawning grounds; otherwise, they will continue to kill your city walkers and interrupt the flow of goods and services." - Thanks to Impressions ----------------------------------------------------------------------- Bubastis ----------------------------------------------------------------------- Goals: Kingdom: 65 Prosperity: 85 Culture: 85 2 Large Obelisks 4 Palatial Estates "Immigrants will enter the city on the road shown when the scenario is first started, at the southern edge of the play area. The first few years here will be quiet, so use them to fill up your treasury through wood exports. To provide all of the services needed to develop four Palatial Estates you will need a medium-sized city. Most likely, this will require you to expand your city across the river. Useful coastline is not abundant and should be used in the most efficient manner possible. Do not forget to build a transport ship or two for dispatching troops to distant battles. Palatial Estates are difficult to develop, but definitely not impossible. The good news is that building four of them is almost as easy as building one of them. It's the first one that's the hardest, though. Remember one very important key to developing prosperous neighborhoods: nice housing takes up more space than lesser housing. Surround housing that you are pampering with Gardens, which raise the desirability of the area. Houses will expand onto Gardens, but they cannot expand over Statues. If a house is trying to evolve and claims to not have enough room, try deleting the houses, roads, and/or other buildings that are cramping it. You really have to cater to nice housing. If you ignore it for more than a few minutes, it will likely devolve. Use the overlays to make sure that all necessary services are being provided. The other challenge in Bubastis is to provide enough services to your citizens to achieve a Prosperity Rating of 85. Check the Overseer of Ratings frequently to find out what is needed to further raise your city's ratings, and then use the overlays to discover which parts of your city may be missing vital services. Remember, you have to build 2 large Obelisks, too." - Thanks to Impressions ----------------------------------------------------------------------- Khmun ----------------------------------------------------------------------- Goals: Population of 6000 Kingdom: 75 Prosperity: 50 Culture: 55 Supply Small Brick-core Pyramid with burial provisions "This region has a previously built small Brick-core Pyramid that has been robbed by Hyksos invaders. It is your job to reclaim the area and restock the Pyramid with burial provisions, all the while keeping an eye out for more Hyksos invasions. Resist the temptation to build your city around the Pyramid, which lies to the south. Instead, concentrate on the northeastern portion of the mainland that contains farmland. Start your city along that strip of fertile land, making sure not to build too close to the northern edge where an invading army might suddenly appear. Eventually, you will want to build Docks for trade and Wharves for combat ships; available coastlines are just below the eastern strip of floodplain, so it is best to start there and spread your city north and south from that point. After you provide for your citizens' basic needs you will want to establish trade routes to start making money - the sooner the better. You can produce beer right away, and a couple of cities are willing to buy it. Use any spare arable land to grow barley and build breweries to begin brewing beer. Both Itjtawy and Men-nefer will buy beer from you. Open the trade route to Men-nefer first; the route is less expensive to open than the route to Itjtawy, and it's a land trade route, so you won't need a Dock yet. Don't wait until you hear about a possible invasion to start building an army. This is hostile territory and you can expect many invasions as well as requests for troops to be sent to other cities. Don't forget to build transport ships. You have the rare luxury of having the monument already built for you, so your main task is to build a strong, prosperous city and restock the Pyramid. You will have to import almost all of the raw materials for the items that you require. Resupplying the Pyramid should not prove to be difficult. You also don't really need to cross the river to the east. You don't need to mine plain stone, and there is plenty of farmland on the mainland. As long as you maintain an adequate army and continue to make enough money to import resources, you should be able to complete this scenario successfully." - Thanks to Impressions ----------------------------------------------------------------------- Sauty ----------------------------------------------------------------------- Goals: Population of 6500 Kingdom: 60 Prosperity: 75 Culture: 70 3 Medium Brick-core Pyramids "There are two things to be aware of in this mission. The first is that there is no rescue gift if you run out of cash. Set up exports immediately and then tend to other matters. It is absolutely crucial that you establish a source of sustainable income before you begin to expand. Secondly, the three Pyramids take up a lot of room. Planning for their placement from the beginning is important, or you may discover that you have not left enough room for them. It looks nice if one is on the landmass that becomes an island during the flood. If you choose to place one here, access the island by ferry from the northern bank of the river to avoid isolating part of your city during flood months. Be prepared for some requests for food. The abundance of flood plain in Sauty makes meeting these requests simple, if you are adequately prepared. Like many of the scenarios with monuments, plan on shifting the focus of your economy after the Pyramids are constructed. Achieving high levels of prosperity and culture is much less of a burden when monument-related industry is eliminated. Don't forget to watch out for the crocodiles!" - Thanks to Impressions ----------------------------------------------------------------------- Byblos ----------------------------------------------------------------------- Goals: Population of 6000 Kingdom: 75 Prosperity: 40 Culture: 60 1 Large Obelisk 2 Small Obelisks "Don't let the large amount of starting debens lull you into a false sense of security. Defending Byblos properly is expensive, and your trade opportunities are initially quite limited. Spend wisely! Begin by building up in the southwestern corner within the walled-in area to take advantage of the grassy area (for water access). Also, build up around the already developed area just south of the walled area along the coast. Concentrate on the necessities first: food, income, and defenses: - Food. Fishing wharves will be the only source of food you will need in Byblos. Place enough to supply a small city, but be sure to leave enough room for Warship Wharves for later on. - Income. Your best and easiest source of income will be gold mining. Place a healthy number of Gold Mines on the western side of the ore-bearing rocks. Leave some room for Copper Mines (two or three should suffice) for weapons for infantry (you'll need them). - Defenses. Place Towers at the northernmost corner of the Walls and, eventually, near the mines and trees. You will be attacked at these two locations first. Also, prepare to have at least three warships to ward off enemy transport ships. Tip: NEVER allow transport ships to unload. Take them out first and fast! Start first with an Archer Fort. Because they do not require any supplies (e.g., weapons or chariots), you can quickly field a full company for initial defense. Build either a Chariot or Infantry Fort to support the archers' efforts. Be sure to build the industries and procure the raw materials you need to equip charioteers and infantrymen. You might also want to place your initial Forts just to the north of the northern Walls. You have three Obelisks to erect, so open up the trade route to Abu and begin importing granite as soon as you can. Building three Obelisks can be time consuming, so the sooner you start the better off you'll be. As the game progresses you should find that the southern Walls do not really provide any sort of defensive function, so feel free to tear them down to make room for expanding your city (start with southwestern Wall). You will only need a couple of Forts at the beginning of the mission for city defense, but it won't be long before you start receiving requests for military aid from neighboring cities. Keep in mind that all six Forts will most likely become a necessity to cover both domestic and distant battles. Build two of each type of Fort. When you find your space is becoming limited within the Walls of your city and just south of them, you might want to consider expanding in a northwest direction towards the river. This is a relatively safe area to expand into. The six forts, along with the city's Towers, should provide the city with all the protection it needs. Consider tearing down any unneeded Walls to encourage city growth and development. Requests to be ready for: wood, fish, chariots and troops. Rewards for fulfilling requests: - Trade route to Rowarty opens (Sells: pomegranates, pottery, flax, bricks, beer, papyrus. Buys: gems, sandstone, copper). You will now be able to sell copper to supplement your income rather nicely. In fact, copper exports can be so lucrative that you might want to replace some of your Gold Mines. - Trade route to Heh opens (Sells: chickpeas, luxury goods, gems. Buys: weapons, beer, wood, copper, pottery, linen, papyrus). You should now import flax from Rowarty so you can produce linen to sell to Heh, along with surplus weapons and copper. With the ability to trade with both Rowarty and Heh, your financial problems should quickly fade away which, in turn, should expedite closing in on your kingdom, prosperity, culture, and population goals." - Thanks to Impressions ----------------------------------------------------------------------- Baki ----------------------------------------------------------------------- Goals: Population of 10000 Kingdom: 85 Prosperity: 70 Culture: 70 1 Mausoleum 1 Medium Brick-core Pyramid 1 Small Brick-core Pyramid "To found your city at Baki, look for an area where you will have early access to gold, copper, gemstones, and game meat. There are several such locations within the play area; some are more appropriate than others because of their proximity to the river. Begin stockpiling goods for both economic and military request fulfillment as soon as possible. Then, as with any city, isolate the industries that will provide your city with income. This is less of an issue here because of the amount of gold available, but, nevertheless, is wise. Establish a large center of food production when the opportunity arises - you will have to feed 10,000 people. You will also need to develop an efficient method of moving different types of food to all corners of the play area. This is necessary for ensuring a prosperous environment. Straw and limestone will have to be imported to produce the materials needed for the Brick-core Pyramids. Sandstone for the Mausoleum is available for quarrying. Be careful that a bottleneck is not formed near the Dock areas. Isolating self-sufficient city sectors from each other can be a useful way of handling trade problems, but can also deprive certain sectors of goods they require to prosper. Baki provides a large canvas for the construction of an economic powerhouse. Successfully completing this scenario requires taking advantage of all of the resources available, supporting a strong army for dispatch, and meeting the needs of all requesting Egyptian cities. Baki is the penultimate scenario, yet is merely a warm-up for the final mission. By this point in the game, you should have a firm grasp on efficient housing and production schemes. Concentrate on perfecting your city design skills. You're going to need them…" - Thanks to Impressions ----------------------------------------------------------------------- Rowarty ----------------------------------------------------------------------- Goals: Population of 7000 Kingdom: 80 Prosperity: 50 Culture: 65 1 Mausoleum 1 Medium Brick-core Pyramid 1 Small Brick-core Pyramid "There is no shortage of invasions in this scenario. The fierce Sea People dominate the waters with their powerful ships. Expect them to start paying you visits within the first few years. You'll have to build the maximum number of warships you're allowed. And even then, you'll often be outnumbered. Try using one of your ships to lure the enemy warships away from their transport ships, then have the rest of your ships move in for the kill. If you can't sink their transport ships, make sure you have plenty of troops to greet them when they land. You'll have to expand your city on more than one body of land in the play area. If the Sea People land on an island while your troops are on another, you're in trouble. By the time you transport your troops to stop them, it might too late. You might not even be able to move troops at all if enemy ships have sunk your transport ships! So, it's a good idea to place Forts on each island you're using. Elsewhere in the kingdom battles are raging, and you'll need to dispatch troops often. If your armies are victorious, they will help make new trade routes available. These routes are crucial for goods such as copper and a second type of luxury good (required to support the Stately Manors you need to win). You'll have to send troops on several occasions to keep these routes open. Aside from shipbuilding, there's not much call for wood, so you can clear most of the forests to make room for your city. Papyrus, beer and linen will be your main sources of income. Multiple Docks will keep the flow of trade ships smooth. Land management is a key issue in this mission. The islands don't offer a lot of room. Keep most structures inland, as the waterfront property should be reserved for the Wharves, Docks, and ferries crucial to this scenario. On top of that, you have to set aside room for your monuments. The large central body of land offers the best place to build the majority of your city. You can expand to the land to the West if necessary. Even though the terrain is irregular and broken up, prefabricated city blocks can still be used effectively. Try to avoid building near the hippos. They are prone to rampages that kill your city walkers, disrupting city services." - Thanks to Impressions ----------------------------------------------------------------------- Hetepsenusret ----------------------------------------------------------------------- Goals: Population of 12000 Kingdom: 75 Prosperity: 80 Culture: 80 1 Mausoleum 1 Large Brick-core Pyramid Complex 1 Large Brick-core Pyramid "Only two cities are willing to trade with you when you found Hetepsensusret: Dakhla Oasis and Baki. You must rely upon what they are willing to buy in order to survive, as funding here is limited. To be straightforward, start making a lot of papyrus. It will be your lifeline throughout this scenario. Due to the limited initial funding, your city must export from the very beginning if it is to survive and grow. And grow it must, and soon… Satisfying the needs of your fellow Egyptian cities will entice them to trade with you. Beware, though. If you fail to meet their requirements in a timely fashion, it may be a long time before they give you another chance to prove your worth. Requests will be for everything you possess and can manufacture, including all types of food. By serving Egypt you will serve yourself. Choosing a proper place to begin your city is crucial. Find a location where you have access to as many resources as possible, namely, game meat, wood, reeds, fish, clay, and grain. Before you build too much, make sure you take the time to scout out a location for the large Brick-core Pyramid Complex. It requires a lot of space and has a causeway. Building it as close to the point (and the water) on the main landmass is probably the best option. However, before you delve into monument construction, know one thing: it will take an enormous amount of resources and a very long time to build the Pyramid Complex, so consider carefully which monument you wish you build first. Begin manufacturing bricks as soon as you can. Finally, as the years pass and your city grows, one thing will become clear - the amount of money in your coffers makes absolutely no difference if your city is not well designed. To achieve Prosperity and Culture Ratings of 80 with a population of 12,000 requires very careful building placement. Consult your Ratings Overseer to determine what is lacking and your overlays to find city sectors in need of attention." - Thanks to Impressions ========================================================================= Cleopatra Expansion Pack Walkthroughs ========================================================================= ----------------------------------------------------------------------- The First Tomb (Dier el Medina 1) ----------------------------------------------------------------------- Goals: Culture: 35 Prosperity: 40 Kingdom: 65 Small Royal Burial Tomb "This is the first mission in Cleopatra, and it is also your first opportunity to use the new tomb industries to construct a Royal Burial Tomb in the Valley of the Kings. Begin by populating both sides of the river. Since most of the trade routes are by water, you will need to construct several docks on the right side. A ferry crossing will of course be necessary to link the settlements. The left (west) side will be needed for fields of chickpeas, flax and henna. Establish clay pits and flax fields so that you can produce plenty of pottery and linen for export. Pottery is also be needed by the lamp makers and clay by the artisans so don't skimp on clay production. It's a good idea to open a trade route with Pwenet early. Being a land trade route, it also will not tie up your longshoremen. You will find that linen and paint are also lucrative exports. Sawu will become available to trade with (it will buy excess henna you have and also sells oil) if you send the linen it needs. To get the tomb industries underway, plant a few fields of henna. Once harvested, henna will be used by paint makers to produce paint. You will need to build lamp makers to produce the all-important lamps. Lamp makers need a supply of oil, which can only be imported from a trade partner. Once you have paint and lamp industries up and running you will be ready to begin excavating the required tomb monument. To begin the tomb monument, select it from Religious Structures: Monuments menu and move its green "footprint" over the cliffs to find a suitable place. There are two possible locations for this mission's tomb - both in the southwest portion of the map. If you are playing this in the campaign, this mission's completed monument will be carried over to the next mission. Keeping that in mind, it might be best to consider building Thutmose's tomb in the southernmost location, so that the location closer to the valley's entrance is reserved for Tutankhamun's tomb in the following mission where time is of the essence. Placing the tombs this way will probably save your tomb workers some time when excavating Tut's Tomb. Once the tomb's site is selected its construction can begin. Tombs require the services of stonemasons and artisans. Artisans' Guilds need a supply of paint and clay to function. Ensure that Work Camps are also located nearby so that labor is available to deliver lamps to the tomb. Once there are enough lamps to provide light for the tomb workers, the stonemasons and artisans will begin their work. Always make sure the workers have enough lamps to continue construction. You will only have to meet Culture, Prosperity, and Kingdom ratings in addition to completing a Small Tomb. Culture is 35 and Prosperity is 40 so these will be relatively easy to attain. You will have to be sure to meet requests and stay out of debt if you are to attain your Kingdom rating requirement of 65. Pace yourself, as there are plenty of flood plains to farm on, no time limit, and no military activity. HOW TO PROPERLY PLACE A TOMB There are 4 sizes of Royal Tombs in Cleopatra - Small, Medium, Large, and Grand. All 4 types of tombs use the same principal for placement indicative of the color of the footprint (as with all other buildings) - green versus red. In order to properly place a tomb, the entire footprint must be green. For the most part, you will want to align the front of the Tomb (side with one tile that protrudes from the otherwise rectangular footprint) with the straightest part of the cliff you can. The rest of the footprint should be in the cliff. You may find the Hide Cliffs overlay to be an invaluable tool in the placement of Tombs. Also, know that Artisans, Stonemasons, and Lamp Sled Pullers will all find their way to the Tombs regardless of whether their respective buildings are connected to the tombs by road. They are point-to-point walkers, and thereby do not depend on roads to get to where they are going. You may wish to place any of their respective buildings closer to the tombs that they are working on to shorten the time it takes for them to reach their destination, but otherwise proximity and connectivity is not necessary." - Thanks to Impressions ----------------------------------------------------------------------- Death of Tutankhamun (Dier el Medina 2) ----------------------------------------------------------------------- Goals: Population of 1500 Kingdom: 45 Medium Royal Burial Tomb 8 Years Maximum Time Limit "If you play the mission in a campaign, this is the first of several "timed" missions that you will encounter. In order to win the mission, you must complete all victory conditions within the given time - in this case eight years (96 months) - including dispatching the burial provisions. The mission ends as soon as all victory requirements have been fulfilled (though you will be given a choice to continue governing). Build several docks on the right (east) side of the river, as most of the trade routes are by water. Produce plenty of pottery for export. It's also a good idea to import barley and sell beer. You can also make money exporting excess henna, paint and lamps. It's important to export as much as possible, as it quickly gets expensive importing oil for lamps and the required burial provisions. Start the construction of the tomb as early as possible. Remember, you are limited to eight game years. Keep your Kingdom Rating high by sending gifts to Pharaoh and keeping Ra happy. You'll also receive a Kingdom Rating increase each time you comply (even if late) with a request by Itjtawy for food - so cultivating an abundance of chickpeas and lettuce is advisable. In this mission it's best to dispatch burial provisions as late as possible (once all other victory requirements have been fulfilled) to avoid having the tomb plundered by tomb robbers. Every tomb robbery significantly decreases your Kingdom Rating, and forces you to repurchase the expensive burial provisions! Population, Kingdom Rating, and Monument Rating are the only ratings that matter here. So disregard Prosperity and Culture. Population is the least important until the end, so concentrate on meeting all requests and getting the tomb built. The time limit for completing this mission is tighter than you might think, so don't waste any time or resources." - Thanks to Impressions ----------------------------------------------------------------------- Tomb for a Pharaoh (Dier el Medina 3) ----------------------------------------------------------------------- Goals: Population of 3000 Kingdom: 80 Prosperity: 70 Culture: 40 12 Spacious Manors Large Royal Burial Tomb "Start off by producing plenty of linen and beer for export. These are very lucrative export products as there are several buyers for each product; plus you don't need to import either raw material. Even though you would have to import clay and straw, you should also seriously consider establishing a brick making industry, as there are several buyers for bricks. So there is lots of money to be made. But it's not all that simple! Once you decide to begin digging out Pharaoh Seti's tomb you'll discover that you'll have to import most of the tomb-building essentials. Not surprisingly you'll find many trading partners willing to sell henna, oil, clay, pottery and even lamps. Even though there is no military activity in this mission you will need to watch out for tomb robbers. They will appear due to several Crime Wave events, so be prepared! An Archer Fort near the valley's entrance goes a long way to guard against wily bands of tomb robbers. Try to keep food and raw materials stockpiled, as hordes of hungry locusts will occasionally buzz in every few years and devastate your crops. The Large Royal Burial Tomb is going to take some time, so begin preparing for an abundant production of lamps and paint early. This mission is relatively difficult, as you will face several hurdles: 1) you will have to depend on trade for all your raw goods, 2) 12 Spacious Manors is a completion requirement, and 3) high Prosperity and Kingdom ratings will be a challenge. The easiest requirements to complete this mission are the 3000 Population and the Culture rating of 40. You'll have plenty of flood plain to farm upon and the climate is arid. Move at a comfortable pace and be frugal with your spending." - Thanks to Impressions ----------------------------------------------------------------------- Sumur (Sumur) ----------------------------------------------------------------------- Goals: Population of 3000 Kingdom: 90 Prosperity: 40 Culture: 35 Small Obelisk "In this mission you've been detailed by Pharaoh Ramses II to establish Sumur as a bustling trading outpost from which you should export goods (especially wood and copper) back to Egypt. The best area to build your city is the area across (north of) the stream - between the wooded coastline and the rocky area with ore bearing rocks. Build a small bridge to allow immigrants to cross the stream and begin populating the land. You'll find that some judicious pruning of the local flora will allow more coastal structures - but don't clear too much land or the all-important lumber industry will suffer. Wood, copper and weapons are the most lucrative exportable items in this mission. Set up your copper mines early and start making weapons. Also, start cutting wood for export and building chariots. Importing flax and exporting linen can also generate income. Making money should not be a problem in this mission. Procuring enough food to keep your citizens' bellies full becomes a key issue early on, however - and remains one throughout. The only local food source is fish; unfortunately, suitable coastline and fishing spots are limited. This means that you'll have to begin importing food to keep your growing population fed. Keep your citizens concentrated to ease food distribution problems. Conveniently, fulfilling some requests will result in edible gifts. Accepting some gifts of food, though, results in requests for copper. Also, don't be surprised when you get a request or two that may require you to import the commodity to fulfill the request. It's not always easy being the "middle man" at a trading outpost! You'll eventually need to accrue 100 units of granite to erect the obelisk, so start importing small amounts of the rock as soon as you can afford to. All the while keep in mind that you are in a foreign land. It seems that the neighboring Hittites don't look too kindly upon Egyptians denuding the local forests and shipping off precious ingots of copper. A strong defense should have no trouble keeping these unruly neighbors at bay. Furthermore, if you are playing this mission in the campaign, your best infantry and charioteer companies will be carried over into the next mission of the campaign - where their experience in dealing with the brash Hittites will definitely come in handy!" - Thanks to Impressions ----------------------------------------------------------------------- The Battle of Qadesh (Qadesh) ----------------------------------------------------------------------- Goals: Population of 1800 Kingdom: 50 Prosperity: 20 7 Years Maximum Time Limit "Your immediate concern in this scenario will be to smash the very strong Hittite invasion that occurs soon after the mission begins. Historically, a young Ramses II almost died during this battle, but his personal valor and daring (and some late-arriving reinforcements) helped turn the tide. A generous helping of these items may be necessary once again for an Egyptian victory at Qadesh. The outlook is not all that bleak however, as you start with two pre-built chariot forts and a nicely fortified city. If you are playing this in the campaign, this is the first mission where the new feature of carrying over military troops to the next scenario is used. Your best company of each type from the previous mission (in this case Sumur) can be brought into play at any time - and you'll find that they definitely come in handy! All you have to do is build a fort for them and your veterans will promptly march in. One convenient way to use this feature is to bring these "carry over" troops in as reinforcements to supplement the pre-built companies. Waiting to place their forts until the battle is under way allows you to see where they will be most needed - just hope that they arrive in time! If playing this scenario outside of the campaign, however, you will not receive any "carry over" troops, which will make victory in this scenario a bit more of a challenge. It's all downhill once the Hittites have been vanquished. Don't become too complacent, however, as you have only a few years to get your city's economy back on its feet, since this is a "timed" mission and two (of seven) years of time have already expired to pre-build the city and its forts. Unfortunately, Qadesh is relatively product-poor; it seems that only pomegranates will grow here. Luckily there are loads of gems in the rocks (pun intended). Mining these stones and exporting chests of expensive jewelry should be an early top priority. You'll also find that there are several buyers for weapons, so keeping your weaponsmiths occupied can also reap financial rewards." - Thanks to Impressions ----------------------------------------------------------------------- Colossi of Abu Simbel (Abu Simbel) ----------------------------------------------------------------------- Goals: Population of 2200 Kingdom: 80 Prosperity: 35 Culture: 35 Abu Simbel "The first decision in Abu Simbel is where to establish your city. Although cramped, you can build everything you need to complete the mission on the west side of the Nile. However, that is also the side inhabited by scorpions and targeted by Nubian invaders, so splitting your city across the river has some benefits. Regardless of the site, you'll want to get exports going quickly. Pottery, beer, and sandstone are all profitable goods that your city can manufacture. Pharaoh will want sandstone for some of his building projects, so producing that is a must. With such a high kingdom rating requirement, you'll want to satisfy as many requests as possible and worship Ra devoutly. After his victory at Qadesh, Ramses started a series of building projects all over Egypt to proclaim his glory, but it was at Abu Simbel that his largest and most famous monument was built. Since the monument is carved out of the sandstone cliffs, it only requires wood as a raw material (for the scaffolding). Once you can maintain a steady supply of wood, the monument should build itself. Take a peek from time to time though, it's fun to watch! Finally, be careful! Ramses' reputation for fending off strange phenomenon catches up to him in this one. In addition, the Nubian attacks can not be underestimated. Unless you are playing the campaign and have some stout veterans at hand from Qadesh, you will need to recruit both infantry and archers to fend off the Nubian attacks." - Thanks to Impressions ----------------------------------------------------------------------- Ramses in the Valley ----------------------------------------------------------------------- Goals: Population of 3000 Kingdom: 100 Prosperity: 55 Culture: 50 6 Stately Manors Grand Royal Burial Tomb "Tie on your royal governor's cape tightly - this mission is going to take you for a ride! There are waves of special events to wade through which will serve to keep you on your toes as you struggle to build the largest tomb in the game. You'll even need troops to send to fight Ramses' battles in foreign lands. This mission can be broken down into four phases. First you need to develop a city of a few thousand people and get your exports in place. Pottery, beer, and bricks are the three commodities you are best set up to export. You may want to set bazaars to not buy pottery and beer for a while to maximize your exports. Once your city's economy is in the black, you can build the tomb industries (paint, lamps, artisans, and masons). You'll need to import both oil and henna. Make sure you build plenty of docks to keep the trade flowing freely. Keep yourself out of debt and make sure the tomb progresses smoothly. Once the tomb is complete, it's time to import the burial provisions. Once those are in place, you can go for the fourth and final objective: six stately manors. It's probably easiest to achieve this goal if you have set aside a portion of your city to house your wealthy citizens. If you have done this ahead of time you will only need to provide the full range of services to a single block of houses." - Thanks to Impressions ----------------------------------------------------------------------- The Sea People Land (Pi-Yer) ----------------------------------------------------------------------- Goals: Population of 2500 Kingdom: 45 Prosperity: 30 Culture: 25 5 Modest Apartments "One's first impression of Pi-Yer might be that there isn't enough room to build a large and prosperous city. The coastline along which you can build docks, wharves, and ferry landings is limited. You will need to build enough warships to fend off the invasion by sea, but still leave enough room for docks so your city can keep up a profitable trade in pottery, papyrus, and bricks. To produce papyrus you must cross the river over to the reed fields. The available land is not suited for large, well-planned city blocks, so you have to be a bit more creative when laying out your residential and commercial areas. Before too long the Sea People, through their Libyan allies in Kyrene, will issue a series of threats, demanding expensive goods. Fulfilling these extortion demands only serves to delay the inevitable invasion. Regardless of how many demands you meet or refuse, the trade route to Kyrene will eventually shut down and some unwelcome guests will come knocking. If this isn't bad enough, there is also trouble at some of the outlying oases, and the penalties for not helping your fellow cities can be harsh. Fulfilling requests for food and goods can bring you worthy gifts and increase your standing with the Pharaoh if you have fallen into disfavor due to debt. You will want to export beer and papyrus, which will in part pay for your barley, wood and copper imports (when needed). Pick your trading partners based on need. And lastly, do not wait until the last minute to build transports to get your troops to the fight. Make sure to keep Seth happy; losing any warships or soldiers due to insufficient homage is the last thing you want. Also it is best to have some forts on each landmass you build on since you may not have time to send over reinforcements before the invaders wreck your town. The Sea Peoples' ships are tough; strategically placed archers along the shoreline can lend support to meleeing warships. After the Sea People have been repelled you'll have time to rebuild and improve your city in order to meet the required ratings." - Thanks to Impressions ----------------------------------------------------------------------- Defense of Migdol (Migdol/Pelusium) ----------------------------------------------------------------------- Goals: Population of 1000 Prosperity: 15 Culture: 10 7 Survival Years "If you play the Cleopatra missions in order, Migdol will be the first "survival" mission you encounter. Be forewarned: time limit and survival missions are different! In this one, your assignment is to keep the eastern border of the Egyptian empire safe for 7 years (84 months). You will play all 84 months no matter what. If you can bring your city through 7 years of attack and still meet or exceed the population, prosperity, and culture requirements, you will be victorious. The Assyrian attacks start with small scouting parties but build up to a pretty substantial attack near the end of the mission. Start to develop your military early and ensure that all of your troops are properly trained at an academy. You'll need infantry or chariots; archers alone will not be able to fend off the powerful Assyrian chariots. Import copper (for weapons), weapons themselves, or chariots as quickly as you can without going into significant debt. Be prepared to aid the people of Memphis who are suffering through a series of famines; they will be able to contribute to your military buildup. When the Assyrians attack, contain their chariots. Chariots can do a lot of damage to your city quickly, so you cannot afford to give them any leeway. Building towers to strengthen the defensive perimeter of your city helps reduce the chance of an Assyrian breakthrough into the city. A military buildup is expensive, so you'll need exports. Papyrus and fish are the best commodities to concentrate on, though both resources are limited. You should also consider importing barley so you can produce beer for export. Finally, plan your city's growth wisely. The city walls limit the size of your city, so you must be careful not to overbuild. If you build appropriately and give your military top priority, you be able to fend off the Assyrian attacks, keeping Pharaoh Taharqa's empire safe for a few more years." - Thanks to Impressions ----------------------------------------------------------------------- Rebirth of a Navy (Tanis) ----------------------------------------------------------------------- Goals: Population of 2500 Kingdom: 45 Prosperity: 40 Culture: 30 10 Survival Years "Tanis is probably the most difficult mission of the "Ancient Conquerors" campaign. The constant invasions are the dominant concern, but at the same time you need to develop a thriving city with fairly high culture and prosperity levels. There will be four Persian naval forces sent to attack your city, but only two will include ground troops on transports. You can use this knowledge to your advantage - since the first invasion includes warships only, you can hold off on your naval buildup until after they have scouted the coastline and returned home. Be prepared with a stockpile of wood so you can build your complement of warships quickly once they depart. Delaying your naval buildup allows you to focus your initial efforts on developing a robust export economy. A city split across the east and west sides of the river provides the richest set of resources to maximize your city's wealth. To achieve a 40 prosperity rating, you will need at least mid-level housing (supplied with pottery) and a healthy treasury that is growing for at least the last two years of the mission. There are only three trade cities to worry about, so go ahead and open up trade routes with all of them. The number of marshes on the map will limit your papyrus exports, while you only have one buyer for pottery. Try to maximize your exports of both of these commodities. You can also import barley and manufacture it into beer for export. When the later Persian invasions come, use the six month warning message to trigger your fleet into action. Move northwest to the corner of the map and wait for the enemy transports there. Archers positioned along the shore can help your odds of winning the naval battle. One final tip - stockpile some wood to rebuild your naval losses. You never know when the wood supply might dry up." - Thanks to Impressions ----------------------------------------------------------------------- Alexander the Great (Alexandria) ----------------------------------------------------------------------- Goals: Population of 4000 Kingdom: 60 Prosperity: 55 Culture: 45 1 Mausoleum 12 Common Residences 12 Years Maximum Time Limit "A monumental task lies ahead of you in building the grand city of Alexandria. With forethought it will become a shining beacon on the Mediterranean during the Ptolemaic Empire, and it's your responsibility to mold a thriving metropolis from this sprawling expanse of coastal land. Consider leaving the space between the coastline and the Canopic Street for docks and industry, and developing your main residential areas in the large grassy areas further inland. If playing this in a campaign, try to think ahead when you place the Mausoleum. By then end of the third Alexandria mission ("Cleopatra's Alexandria") the city will boast quite a few large monuments, and good placement can truly add wonder to your city. You've been given a maximum of 12 years to get the metropolis booming - and a Mausoleum constructed. Setting up a productive meadow farming community and fishing wharves will be your first challenge, as the early inhabitants of Alexandria like lots of fish and bread on their tables. Build a number of docks and storage yards and concentrate on developing water trade routes (this is Alexandria, after all!). Beer and papyrus (and any excess straw, grain or barley) make good exports. Don't be alarmed when you discover you can't import sandstone for the Mausoleum right away; if you are kind to your neighbors, trade routes with On (Heliopolis) and Bahariya Oasis become available in the 3rd and 4th years. If you fulfill enough requests, you can also receive generous gifts of sandstone, which will aid in the Mausoleum's construction. Trade in beer can bring you great wealth, with papyrus not far behind. The distance of the reed fields from the harbor tends to slow down papyrus production and export though. Your reed gatherers will also have to keep an eye open for snakes in the grass! Once you start turning a profit, you can begin importing raw goods to make other commodities for your people and to export. You will need pottery to meet the common residence requirement and burial provisions for your Mausoleum. Remember to give Ptah and Ra their due; it can really help boost your productivity. Don't get so caught up in your city's economics that you ignore its defenses, however. A few warships and one academy-trained fort of each type should be enough to deal with any military problems that the tide brings in. Your troops might also be helpful in the next scenario..." - Thanks to Impressions ----------------------------------------------------------------------- The Glory of Ptolemy (Ptolemy's Alexandria) ----------------------------------------------------------------------- Goals: Population of 7000 Kingdom: 75 Prosperity: 75 Culture: 75 Alexandria's Library Pharos Lighthouse 6 Elegant Manors "Alexandria has grown to be an important and prosperous city on the Mediterranean, and your task is to build an even larger and more elaborate city to showcase Egypt's revived prosperity and culture. Many things have changed since the time of Alexander, so don't be alarmed when you have to alter your strategies a bit. If you are playing this mission within the campaign the mausoleum entombing Alexander the Great will already grace the city's skyline. Bast is now worshiped, so make sure you build enough temples to keep her and Ptah happy, along with Ra, the patron deity. Walls have been constructed to keep the port safe, but these have pushed the nearest land suitable for farming outside of the city limits to the south. You will need to set up a small settlement to run the farms and collect reeds, and establish a proper distribution route to your granaries, storage yards and docks located within the city walls. As before, foreign cities in the Mediterranean basin are ever willing to purchase any grain you have for sale. Barley farming has fallen out of favor, but deposits of rich clay have been found during the construction of the port. Exporting handcrafted pottery and sturdy bricks will help fill your coffers with debens, which are needed to purchase marble. You will need to import quite a bit of marble from Enkomi (and quantities of wood and copper) to build the new monuments that will enhance Alexandria's greatness. The Library of Alexandria can be placed anywhere in your fair city, and should be your first project once your economy is stable. The Pharos Lighthouse must be built out on the rocky promontory north of Alexandria's large harbor. Getting the necessary workers and building materials to the Lighthouse's construction site can be challenging. Both monuments will require lots of marble; masons will work on the library after every 2 cartload of materials and on the lighthouse after every 3 cartloads of materials. Fulfilling requests from other cities will frequently add to your kingdom rating. Aiding Memphis (Men-nefer) will frequently result in much-needed gifts of construction-grade marble. Loyal troops will tramp in to fill the first Infantry and Archer forts you build. Even though no invaders will directly threaten your city, these veterans will be useful for fighting in distant battles so be sure to construct at least one transport ship for them. With any luck your valiant troops will not be on their way to or from their the wharf when the deadly hailstorm blows in. You will need to import flax and gems to produce linen and luxury goods to support a scribal class in their elegant manors. Eventually you will also need to construct a zoo for your citizens' amusement (but don't build it too close to your fancy housing or the odors emanating from the beasts' cages will cause problems). It may take awhile, but Alexandria will surely flourish under your wise leadership." - Thanks to Impressions ----------------------------------------------------------------------- Caesar and Cleopatra (Maritis) ----------------------------------------------------------------------- Goals: Population of 1000 Kingdom: 35 Prosperity: 25 Culture: 10 15 Rough Cottages 7 Survival Years "This is a "survival" mission in which you have a limited number of years to fulfill all the victory criteria (when time expires ensure that you have met or exceeded all requirements). To make matters interesting, three of the seven advertised years have already expired (48 months remain) when play commences - and an armed mob of angry Egyptians is pounding on your front door! Not surprisingly, your initial concern will be driving off Ptolemy XIII's "rabble" with Caesar's finest. The Egyptian foe will march in from the north - the direction of Alexandria. Handled wisely, your three pre-built Roman legions should be able to withstand the multiple waves of attackers. However, if your military talents are not as great as Caesar's, you might want to consider building a Recruiter and a second Archer fort soon after the mission begins. If you can spare the debens, you should also construct an Academy so that the new levees can be properly trained. Expect a gift of weapons from Pelusium (Migdol) to help arm your legions. After repelling the initial invasions you need to build a transport wharf along the limited coastline. Have at least one fort of troops at full strength, because Caesar and Cleopatra will soon request your troops' assistance in Alexandria. If you don't send troops or lose this battle, most of your trade routes will shut down, and the Egyptians will attack once more, making it nigh near impossible to win the scenario. Maritis is a small town compared to the splendor of Alexandria you have most recently seen; you needn't spend too much time in beautifying this trivial fishing village. Early expansion of its food supply is important, however. Build more chickpea farms (you can forgo the irrigation due to the limited coastline space) and get your fishing boats going. You must watch your imports and exports closely. If you don't export enough papyrus, and/or if you import too much copper/weapons, your prosperity will suffer. Perhaps worse enemies than the Egyptians are the fearsome asps, which lurk around the reed fields. Left alone, the asps will nip at your reed gatherers, cutting into the reed supply and strangling the production of papyrus. It might be wise to send some archers out for target practice against these troublesome ankle-biters. Don't let your population climb much over 1000, or placing your citizens in jobs might become difficult. If necessary (and if you have the spare debens), you can build more temples, a palace and some tax collectors. A few gardens or a statue near the existing houses should be all that's needed to nudge them into rough cottages if you have enough food coming in. A stage with some jugglers will also do nicely in cheering up the besieged town." - Thanks to Impressions ----------------------------------------------------------------------- The Legacy of Cleopatra (Cleopatra's Alexandria) ----------------------------------------------------------------------- Goals: Population of 10000 Kingdom: 80 Culture: 80 Prosperity: 70 Caesareum Mausoleum 6 Palatial Estates "This is your chance to build the finest city in all of Egypt, worthy of Pharaoh Cleopatra herself! It may initially seem like your debens are inexhaustible, but building enough farms and industry to support 10,000 people will tax your resources. This Alexandria map starts with a pre-built Palace (don't forget to add fire and architect coverage nearby) and thick city walls and towers. Despite the sprawling acres of verdant grassland you have to build on, it would be wise to select a site for the extravagantly large Caesareum early. If you are playing this mission in the campaign you'll also see the other monuments you constructed during the previous Alexandria missions, and troops will rejoin you if you build forts right away. You can produce mass quantities of grain with properly irrigated farmland, and other cities in the Mediterranean will buy your surplus harvest - but don't be too surprised if locusts devour your crops a few times... Fish provides a more varied diet for your upper class citizens, but you must import other food types for the required Palatial Estates and the Zoo to function. Game meat from Bahariya Oasis is a good choice. Dispatch your burial provisions as early as possible*, but take care to guard against tomb robbers. Besides marble, wood, sandstone and granite that must be imported for monumental projects, you will also need to import lots of pottery. Setting up an efficient port with storage yards close enough for the bazaar buyers to obtain pottery regularly is important. A sudden lack of ceramics can cause a large section of housing to devolve, bringing chaos, ruin and a mass exodus. The cost of pottery can be somewhat offset by exporting surplus beer. Once the trade route to Meidum opens you can import flax and then export linen, as there are several buyers for this fine cloth. Heliopolis can supply the granite needed to finish the Caesareum. Keep in mind that the Caesareum is a large project and that mason will need continue to work on the monument after every 2 cartloads of materials. Be prepared for a "social visit" by Roman warships if you ignore any request by Rome for luxury goods (wanting you to give to Caesar what he thinks is his!). It is probably wise to build a small jewelry industry to keep some luxury goods on hand. Your other neighbors are generous, but you'll find that accepting "free" gifts usually results in more requests to fulfill. Throwing frequent festivals will keep your citizens happy and probably bring benefits to your industry and housing as well. This is the longest scenario in Cleopatra, but gives you freedom to tweak and beautify a grand and luxurious city to your heart's content. * Burial Provisions Whenever a scenario contains more than one monument (including monuments carried over from previous missions) and requires burial provisions it is recommended that you dispatch burial provisions as soon as possible, even so far as to dispatch them before the construction of the monument has begun. The accumulated burial goods will be automatically brought to the appropriate monument. This will prevent any mix-up in regards to the monuments status of completion." - Thanks to Impressions ----------------------------------------------------------------------- The Battle of Actium (Actium) ----------------------------------------------------------------------- Goals: Population of 1000 Kingdom: 50 6 Survival Years "There aren't a lot of distractions in this one: the goal is simply to destroy the Roman fleet when it arrives. Your economy is fueled by wood; start producing it and exporting it as quickly as possible. Game meat and fish are also plentiful, although there are no cities willing to buy those commodities. As soon as the lumber exports are flowing, it's time for the military buildup. You should aim for the maximum of 6 warships. Archers, who can fire on the incoming Roman ships, are probably even more valuable than infantry. When the Roman fleet arrives, your first goal should be to sink their transports at all costs. The Roman legions are very strong, and if they land on shore you'll be in for a difficult time. If you can destroy all the Roman warships in their first wave, you'll be in terrific shape. When the second wave of Roman ships appears your now-battered navy will have to gallantly sally forth once more. Allowing Caesar's troopships to unload their human cargo means you'll have to fight a bloody ground battle - but that's what you built and trained your infantry and archers for, right? All the while you should also keep your neighbors happy so you can reap financial rewards and help keep your Kingdom Rating high enough for victory. It's a tough mission - rewriting history is never easy. If you do win, take heart, you have enabled Cleopatra and Antony to rule the Mediterranean and enjoy the fruits of victory!" - Thanks to Impressions ================================================================================ 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. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: The timed missions in Cleopatra are impossible! | | | | A: They are not impossible. However, some missions do require much more | | aggressive play than others do. Also, the ability to carry resources | | over can make several mission much more manageable. Lowering the | | difficulty level at the start of the mission (the Easy and Very Easy | | levels) will give you some extra time. If you run out of time you will | | be given the option to keep playing the mission on an easier level. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: I can't figure out how to place a tomb in the cliffs. | | | | A: Tombs must be placed entirely within cliffs. Use the "Hide Cliffs" | | overlay in the overlay toolbar or press "H" on the keyboard. You will | | see the individual cliff tiles without the cliffs obstructing your view | | to better see where to place the tomb. Remember that the entryway to the | | tomb must be on clear land with the rest of the tomb within the cliff | | tiles. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: I have a storage yard full of lamps and a darkened tomb, but no lamps | | are getting delivered to the tomb. What do I do? | | | | A: First of all, make sure you have work camps in your city, as work camps | | produce "sled pullers" that cart lamps to the tombs. If you have work | | camps, make sure they are fully employed. Also keep in mind that work | | camps will send out farm workers before they send out sled pullers, so | | if there are still farms demanding labor, there will be no sled puller | | dispatched. Lastly, make sure you build work camps close enough to the | | storage yard(s) with the lamps in them so a sled puller doesn't have to | | make an all day trek just to get to them. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Every time a sled of lamps reached a tomb, it takes months before a | | stonemason or artisan starts work on it. Why does it take so long? | | | | A: Artisans and stonemasons are not dispatched to a tomb until the tomb | | receives lamps. So, it will take some time between the workers actually | | being dispatched (after the lamps have been received) and travelling a | | potentially long distance before their tasks have been carried out. To | | shorten the time between your tomb receiving lamps and your workers | | reaching the tomb, you might want to consider placing your artisan and | | stonemason guilds closer to the entrance of the tomb. Also, make sure | | the artisan's guild is stocked with clay and paint to ensure that they | | will be dispatched as soon as they are needed. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Every time a sled of lamps reached a tomb, it takes months before a | | stonemason or artisan starts work on it. Will the lamps run out before | | the workers arrive? | | | | A: Each worker uses 100 lamps to finish their assigned task. Lamps are not | | used until they have been allotted to a specific worker. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Tomb robbers keep plundering my tombs and taking the burial provisions. | | What should I do? | | | | A: The best way to prevent burial provisions from being stolen is to not | | dispatch them until all other requirements for the scenario are met. | | Also, you can check the "Crime" overlay in the overlay toolbar or by | | pressing "C" on the keyboard, and place police stations in the high | | crime areas. Sometimes a crime wave is a scripted event, and tomb robber | | will be generated no matter what the crime level of the city is. In this | | case, place a number of police stations along roads close to the tomb, | | so the police officers will pick off the tomb robbers en route to the | | tomb. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Cartloads of supplies are being delivered to my monument but the masons | | are not working. | | | | A: The library and Caesarium progress after every 2 deliveries of | | materials; the lighthouse progresses after every 3 deliveries. So after | | the first delivery, nothing changes. After the second (or third for the | | lighthouse) the mason goes out and pounds and carves (and then the | | status changes). Be patient and you'll be fine. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: I put all my necessary buildings next to/on Pharos Island, but I can't | | get anything delivered. | | | | A: Due to the lack of land, it is possible that you may have blocked the | | path workers need to get to the site. Since this is not a timed mission, | | try building everything within your main city and let everyone walk | | over. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Pyramids take too long to build! Can I speed up their construction? | | | | A: There is an option to allow the Gods to aid you in the construction of | | pyramids. In the Options menu select the "Pyramid Speedup" option. With | | this option selected your pyramids will occasionally be blessed by the | | gods. These blessings will instantly build a section of your pyramid. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: When I go to choose a mission the game tells me to select "Begin Family | | History". | | | | A: You are given this notice if you are playing Cleopatra with a family | | that has not completed the entire original Pharaoh campaign. You will be | | able to play any mission or campaign found in Pharaoh or Cleopatra but | | if you are new to Pharaoh or Cleopatra, it is recommended that you play | | the first campaign. This campaign is designed to gradually introduce you | | to the basics of playing Pharaoh and Cleopatra. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Which cities can carry things over and what can be carried over? | | | | A: All information regarding the carryover feature is listed in the CD | | insert. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Is there any way to prevent frogs from infesting my houses? | | | | A: Frogs may be blocked by any structure, such as walls. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: Is there any way to prevent my fields from be destroyed by swarms of | | locust, river turning into blood, or hailstorms? | | | | A: These events are scripted. You didn't do anything wrong, bad things just | | happen sometimes…. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: I have my Overseer of Commerce set to auto-dispatch goods when I have | | enough to comply with a request but they are not being sent out. | | | | A: The auto-dispatch option will not dispatch goods that are being | | requested via an extortion. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: How do I use the new mission editor? | | | | A: Consult the Mission Editor Guide that is included with the install of | | Cleopatra. | '------------------------------------------------------------------------------' .------------------------------------------------------------------------------. | Q: My boats sink as soon as they are constructed, why? | | | | A: Make sure that the dock or wharf that they are being assigned to is | | accessible. If a boat is being made for an inaccessible destination then | | it will sink upon its construction. | '------------------------------------------------------------------------------' ================================================================================ Appendices ================================================================================ ================================================================ Housing Level Tables ================================================================ Name Desire Entertainment Prosperity Population Crude Hut -98 0 5 5 Sturdy Hut -10 0 10 7 Meager Shanty -05 0 15 9 Common Shanty 0 0 20 11 Rough Cottage 4 0 25 13 Ordinary Cottage 8 10 30 15 Modest Homestead 12 13 35 16 Spacious Homestead 16 16 45 17 Modest Apartment 20 20 50 18 Spacious Apartment 25 25 55 19 Common Residence 32 30 60 80 Spacious Residence 40 35 70 84 Elegant Residence 48 40 80 88 Fancy Residence 53 45 90 92 Common Manor 58 50 500 100 Spacious Manor 63 55 600 108 Elegant Manor 68 60 700 116 Stately Manor 74 70 800 124 Modest Estate 80 80 1600 184 Palatial Estate 90 90 1900 200 ================================================================ 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 H -- ADDED IN CLEOPATRA: Hides (or displays) cliff terrain 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 X -- ADDED IN CLEOPATRA: Toggles Income Tax overlay Y -- ADDED IN CLEOPATRA: Toggles the Malaria Risk overlay Z -- ADDED IN CLEOPATRA: Toggles the Disease Risk overlay 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 Ctrl+F1 -- ADDED IN CLEOPATRA: Creates F1 bookmark at current map location Ctrl+F2 -- ADDED IN CLEOPATRA: Creates F2 bookmark at current map location Ctrl+F3 -- ADDED IN CLEOPATRA: Creates F3 bookmark at current map location F1 -- ADDED IN CLEOPATRA: Goes to F1 bookmark map location F2 -- ADDED IN CLEOPATRA: Goes to F2 bookmark map location F3 -- ADDED IN CLEOPATRA: Goes to F3 bookmark map location 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) ================================================================ 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. 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. ================================================================================ Final Words... ================================================================================ _______ Credits ŻŻŻŻŻŻŻ Sierra Studios for Pharaoh and Cleopatra Impressions Games for Pharaoh and Cleopatra Impressions Games for help with walkthroughs Breakaway Games for Cleopatra Jeff "CJayC" Veasey for hosting my FAQs Al Amaloo for hosting my FAQs Pharaoh @ Heavengames (http://pharaoh.heavengames.com) Sean Hurley for the tip in the Iunet walkthrough _________________ Online Resources: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ http://pharaoh.heavengames.com -- the largest Pharaoh fan site on the 'Net! http://www.gamefaqs.com/ -- the best FAQs site on the net! PATCH PAGES http://www.sierra.com/file_list.do?gamePlatformId=121 http://www.sierra.com/file_list.do?gamePlatformId=112 NOTE: The Official Pharaoh website used to be listed here, but the game's publisher has since removed the website from the Internet. 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 -- Walkthrough -- Forging/Dating FAQ PS2: Madden NFL 2001 PC: AD&D Rules FAQ 3rd Edition D&D Rules FAQ Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough NPC List Creature List Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough -- Items List -- Class FAQ -- Creature List Civilization III (incomplete) Colonization -- the Single Colony Strategy Guide -- the Cheat Guide Drakan: Order of the Flame Dungeon Hack Icewind Dale & Heart of Winter -- FAQ/Walkthrough Items List Kresselack's Tomb Map (JPG) Burial Isle Map (JPG) Shattered Hand Map (JPG) Icewind Dale II -- Items List Master of Magic (revision) Messiah Pharaoh (currently being edited by Red Phoenix) Planescape: Torment -- FAQ/Walkthrough Items Listing 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 ________________ 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. Changes in Version 3.1 (8-23-00, 235k) Added Iunet Walkthrough. Added On Walkthrough. Changes in Version 3.2 (8-27-00, 241k) Added Rostja Walkthrough Added Bahariya Oasis Walkthrough Added Djedu Walkthrough Changes in Version 3.3 (9-24-00, 278k) Finished Walkthroughs. Changes in Version 3.4 (9-27-00, 284k) Added tables for Abu. Changes in Version 3.5 (10-01-00, 283k) Made a few small changes. Changes in Version 3.6 (01-01-01, 264k) Made a few small changes. Changes in Version 4.0 (02-04-04, 274k) Made a few small changes. Changes in Version 4.1 (03-07-04, 274k) Made a few small changes. Changes in Version 4.2 (12-31-04, 316k) Formatting changes Completed Pharaoh/Cleopatra Walkthroughs Added additional Frequently Asked Questions Added new Hot Keys ________ Stinger: ŻŻŻŻŻŻŻŻ "To the marsh I march for the reeds we need." ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This Document is Copyright 1999-2004 by Dan Simpson and/or Jim Chamberlin. Pharaoh is Copyright 1999 by Sierra On-Line Inc. We aren't affiliated with Sierra, Impressions, or anyone who had anything to do with the creation of this game.