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=========================================================================
===
** Build a Kingdom. Rule the Nile. Live Forever.
**

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

Pharaoh (PC)&
Cleopatra (PC)

The Complete Guide


Version 4.2 (12-31-04)

Current Editor: Jim Chamberlin (red_phoenix_1@hotmail.com)


Original Author: Dan Simpson

If you are going to email me about this game, please put


Pharaoh as the subject. Just Pharaoh. Also please
realize that I am not hiding cheats or any other information,
i.e. everything I know about Pharaoh is in this guide.

If you see any mistakes, or have anything that you want to add
please email me! I will, of course, give you full credit for
your addition, and be eternally grateful to you.

Before emailing me with a question, be sure to check out the


Frequently Asked Questions section, which is located towards
the end of the file.

_______________
.--------------------========= N O T E S =========-------------------
------.
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
| The most recent version of this FAQ can be found at:
|
|
|
| http://www.gamefaqs.com/
|
|
|
| There is an Enhancement Pack to Pharaoh out! You can download it at
|
| ftp://ftp.sierra.com/pub/sierra/pharaoh/updates/
|
|
|
| Note: More information about the downloadable Enhancement Pack is
given |
| below. Check the Table of Contents to find out where.
|
|
|
| Last note from Dan: I am stepping down from maintenance of this FAQ,
and |
| ceding control of the FAQ to Jim Chamberlin.
Simply |
| put I have no real interest in updating the FAQ,
and |
| Jim does have that interest. As such, this FAQ is
|
| being turned over fully to him.
|
|
|
| Also an Add-on Pack, Cleopatra, has officially been released. It is
not of |
| the downloadable variety, but rather one you will have to go to the
store |
| and purchase.
|
|
|
| If you are a webmaster and wish to post this on your web page, please
make |
| an attempt to keep it up to date. There is nothing worse than getting
|
| emails from people who saw an old version asking about things that are
|
| already in the newer versions. Well, maybe there are worse things, but
it |
| IS quite annoying!
|
|
|
| This FAQ looks best in Courier New at about 9 points.
|
|
|
| This Document is Copyright 1999-2003 by Dan Simpson and/or Jim
Chamberlin |
| Pharaoh is Copyright 1999 by Sierra On-Line Inc.
|
|
|
| We aren't affiliated with Sierra, Impressions, or anyone who had
anything to |
| do with the creation of this game. This FAQ may be posted on any site
so |
| long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
posting |
| it. You may not charge for, or in any way profit from this FAQ.
|
'--------------------=================================-------------------
------'

____________________
What's New in 4.2:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Formatting changes
- Completed Pharaoh/Cleopatra Walkthroughs
- Added additional Frequently Asked Questions
- Added new Hot Keys

For a complete Version History, check out the Final Words Section at
the end
of the FAQ.

-------------------------------------------------------------------------
-------
Table of Contents:
-------------------------------------------------------------------------
-------

Game Updates

Downloadable Enhancement Pack


Cleopatra Expansion Pack

Building a City

Basics of City Building


Industry, Slums, and Food Production
Food and Farming
Industry and Commerce
Of Gods and Men
Festivals
Temple Complexes
Blessings
Entertaining Egypt
Booths
Bandstands
Pavilions
Training Facilities
Expanding the City
Monuments

Walkthrough

Nubt
Thinis
Perwadjyt
Nekhen
Men-nefer
Timna
Behdet
Abedju
Selima Oasis
Abu
Saqqara
Serabit Khadim
Medium
Buhen
South Dashur
North Dashur
Iunet
On
Rostja
Bahariya Oasis
Djedu
Dunqul Oasis
Dakhla Oasis
Thinis
Waset
Kebet
Menat Khufu
Itjtawy
Iken
Sawu
Heh
Bubastis
Khmun
Sauty
Byblos
Baki
Rowarty
Hetepsenusret

The First Tomb (Dier el Medina 1)


Death of Tutankhamun (Dier el Medina 2)
Tomb for a Pharaoh (Dier el Medina 3)
Sumur (Sumur)
The Battle of Qadesh (Qadesh)
Colossi of Abu Simbel (Abu Simbel)
Ramses in the Valley
The Sea People Land (Pi-Yer)
Defense of Migdol (Migdol/Pelusium)
Rebirth of a Navy (Tanis)
Alexander the Great (Alexandria)
The Glory of Ptolemy (Ptolemy's Alexandria)
Caesar and Cleopatra (Maritis)
The Legacy of Cleopatra (Cleopatra's Alexandria)
The Battle of Actium (Actium)

City Problems

Animals
Trading Food / Requests for Food
Fire
Crime
Invasion

Frequently Asked Questions (FAQ)

Appendices

Housing Level Tables


Keyboard Commands
Cheats
Pharaoh Manual Updates

Final Words...

=========================================================================
=======
Game Updates
=========================================================================
=======

On occasion, Pharaoh received an update, either to add something to the


game,
or to fix a bug with the game. This section is dedicated to displaying
some
of that information.

Pharaoh Updates/Patches:
http://www.sierra.com/file_list.do?gamePlatformId=121
Cleopatra Patches: http://www.sierra.com/file_list.do?gamePlatformId=112

-------------------------------------------------------------------------
-------
Downloadable Enhancement Pack Information
-------------------------------------------------------------------------
-------

With most PC games, small patches or small additional things can be


downloaded
to enhance gameplay performance. Well, Impressions knew this and they
decided
to make a downloadable enhancement pack. To be perfectly honest, it's
one of
the best I've seen in a while. Below are more details on what is
included in
this wonderful download. Also, I suggest downloading it!

<< 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:
¯¯¯¯¯¯¯
================================== HH - one square of housing
=HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH= = - road
=HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH= . - garden
=HHHH . . . . . . . . . . . .HHHH= WWWW _ Water
=HHHH. . . . . . . . . . . . HHHH= WWWW Supply
=HHHH . . . . . . . . . . . .HHHH= BBBB _ Bazaar
=HHHH. . . . . . . . . . . . HHHH= BBBB
=HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH= TTTT _ Tax
=HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH= TTTT Collector
================================== FF - Firehouse
WWWW TTTT= AA - Architect's Post
WWWW TTTT= PP - Police Station
BBBB=FF
BBBB=AA
=PP
=

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


vertically
and two characters horizontally, so HH is one square.

You can make it as long as you want, just don't make it too long or
services
will suffer. The gardens in the center increase property value, and
can be
evolved over, that is, the housing near it can use the space to evolve
into a
larger structure. You have a 4 square long garden section to allow for
the
area to evolve into the largest structures which are 4x4 each.

Trick: Also, when the road is "paved over" be sure to put a plaza
over it.
This isn't so important until your housing evolves into the
nicer
structures, but when you need it you need it!

Next you want to build a Water Supply. These are best placed right
across the
road from the housing. If the housing block is large, then you will
want two
of these placed on opposite sides of the housing block.

Now build a road down from one of the corners about 6 squares down.
Two
squares down from the road on your new road build a bazaar. Across the
road
from the bazaar build a fire house, architect's post, and a police
station.
Eventually place a tax collector's office between housing and the
bazaar.
These are placed away from the housing to keep the desirability up.
You may
also want to build another bazaar at the other end of the housing.

Tip: If you are building directly on the Kingdom Road you will want
to
roadblock the Kingdom Road to prevent your walkers (bazaar
traders,
water suppliers, etc.) from wandering away from where they are
needed.

After those bare necesseties are built, you will want the basic
sanitation
structures, namely a Physician and an Apothecary. These can be built
anywhere
along the housing (try to build away from the corners as that space is
needed
later for entertainment). You won't need Dentists until later, but you
can
build them whenever you want.

-------------------------------------------------------------------------
-------
Industry, Slums, and Food Production
-------------------------------------------------------------------------
-------
_________________
Food and Farming:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Now that we've started a city, we need to get some food and some
exports.
We'll start with food. The first thing we need is a granary placed
between
our city and the food sources--farmland, hunting grounds, fishing
docks, etc.
Make sure that it is far enough away from housing to not affect
desirability
too much, but close enough to provide your bazaars with easy access.

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


hunting
lodges, or fishing wharves. Build hunting lodges RIGHT NEXT TO the
granary to
cut down on travel time. Build work camps as close to the floodplains
as
possible, but still a couple squares away so that you can roadblock the
farms.
You do this to cut down on the amount of roads that your walkers can
travel,
because if they CAN travel on a road, they eventually WILL no matter
how
little there is out there.

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


if they
are on the floodplain or in a meadow. You irrigate farms by building
an
irrigation ditch nearby that connects to a water source. Irrigating a
farm
increases the fertility of the farm, which in turn increases the amount
of
food produced by that farm. In the case of floodplain farms, fertility
is
completely renewed with the flood, UNLESS the flood doesn't entirely
cover the
farmland, which is why we irrigate the farm.

So while you are building your farms you need to keep some room to
sneak roads
by so that your workers can get to each farm, and you need to keep some
room
to irrigate by as well.

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


the flood
is poor, the farms will still be at least partially covered,
and that
way gain more fertility.

Meadow Farming is done differently than floodplain farming. You can


only
build a Meadow Farm on green land that has little yellow spots on it
(on the
map it is "green" land). When the land is especially good, it will be
a
darker green, and the spots will be more white. With Meadow Farms it
is
absolutely crucial to irrigate the farms. In order to do that you
first need
to build a Water Lift.
Water lifts must be placed on a straight section of land right next to
water,
or next to floodplains. If you build next to a floodplain you must
build a
ditch coming from the water to the water lift. Ditches must come out
the back
of the water lift, it is not sufficient to put them out the side.

______________________
Industry and Commerce:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once your city is no longer starving is the time to start working on
your
industry. Which industry you start with is dependant on the city that
you are
working on. If you have lots of Marshland, you might want to start a
Papyrus
Industry, if you have trees a Lumber Industry. To help you decide
check out
the Overseer of Commerce to see what you can Export. Whatever you can
sell
makes a good choice to start with. Go to the world map here to open
the trade
route.

Tip: Try to sell goods like Papyrus and Linen as they have a low
need in
the city, and sell at relatively high prices.

Tip: Land trade routes are much better than water trade routes, as
they are
not dependant on having an open dock to trade at.

You only need this one trade route for now, so don't bother spending
money to
open any others. You may need to shortly open another, but that is
still a
little off. Once the trade route is open, be sure to click on that
good in
the Commerce screen, and click the Export Button to start selling it.

Now we build the industry. Again like the granary we don't want to
build too
close to our city, but unlike the granary we're going to completely
separate
the industrial sector from the housing. Industry is best about 8
squares away
from your housing, in an area that has good resources. I'm not saying
that
you have to be right next to good resources, just reasonably close will
do.
Build out a road from your housing, and roadblock it to keep walkers
from
entering the industrial sector. Now build two Storage Yards, one for
the Raw
Good the other for the Finished Product (right click on the Storage
Yard,
click special orders then click "Accept None", and finally click the
Accept
None command specific to that good that you want this Yard to store).

Near the Storage yards build a 4x2 or 6x2 section of housing. This is
going
to be our "slums", an area for industrial workers to work. Don't worry
about
providing these people with any city services. Also you need to build
a Fire
House, Architect's Post, and Police Station.

Note: Disease usually runs rampant in the slums areas. To cut down
on
disease try adding a water carrier and a bazaar that buys ONLY
food
(check the bazaar's special orders screen). However, since
these
people are usually quickly replaced after they die, there
isn't much
reason to waste money and jobs here.

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


manufacturing you may need to build a raw materials gatherer (such as a
Reed
Gatherer or Clay Pit). Realize that raw materials are gathered quicker
than
finished goods are made. Then build 3 or 4 of your industry. You'll
have to
pay attention to how much of the raw material you have (if you
consistently
have none, you will need to increase production of the raw good, or if
you
have too much you need to build more industry to manufacture it into
something).

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


trick to
decrease the time each boat spends at the dock. When a boat
docks
it sends about 3 dock workers out to sell or buy goods at the
appropriate Storage Yard. So near any docks you have (you
can build
as many as you need) build a Storage Yard or two and set them
to
"Get" any goods that you want to sell, and also have them
accept
goods that you want to buy. Say you buy flax. Now near your
linen
industry you have a Storage Yard set to "Get Maximum" of the
flax.

Tip: There is, of course, one small problem with the last part of
that
trick. While your Storage Yard workers are out getting the
flax, they
can't deliver it to the industries. However, since boats can
sell
only 1200 of any item at once, and Storage Yard workers can
carry 400
a time, this isn't that big of a problem.

So what do you do if you don't have any good raw materials? You import
the
raw materials and manufacture the finished goods to sell! This lowers
your
profits, but the profits are still there. When your people start
demanding
beer, linen, and luxury goods you have to import goods anyway.

Note: Remember that you can only buy so much of any one good from
any one
city in a year. For example in one year maybe Men-nefer will
sell
you 4000 barley and buy 1500 papyrus. So after they buy that
1500
papyrus, they won't buy anymore. The most a land trader can
buy and
sell is 800. The most a sea trader can buy and sell is 1200.

Tip: Because each city is limited to how much they can buy in a
year, and
because you may produce a LOT more than they can buy of a
finished
product, you may want to sell off both the finished product,
and the
raw materials. Try to only sell raw materials when it is above
a good
amount, like 2400 or 1600.

-------------------------------------------------------------------------
-------
Of Gods and Men
-------------------------------------------------------------------------
-------

We've now taken care of the most basic needs in your city, food and
money.
Now we need to both appease the gods and help your city's housing
evolve
further. And you do this by building lots of temples. You build each
of the
gods' temples at each block of housing, and try to divide the temples
so that
half are on one side of the housing block, and half on the other. This
increases the religious coverage, and helps guarantee that houses don't
devolve due to losing access to a temple.

Note: Be sure to always have one extra temple built for your "Patron
God",
as they need the extra attention.

Also build each god one shrine. These shrines MUST be placed at least
2
squares from a road to be effective, and so that they can be reached by
an
architect. Yes, shrines can and will collapse. Shrines don't give
good
religious coverage, so you don't want to use them for anything other
than
appeasing the gods.

If you check out your Overseer of the Temples (press 9) you will see
the gods
mood. Happy gods bless your city, unhappy gods smite your city. It
takes
some time for the effects of building temples to affect the god's
moods. So
if you check immediately after building the temples, you may not notice
any
change. Simply wait a bit, and check again. Their moods should have
changed.

__________
Festivals:
¯¯¯¯¯¯¯¯¯¯
Deciding where to build the Festival Square isn't easy. It has a great
effect
on desirability, but it really messes walkers up (they get stuck on the
square
and will just wander around it for awhile). My solution is to build it
near
a housing block, on a road that is blocked off with a roadblock to
prevent
walkers from getting on it. You need a clear 5x5 area on an
intersection to
build a Square. You can only build one in any given city.

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


months
(quite the range!). You hold festivals to either get a god to bless
you (say
to get Osiris to help out with the Inundation), or to keep a god from
being
displeased with you. Also festivals greatly help out the city mood.

Unless you produce a lot of beer, avoid the "Grand Festivals" as they
require
a lot of beer. Lavish festivals are therefore the best in terms of
economics
and appeasing the gods and your townspeople.

Note: As your city gains more people and money it costs more to hold
a
festival. So at the start of a scenario it could cost 120 for
a
lavish festival, but near the end it could cost 900 or 1000
(or quite
a bit more!)

_________________
Temple Complexes:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Only build Temple Complexes for your Patron Gods, as they seem to need
the ego
boost. A Temple Complex is one of the Three Mega Desireable Buildings
(with
the other two being the City Palace, and the Dynasty Mansion; and to a
lesser
extent their corresponding smaller versions such as the Town Palace and
Family
Mansion) and should be built next to a Good Housing Block, that is, one
that
you intend to evolve as much as you can. Temple Complexes require 50
employees and are great things to build when you have high
unemployment.

Once you have already built the Temple Complex, you may notice that it
still
lists "Temple Complex" on the menu of things that can be built. These
are
improvements that can be made to the Temple Complex, such as new
Altars.
These Altars have more effects than it would seem, for example the
Altar of
Ma'at (Ra's Temple Complex) allows your Priests to fight crime.

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

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


houses,
the people can make do with
less
food.
Oracle of Min - speeds up the regrowth rate
of
reeds and trees, which
allows you
to harvest more.

Ra's Temple Complex: Altar of Ma'at - your Priests also gain the
function of crime fighters,
as
they pass houses, the
likelihood
of crime is lowered.
Oracle of Horus - your people love you so
much that
they will work for a lower
wage
without being upset.
Ptah's Temple Complex: Altar of Amon - your quarries, wood cutters,
and
brickworks work faster.
Oracle of Thoth - librarians and teachers
(scribal
schools) use less papyrus.

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


linen
to function.
Oracle of Sekhmet - Similar to the Altar of
Ma'at
your Priests work as
crime
fighters, but Sekhmet
also
allows them to catch
criminals.

Bast's Temple Complex: Altar of Isis - not only does Isis improve
the
overall health of the city
reducing
the chance of disease, but
also
removes disease when it does
strike.
Oracle of Hathor - Improves city sentiment
(mood).

__________
Blessings:
¯¯¯¯¯¯¯¯¯¯
When you give a little, you get a little. In this case, if you build
temples
and hold festivals for the gods, they'll reward you with blessings,
both big
and small. Conversely if you ignore the gods they will punish you with
Curses, but you won't get any of those so long as you keep them
appeased.
You work on the god that corresponds to what your city really needs.
For
example, if you are about to be invaded (in about 4 to 6 months) try to
kiss
up to Seth a lot with Festivals to get his protection for your armies,
or to
smite the enemy armies.

To check how close you are to receiving a blessing, check with the
Overseer of
the Temples (press 9). The more "Ankhs" you have by their mood, the
closer
they are to giving you something pleasant. And if they have a
lightning bolt
that means that they are about to curse you with something, for
example,
Osiris will make the flood poor.
I think that the best god to kiss up to is Bast. She has the two most
useful
blessings in the game, the first she blesses your houses and bazaars
with
a bounty of food and goods. Very useful. It doesn't mean that you
have
everything you need, she merely increases what was already there. And
her
other good blessing is that she will hold a Festival for the other
gods, which
means that you can get many festivals for the price of one.

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


the
ability to increase the sale price of your items by 50% for 12 months,
and
the ability to increase the amount your trading partners are willing to
trade.
Finally he also has the ability to increase your Kingdom rating, which
can
help you when it gets really low.

Osiris increases the flood, and should only be buttered up if the flood
is
poor, or if there is going to be no flood at all.

Ptah has two great abilities that have to do with Industry. First he
can
increase the amount of goods in a Storage Yard to the maximum. So if
you
had 100 linen, you will have the full 3200. He also will supply your
industry
with the raw materials they need.

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


However,
don't ignore him, lest he smite your armies. If you are going to be
invaded,
or your troops are going to be sent out to another city, Seth might
come in
handy (especially for the latter case). Nothing is quite so satisfying
as
seeing an enemy army just die because of Seth.

-------------------------------------------------------------------------
-------
Entertaining Egypt
-------------------------------------------------------------------------
-------

Your city is certainly on the grow now! Now we need to start thinking
about
Entertainment. There are three sizes of entertainment "arenas", the
Booth,
the Bandstand, and the Pavilion. Boothes can hold only jugglers,
Bandstands
have both jugglers and musicians, and Pavilions have those and dancers
as
well.

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


you left
space around the corners of your housing area, because that is where we
are
going to build!

________
Boothes:
¯¯¯¯¯¯¯¯
Boothes are the easiest of the three to build because they require
little
space (1 square off of the intersection) and they only need a 3 way
intersection.

= = - road
=BB HH - 1 square of housing
========= BB - Booth
=HHHHHHHH
=HHHHHHHH

Boothes affect the least amount of people, and therefore you need more
boothes
than any other "arena".

___________
Bandstands:
¯¯¯¯¯¯¯¯¯¯¯
Bandstands take up quite a bit more space (it's a 3x3 structure), and
is a
little harder to place. There are also several different ways of
placing it,
one that involves placing it inside of your housing (Method 1), and the
other
which involves creating a new road off of the housing (Method 2).

Method 1:

= - road
= bb - bandstand section
=========== HH - housing
bb=bbHHHHHH
bb=bbHHHHHH
=HHHH

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


housing in
order to fit the Bandstand. This method minimizes the area that
walkers
can wander down, especially if you remove all the extra paths
around it.
Method 2:

bb=bb
bb=bb
==============
=HHHHHHHHHHH
=HHHHHHHHHHH

The main problem with this is that your walkers now have a 4-way
intersection to wander around. But this method disturbs your
housing the
least.

__________
Pavilions:
¯¯¯¯¯¯¯¯¯¯
Pavilions take up the most space, and are quite awkward to place as
they have
all the components of the previous two "arenas", plus a 2x2 dancing
stage.
There are, then, many ways to place a Pavilion. The first way (Method
1)
cuts into housing by only 1 square, the second way cuts into housing
more,
and the third way avoids cutting into housing altogether, but again
creates
more surface for your walkers to get lost in.

Method 1:

= = - road
pppp=pp pp - pavilion section
pppp=pp HH - housing
=================
pppp=ppHHHHHHHHHH
=HHHHHHHHHHHH

Method 2:

=
=
pp=pppp
===============
pp=ppppHHHHHHHH
pp=ppppHHHHHHHH

Method 3:

pp=pppp
pp=pppp
pp=pppp
===============
=HHHHHHHHHHHH
=HHHHHHHHHHHH

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


least
planning ahead. All you need to do is to build a 3x path out of
a
corner, and another 2x path out the other side of that corner.

____________________
Training Facilities:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once you have your "arenas" built, and I would suggest that every block
of
housing could use 3 "arenas" (one of each type, plus maybe an extra
booth as
well), you need to build training facilities to train the entertainers
themselves. While your city is small you will only need juggling, so
let's
deal with that first.

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


Desirability,
and so you can (but you don't have to) build next to your housing.
This is
somewhat different from Caesar III where you wanted to build your
training
buildings far from your arenas, here it doesn't matter so much as the
entertainers naturally wander the streets.

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


of
your city as they have negative desirability. I can see why the
Conservatory
has negative, what with their off-key caterwauling, but the Dance
School?
Oh well. You only need to build these after you have supplied your
city with
pottery.

As your city grows you WILL need more than one training facility of
each type,
otherwise your arenas won't have enough entertainers to hold shows.

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


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

-------------------------------------------------------------------------
-------
Expanding the City
-------------------------------------------------------------------------
-------

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


it.
First we are going to build another housing block near the first
housing
block. In general I don't like two housing blocks interacting with
each
other, and so will build a roadblock preventing walkers from the first
housing
block from entering the next housing block.

=HHHH
=HHHH Second Housing Block
(partial)
=HHHH

=HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

=HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

==========================================
=
=
=
r = - road
= r - roadblock
= HH - one square of housing
=
====================================
HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH=
HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH=
HHHH=
First Housing Block (partial) HHHH=
HHHH=

Why prevent them from getting into other housing blocks? Because that
can
create "dead zones" where certain walkers haven't passed in a long
time,
because they have so much road to walk on. If housing is deprived of
any
resource, be it water, food, pottery, or anything; that housing will
devolve!
This is worst when they run out of water as it will devolve all the way
down.

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


already
done that.

Now we're going to want to evolve our housing into the better (and
therefore
higher tax base) structures. The first thing we need is pottery, then
beer.
(After those come other things such as Mortuaries, Libraries, Scribal
Schools,
Linen, a Second Food Source, Luxury Goods, and a Second Type of Luxury
Goods.
These will all be discussed later! But a quick note about this now,
never
evolve all of your housing blocks all the way, as your Labor Pool will
actually DECREASE with the increase of wealth. Rich people tend to not
work.)
If you can construct Clay Pits (about 3 should do) and Potters (4 or
5). If
you can't build Clay Pits you will have to import. Have 2 storage
yards, one
for the Clay and the other for the Pottery. Here's where we get
tricky. You
want the Clay Storage Yard right next to the Clay Pits, however, you
want the
Pottery Storage Yard as close to your housing as you can get it (3x
squares
away or so). Why? Ease of access for your bazaar traders, of course!
The
shorter the bazaar traders have to walk to get goods, the more goods
they can
collect, and therefore the quicker your housing will evolve and STAY
EVOLVED!
Very important.

If you cannot construct Clay Pits, things get a little sticky. You
have to
import either Clay or Pottery. Obviously it is cheaper (and therefore
better)
to import Clay, but sometimes you just can't get enough Clay imported
to
supply your city. This is especially true if you have to make Bricks
for a
Monument. In those cases you will have to import Pottery.

We want to do roughly the same thing for Beer (grow or import Barley)
and
Linen (grow or import flax), as well as the other resources discussed
above.
However, you don't want to add them too quickly to outgrow employment.
Keep
looking at your unemployment rating, if it is too high, you may want to
hold
off on creating a good that will evolve your city. On the other hand,
building new industries is a good way to lower unemployment. (by far
the
BEST way to lower unemployment is to evolve structures into Estates,
however,
this method often results in labor shortages)

Tip: If you want to avoid creating Scribes (people who don't work)
in your
city, just avoid luxury goods. This way you can provide all
the other
services like libraries and scribal schools for the high
culture, but
still keep a strong workforce.

__________
Monuments:
¯¯¯¯¯¯¯¯¯¯
While you are working on getting Pottery and Beer, you will also want
to start
any monuments that your city will need. If you are going to be
building Sun
Temples, Mausoleums, or Obelisks remember to import the needed rock
(because
chances are you don't have it!), and to get all the materials and
workers you
need to build the monument.

You want to build your monument in a highly accessible area, but it


need not
be connected to anything via a road. By accessible I mean "close to"
where
the materials for the Monument are kept. It doesn't need to be very
close,
but don't put them clear across the city map.

Only build one monument to start with, but as that one gets further
along,
you should start the other one. Why? Chances are you will have more
workers
than that first monument will need (this is especially true as you
finish a
"course" on a pyramid, it requires less workers), and so they can go
work on
the other monument in their down-time of working on the first monument.

Always build several work camps near monuments that require stone to be
taken
to them (Pyramids, Sun Temples, Mausoleums). These workers will also
build
the foundation to Pyramids and Mastabas. And build at least 2 of each
type of
Construction Guild (except the Carpenter's Guild, you only need one of
those).
This is to prevent such things as the stone pullers pulling 2 things of
stone
onto the same area (which effectively negates one of the stone loads!).

Note: During Farming Season your workers (the peasants, not the
guild
members) will only be able to accomplish ONE THING on a
monument.
So they might dig one square, then vanish.

=========================================================================
=======
Walkthrough
=========================================================================
=======

These "walkthroughs" aren't too indepth. You can't really make a


"walkthrough" for this game as you can for Final Fantasy, Resident
Evil,
etc. Instead, these are basic guides on what to do and things of that
nature.
---------------------------------------------------------------------
--
Nubt
---------------------------------------------------------------------
--

Goals: Population of 300


6 Meager Shanties

As with the previous game, Caesar III, Pharaoh starts you out on
what is more or less a Training Mission, although it's an actual
scenario. The first scenario will help you get familiar with
all the features, and as you proceed through the first few
scenarios,
you will be introduces to more and new game features and options.

First, find a spot and build a few houses. One thing you must
keep
in mind in Pharaoh, along with Caesar III is the houses MUST be
within
two spaces of a road. If there are any unoccupied houses more
than
two spaces from a road, it will disappear. When you make your
initial
chunk of the city, you must provide at least enough homes for 150
people. At the 150 mark, Hunting will become available, and you
will
need food to gain higher housing levels, and that is part of the
objectives in this scenario. Remember, to provide water to your
houses! No water = disaster. Once you have Hunting made
available,
build a Hunting Lodge, Granary, and a Bazaar. Again, you must
provide
water.

Once you have those essentials provided, you MUST build


Firehouses. If
you neglect to do so, your city will literally burn down to the
ground,
and we don't want, do we?!?

Remember that Six Meager Shanties is one of the requirements in


the
Nubt scenario, so you will have to right- click on the houses, and
see
what's wrond with them if they aren't up to that level yet. More
often than not it will probably be due to being too close to a
Crude
Hut, Granary, Bazaar, or Hunting Lodge. All of these things
brings
down the immediate area's desirability.

Remember four things for the Nubt scenario: Water, Firehouses,


Food,
and Desirability.
---------------------------------------------------------------------
--
Thinis
---------------------------------------------------------------------
--

Goals: Population of 500


Culture: 10
6 Meager Shanties

Welcome to the second city in your quest to become Pharaoh.


Thinis
introduces you to a new, and very important element, Gold Mining.
Gold is basically your form of currency. It's also called
"deben".
You can't make any money by placing gold in your Storage Yards, so
do you do with it. Well, you are given a new building, the
Palace.
The Palace is where you turn your gold in. It's basically your
city's
Treasury, I guess.

Where do you put the Gold Mines? Well, you must construct them in
the area where "gold" is protruding from the rock. Make sure you
roads to them, otherwise you won't get anything done. Gold mines
have a tendency to collapse, so I highly recommend placing an
Architect or two nearby to watch those mines.

How do I get the 10 Ordinary Cottages? Pharaoh introduces you


to another VERY important aspect of the game, Religion. In
Thinis,
you are given Bast for your God/Goddess. If you want a successful
city, I recommend placing Temples and Shrines for Bast. Remember,
she will determine your people's health and mood.

What's next? Entertainment. No, there were no televisions back


then, nor were there satellite dishes, so what did they do for
fun?
All kinds of things were done back then for entertainment.
Juggler's
Booths must be constructed on a Crossroads or a "T" intersection,
just
like the other Entertainment buildings. It is recommended that
you
learn how each building operates. Juggling Booths won't do
anything
(entertain) without Jugglers, so build a Juggler's School nearby
to
produce Jugglers.

How am I supposed to meet my requirements? Well, the Culture


Rating
is pretty easy actually. If you supply your city with enough
Entertainment, your Culture Rating will be achieved. To get the
10
Ordinary Cottages may be a little harder for some people. It all
depends on how you have your city constructed. Granaries and
Hunting
Lodges decrease the Desirability in the area, so keep them away
from
the houses if possible, but not too far. Temples and Shrines will
increase Desirability, so try to have those around as well. As
with
all of the scenarios, be sure you have plenty of Architects and
Fire
Houses. Without these, your city will literally be left in ruins.

---------------------------------------------------------------------
--
Perwadjyt
---------------------------------------------------------------------
--

Goals: Population of 600


10 Modest Homesteads

Perwadjyt will introduce you to a new, and VERY important aspect


of Pharaoh, Floodplain Farming. Not all scenarios will offer
Hunting as means of providing your city with food. Farming,
however, is available on most of the scenarios. Just so you
understand what "floodplain" is, it's the area near the Nile
River that floods during the Flood season. It's usually a dark
brown or something close.

Before you can get the farms up and running smoothly, you'll have
get some people to move in, so make a medium- sized housing block,
provide it with water, fire houses, and Architects. Once you've
got
a small population, construct the farms. I forgot to mention Work
Camps. Well, you MUST build them as well. Five Work Camps should
be supply enough employment for the farms and other buildings.
Four or five Fig Farms should prodive you with enough food. Just
remember to build roads to the farms. Sometimes it saves space if
you
get two or three farms to use the same road. I forget just how
the
Flood plain is constructed in Perwadjyt, because I haven't played
Pharaoh in a while, so here are a few examples of what I mean.

(2 Farms) (4 Farms)
FFFF=FFFF FFFFFFFFFFFFFFFF Key
FFFF=FFFF FFFFFFFFFFFFFFFF
= ================ FFFF - Farm
= FFFF

= - Road
Those little drawings may not look all that great, but it shows
you
what I mean. Most Flood plains are smaller in areas than others,
so
you'll just have to use whatever configuration you can with the
flood plain you're given.

After you've built the Farms, you'll have to build a Granary and a
Bazaar. If you haven't figured it out by now, a Granary stores
food, and the Bazaar distributes it (as well as other goods). If
you keep Osiris happy on this scenario, food can become more
abundant,
since Osiris controls how well the flood is, and the better the
flood,
the more nutrient- rich (fertile) the soil is in the farms, and it
will make more food.

What do I do now that I've got a steady food production? Well,


you
get to dive into another Industry, Clay Pits and Pottery. When
you
build the Clay Pits, they must be relatively close to the water's
edge.
The Potter doesn't have to be close, but it should be close to the
Clay
Pit, so there is always a supply nearby, and it saves time. Make
sure
you build one or two more Potters than you have Clay Pits. Also,
build
an Architect or two nearby. Clay Pits tend to have a higher
chance
to collaps than some buildings. Once you have those built, build
a
Storage Yard. The Potters must have a place to put the pottery,
right?
Keep in mind, that all of these buldings have a negative
desirability
rating, so try to keep them away from housing, if possible.

Roadblocks will also become available eventually. When they


become
available, read about them. They are a great feature.

How do I get the 10 Modest Homesteads required for this scenario?


Right- click on each house and find out what is bothering that
house.
Gardens, Statues, and Plazas will become available at one point.
These
are important, because they have a positive desirbility. Pottery
will
just accumulate in your Storage Yard if you don't have the housing
up
to an Ordinary Cottage. The bazaars will get the pottery and
distribute
it once Ordinary Cottages are found in the city. After that, it's
just
a matter of time. Just remember to experiment with the Plazas,
Gardens,
and Statues, because these are available in the remainder of
scenarios,
and are very important in having a successful city.

---------------------------------------------------------------------
--
Nekhen
---------------------------------------------------------------------
--

Goals: Population of 1000


10 Modest Apartments

Neken gives you a rather large area to use. Unfortunately, most


of the
land is arid, so water becomes more of an issue. Water Supplies
can
only be built on grasslands, because where there's grass, there's
water.
Water carriers won't walk the entire city either, so you will have
to
make a housing block pretty close to the Nile's banks, so it will
be
near water. When building your housing, you must leave a small
area
for Clay Pits. Remember, they have to be next to the Nile's bank.

Farming is a major issue as well. Nekhen doesn't offer you very


much
space in the flood plain to build farms. You'll have to be
creative
in order to use the given space wisely. Just remember to have
roads
leading to the farms. Work Camps should be built next. You need
workers, right?

Nekhen allows you to use the Overseer of the Workers, which means
you
won't need to build a Palace to monitor the employment rate.
There is
no gold to be mined, so you don't really need to build a Palace.

Here's a Tip from Impressions: "If you have a lot of unassigned


workers
(but don't really need to build any new industries), building a
Palace
will reduce unemployment."

Remember to built Potters for the Clay Pits. Also, look back to
the
previous walkthroughs (especially Perwadjyt) for tips and help on
reaching the 10 Modest Apartments housing level.
---------------------------------------------------------------------
--
Men-nefer
---------------------------------------------------------------------
--

Goals: Population of 1500


Kingdom: 40
Prosperity: 20
Culture: 15
1 Small Mastaba

Men-nefer is a large step up from basic city management. Don't


get me
wrong, fires and all of those things can be hard to control, but
you have a new challenge in Men-nefer. You will be introduced to
monument- building. It is small, so it's not overwhelming.

You'll have to begin your city in the neighborhood of the floof


plain.
Get some Work Camps, and Chickpeas Farms up and running. You'll
need
to give your people just about everything in this mission, so plan
your layout carefully. You'll need Entertainment, Religion,
Magistrates,
Healthcare, pottery, and beer. You'll need all of those to make
the
housing levels evolve. Without them, you'll have large areas,
which
will be commonly referred to as "slums". You don't want that, do
you?

Build a few Tax Collector's somewhat early, because Pharaoh didn't


leave
you enough money for this mission. I'll get back to money in a
minute.

Once you've got one Spacious Apartment, you'll introduced to the


Education features. For Educational structures to properly
function,
papyrus must be available. So, build some Reed Gatherers and
Papyrus
makers. The Reeds are grown in the marshes. There are two areas
of
marshes on Men-nefer. The Reeds are the "yellow" things that
stick up
in the Marsh. Build several Reed Gatherers and Papyrus makers
because
Papyrus will be your only way of income, with the exception of
Taxes.

Once you have schools working, Trading will become available.


Perwadjyt
will sell you bricks for your Small Mastaba, and Nekhen will buy
Papyrus
from you. Before you can trade, you must open each trade route,
and
visit the Overseer of Commerce. By visiting him, you will be able
to
set Papyrus to "Export" and Bricks to "Import".

Once you have those taken care of, it's time to select an area for
the
Small Mastaba. You will need a Storage Yard. Set it's orders to
Accept
bricks only. Don't let it accept anything else. Also, set all
the other
Storage Yards in your city to "Do not Accept". When the traders
come
into the city, they should drp off the bricks at the Designated
Storage
Yard. When a load of bricks come in, you will be prompted with
some
information about the construction of the Small Mastaba. Be sure
you
have at least four or five Work Camps in Men-nefer. More will be
helpful when clearing the ground for the Small Mastaba. Also,
some
Bricklayers' Guilds will be needed. They lay the bricks for the
Mastaba.
Select the area for the Mastaba to be built from the "Religious"
panel
on the interface. Make sure it's close to the Bricklayers' Guild
and
Storage Yard. This reduces the time for construction. It didn't
take
me very long to complete the Mastaba. I was importing all the
bricks I
could, and I was still waiting for bricks to be delivered. Also,
I
had to send some Papyrus to a city, and they rewarded me with a
ton of
bricks. Unfortunately, my Small Mastaba was finished, but I took
them
anyway.

Once you finish the Mastaba, there's not much else to do. Just
wait
for Nekhen to buy more Papyrus from you, and you should win it.
Also,
make sure you meet the other "goals" for the mission.
"Prosperity"
will probably be the one that is not met yet, and that's because
you
must wait until you sell more Papyrus. Also, make sure there is
low
unemployment and fairly good housing. Once you've met everything,
you
win!

---------------------------------------------------------------------
--
Timna
---------------------------------------------------------------------
--

Goals: Population of 2000


Kingdom: 70
Prosperity: 10

Welcome to Timna. The first thing you'll find out is you are not
alone.
The Bedouins are nearby, and they don't want you to have that
copper
deposit your city is sitting on. Pharaoh and a few other cities
will
request goods from you, so be prepared for that. You are given a
set
time, and usually, it's not all that long, or so it seems. Your
Kingdom Rating will be what suffers if the goods aren't sent and
received in the given time. A suggestion would be to build plenty
of
Storage Yards so you wouldn't have to worry about it as much.
Copper,
weapons, money, and gems are the main requests. Copper is the
main one,
however, so be sure you produce plenty of it.

One thing you should take into consideration when building your
city is
where to build it. Well, it's hard to say. The Copper Mines do
take
up room, as do the rocks the Copper is in. So, you'll just 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

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--
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
¯¯¯¯¯¯¯

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:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

________________
Version History:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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:
¯¯¯¯¯¯¯¯

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

_________________________________________________________________________
_______
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯
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.

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