spacer156.gif (67 bytes)

phdown_commentstitle.jpg (21972 bytes)

 

Saqqara , by Tahrqua

City ID = 37
Date Submitted = 1999-12-09

Author's Description:

The save file was made just after victory had been achieved. It's set to run another two years. My family's name is Tahrqa.

Well, a quick glance at the local map and world map made it clear revenue would have to come more from gold mining than from trade. Saqarra had no raw materials at all for manufacturing, and could only import very limited amounts of reeds, clay, barley and flax. Jewelry's profit margin above imported gems was too thin, bricks would require clay already needed for pottery, and the city would be using a lot of what linen, beer, papyrus and pottery could be produced.

So, I set out with the twin goals of mining every last bit of gold possible, and pleasing Ptah in the hope of receiving numerous storage-yard-stuffing blessings. Toward this latter goal, I aimed to establish a bunch of semi-empty storage yards to harvest Ptah's bounty. Although it turned out that Ptah was not all that beneficent, preferring to top up non-existent jewelers, weavers and shipwrights over storage yards. By the time my priests were able to coax a major blessing from him, the gold was pouring in so quickly it didn't matter. Still, it was the first time I'd actively incorporated the gods in my plan.

Since gold mines produce so quickly, they're only as good as their distance from the palace. Thus, placement of the palace was the key, and the whole structure of the city developed around that.

I had no idea just how productive meadow farms would be. My initial planning made room for far more farms than I ended up building, and even the ones I did create grew an embarrassing surplus of pomegranates. So much so that I rejected a gift of more food from Selima Oasis, which inexplicitly proved to be a fatal mistake. They must have been insulted, because a month later I was informed they were "cutting back"; namely, severing the supply of wood needed to finish the pyramid and win the mission.

Bah. I played on for several years before realizing the supply wasn't going to be restored. Maddening.

Okay, fine, I went back to a save file dated a couple of months before the diplomatic blunder, and carried on. At least doing that eliminated a couple of dumbass ostriches that somehow became embedded in the partially complete pyramid.

Development went smoothly for the most part from there. Hyenas were an annoyance for about two years straight, then withdrew. I refused to use cheap tactics such as penning them in with statues or building a police encampment nearby their breeding grounds. Instead, I tried to use my buildings as a kind of defensive wall, with only a few access points guarded by police and hunters. Which sort of worked, although sometimes a hyena would beeline for a street and police would walk *right past* as one was killing walker after walker. Must have been time for donuts or something.

Also, I was under the impression that hunters would actively track hyenas down and shoot arrows at them, but they'd only defend themselves. Still, they served as a sort of defensive screen.

Watching the workers preparing the pyramid construction site and building the pyramid was awesome.

Toward the end of the mission, I decided to create a colony on the island in order to replace workers about to be lost by the evolution of housing into manors, as well as to establish game meat exports on the side. Building a second dock, though, resulted a distribution nightmare, even though it wasn't connected to the main road (and therefore wasn't causing cart-pushers to fling themselves across the map). The trade ships from Abedju became totally confused, often failing to sell barley at the first dock even when I shut down all water exports and imports except for that one commodity. The capper was when one such ship sailed all the way to the mainland dock, parked itself in waiting mode nearby (even though there was no other trade ship on the map), then did an about face and sailed off even though my storage yard was begging for barley, barley imports were on full, and Abedju had plenty left to sell that year! Finally I just tore down the second dock for a part of each year, rebuilding it when Abedju had sold its yearly quota of barley.

One other glitch. Bazaar sellers with access to pottery and beer would occasionally somehow leak through road blocks and cause some cottages to temporarily evolve. Being uncertain how much pottery housing consumes each month, I tend to leave satellite villages in the cottage stage. Too bad Impressions didn't include an executioner as one of the forms of justice buildings, allowing you to click on such mischief makers and send them off to their doom. Their death screams would be so satisfying, hehe. Not that I could be that mean.

http://www.geocities.com/~taerin/

  

   
Submit a Player Comment

Disclaimer
Site and all contents are copyright of Heavengames. Contents
may only be used with the express permission of the authors.

Pharaoh (c) 1999 Sierra On-Line, Inc.  All Rights Reserved.  Pharaoh and
the Pharaoh logo are trademarks of Sierra On-Line, Inc.

Site best viewed in IE @ 800x600 or higher, using 16bit colour.
Site design by Angel b:real, Angel Hamlet, and Angel Zen