Housing, Roads & Building Walkers
These are general answers to the most Frequently Asked
Questions. For more information on the finer points of game play and strategy, please
consult the Game
Help Forum rather than e-mailing Angels and Cherubs directly for help as they will
direct you back to the Forum. Click on a
question below to read the answer or return to the Index.
(1) What the heck is
a housing block and how do I make one?
(2) What exactly
does a roadblock block?
(3) Pharaoh's
engineers are blowing up my city! What should I do?
(4) Why won't the
firemen put out the fires?
(5) What about these
danged water carriers?
(6) Should I make
the roads pretty with those nice plazas? How do I do it?

(1)
What the heck is a housing block and how do I make one?
If you have played for a while you know your walkers will
just wander off in the flood plains and places you don't want them to go. Housing placed
in a block will give you more control over your distributing your goods and services.
Blocks can be of many different designs -- from a long rectangle with the houses 2 squares
deep facing the road and service buildings on the inside, or houses on the inside of the
block with gardens or statues behind them and the services outside. Some people build
square blocks, some build long straight roads with the services interspersed or at one
end. Concentric blocks are also very effective. Good sources to check out are the Strategy Section of Pharaoh Heaven and Grampus'
site. You can also download zipped files at the Pharaoh Heaven Downloads Section of other players maps. One
picture is worth a thousand words.
(2) What exactly does a roadblock block?
Walkers in Pharaoh are of two types. 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.
(3) Pharaoh's engineers are blowing up my city! What
should I do?
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.
(4) Why
won't the firemen put out the fires?
Well, if a fire has been burning for a long enough time
(due to a Fire Marshal 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.
(5) What
about these danged water carriers?
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.
(6) Should I make the roads pretty with those nice
plazas? How do I do it?
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.

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