ARR:
Moving on to the Nile This is an aspect that has been greatly heralded by you guys,
and has created quite a lot of interest. First off, how does the Nilometer work? Do you
need a special building or something?Alex: No, absolutely not. Its a pop-up window
your priests will provide you with the necessary information. Theyre usually pretty
accurate its pretty rare to get misleading information, and its a great
help when planning your city to know what kind of a harvest youll probably be
getting. If its a good one, then go ahead and expand. On the other hand, if
its a bad one, then those expansion plans will have to be put on the back burner for
a while.
ARR: How do people get
across?
Alex: There are no bridges
across the Nile - the crossings are made using ferries. The cool thing about ferries is
that, whereas bridges in C3 had to be positioned exactly across the water, and it could be
tough to line it up exactly where you wanted it on both sides. With ferries you have a
little more flexibility as to where you put them on either side of the water. They
cant go up and down the Nile too far, but the crossing doesnt have to be dead
straight. Its definitely a lot better that way. You also have to be careful that 1
side of the ferry breaks down. If that happens, the ferry becomes useless, but you may not
necessarily notice.
ARR: Say a ferry did stop
working, would all settlement on the island it was serving suddenly disappear because its
link to the road to Rome (or its Egyptian equivalent) had been cut?
Alex: Your buildings will
start to devolve but the way weve worked devolution in Pharaoh is that its not
quite as sudden as it was in C3. If a house loses a resource it needs to maintain its
current level, then the inhabitants will complain for a while before the house devolves.
Its not as sudden as it was in C3. Thats one of the beauties about making a
game based on an existing engine you dont have to start from scratch, but
instead you can evolve the engine based on comments youve received about it.