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Pharaoh/Cleopatra
Housing Chart
There
is an incredible amount of information to be found on this
site, and others, about the game of Pharaoh/Cleo. Of all of
these wonderful resources, the one that I have referred to
most often is the Housing
Levels chart that I found on Grumpus The Elder's
site Which
Way To Thebes.
Lately
I have been playing on the higher difficulty levels, and Grumpus'
chart is only accurate for Normal Difficulty. Also, Grumpus'
chart is lacking information on taxes, which I find very useful.
Nero Would prepared a chart, Housing
data table, which included information for all difficulty
levels on taxes, prosperity and entertainment. Nero Would's
chart did not include the required desirability levels for
housing evolution, and neither chart included the desirability
effect that the different levels of housing had on nearby
housing.
What
I have tried to accomplish here is to develop a chart that
included all of the information found in the works of Grumpus
The Elder and Nero Would, plus add a little additional
information of my own. I hope that some of you will find this
chart useful as well.
Due
to the large amount of information included in this chart,
it must be viewed at 1024 x 768 (or higher) with a minimum
setting of 256 colors.
This
chart consists of two pages, with a legend for each page.
The link to page two is at the bottom of this page. Before
printing this chart, set your printer’s top margin to .75”
(1.90 cm), the bottom, left and right margins to .50” (1.27
cm) and turn “header” and “footer” off (leave blank).
Also,
be sure and check out the Pharaoh/Cleo
Structures Chart. It is a nice compliment to the Housing
Level Chart.
VitruviusAIA
PHARAOH/CLEOPATRA HOUSING CHART - Page 1
PHARAOH/CLEOPATRA HOUSING CHART - Page 1 | Housing Level | Siz | Pop | Evolve / Entertainment | Services | Prosperity | Taxes | Desirability | | VH | H | N | E | VE | VH | H | N | E | VE | VH | H | N | E | VE | D1 | D2 | D3 | D4 | D5 | D6 | | Crude Hut | 1x1 | 5 | -98 | -98 | -98 | -98 | -98 | None | 5 | 5 | 5 | 10 | 15 | 1 | 1 | 1 | 1 | 2 | -2 | -1 | 0 | 0 | 0 | 0 | | 2x2 | 20 | 0 | 0 | 0 | 0 | 0 | 12 | 12 | 12 | 12 | 24 | | Sturdy Hut | 1x1 | 7 | -10 | -10 | -10 | -10 | -10 | Well or Water Supply | 10 | 10 | 10 | 15 | 20 | 1 | 1 | 1 | 1 | 2 | -2 | -1 | 0 | 0 | 0 | 0 | | 2x2 | 28 | 0 | 0 | 0 | 0 | 0 | 16 | 16 | 16 | 16 | 33 | | Meager Shanty | 1x1 | 9 | -5 | -5 | -5 | -6 | -7 | 1 Type of Food | 15 | 15 | 15 | 20 | 25 | 1 | 1 | 1 | 2 | 3 | -2 | -1 | 0 | 0 | 0 | 0 | | 2x2 | 36 | 0 | 0 | 0 | 0 | 0 | 21 | 21 | 21 | 43 | 64 | | Common Shanty | 1x1 | 11 | 0 | 0 | 0 | -1 | -2 | Access to 1 God | 20 | 20 | 20 | 25 | 30 | 1 | 1 | 1 | 2 | 3 | -2 | -1 | 0 | 0 | 0 | 0 | | 2x2 | 44 | 0 | 0 | 0 | 0 | 0 | 26 | 26 | 26 | 52 | 79 | | Rough Cottage | 1x1 | 13 | 4 | 4 | 4 | 3 | 2 | Water Supply | 25 | 25 | 25 | 30 | 35 | 1 | 2 | 2 | 2 | 3 | -2 | -1 | 0 | 0 | 0 | 0 | | 2x2 | 52 | 0 | 0 | 0 | 0 | 0 | 31 | 62 | 62 | 62 | 93 | | Ordinary Cottage | 1x1 | 15 | 9 | 8 | 8 | 7 | 6 | Entertainment | 30 | 30 | 30 | 35 | 40 | 2 | 2 | 2 | 2 | 3 | -2 | -1 | 0 | 0 | 0 | 0 | | 2x2 | 60 | 10 | 10 | 10 | 10 | 10 | 72 | 72 | 72 | 72 | 108 | | Modest Homestead | 1x1 | 16 | 13 | 12 | 12 | 11 | 10 | Pottery | 35 | 35 | 35 | 40 | 45 | 2 | 2 | 2 | 3 | 4 | -1 | 0 | 0 | 0 | 0 | 0 | | 2x2 | 64 | 20 | 15 | 13 | 13 | 12 | 76 | 76 | 76 | 115 | 153 | | Spacious Homestead | 1x1 | 17 | 17 | 16 | 16 | 15 | 14 | Physician or Mortician | 45 | 45 | 45 | 50 | 55 | 2 | 2 | 2 | 3 | 4 | -1 | 0 | 0 | 0 | 0 | 0 | | 2x2 | 68 | 25 | 20 | 16 | 15 | 14 | 81 | 81 | 81 | 122 | 163 | | Modest Apartment | 1x1 | 18 | 21 | 20 | 20 | 19 | 18 | Beer | 50 | 50 | 50 | 55 | 60 | 2 | 3 | 3 | 3 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | | 2x2 | 72 | 30 | 25 | 20 | 18 | 16 | 86 | 129 | 129 | 129 | 172 | | Spacious Apartment | 1x1 | 19 | 26 | 25 | 25 | 23 | 22 | Courthouse | 55 | 55 | 55 | 60 | 70 | 2 | 3 | 3 | 3 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | | 2x2 | 76 | 35 | 30 | 25 | 22 | 18 | 91 | 136 | 136 | 136 | 182 | | Common Residence | 2x2 | 80 | 33 | 32 | 32 | 30 | 29 | Scribe School or Library | 60 | 60 | 60 | 70 | 80 | 3 | 3 | 3 | 4 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | | 40 | 35 | 30 | 25 | 20 | 144 | 144 | 144 | 192 | 240 | | Spacious Residence | 2x2 | 84 | 41 | 40 | 40 | 38 | 37 | Dentist & 2 Types of Food | 65 | 70 | 70 | 80 | 90 | 3 | 3 | 3 | 4 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | | 45 | 40 | 35 | 30 | 25 | 151 | 151 | 151 | 201 | 252 | | Elegant Residence | 2x2 | 88 | 50 | 48 | 48 | 46 | 45 | Linen | 70 | 75 | 80 | 90 | 100 | 3 | 4 | 4 | 5 | 6 | 1 | 1 | 0 | 0 | 0 | 0 | | 50 | 45 | 40 | 35 | 30 | 158 | 211 | 211 | 264 | 316 | | Fancy Residence | 2x2 | 92 | 55 | 53 | 53 | 51 | 50 | Access to 2 Gods | 75 | 80 | 90 | 100 | 120 | 4 | 4 | 4 | 5 | 6 | 2 | 1 | 0 | 0 | 0 | 0 | | 55 | 50 | 45 | 40 | 35 | 220 | 220 | 220 | 276 | 331 | | Common Manor | 3x3 | 100 | 60 | 58 | 58 | 56 | 55 | 1 Type of Luxury Good | 450 | 450 | 500 | 600 | 650 | 11 | 10 | 10 | 12 | 13 | 3 | 2 | 1 | 0 | 0 | 0 | | 60 | 55 | 50 | 45 | 40 | 660 | 600 | 600 | 720 | 780 | | Spacious Manor | 3x3 | 108 | 65 | 63 | 63 | 61 | 60 | Physician & Mortician | 550 | 600 | 600 | 700 | 750 | 11 | 10 | 11 | 13 | 14 | 3 | 2 | 1 | 0 | 0 | 0 | | 65 | 60 | 55 | 50 | 45 | 712 | 648 | 712 | 842 | 907 | | Elegant Manor | 3x3 | 116 | 70 | 68 | 68 | 66 | 64 | School & Library Access 3 Gods* | 650 | 700 | 700 | 800 | 850 | 12 | 12 | 12 | 14 | 15 | 4 | 4 | 3 | 3 | 2 | 2 | | 70 | 65 | 60 | 55 | 50 | 835 | 835 | 835 | 974 | 1044 | | Stately Manor | 3x3 | 124 | 76 | 74 | 74 | 72 | 70 | *** | 750 | 800 | 800 | 900 | 950 | 12 | 12 | 13 | 15 | 16 | 4 | 4 | 3 | 3 | 2 | 2 | | 80 | 75 | 70 | 60 | 55 | 892 | 892 | 967 | 1116 | 1190 | | Modest Estate | 4x4 | 184 | 82 | 80 | 80 | 77 | 75 | 2 Types of Luxury Goods | 1500 | 1600 | 1600 | 1900 | 2000 | 15 | 15 | 15 | 16 | 17 | 5 | 5 | 4 | 4 | 3 | 3 | | 90 | 85 | 80 | 72 | 65 | 1656 | 1656 | 1656 | 1766 | 1876 | | Palatial Estate | 4x4 | 200 | 92 | 90 | 90 | 87 | 85 | 3 Types of Food ** | 1800 | 1900 | 1900 | 2200 | 2300 | 15 | 16 | 16 | 17 | 18 | 5 | 5 | 4 | 4 | 3 | 3 | | 100 | 95 | 90 | 83 | 75 | 1800 | 1920 | 1920 | 2040 | 2160 | | * For the Easy Difficulty Level, 3 Gods are not required until you get to Stately Manor. | | ** For the Very Easy Level, 3 types of food are not required. |
| *** The chart that Grumpus
The Elder made (for Normal Difficulty) had "Senet House" at this location.
This is an entertainment requirement. With the "entertainment bonus", a
Stately Manor could be evolved on Normal Difficulty (and on Hard Difficulty
if Cleo isn't installed) without a Senet House. |
Printable
copy
Legend
| Colors: The vertical bands of color have been used to distinguish the various Difficulty Levels. VH=Very Hard, H=Hard, N=Normal, E=Easy and VE=Very Easy. The horizontal bands of color are to aid in reading across the chart. | | Siz (Size): Size of the housing that this level produces. For housing that can be either 1x1 or 2x2, both are listed. | | Pop (Population): The maximum number of people that the house will hold. |
| In the columns with the gray heading are listed all of the requirements
for housing to evolve to the designated level. These include the desirability
of the area necessary to Evolve, Entertainment points required and the necessary
Services that need to be provided. Evolve: For housing to develop
to this level, the Desirability of the area must obtain this minimum value.
For housing that covers more than a 1x1 area, at least one tile must
obtain this minimum value. This value increases as the difficulty level
increases and is shown in the top row, right justified. Entertainment:
Entertainment must be provided for housing to evolve beyond Rough Cottage.
The amount of entertainment required increases as the difficulty level increases
and is shown in the bottom row, left justified. If you have questions about
entertainment, visit the thread by Nero Would: Entertainment
– more than you may want to know. A brief summary on Entertainment:
You get 10 points for a Juggler, 20 points for a Musician, 30 points for
a Dancer and 40 points for a Senet House (or Zoo if you have Cleo installed).
There is also an entertainment bonus available, which can amount to a maximum
of 20 points. Services: What you must provide, in addition to the
desirability of the area and entertainment, for housing to evolve to this
level. |
| Prosperity: I can't explain this any better than Nero Would
did in his Housing
data table post. This is what Nero Would had to say on the subject:
"Your Prosperity Rating is evaluated every 3 months and may increase depending
on your cities profitability, unemployment, wages and other factors. But
your prosperity will not increase above a "cap" that is determined by the
prosperity values of your housing. To calculate the prosperity cap, multiply
the prosperity value of each house by the current (not maximum) population.
Add up this number for each house in your city, divide by the total population
and round down to a whole number. For example, if you are playing on Hard
and have 1300 people living in Rough Cottages (100 Rough Cottages if they
are all full) and you have 1000 people living in Common Residences (say
25 Common Residences each half full), your prosperity cap is: (1300*25 +
1000*60) / 2300 = 40" |
| Taxes: For each level of difficulty, you will find two numbers corresponding to each level of housing. The number in the top row (the smaller value, left-justified) is the "tax rate multiplier" for the house. Again, I am quoting Nero Would:
"To calculate the annual taxes paid by a house, you multiply the number of occupants by the tax rate multiplier, by the city tax rate, and by 6. For example, on Hard and with the default 9% tax rate, a full common residence pays annual taxes of: 80 * 3 * 9% * 6 = 129 debens."
The number in the bottom row (the larger value, right-justified) is the amount of tax that a full house of this level will pay at a 10% tax rate. I chose 10% because it is easy to adjust for other tax rates. Multiply this number by .7 for a 7% tax rate, or 1.5 for a 15% tax rate, etc. (For houses that can be either 1x1 or 2x2, the number shown is for the 2x2 version of the house.) |
Desirability: This is different from the "Evolve" value found earlier
in the chart. The number in the "D1" column represents the desirability
effect (positive or negative) that the house has on adjacent squares. The
number in the "D2" column represents the desirability effect 2 tiles from
the house. "D3" = 3 tiles, etc. 6 tiles is the maximum range that the desirability
effect extends for any house. For example, the Desirability Chart of a Stately
Manor (4,4,3,3,2,2) would look like this:
| 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | | 2 | 2 | 3 | 3 | 4 | 4 | SM | 4 | 4 | 3 | 3 | 2 | 2 | | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Legend
Credits
| Credits: Most of the information contained in this Chart was provided by Nero Would. Additional information was obtained from my review of the Pharaoh_Model.txt files and from tests that I made.
The original concept and format of the Chart was derived from the work of Grumpus The Elder on his site “Which Way To Thebes”. If there are any errors in the Chart, they are entirely by own.
VitruviusAIA |
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