| 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 | |