|
Entertainment
- More than you may want to know by Nero Would.
A note about "days". A sixteenth of a month is a significant
unit of time in Pharaoh, it is the shortest period in which
the production of buildings or farms increases. Several people
(including myself) have taken to calling this period a day.
Conan mentioned that the programmers called this period a
week, but 16 days to a month seemed more reasonable to me
than 16 weeks, so I stuck with "day". What I had forgotten
until now is that the length of a day is already defined in
the game. When you right-click on an entertainment venue,
the pop-up tells you how many "days" the current performances
will last. It turns out there are 32 of these "entertainment
days" in a month (although the number is only updated 16 times
a month, so if you repeatedly right-click, you see the number
decreasing in twos).
So we have
a conflict, and however we resolve it, there will be some
confusion. What do people think, should we start using "week'
for a sixteenth of a month, or should we stick to "day" and
talk about "entertainment days" when referring to the length
of performances. Until there is a consensus, I'll try to remember
to remain write "sixteenth of a month".
Functioning
entertainment schools produce performers as long as
they are connected by road (which may be roadblocked and may
include staffed ferries) to a functioning venue with the appropriate
kind of stage. If you right-click on the school, it says it
can train up to 4 performers a month. Fully staffed juggler
schools and conservatories do produce four performers
a month (one every four sixteenths of a month). Fully staffed
dance schools produce eight performers in three months (one
every six sixteenths of a month). I did not test with partially
staffed schools.
The performers
start walking to a venue with an empty stage of the appropriate
type (presumably either the closest or the one that has been
without a performance for the longest, but I didn't check
that). If there is no venue with an empty stage, the performer
walks to one that still has a performance running (again,
I assume it chooses the closest or the one that has been without
a performance for the longest, but I didn't check). There
is a maximum distance that performers will walk to get to
a venue. I only checked this for jugglers going to a bandstand,
so I don't know if it is the same for all cases. If the venue
is more than 213 squares from the school, the performer sets
of walking towards the venue, but disappears after walking
213 squares (slightly less than 4 months walking).
A performance
starts as soon as a performer reaches a venue and lasts for
two months. If you right-click on the venue when the performance
starts, it will say the current performance will last 64 "days".
The number of "days" remaining is reduced by two every sixteenth
of a month, but is reset to 64 whenever a new performer from
a school arrives at the venue.
So under ideal
conditions, each juggler school or conservatory can provide
continuous performances at 8 venues and a dance school can
provide continuous performances at five and one third (5.333)
venues. Ideal conditions mean that you don't have two of the
same type of schools sending a performer to the same venue
at the same time. As you will see below, you don't need to
have continuous performances, you just need to have enough
performers (from schools or venues) passing the right houses
every six months or less.
Random walkers
are produced by the venue as long as a performance is running.
They are produced by a senet house as long as it has enough
beer. The walkers wander for between 10 sixteenths and 14
sixteenths of a month at which point they either disappear
or become destination walkers and take the shortest route
back to the venue and then disappear. If there is still a
performance running, another random walker is produced after
a recycle time of between 0 sixteenths and 8 sixteenths of
a month.
The length
of the walks and the recycle time is not random, but follows
a pattern that I have not been able to decipher. As with other
random walkers, the pattern seems to repeat every 4 trips.
In most cases, the shortest walk is the most common (3 out
of 4 trips). In most cases the recycle time seems to be 8
sixteenths of a month for senet players, and either 1 or 4
sixteenths of a month for performers.
While running
this test, I noticed a couple of strange things. The first
(which has been mentioned by others) is that when one of my
pavilions produced random walkers, instead of them starting
at the venue, they would teleport to a piece of road about
4 squares from the venue. The second is to do with where senet
players enter the senet house. Normally you can tell where
a random walker will enter and leave a building by going to
the North corner of the building and going clockwise until
you find part of the building with a road connection, and
this is the entry/exit point. This works for senet players
as far as the exit point is concerned, but in some (not all)
arrangements where there is a road along the SW face of the
building, the walkers will enter at the S corner (where you
can see the people drinking beer).
Senet houses
use beer every time a senet player is produced. The amount
used for each trip is 60 units when difficulty is set to very
hard, 40 at hard, 20 at normal, 10 at easy and 5 at very easy.
In my tests, senet players were produced roughly every 23
sixteenths of a month, which means the average monthly beer
consumption of a Senet house is about 42 units at very hard,
28 at hard, 14 at normal, 7 at easy and 3.5 at very easy.
One factor
that can affect the consumption rate is how far the random
walkers are from the venue when they reach the end of their
random walk and return to the venue. It could take just as
long to return as it did to walk out there in the first place,
or if they have walked in a circle, they could be right next
to the venue and take no time to return. The average used
above assumes the return trip takes half as long as the outward
trip. The two extremes would result in beer consumption that
is 17% higher or lower.
City-wide
entertainment coverage is reported by the Entertainment
Overseer and is based on the number of stages of each type
per head of population. No performers (or beer, in the case
of senet houses) are required for this purpose. The level
of coverage you have provides bonus entertainment points to
all houses in your city. Entertainment points are one of the
requirements for evolving your houses.
"Perfect" coverage
requires one juggler stage (in a booth, bandstand or pavilion)
per 400 people, one music stage (in a bandstand or pavilion)
per 700 people, one dance stage per 1200 people and one senet
house per 5000 people. The level of city-wide coverage for
a particular entertainment type (which I call the Coverage
Index), appears to be calculated as follows: [Coverage index]
= 5 * [Number of stages] * [Stage coverage] / [Population]
where [Stage coverage] is the number of people served by on
stage (e.g. 400 for a juggler stage). The way the Overseer
describes your coverage for a particular entertainment type
is described below.
| Coverage Index |
Description |
Maximum population per stage |
| (approx bonus points) |
(Overseer) |
Juggler |
Music |
Dance |
Senet |
| 5 or more |
Perfect |
400.00 |
700.00 |
1200.00 |
5000.00 |
| At least 4.5 but less than 5 |
Excellent |
444.44 |
777.78 |
1333.33 |
5555.56 |
| At least 4 but less than 4.5 |
Very Good |
500.00 |
875.00 |
1500.00 |
6250.00 |
| At least 3.5 but less than 4 |
Good |
571.43 |
1000.00 |
1714.29 |
7142.86 |
| At least 3 but less than 3.5 |
Above Average |
666.67 |
1166.67 |
2000.00 |
8333.33 |
| At least 2 but less than 3 |
Average |
800.00 |
1400.00 |
2400.00 |
10000.00 |
| At least 1.5 but less than 2 |
Below Average |
1000.00 |
1750.00 |
3000.00 |
12500.00 |
| At least 1 but less than 1.5 |
Poor |
1333.33 |
2333.33 |
4000.00 |
16666.67 |
| Less than 1 |
Very Poor |
2000.00 |
3500.00 |
6000.00 |
25000.00 |
| 0 |
None |
4000.00 |
7000.00 |
12000.00 |
50000.00 |
The number
of bonus entertainment points provided is approximately equal
to the coverage index, so you can get an idea of how many
bonus points you have simply by checking the Overseer's description
(e.g. average juggler coverage = 2 points plus very good musician
coverage = 4 points equals 6 bonus points). The actual calculation
involves a couple of rounding steps. As far as I can tell,
you take the coverage index for each of the four entertainment
types (but use 5 if the index is more than 5)and round them
down to two decimal places, then you add all four numbers
and round down to the next lowest whole number.
For example,
you have one bandstand and 785 people in your city. The coverage
index is 5*400/785 = 2.5477 for jugglers (average) and 5*700/785
= 4.4585 (very good). Round to two decimal places and adding
gives you 2.54+4.45= 6.99 and rounding down to a whole number
gives you 6 bonus points. Note that if the population drops
to 784, the Overseer will still report average juggler and
very good musician coverage, but the bonus points will rise
to 7.
Performers
give entertainment points to houses they pass. Jugglers
give 10 points, musicians 20 points, dancers 30 points and
senet players 40 points. These points last for six months,
or until another performer of the same type passes, in which
case, the timer is reset to 6 months. The Overlay for each
entertainment type is a visual display of the 6 month timer
counting down. The "overall" entertainment overlay is a visual
representation of the total entertainment points that the
house has (including bonus points).
Entertainment
points needed for housing evolution depends on difficulty
level the as shown in the following table:
Entertainment points required
for housing evolution
| House type |
Difficulty level |
| |
Very Hard |
Hard |
Normal |
Easy |
Very Easy |
| Crude Hut |
|
|
|
|
|
| Sturdy Hut |
|
|
|
|
|
| Meager Shanty |
|
|
|
|
|
| Common Shanty |
|
|
|
|
|
| Rough Cottage |
|
|
|
|
|
| Ordinary Cottage |
10 |
10 |
10 |
10 |
10 |
| Modest Homestead |
20 |
15 |
13 |
13 |
12 |
| Spacious Homestead |
25 |
20 |
16 |
15 |
14 |
| Modest Apartment |
30 |
25 |
20 |
18 |
16 |
| Spacious Apartment |
35 |
30 |
25 |
22 |
18 |
| Common Residence |
40 |
35 |
30 |
25 |
20 |
| Spacious Residence |
45 |
40 |
35 |
30 |
25 |
| Elegant Residence |
50 |
45 |
40 |
35 |
30 |
| Fancy Residence |
55 |
50 |
45 |
40 |
35 |
| Common Manor |
60 |
55 |
50 |
45 |
40 |
| Spacious Manor |
65 |
60 |
55 |
50 |
45 |
| Elegant Manor |
70 |
65 |
60 |
55 |
50 |
| Stately Manor |
80 |
75 |
70 |
60 |
55 |
| Modest Estate |
90 |
85 |
80 |
72 |
65 |
| Palatial Estate |
100 |
95 |
90 |
83 |
75 |
As I've been rather longwinded, here's a summary of the rules
as I understand them.
- Juggler schools and conservatories produce one performer
every 4 sixteenths of a month.
- Dance schools produce one performer every 6 sixteenths
of a month.
- Performers (jugglers at least) will walk up to 213 squares
to a venue.
- A performance lasts two months (described by the game
as 64 days).
- If a new performer arrives during a performance, the timer
is reset to 2 months.
- Random walkers walk for between 10 and 14 sixteenths of
a month.
- Random walkers sometimes disappear at the end of the walk
and sometimes return to the venue
- Recycle time for random walkers is 0 to 8 sixteenths of
a month.
- Approximate average monthly senet house beer consumption
is
42 units at Very Hard
28 units at Hard
14 units at Normal
7 units at Easy
3 at Very Easy
- City-wide coverage for each entertainment type is determined
by the Coverage Index which is
[Coverage Index] = 5 * [Number of stages] * [Stage coverage]
/ [Population]
where [Stage coverage] is
400 for juggler stages
700 for music stages
1200 for dance stages
5000 for senet houses
Maximum Coverage Index is 5.
- Bonus points for city-wide coverage is determined as follows
Round down the four Coverage Indexes to 2 decimal places,
add them together and round down to a whole number.
- Points from performers passing houses are
10 for jugglers
20 for musicians
30 for dancers
40 for senet players
- Points from performers passing houses last 6 months (reset
each time a performer passes).
|