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For the disambiguation page on this game mechanic article, see Housing.
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Housing is a game mechanic found in Pharaoh. Just like with Caesar 3, housing is placed generically and can be evolved in manors and estates when provided with the needed commodities.

Background[]

Housing act as homes for the population of the city. As no city can operate without people, housing are essential for any scenario.

When housing is initially placed, they are simple vacant plots. Like most other buildings, these plots must be within two tiles of a Road to function properly. Once a valid plot is placed, immigrants arrive from the entry point of the map (the beginning of the kingdom road) and enter the housing.

Once housing is occupied, it takes the form of a crude hut. Housing is initially run-down and primitive, but improves with access to goods, services, and desirability. Improved housing holds many advantages: they have decreased risk to fire (after a certain level is reached), disease, malaria, and crime, can hold more people per unit of space, generate higher tax income, raise the desirability of the neighborhood, and boost the prosperity level of a city. In order for housing to have access to services, they simply require a walker from the service they need to walk within two tiles of them. In order for housing to receive goods and food, they require the service of Bazaars that have access to properly-stocked Granaries and Storage Yards.

As stated above, housing has many risks: crime, malaria, disease, and fire. Risks of these occurring almost always decrease the further houses are upgraded. The one exception to this is fire: risk increases up until ordinary cottages, before falling all the way up to and including palatial estates. Housing is initially undesirable in and of itself. However, as housing upgrades, the negativity of its desirability diminishes until it becomes positive. At the highest levels, housing are very desirable, although they invariably need desirable buildings placed around them in order to evolve in the first place. 

Housing come in many varieties and sizes. When a house evolves to a 3x3 tile size or larger, it ceases providing labor. Instead, it begins generating scribes and a tremendous amount of tax revenue. The revenue is such that in properly developed cities, tax income can easily outstrip export income. However, building too many 3x3 and 4x4 housing can result in severe labor shortages.

A list of the levels of housing and their requirements are listed below:

Housing Levels and Requirements
Level Image Goods  Services  Max Occupants Entertainment Points Desirability 
Crude Hut
Crude Hut
Housng1a 00002
Housng1a 00001
None None 5 per tile

1x1 - 5

2x2 - 20

Sturdy Hut
Sturdy Hut
Housng1a 00003
Housng1a 00004
None Well or Water Supply 7 per tile

1x1 -7

2x2 - 28

Meager Shanty
Meager Shanty
Housng1a 00008
Housng1a 00007
1 type of food All of the above, Bazaar 9 per tile

1x1 - 9

2x2 - 36

Common Shanty
Common Shanty
Housng1a 00009
Housng1a 00010
1 type of food All of the above, access to 1 God (Temple) 11 per tile

1x1 - 11

2x2 - 44

Rough Cottage
Rough Cottage
Housng1a 00013
Housng1a 00014
1 type of food All of the above, Water Supply (Well not acceptable) 13 per tile

1x1 - 13

2x2 - 52

Ordinary Cottage
Ordinary Cottage
Housng1a 00015
Housng1a 00016
1 type of food All of the above 15 per tile

1x1 - 15

2x2 - 60

10 entertainment points
Modest Homestead
Modest Homestead
Housng1a 00019
Housng1a 00020
1 type of food

+ Pottery

All of the above 16 per tile

1x1 - 16

2x2 - 64

Entertainment points

12 Very Easy

13 Easy

13 Normal

15 Hard

20 Very Hard

Spacious Homestead
Spacious Homestead
Housng1a 00021
Housng1a 00022
Same as above All of the above, access to a Physician 17 per tile

1x1 - 17

2x2 - 68

Entertainment points

14 Very Easy

15 Easy

16 Normal

20 Hard

25 Very Hard

Modest Apartment
Modest Apartment
Housng1a 00025
Housng1a 00026
1 type of food

Pottery


New: Beer

All of the above, Festival Square, & Pavilion 18 per tile

1x1 - 18

2x2 - 72

Entertainment points

16 Very Easy

18 Easy

20 Normal

25 Hard

30 Very Hard

Spacious Apartment*
Spacious Apartment
Housng1a 00027
Housng1a 00028
Same as above All of the above, access to a Courthouse 19 per tile

1x1 - 19

2x2 - 76

Entertainment points

18 Very Easy

22 Easy

25 Normal

30 Hard

35 Very Hard

Common Residence
Common Residence 1
Common Residence 2
Same as above All of the above, access to a Scribal School or Library 20 per tile

2x2 - 80

Entertainment points

20 Very Easy

25 Easy

30 Normal

35 Hard

40 Very Hard

Spacious Residence
Spacious Residence 1
Spacious Residence 2
Pottery

Beer


New: 2 types of food

All of the above, access to a Dentist 21 per tile

2x2 - 84

Entertainment points

25 Very Easy

30 Easy

35 Normal

40 Hard

45 Very Hard

Elegant Residence
Elegant Residence 1
Elegant Residence 2
2 types of food

Pottery

Beer


New: Linen

All of the above 22 per tile

2x2 - 88

Entertainment points

30 Very Easy

35 Easy

40 Normal

45 Hard

50 Very Hard

Fancy Residence**
Fancy Residence 1
Fancy Residence 2
All of the above All of the above, access to 2 gods 23 per tile

2x2 - 92

Entertainment points

35 Very Easy

40 Easy

45 Normal

50 Hard

55 Very Hard

Common Manor
Common Manor
2 types of food

Pottery

Beer

Linen


New: 1 type of Luxury Good

All of the above  ~11.1 per tile

3x3 - 100

Entertainment points

40 Very Easy

45 Easy

50 Normal

55 Hard

60 Very Hard

Spacious Manor
Spacious Manor
All of the above All of the above, access to a Mortuary 12 per tile

3x3 - 108

Entertainment points

45 Very Easy

50 Easy

55 Normal

60 Hard

65 Very Hard

Elegant Manor
Elegant Manor
All of the above All of the above, access to 3 gods, access to a Scribal School and a Library ~12.9 per tile

3x3 - 116

Entertainment points

50 Very Easy

55 Easy

60 Normal

65 Hard

70 Very Hard

Stately Manor***
Stately Manor
All of the above All of the above ~13.8 per tile

3x3 - 124

Entertainment points

55 Very Easy

60 Easy

70 Normal

75 Hard

80 Very Hard

Modest Estate
Modest Estate
2 types of food

Pottery

Beer

Linen


New: 2 types of Luxury Good

All of the above 11.5 per tile

4x4 - 184

Entertainment points

65 Very Easy

72 Easy

80 Normal

85 Hard

90 Very Hard

Palatial Estate
Palatial Estate
Pottery

Beer

Linen

2 types of Luxury Good


New: 3 types of food (2 on Very Easy)

All of the above 12.5 per tile

4x4 - 200

Entertainment points

75 Very Easy

83 Easy

90 Normal

95 Hard

100 Very Hard

* the last level of housing that can be 1x1 in size.

** the last level of housing that can be 2x2 in size. All houses after this do not generate workers.

***the last level of housing that can be 3x3 in size.

Strategy[]

Due to the fact that higher levels of housing require multiple goods and services and that losing access to any of these cause devolution to the next lowest level, housing quality can fluctuate greatly if placed haphazardly (in the most extreme example, a palatial estate can devolve to a crude hut within a very short period of time if it loses access to water). Most successfully built cities therefore ensure that its housing are afforded constant coverage of goods and services.

One of the most efficient ways to do this is to create a "block"--a looped road that contains (both within and outside the loop) housing and the goods and services they need. Looped roads ensure that random walkers always follow a set path, in turn ensuring that housing always benefits from their services. Larger loops naturally can hold more housing, although blocks that are too large (longer than 44 tiles in circumference) can be subject to instability as walkers can only walk so far before returning to their buildings. Loops hold other advantages aside from promoting stable housing. They allow players to precisely control the evolution of housing in sections of their city by allowing or disabling certain goods and services. 

Housing is generally better placed on the outside of the loop--this way, other industries can draw labor by walking near the block (as long as citizens walk within two tiles of a house). Buildings do not draw workers from just the houses its labor seekers come across. Once a building has access to housing, it has access to the entire city' population of workers. 

Pharaoh Buildings
Food and Farming Cattle RanchFarmFishing WharfHunting LodgeIrrigation DitchWater LiftWork Camp
Entertainment BandstandBoothConservatoryDance SchoolJuggler's SchoolPavilionSenet HouseZoo
Health and Sanitation ApothecaryDentistMortuaryPhysicianWater SupplyWell
Industrial Buildings BreweryBrickworksJewelerPapyrus MakerPotterShipwrightWeaverClay PitCopper MineGold MineGemstone MinePlain Stone QuarryLimestone QuarryGranite QuarrySandstone QuarryReed GathererWood Cutter
Monument Buildings Stonemason's GuildBricklayer's GuildCarpenter's Guild
Religion Festival SquareShrineTempleTemple Complex
Municipal Buildings Architect's PostCourthouseFirehouseMansionPalacePolice StationRoad BlockTax CollectorGardenPlazaStatueBridgeFerry Landing
Storage and Distribution BazaarDockGranaryStorage Yard
Education LibraryScribal School
Military Structures AcademyChariot MakerFortRecruiterTransport WharfWarship WharfWeaponsmithWallTowerGatehouse
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