Pharaoh/Gameplay: Difference between revisions

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These are intended for new players, just some essential concepts necessary for successful play, regardless of strategy or player style. Advanced players will likely not find these very helpful, as they don't cover the more complicated issues.
These are intended for new players, just some essential concepts necessary for successful play, regardless of strategy or player style. Advanced players will likely not find these very helpful, as they don't cover the more complicated issues.


*Money - be sure you do not run out early. To that end, start your city small, with just the basic services. Keep room to expand later on. If you do run out, rescue funds (usually about 2/3 of starting mission funds) are granted once per mission. This lowers the mission score, but otherwise does no harm. Once you run out of those too, you get into debt. Maximum debt is 5000 db. (db. = debens, the in-game currency). You have to pay interest on debt, and Kingdom rating keeps dropping all time you are in debt. Stay out of debt at all costs! To win a mission, you need to be profitable, i.e. year-to-year your total funds must increase, not decrease. Acheive this by exporting commodities with a high profit margin. High-level homes with high taxation are most of the time not enough to make the city profitable.
*Money - be sure you do not run out early. To that end, start your city small, with just the basic services. Keep room to expand later on. If you do run out, rescue funds (usually about 2/3 of starting mission funds) are granted once per mission. This lowers the mission score, but otherwise does no harm. Once you run out of those too, you get into debt. Maximum debt is 5000 db. (db. = debens, the in-game currency). You have to pay interest on debt, and Kingdom rating keeps dropping all the time you are in debt. Stay out of debt at all costs! To win a mission, you need to be profitable, i.e. year-to-year your total funds must increase, not decrease. Achieve this by exporting commodities with a high profit margin. High-level homes with high tax income are most of the time not enough to make the city profitable.
*Planning - plan housing areas and industrial areas separately. Housing is recommended to be built in blocks, not on random. In industrial areas, keep only small housing slums to provide workers (1-2 homes in a given industrial area are enough). Use roadblocks to restrict service workers patrol routes to where they are needed (that is, the housing areas). When building industry, keep the distance between the raw material source and the corresponding industry small, generally within the width of a single screen. When trading by water, keep your industry close to the docks.
*Planning - plan housing areas and industrial areas separately. Housing is recommended to be built in blocks, not on random. In industrial areas, keep only small housing slums to provide workers (1-2 homes in a given industrial area are enough). Use roadblocks to restrict service workers patrol routes to where they are needed (that is, the housing areas). When building industry, keep the distance between the raw material source and the corresponding industry small, generally within the width of a single screen. When trading by water, keep your industry close to the docks.
*Sentiment - keep your citizens happy. A positive sentiment ("people like you") is enough, they don't have to idolise you as a god all the time. Keep the gods happy. Throw festivals regularly. Use lavish festivals as much as possible if you don't want to waste beer on grand festivals. Make sure to have enough temples, the same number for every local deity and one or two more temples to the patron god. Keep the pharaoh happy - have a Kingdom rating at least above 50 at all times. Send gifts from your own savings only when needed.
*Sentiment - keep your citizens happy. A positive sentiment ("people like you") is enough, they don't have to idolise you as a god all the time. To that end, do not raise taxes above the default 9% (at least not by much, i.e. only a couple percent at the most) and pay always at least the same wage as the kingdom average (default is 30 db.). Keep the gods happy. Throw festivals regularly. Use lavish festivals as much as possible if you don't want to waste beer on grand festivals. Make sure to have enough temples, the same number for every local deity and one or two more temples to the patron god. Keep the pharaoh happy - have a Kingdom rating at least above 50 at all times. Send gifts from your own savings only when needed.
*Steady services - whenever you decide to start a service in a certain area, make sure you can sustain it and keep it stable indefinitely. The waves of housing evolving and devolving all the time do quite a number on your city's economy. If you can't keep a service steady, don't start it in the first place. Again, the use of roadblocks is crucial.
*Steady services - whenever you decide to start a service in a certain area, make sure you can sustain it and keep it stable indefinitely. The waves of housing evolving and devolving all the time do quite a number on your city's economy. If you can't keep a service steady, don't start it in the first place. Again, the use of roadblocks is crucial.
*Basic development progression - use this as a rule of thumb, in some missions you may have to bend the schedule, mostly to repel early invaders. Develop your city roughly in this progression:
*Basic development progression - use this as a rule of thumb, in some missions you may have to bend the schedule, mostly to repel early invaders. Develop your city roughly in this progression: