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Caesar IV Heaven » Forums » The Town Square » Anyone find pharaoh (1999) flawed enough to kill enjoyment?
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Topic Subject:Anyone find pharaoh (1999) flawed enough to kill enjoyment?
iplaygames
Pleb
posted 05-09-19 19:15 ET (US)         
NA

[This message has been edited by iplaygames (edited 05-10-2019 @ 11:09 PM).]

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Brugle
HG Alumnus
posted 05-10-19 07:03 ET (US)     1 / 3       
Hello iplaygames, welcome to Heaven Games.
Hello I played this before and had impression it was like hard to play
Yes, Pharaoh is harder to play than many games. Some of us like that. Not everyone will enjoy it. (Caesar III is even harder to play--some prefer it for that reason.)
I got into this again after watching gameplay on youtube
Some years ago I watched a few people play Pharaoh on YouTube. The play I saw was poor, but my sample was very small and I may have missed lots of good players.
the fire marshals can become erractic w ith their paths causing building to be neglected and burning down
It is possible to play and almost always avoid fires. I rarely have a fire when I play a mission.

A very large city (probably with well over 25000 people) can exceed the "walker sprite limit", causing lots of problems. The solution is not to build such a huge city. (I have never built that large of a city.)
A better design w ould be to set path of y our providers so everythinngs predictable
That would simplify the game enough so that many of us wouldn't enjoy it. Thankfully, there are many different games. (I would probably never have started to play Pharaoh if it was that simple.)
Shrinking workforce is a continuing problem, I looked on youtube without a solution
The obvious solution is to finish the mission is a short enough time (say, less than 20 or 25 years) so that aging does not become a significant problem. Most missions (but not Hetepsenusret) can be won that quickly, although a few would take good play. There are some other solutions, but they are complicated so I won't mention them here.
also the design of t he game keep you repeatedly checking everything frequent enough
Yes, it takes some effort to play Pharaoh. Some of us like that.
stuff like throwing religion festivals,fire risks and so onů I have some angry god ruin my city cuz I missed doing festival
If you have enough temples and shrines, gods don't need festivals. My last 8 missions had no festivals. (I will probably throw festivals in some future mission because I will want a god's blessings.)

If you build so that fire marshals pass all buildings frequently, you don't need to check fire risk.
this game just seem to t ake a long time with planning blocks and all
Some people like a game that takes effort to play well. Some don't.
a flawed design is a flawed design
I think Pharaoh's design was quite good, but I recognize that different people have different tastes.
Jesussaves
Banned
posted 05-12-19 18:34 ET (US)     2 / 3       
Yes definitely a buzz kill

Edited: link removed

[This message has been edited by kach (edited 05-13-2019 @ 03:13 AM).]

Pelagius_II
Pleb
posted 06-30-19 15:21 ET (US)     3 / 3       
I'm a month late coming to the conversation and it looks like iplaygames has fled before Brugle's blinding might, but I have been kinda thinking about how to square this circle myself:
That would simplify the game enough so that many of us wouldn't enjoy it. Thankfully, there are many different games. (I would probably never have started to play Pharaoh if it was that simple.)
Thing is... setting the path of providers so that everything's predictable is basically what we wind up doing, in most cases. We just do it with roadblocks/gatehouses and a carefully constrained road network.

I'm in agreement that a large and complex system taking meticulous planning to maintain is not a flaw per se, and I appreciate that people get a kick out of challenges, but various aspects of caesar/pharoah have always felt somewhat... immersion-breaking to me in this regard, I guess. I don't think it's asking the world for your prefects to exercise a modicum of intelligence about what buildings to inspect, for example, rather than getting the sense that I'm herding a crowd of lemmings through perpetual-motion recursion loops so as not to hurt themselves.

I know that Children of the Nile and Caesar 4 went down this road, but while the former was received pretty well the latter was not, so I'm... curious what other form of challenge the game might throw at the player? Maybe just arrange things so that proper non-dirt-roads are more expensive to build and maintain, and dirt roads drag down desirability? That way the player would have an incentive to keep their road network compact, at least within residential neighbourhoods, without non-loop arrangements necessarily leading to infrastructural collapse. Any other ideas?

[This message has been edited by Pelagius_II (edited 06-30-2019 @ 03:24 PM).]

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