what's the biggest change coming into Pharaoh?There are lots of significant changes. An important one is special orders in bazaars.
there's a lot of talk about housing blocks... is there any as efficient as the Brugle's block was in Caesar?You may want to look at the "sticky" thread
When it comes to walkers, is there any bug and what is the longest distance they will walk?I don't remember any bugs in Pharaoh (or C3) walkers, but my memory is poor.
Should I be placing the warehouses near or far from Bazaars?It's usually good to place storage yards near bazaars (just as it's usually good to place warehouses near markets in C3), but there are times that it makes sense to place them farther away.
I'll keep asking questionsGood!
Given the already-existing mechanics, what's the biggest change coming into Pharaoh?I would say if you've already come from C3, mechanic-wise the biggest 3 changes are roadblocks, yearly/biannual harvests, and bazaar orders. For gameplay generally, I'd say monuments and how religion works.
I read there's a lot of talk about housing blocksEfficiency is relative to the game. The most efficient block in C3 is efficient for that game, not for Pharaoh. There are many highly efficient housing blocks to be found on the thread Brugle referred to. The other pinned thread
When it comes to walkers, is there any bugThere are a few bugs (or "odd features") like wandering and disappearing tax collectors/architects/magistrates, invisible return-trip sled pullers, granary getters despawning when attempting to go cross-country, teleporting entertainment walkers and bazaar ladies. Even though they are bugs, most of these mechanics have been fully analysed, explained and purposefully manipulated at times. Just play around and if you find anything odd, let us know.
The longest distance a destination walker will go is 499 tiles.I'd say look at reply 14 of
Should I be placing the warehouses near or far from Bazaars?Depends on the situation. I prefer granaries closer because yearly harvests can afford to travel really far, but storage yards can be a bit further away if the production is a medium/short distance away from the block.
[This message has been edited by evil_live_vile (edited 04-01-2020 @ 07:43 PM).]
It's "entertainers", not "magistrates".Quoted from evil_live_vile:
There are a few bugs (or "odd features") like wandering and disappearing tax collectors/architects/magistrates, invisible return-trip sled pullers, granary getters despawning when attempting to go cross-country, teleporting entertainment walkers and bazaar ladies. Even though they are bugs,
[This message has been edited by Ursus Barbatum (edited 04-02-2020 @ 11:28 PM).]
The Brugle block has 6 luxury palaces with a road loop around a hippodrome. It was named and promoted by Grumpus the Elder based on a block from my original Damascus. (I never built a block like that again, but other players did.)Quoted from Ursus Barbatum:
I played the entire game using your block and found it very efficient when I wanted anything up to Grand Insulaes
Yes. When playing with non-Cleopatra Pharaoh, Perwadjyt can be won at Hard difficulty.Quoted from Ursus Barbatum:
I found a bug! In the third mission there's no way to win in Hard and Very Hard,
That image does not directly display on my browser (Firefox), but I can see if by clicking on View Image. For large images I recommend using a url tag.Quoted from Ursus Barbatum:
Here's the block I've been using,
Each person eats 3 units of food per year, or 2.4 units if Bast's temple complex or Sebek's altar exists. For details seeQuoted from Ursus Barbatum:
How many people can the different kinds of farm feed?
A granary holds 3200 units of food. The number of farms depends on how much they produce.Quoted from Ursus Barbatum:
How many farms will fill a granary?
As far as C3 markets distribute food.Quoted from Ursus Barbatum:
How far do Bazaar walkers distribute food?
No, housing blocks (as in C3) can be small.Quoted from Ursus Barbatum:
it feels like Pharaoh requires wider blocks,
If you build a large block or a block with intersections separating the parts (your block does both), you may need markets in different sports.Quoted from Ursus Barbatum:
hence I was wondering whether I needed multiple Bazaars in different spots
Normally, it doesn't help the block work better to have multiple accesses. It might help if multiple resources needed by the block are located in different places, but usually it is easier just to move the food/goods around.Quoted from Ursus Barbatum:
Is it any good to have multiple accesses to the block
For food imports, see the answer above.Quoted from Ursus Barbatum:
Imports and Exports! How much of each resource should I need for X amount of people?
That is one way to do it. I have done that in some missions.Quoted from Ursus Barbatum:
Should I still set up the Storage Yard-Getting Granary if I'm importing a second kind of food?
SeeQuoted from Ursus Barbatum:
What buildings are considerable desirable and which aren't?
There isn't something as easy as fountains, but other make-work jobs are possible. The cheapest worker creator is a work camp, but you don't want to mess up floodplain farming. In a few missions I have built lots of police stations to reduce unemployment. Other ways of reducing unemployment (as in C3) are evolving houses to elite status (manors or estates) or just living with it (by making other conditions better, such as raising wages or reducing taxes).Quoted from Ursus Barbatum:
How can I face the excess employment? In Caesar I felt you could either use Fountains to quickly bring it down or creating temporary working blocks
I though Magistrates shared the same walker behaviour with tax collectors and architects, including the bizarre wandering off. I also didn't realise entertainers did this, I thought that behaviour was more the result of teleporting than how tax collectors do it.Quoted from Brugle:
It's "entertainers", not "magistrates".
Yes, and I know you and I have different views on "bugs". I take a fairly liberal use of the word, just as something counter-intuitive which doesn't appear planned. Actually, out of everything I listed, in my opinion the invisible return-trip sled pullers seem like the most intentionally planned as a workaround for some game-mechanic problem.Quoted from Brugle:
All of those might be bugs, but all of them might be as designed.
I'd say a block 8 tiles wide would be average, that way you can fit 2 3x3 buildings inside the block next to each other. I think 7 tiles wide was better in C3 because that maximises internal water coverage. But obviously you need to adapt to the situation and the restrictions of the map you're on.Quoted from Ursus Barbatum:
So far it feels like Pharaoh requires wider blocks...
You can always disconnect your road network so extra work camps in one area won't impact farming in another area. Though some people have personal rules that doesn't let them use techniques like that.Quoted from Brugle:
...The cheapest worker creator is a work camp, but you don't want to mess up floodplain farming.Quoted from Ursus Barbatum:
How can I face the excess employment?
Get in the habit of trying to fulfill requests ASAPBe careful when a request is from an enemy. Sometimes it's good to fulfil and can be useful as a bribe to avoid their anger too early in the mission. Sometimes though you can be punished by the Pharaoh for consorting with the enemy.
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