Pharaoh/Cleopatra Housing Chart

There is an incredible amount of information to be found on this site, and others, about the game of Pharaoh/Cleo. Of all of these wonderful resources, the one that I have referred to most often is the Housing Levels chart that I found on Grumpus The Elder's site Which Way To Thebes.

Lately I have been playing on the higher difficulty levels, and Grumpus' chart is only accurate for Normal Difficulty. Also, Grumpus' chart is lacking information on taxes, which I find very useful. Nero Would prepared a chart, Housing data table, which included information for all difficulty levels on taxes, prosperity and entertainment. Nero Would's chart did not include the required desirability levels for housing evolution, and neither chart included the desirability effect that the different levels of housing had on nearby housing.

What I have tried to accomplish here is to develop a chart that included all of the information found in the works of Grumpus The Elder and Nero Would, plus add a little additional information of my own. I hope that some of you will find this chart useful as well.

Due to the large amount of information included in this chart, it must be viewed at 1024 x 768 (or higher) with a minimum setting of 256 colors.

This chart consists of two pages, with a legend for each page. The link to page two is at the bottom of this page. Before printing this chart, set your printer's top margin to .75" (1.90 cm), the bottom, left and right margins to .50" (1.27 cm) and turn "header" and "footer" off (leave blank).

Also, be sure and check out the Pharaoh/Cleo Structures Chart. It is a nice compliment to the Housing Level Chart.

 — VitruviusAIA

PHARAOH/CLEOPATRA HOUSING CHART - Page 1
Housing Level Siz Pop Evolve / Entertainment Services Prosperity Taxes Desirability
VH H N E VE VH H N E VE VH H N E VE D1 D2 D3 D4 D5 D6
Crude Hut 1x1 5 -98 -98 -98 -98 -98 None 5 5 5 10 15 1 1 1 1 2 -2 -1 0 0 0 0
2x2 20 0 0 0 0 0 12 12 12 12 24
Sturdy Hut 1x1 7 -10 -10 -10 -10 -10 Well or Water Supply 10 10 10 15 20 1 1 1 1 2 -2 -1 0 0 0 0
2x2 28 0 0 0 0 0 16 16 16 16 33
Meager Shanty 1x1 9 -5 -5 -5 -6 -7 1 Type of Food 15 15 15 20 25 1 1 1 2 3 -2 -1 0 0 0 0
2x2 36 0 0 0 0 0 21 21 21 43 64
Common Shanty 1x1 11 0 0 0 -1 -2 Access to 1 God 20 20 20 25 30 1 1 1 2 3 -2 -1 0 0 0 0
2x2 44 0 0 0 0 0 26 26 26 52 79
Rough Cottage 1x1 13 4 4 4 3 2 Water Supply 25 25 25 30 35 1 2 2 2 3 -2 -1 0 0 0 0
2x2 52 0 0 0 0 0 31 62 62 62 93
Ordinary Cottage 1x1 15 9 8 8 7 6 Entertainment 30 30 30 35 40 2 2 2 2 3 -2 -1 0 0 0 0
2x2 60 10 10 10 10 10 72 72 72 72 108
Modest Homestead 1x1 16 13 12 12 11 10 Pottery 35 35 35 40 45 2 2 2 3 4 -1 0 0 0 0 0
2x2 64 20 15 13 13 12 76 76 76 115 153
Spacious Homestead 1x1 17 17 16 16 15 14 Physician or Mortician 45 45 45 50 55 2 2 2 3 4 -1 0 0 0 0 0
2x2 68 25 20 16 15 14 81 81 81 122 163
Modest Apartment 1x1 18 21 20 20 19 18 Beer 50 50 50 55 60 2 3 3 3 4 0 0 0 0 0 0
2x2 72 30 25 20 18 16 86 129 129 129 172
Spacious Apartment 1x1 19 26 25 25 23 22 Courthouse 55 55 55 60 70 2 3 3 3 4 0 0 0 0 0 0
2x2 76 35 30 25 22 18 91 136 136 136 182
Common Residence 2x2 80 33 32 32 30 29 Scribe School or Library 60 60 60 70 80 3 3 3 4 5 0 0 0 0 0 0
40 35 30 25 20 144 144 144 192 240
Spacious Residence 2x2 84 41 40 40 38 37 Dentist & 2 Types of Food 65 70 70 80 90 3 3 3 4 5 0 0 0 0 0 0
45 40 35 30 25 151 151 151 201 252
Elegant Residence 2x2 88 50 48 48 46 45 Linen 70 75 80 90 100 3 4 4 5 6 1 1 0 0 0 0
50 45 40 35 30 158 211 211 264 316
Fancy Residence 2x2 92 55 53 53 51 50 Access to 2 Gods 75 80 90 100 120 4 4 4 5 6 2 1 0 0 0 0
55 50 45 40 35 220 220 220 276 331
Common Manor 3x3 100 60 58 58 56 55 1 Type of Luxury Good 450 450 500 600 650 11 10 10 12 13 3 2 1 0 0 0
60 55 50 45 40 660 600 600 720 780
Spacious Manor 3x3 108 65 63 63 61 60 Physician & Mortician 550 600 600 700 750 11 10 11 13 14 3 2 1 0 0 0
65 60 55 50 45 712 648 712 842 907
Elegant Manor 3x3 116 70 68 68 66 64 School & Library Access 3 Gods* 650 700 700 800 850 12 12 12 14 15 4 4 3 3 2 2
70 65 60 55 50 835 835 835 974 1044
Stately Manor 3x3 124 76 74 74 72 70 *** 750 800 800 900 950 12 12 13 15 16 4 4 3 3 2 2
80 75 70 60 55 892 892 967 1116 1190
Modest Estate 4x4 184 82 80 80 77 75 2 Types of Luxury Goods 1500 1600 1600 1900 2000 15 15 15 16 17 5 5 4 4 3 3
90 85 80 72 65 1656 1656 1656 1766 1876
Palatial Estate 4x4 200 92 90 90 87 85 3 Types of Food ** 1800 1900 1900 2200 2300 15 16 16 17 18 5 5 4 4 3 3
100 95 90 83 75 1800 1920 1920 2040 2160
* For the Easy Difficulty Level, 3 Gods are not required until you get to Stately Manor.
** For the Very Easy Level, 3 types of food are not required.
*** The chart that Grumpus The Elder made (for Normal Difficulty) had "Senet House" at this location. This is an entertainment requirement. With the "entertainment bonus", a Stately Manor could be evolved on Normal Difficulty (and on Hard Difficulty if Cleo isn't installed) without a Senet House.

Printable copy

Colors: The vertical bands of color have been used to distinguish the various Difficulty Levels. VH=Very Hard, H=Hard, N=Normal, E=Easy and VE=Very Easy. The horizontal bands of color are to aid in reading across the chart.
Siz (Size): Size of the housing that this level produces. For housing that can be either 1x1 or 2x2, both are listed.
Pop (Population): The maximum number of people that the house will hold.
In the columns with the gray heading are listed all of the requirements for housing to evolve to the designated level. These include the desirability of the area necessary to Evolve, Entertainment points required and the necessary Services that need to be provided. Evolve: For housing to develop to this level, the Desirability of the area must obtain this minimum value. For housing that covers more than a 1x1 area, at least one tile must obtain this minimum value. This value increases as the difficulty level increases and is shown in the top row, right justified. Entertainment: Entertainment must be provided for housing to evolve beyond Rough Cottage. The amount of entertainment required increases as the difficulty level increases and is shown in the bottom row, left justified. If you have questions about entertainment, visit the thread by Nero Would: Entertainment - more than you may want to know. A brief summary on Entertainment: You get 10 points for a Juggler, 20 points for a Musician, 30 points for a Dancer and 40 points for a Senet House (or Zoo if you have Cleo installed). There is also an entertainment bonus available, which can amount to a maximum of 20 points. Services: What you must provide, in addition to the desirability of the area and entertainment, for housing to evolve to this level.
Prosperity: I can't explain this any better than Nero Would did in his Housing data table post. This is what Nero Would had to say on the subject: "Your Prosperity Rating is evaluated every 3 months and may increase depending on your cities profitability, unemployment, wages and other factors. But your prosperity will not increase above a "cap" that is determined by the prosperity values of your housing. To calculate the prosperity cap, multiply the prosperity value of each house by the current (not maximum) population. Add up this number for each house in your city, divide by the total population and round down to a whole number. For example, if you are playing on Hard and have 1300 people living in Rough Cottages (100 Rough Cottages if they are all full) and you have 1000 people living in Common Residences (say 25 Common Residences each half full), your prosperity cap is: (1300*25 + 1000*60) / 2300 = 40"
Taxes: For each level of difficulty, you will find two numbers corresponding to each level of housing. The number in the top row (the smaller value, left-justified) is the "tax rate multiplier" for the house. Again, I am quoting Nero Would: "To calculate the annual taxes paid by a house, you multiply the number of occupants by the tax rate multiplier, by the city tax rate, and by 6. For example, on Hard and with the default 9% tax rate, a full common residence pays annual taxes of: 80 * 3 * 9% * 6 = 129 debens." The number in the bottom row (the larger value, right-justified) is the amount of tax that a full house of this level will pay at a 10% tax rate. I chose 10% because it is easy to adjust for other tax rates. Multiply this number by .7 for a 7% tax rate, or 1.5 for a 15% tax rate, etc. (For houses that can be either 1x1 or 2x2, the number shown is for the 2x2 version of the house.)
Desirability: This is different from the "Evolve" value found earlier in the chart. The number in the "D1" column represents the desirability effect (positive or negative) that the house has on adjacent squares. The number in the "D2" column represents the desirability effect 2 tiles from the house. "D3" = 3 tiles, etc. 6 tiles is the maximum range that the desirability effect extends for any house. For example, the Desirability Chart of a Stately Manor (4,4,3,3,2,2) would look like this:

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Legend

Credits: Most of the information contained in this Chart was provided by Nero Would. Additional information was obtained from my review of the Pharaoh_Model.txt files and from tests that I made. The original concept and format of the Chart was derived from the work of Grumpus The Elder on his site "Which Way To Thebes". If there are any errors in the Chart, they are entirely by own. VitruviusAIA

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