Pharaoh/Cleopatra Housing Chart

PHARAOH/CLEOPATRA HOUSING CHART - Page 2
Housing Level Evolve / Devolve Fire Risk Increment Crime Risk Base/Incr't Disease Risk Increment Malaria Risk Increment
VH H N E VE VH H N E VE VH H N E VE VH H N E VE VH H N E VE
Crude Hut -98 -98 -98 -98 -98 22 18 15 12 3 35 35 25 22 1 70 60 40 30 -130 70 60 50 40 -130
-99 -99 -99 -99 -99 50 40 30 20 0
Sturdy Hut -10 -10 -10 -10 -10 22 18 15 12 3 35 35 25 22 1 60 50 30 20 -130 70 50 40 30 -130
-12 -12 -12 -12 -12 45 36 27 19 0
Meager Shanty -5 -5 -5 -6 -7 30 24 20 17 4 30 30 22 20 1 60 40 20 10 -130 60 50 40 20 -130
-7 -7 -7 -8 -9 40 32 24 18 0
Common Shanty 0 0 0 -1 -2 30 24 20 17 4 30 30 22 20 1 50 30 10 8 -130 60 50 30 20 -130
-2 -2 -2 -3 -4 35 28 21 17 0
Rough Cottage 4 4 4 3 2 37 30 25 22 5 30 30 20 17 1 40 20 5 5 -130 30 20 0 10 -130
2 2 2 1 0 32 26 19 16 0
Ordinary Cottage 9 8 8 7 6 37 30 25 22 5 30 30 20 17 1 30 10 0 3 -130 30 20 0 5 -130
7 6 6 6 4 32 26 19 15 0
Modest Homestead 13 12 12 11 10 30 24 20 17 4 25 25 17 15 1 20 10 0 0 -130 20 20 0 0 -130
11 10 10 9 8 29 23 17 14 0
Spacious Homestead 17 16 16 15 14 30 24 20 17 4 25 25 17 15 1 10 0 0 -10 -130 20 0 0 -10 -130
15 14 14 13 12 29 23 17 13 0
Modest Apartment 21 20 20 19 18 30 24 20 17 4 20 20 15 12 1 10 0 -10 -20 -130 10 0 -10 -20 -130
19 18 18 17 16 27 21 15 12 0
Spacious Apartment 26 25 25 23 22 30 24 20 17 4 20 20 15 12 1 0 0 -20 -30 -130 10 0 -20 -30 -130
23 22 22 20 19 27 21 15 11 0
Common Residence 33 32 32 30 29 30 24 20 17 4 20 15 12 8 1 0 -10 -30 -40 -130 0 -10 -30 -40 -130
30 29 29 27 26 25 19 13 10 0
Spacious Residence 41 40 40 38 37 30 24 20 17 4 20 15 12 8 1 0 -20 -40 -50 -130 0 -20 -40 -50 -130
37 36 36 34 33 25 19 13 9 0
Elegant Residence 50 48 48 46 45 22 18 15 12 3 15 10 8 5 1 -10 -30 -50 -60 -130 -10 -30 -50 -60 -130
45 43 43 41 40 23 17 11 8 0
Fancy Residence 55 53 53 51 50 22 18 15 12 3 15 10 8 5 1 -20 -40 -60 -70 -130 -20 -40 -60 -70 -130
50 48 48 46 45 23 17 11 7 0
Common Manor 60 58 58 56 55 15 12 10 7 2 15 10 8 5 1 -30 -50 -70 -80 -130 -30 -50 -70 -80 -130
52 50 50 48 47 21 15 8 6 0
Spacious Manor 65 63 63 61 60 15 12 10 7 2 15 10 8 5 1 -40 -60 -80 -90 -130 -40 -60 -80 -90 -130
55 53 53 51 50 21 15 8 5 0
Elegant Manor 70 68 68 66 64 15 12 10 7 2 10 5 5 1 1 -50 -70 -90 -100 -130 -50 -70 -90 -100 -130
62 60 60 57 55 19 13 8 4 0
Stately Manor 76 74 74 72 70 15 12 10 7 2 10 5 5 1 1 -60 -80 -100 -110 -130 -60 -80 -100 -110 -130
70 68 68 66 64 19 13 5 3 0
Modest Estate 82 80 80 77 75 7 6 5 2 1 10 5 5 1 1 -70 -90 -110 -120 -130 -70 -90 -110 -120 -130
72 70 70 67 65 18 12 4 2 0
Palatial Estate 92 90 90 87 85 7 6 5 2 1 10 5 5 1 1 -80 -100 -120 -130 -130 -80 -100 -120 -130 -130
87 85 85 82 80 15 10 3 1 0

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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