Housing Chart – part 1

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 1×1 5 -98 -98 -98 -98 -98 None 5 5 5 10 15 1 1 1 1 2 -2 -1 0 0 0 0
2×2 20 0 0 0 0 0 12 12 12 12 24
Sturdy Hut 1×1 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
2×2 28 0 0 0 0 0 16 16 16 16 33
Meager Shanty 1×1 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
2×2 36 0 0 0 0 0 21 21 21 43 64
Common Shanty 1×1 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
2×2 44 0 0 0 0 0 26 26 26 52 79
Rough Cottage 1×1 13 4 4 4 3 2 Water Supply 25 25 25 30 35 1 2 2 2 3 -2 -1 0 0 0 0
2×2 52 0 0 0 0 0 31 62 62 62 93
Ordinary Cottage 1×1 15 9 8 8 7 6 Entertainment 30 30 30 35 40 2 2 2 2 3 -2 -1 0 0 0 0
2×2 60 10 10 10 10 10 72 72 72 72 108
Modest Homestead 1×1 16 13 12 12 11 10 Pottery 35 35 35 40 45 2 2 2 3 4 -1 0 0 0 0 0
2×2 64 20 15 13 13 12 76 76 76 115 153
Spacious Homestead 1×1 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
2×2 68 25 20 16 15 14 81 81 81 122 163
Modest Apartment 1×1 18 21 20 20 19 18 Beer 50 50 50 55 60 2 3 3 3 4 0 0 0 0 0 0
2×2 72 30 25 20 18 16 86 129 129 129 172
Spacious Apartment 1×1 19 26 25 25 23 22 Courthouse 55 55 55 60 70 2 3 3 3 4 0 0 0 0 0 0
2×2 76 35 30 25 22 18 91 136 136 136 182
Common Residence 2×2 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 2×2 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 2×2 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 2×2 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 3×3 100 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 3×3 108 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 3×3 116 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 3×3 124 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 4×4 184 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 4×4 200 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.
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 1×1 or 2×2, 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 1×1 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. 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: “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 1×1 or 2×2, the number shown is for the 2×2 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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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

IndexPart 2