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Reviewed by Game Boy!

 

Important Update Incudes review of:

'Pharaoh a New Era'.

 

Please note, all PC Games reviewed in this series are played by both men and women, boys and girls.

Immerse yourself in yet another one of Sierra’s world class city building games, this time, the hot and humid climate that is and was ancient Egypt. A time of great rulers, Pharaoh and Cleopatra, along with Pyramids in various sizes and legendary monuments like the Sphinx and the Temple of Abu Simbel, all of which you will get to build as you and your family make your way through as many as five glorious campaigns, 38 missions in Pharaoh and four regal campaigns, 15 missions in the Cleopatra expansion.

To defend your city from raiders, you also have fast moving chariots and warships.

 

If that were not enough, you get a mass of custom missions to play, along with an easy to use map editor.

Pharaoh Gold Re-sized.jpg

 

As with Zeus, even more so that of Pharaoh, it is imperative that you buy the gold edition, which includes the Cleopatra add-on/expansion, and here is why:

Select a campaign or Mission COMBO Re-sized.jpg

 

The screenprint on the left shows the various campaigns, 5 in Pharaoh and 4 in Cleopatra, while the screenprint on the right shows the first 13 missions of Pharaoh, thereby allowing you to select and play all of the 38 missions in Pharaoh + 15 in Cleo’ without the need to repeat that of Caesar III in order to play the alternative choice missions in Pharaoh – Those in Cleopatra being single choice and continuous. That option, though, only applies to the gold version.

 

The other reason is, it includes the work camp that is missing from the Toshka ‘Custom mission map’, 1 of 33 in all, and the Mission editor.

 

Compatibility. By my recollection, both games can be played on Windows operating systems up to and including Windows 2000. To play Cleopatra on XP and Windows 7 you need to apply the following to the game:

 

1) Install Pharaoh. 2) After the restart, open My computer, then the Sierra folder followed by the Pharaoh folder and then right click on the icon that has a crucifix with a O above the ┬, and  then left click on Properties. 3) Click on the compatibility tab and then check the “Run this programme in compatibility mode for”, and then, from the drop down menu, choose Windows 2000 (see screenprint below this). Finally, click apply and then close.

Compatability setting Pharaoh.jpg

 

NB. If you don’t install Cleo next, then the W2000 compatibility may well result in the game’s sound being muted.

Install Cleopatra prompt.jpg

 

4) Place the Cleopatra CD in your DVD/CD ROM drive and when the install game screen comes up (see screenprint above this) click QUIT. 5) Open My computer and then right click on the DVD/CD ROM drive icon and click open. 6) Right click on the SETUP icon (that of a monitor on top of a desktop PC) and click Properties. 7) Make the same changes to the Cleopatra Compatibility tab. 8) After you click apply and close you simply install the game.

 

NB. Once the game is successfully installed you must use the Cleopatra game disc to play the game.

 

Tutorials plus. In all, Pharaoh has what amounts to six tutorials spread across one and a half of the first two campaigns. Thereafter, if you choose to play the campaigns in order and not the missions, you will find yourself, on 13 occasions, being offered two choices of missions to play.

 

That said, you can still play the other 13 missions by simply selecting them from the individual missions option (see screenprint above).

 

If you do decide to play the campaigns instead of choosing the individual mission, once you complete a campaign, you can only choose the next campaign on the list or a previous played one, unless, as mentioned, you set up another family name.

 

Whichever way you decide to play Pharaoh, and since there are so many missions, I strongly advise you to type in the name of the campaign when you come to type in the name of your family, and then play the missions associated with that campaign or as many of them as you can. Once you’ve completed a campaign or the missions associated with it, you simply return to the family input screen and type the name of the next campaign. The campaigns in order, along with their Start and End mission names, are:

 

Predynastic (S: Nubt/E: Perwadjyt 3 missons). Archaic (S: Nekhen/E: Abedju 5 missions). Old Kingdom (S: Selima oasis/E: Dakhala oasis 15 missions). Middle Kingdom (S: Thinis/E: *Bubastis 9 missions). New Kingdom (S: Khmun/E: *Hetepsenusret 6 missions).

 

*Another reason for buying and playing the gold edition is explained on page 17 of the booklet I received with the game CD roms: ‘Entertainment, Zoo. Provides entertainment for 7,500 people. Any mission requiring a culture rating of 75 or more needs at least one Zoo.’ The Zoo being one of the new buildings in the Cleopatra add-on.  

 

Cleopatra. As stated, you should play the Cleopatra campaigns in order. The main reason for that is, you can, on occasion, carry over one or more things from the previous mission. Your strongest troops for one. In all, you can carry over 7 monuments, 6 family savings and 6 troops. If troops are carried over, you will see a message at the start of the mission stating that some of your loyal soldiers (Archer, Infantry or Charioteer) have returned. If you immediately place the appropriate fort(s), your best troops of that type from the previous mission will enter and march toward their fort.

 

Ratings. The need to occasionally build monuments replaces the Peace rating from Caesar III. Monument construction isn’t always plain sailing, while you may need to import some or all of the materials you need for them. Other than that, the purpose of the other 3, Culture, Prosperity and Kingdom, in addition to the population quota along with a certain amount of housing at a specific level, hasn’t changed. One good thing, however, is prosperity. No longer constrained, capped as in its predecessor, it can rise significantly in a short space of time with the evolvement of your housing. There are, though, the same negatives, which can reduce it. High unemployment, not having enough workers, not paying more in wages and going into debt. That said, the drops are too small, insignificant in the early missions where prosperity is low.

 

Mission information. By clicking ‘Show mission objectives’ at the bottom of the mission details screen (see next), you can see what you need to accomplish in order to complete a mission. However, you can only see the information if you choose a mission instead of playing a campaign.

Mission details & briefing COMBO Re-sized.jpg

 

The screenprint on the left shows the mission details while the screenprint on the right shows the mission briefing, which you both hear and see after you select a mission, something that is helpful having been offered a choice of 2 or click the ‘Play this mission’ button (bottom right of screenprint).

 

Game differentials. To control where people can walk you now have roadblocks; however, they are only available from partway through the 3rd Perwadjyt mission, along with the beautification your residents need in order to evolve their houses. There are also up to 5 different Gods while festivals need to be held more frequently. Note that, the location of the festival square is irrelevant; however, it must be placed over a X RD that is at least 5 x 5. In addition to sometimes having to place a temple complex (needs 50 workers) for 1 of the Gods in your city, you will also find yourself having to erect prestigious monuments, including the legendary “SPHINX”. Since at least 1 monument must be placed as> ‘\’ so that its narrow (2 tile wide) base leads to water, then the foundations of some monuments will have to be placed at the outset. With that in mind pressing W on the keyboard brings up a graph of tiles, for which the blue ones = Water.

 

Water supply. In addition to wells, you now have a water carrier, someone who, as their name suggests, carries water among your main housing. When water carriers become available, I suggest that you place a water carrier for your main housing first, and only use wells for your fringe housing (Crude or Sturdy hut). Desert terrain has less water tiles than lush grassy land.

 

At least one of the water carrier’s 4 squares must be placed over a blue tile and the same applies to a Village palace (needed to collect taxes) and your  Personal mansion (needed to draw a salary and send the Kingdom an annual gift to increase your Kingdom rating).

 

Note, in the later missions, the size of those two buildings can increase.

 

Wild animals. As well as crocodiles and hippos, to name just two, some of the Cleopatra missions feature deadly scorpions. They show up as black specs on the mini map, which, unlike Caesar III, has no noticeable border to it, nor, for that matter, any clear and distinguishable entry and exit point, save for two roads. The best, indeed, the only way to deal with the scorpions is to pause the game and, as always at the start, slow the game speed down to 10% (the first time you play the game you’ll notice it’s set at 90%). Use medium statues, not small ones, to fence them in, while you may find them in more than one place. Note. Game meat animals, including Ostriches and Antelope, also show up as black specs.

 

Bazaars. Thankfully, you can now specify what bazaars sell to your people. This means you no longer need to cut off your common housing (14 levels) from the elite housing (6 levels), although you still need to keep them separate from one another.

 

Granaries and storehouses. The same also applies to these two buildings, while the quantity per item stored is a quarter, half, 3 quarters or full.

 

Farms. There are two types of farms in the game, while not every mission has the possibility to farm. Land farms, which will certainly need an irrigation ditch around them, and the Nile’s flood plain farms. Whereas land farms produce food and raw materials continuously, the flood plain ones produce theirs annually, that’s because, each year the Nile floods the brown plain, covering it with water for a period of time. Once the flood is over, the farms are exactly as they were along with the roads leading to them. Note. The closer a farm is to the Nile’s water the more fertile it is, while irrigation ditches, when available, can be utilised to boost fertility and not just for land farms.

Flood plain before and after COMBO Re-sized.jpg

 

Grain farms. These also produce a small amount of straw, and so don’t be concerned when you see grain farmers stood idle at the end of a harvest. Straw is both a tradable commodity in some missions and used to produce bricks and feed cattle ranches.

Storage. With flood plain farms you need extra storage for the surplus food. A granary is 4 x 4 and needs 12 workers, while a storage yard is 3 x 3 and needs 6 workers. Two farms provide much-needed raw materials. Barely for making beer and Flax for making linen, which is also used by a Mortuary.

 

Additional food. The flood plain can sometimes be fickle, resulting in a less than normal, even poor flood, causing you to import additional food. As with all imported goods, it’s delivered to a storage yard, but wait, the buying bazaar women will just as easily take food from a storage yard, just as they do everything else.

 

Fishing. It has to be said, Fishing in Pharaoh is somewhat insignificant compared to that of Caesar III.

 

Workers. Flood plain farms and monuments need workers, which are specifically drawn from a work camp. While flood plain farms are being tended, you will find that workers helping with monument construction, specifically those from a work camp sighted close to a monument under construction, will walk to the flood plain farms, even though said farms have enough workers, while workers from work camps sighted near the flood plain may equally walk to the monument and at the same time. Confusing, I know. The best way to resolve the matter, is to have your housing at a steady, fixed level. You then store up enough of what you need for two or more years and delete one of the road tiles leading into the flood plain.

 

Military. As mentioned, there are three types of forts in the game. Archers, which require no armour; Infantry, which require armour produced from copper; and Charioteers. They require a chariot workshop, while they all require a recruiter and, as with Caesar III, you can produce improved troops with a military academy when available. Note. Only the first two are standard.

 

In some missions, you may have need to protect your waters from naval attacks as well as enemy transports, and for that you have a navy. Naval ships are produced at a shipwright and sent to a Warship wharf. Their actions are worth looking at, considering their default is Hold position/Anchored, along with how to move them.

Warship actions.jpg

 

Right click a warship and, from the left, the five actions are: 1) Hold Position/Anchored.

2) Engage enemy. 3) Seek enemy. 4) Repair. 5) Return to wharf.

 

To move a warship, left click it, then left click where you want to move it to.

 

Transport ships. These are used to move troops to different parts of the game map.

Note, enemy transports are likely to dock where the coast is ragged, unable for you to place either a ferry crossing, dock or warship wharf etc.

 

Invasions. There is a cunning difference regarding invasions between Pharaoh and Caesar III, and it is this. In Caesar III, you could wait for an invasion in order to establish where it occurs and then return to a previous game save and move your legions to the invasion point. In Pharaoh, however, that doesn’t always work, owing to the fact that the invasion point may have possibly changed. The only way around it, since the invasion points are clearly randomised in such cases, is to load the game save as many times as you need for the invasion point to return to the location of the one you first noticed.

 

Fortification. As already mentioned, there is no cut-off border to the map. That means, walls will need to be built around a city as a means of fortification against strong invasions. To help, rocks are impassable, and can, therefore, be used in conjunction with walls, which need to be two deep in order to place a defence tower, while gatehouses, slightly longer in Pharaoh/Cleopatra, allow free movement by immigrants and land traders.

 

Housing blocks. Of the four different types of entertainment venues: Booth, Bandstand, Pavilion and Senate house, the first three need to go over a ‘T’ junction, almost forcing you to place rectangular framed roads for your housing and their amenities, while the fourth one, a type of inn, needs a regular supply of beer. Not to worry, as I will now show you with two screenprints:

14 X 7 housing with 3 gods Re-sized.jpg

 

The one above is of an actual game screenprint with a temple to each of the three gods in that particular mission, while the one below is of a 14 X 6 table showing the buildings and, where possible, their names, or a single letter code. For the 5 small ones: F = Fire, A = Architect, D = Dentist, Y = Apothecary, C = Police. Others:

 

M = Bazaar, PHY = Physician, S/S = Scribal school, S = Small statue, MS = medium statue
R = Roadblock (see below).

 

The reason for 2 Bazaars is, one distributes only food, of which there may be 2 types, while the second one distributes pottery and beer, and, for Elegant residence, Linen.

 

Another thing I recently discovered is, if you need all three entertainment buildings, either for the culture or housing level rating, then place the Pavilion instead of the Bandstand and diagonally opposite the Booth. You then place the bandstand along a T-junction beyond that of the Pavilion.

NEW Layout 3 Temples.jpg

 

As with Caesar III, there is a housing problem if you need to evolve housing to ‘Common Residence’ level, either for a housing or population goal, in which case, you need to place the housing plots as per that of the bottom and right side on the top and left side. You then, prior to placing the Scribal school, place a small statue in each of the blue squares. When a group of 4 houses merge to a solid 2 X 2 house, you simply delete the small statue and you will have singular 2 X 2 houses throughout. The advantage of that is, each solid 2 X 2 ‘Common Residence’ swallows up all the food, pottery and beer in the 3 and 4 singular housing. For more information, see the Caesar III game help.

 

As recently as spring 2024 I discovered some clever points about the game, moreover, housing and industry layouts, having watched a YouTube video. Housing layout 19 X 5 first:

Screenprint of 19 X 5 table.jpg

 

That’s quite long, you are no doubt saying to yourself, while for Rostja, the 14th Pharaoh mission, I had a longer one than that. Talking of Rostja, which was the mission I saw in the YT video, because there are only Kingdom and Monument goals, the housing level for Rostja can be as low as Ordinary Cottage (Culture X 1).

 

So that you can follow what I’ll next explain, let me identify the buildings. Gold and pink 2 X 2 quads as they are commonly referred to are housing. Red squares are roads while dark green are roadblocks. The 4 yellow quad top right is the booth, while the bottom left 3 X 3 is the Bandstand. S = a shrine to one of the 3 gods, T inside a light yellow 3 X 3 is a temple (3 in all).

Finally, PH = Physician, TX = Tax, W = Water supply & M = the Bizarre.

 

Note. Directly behind those 2 buildings is the Palace, and the reason is this: It influences both of those buildings, the Bizarre more so that of the water supply, to evolve to a 2nd level. As a result, you have 2 ladies getting and distributing goods rather than just the usual 1.

 

Note. In all there are 3 sizes of Palaces. 4 X 4 (20), 5 X 5 (25) & 6 X 6 (30). The number in () is the amount of workers you need for each. Ideally, you should hold off placing the Palace until you have enough workers and finances for it.

 

Continuing with the other single square buildings: E = Architect, F = Fire house, A = Apothecary, and P = Police. The Dentist, which is only needed for a culture rating of 35+, can go above the Bandstand, in which case, you would need to move the two quads above the bandstand up 1 square or, if you need to extend the top left road further left, only have 1 quad along the left side road.

 

The next point of interest is the purpose of the Festival square, specifically its position and the road below it. By extending the road down 1 square, it touches the quad on either side. There may be times when you need to extend that road down. In which case, you simply place a RB (Roadblock) over the road tile that connects to the 21 X 7 road circuit.

 

That influence doesn’t end just there, and this is why: Provided there is a house within 2 tiles of a walker, moreover a recruitment walker, their building will have labour.

 

So, the pale green tiles are gardens, which are needed to counter the desirability impact of placing buildings along the road below the gardens. Furthermore, by having a quad extend past a RB (see right side road), you can place buildings along the road beyond the RB (Right of the Booth on the above screenprint).

 

I recently noticed that Fishing and Warship wharfs along with a shipwright will have to be placed along a road that is 4 rather than 3 spaces away from housing. To give them access to workers you simply place shorter ‘└─┘ ‘ roads below the longer one at the bottom.

 

For Rostja, which, in addition to the Sphinx (needs to be carved from pre-placed stone), has two Pyramids, I found myself, as per the video, constructing an ‘L’  shape circuit for the storehouses and work camps. In all, there were three 6 X 5 rectangular circuits, feeding off what on the above screenprint would be the bottom 10 quads. You would then have the 6 adjacent to the quads and the 5 extending below the road below the gardens. Storage yards X 2 go inside and along the 6, leaving you room for three 2 X 2 buildings in the 6 X 2 space.

 

Whether you add a third 6 X 5 is up to your needs for the mission you are playing. While I haven’t, as yet, had a need to add a fourth 6 X 5, doing so may not work.

 

Instead, and because of the length of the 10 quads (20 tiles long) you could place two of what I just described extending down rather than across by connectivity, two tiles away from each other with RB’s over the three roads (Top, middle and bottom) that horizontally connect them.

 

So: 6 X 5 RB, RB 6 X 5.

For researching things, I highly recommend 'The Good life' custom map.

 

Population rating. You need to establish how high you can evolve your basic housing, based on resources and available amenities. To help with that, here is a list of each house type, what it has in order to evolve to that specific level and how many occupants for a single house, while housing plots span two deep from their adjoining road (see above).

Housing table.jpg

 

Roadblocks. There is a clever way to place crude huts in conjunction with a roadblock, thereby providing initial workers for both intersections:

Roadblock.jpg

 

Culture venues. Not only do the three culture buildings need to be placed over a ‘T’ junction, but the additional arm/road has to be placed a specific way, while the Pavilion can be positioned in two ways.

Pavillion in two positions.jpg

 

Hot keys. In addition to the ‘W’ water one, these others will come in use. F = Fire, D = Damage (A = Architect, on screenprint of 14 X 6 Word Table above) C = Crime, X = Taxes, Y = Malaria ( Apothecary), Z = Disease (Physician), T = Problems.

H = Hide cliffs (Cleopatra missions 1 to 3 and 7. See next).

Tomb in cliffs Re-sized.jpg

 

Cleopatra tomb missions. In addition to the 3 ‘Valley of the kings’ campaign missions, the fifth mission, ‘Ramses ii’, require you to place 4 tombs, each one a different size, in the surrounding cliffs. If that was not enough of a challenge, the second, ‘Tut in the valley’, is a timed mission, meaning that it has to be completed within a certain amount of months. Cleopatra also introduces several new things to help decorate the tombs, one of which is lamps for which oil can only be imported. Once lamps are produced, you then have the task of them being taken to the tombs, not always easy. In view of what I just mentioned, I strongly recommend that, although you should play the campaigns in Cleopatra, rather than as individual missions, you first select each of the 4 tomb missions and ascertain where best to place each tomb, bearing in mind the timed game (as close to resources as possible).

 

Another thing worth mentioning is, the first three are carry over missions, meaning that, by the fourth one, Ramses in the valley, the other three tombs will be present and vulnerable to pillage. Don’t worry about it, though, it won’t affect the outcome. Watch out for the scorpions, though!

One other point to note. Only in the first of the 4 Cleopatra tomb missions do Immigrants enter the map on the South side; the pre-placed ferry crossings being of little use for the other 3.

 

Monuments. In addition to what has already been said, the Gold version features a ‘Pyramid’ speed up option, which can be found at the bottom of the options menu. Its default is off.

 

Avoid building pyramids and other monuments that are constructed in layers close to the edge of the map, that’s because the upper sections may stretch into the edge of the map itself where, although you can see squares with the water hotkey on, you can’t build on them. The last thing you want is a pyramid that can’t be completed as a result.

 

Burial provisions. Occasionally, you may have cause to add burial provisions to a pyramid. Rather than have warehouse workers take them to the monument, which isn’t necessary, visit the monument advisor where you will see a list of what is needed. Select the item and this screen pops up:

Burial provisions.jpg

 

Make any changes to the amount and ‘click to despatch’.

 

Obelisks only need the specific amount of granite stipulated, along with wood for scaffolding, while sun temples need lots of sandstone just to place the foundations.

 

Beautification. Introduced partway through the third tutorial mission, it comprises gardens, which, although singular squares, can form patterns when extended to 2 x 2 and 3 x 3. Statues. In addition to there being 3 sizes, there are 4 different per size and they can be rotated. To select a preferred statue and its direction, you simply position the initial statue with the mouse, then press the ‘R’ key. Finally, press the left mouse button to place it. Plaza. Unlike Caesar III, you can only place them over improved roads, ones that take on a crazy paving type effect.

 

Imports/exports. An oddity of Pharaoh and Cleopatra are the units of goods, measured as 100 = 1, rather than a single unit in Caesar III except for stone (4 different types). Furthermore, when you come to set and reset the maximum amount of imported good an accepting storage yard holds, the starting amount is astronomically high.

outrageous import amount.jpg

 

Pharaoh requests. In some cases they can act as a barter, whereby, in return for the goods you send you can receive goods you need, especially for monument construction; indeed, in one mission you need to send goods in order for the city that sells what you need to become active.


NB. Pharaoh can make requests too early, too regular and for goods that you should otherwise be exporting as well as requesting goods you need to acquire/import from another city.

My suggestion is to make 6 monthly game saves, otherwise…

 

Additional points:

 

Woodcutters and Reed gatherers walk to their specific resource. Clay pits need to be placed near the water’s edge. All other resource gathering buildings have to be placed adjacent to rock formations or ore bearing rock for gold and copper mines. NB. You cannot shut down Gold mines while, even though you may think otherwise, closing down Weapon smiths and chariot makers has no effect on your workforce for the good.

 

Autosave. When this is on (options menu), the programme automatically saves the game every six months at the start of January and July, that said you should make a game save at least once a year, and always before you make a BIG decision.

 

Difficulty. The game employs a scoring system, one that reflects the difficulty level you play a mission at; however, it will be scored on the lowest difficulty level, which, as with Caesar III, can be changed in-game.

 

NB. Reducing difficulty in-game also reduces the cost of buildings except monuments.

 

For those seeking a challenge, I would strongly advise against playing the missions, in particular, the timed and survival ones, on a level above normal. Furthermore, you should play these missions on easy difficulty.

 

Old Kingdom: N Dahshur, Iunet, Rostja, Bahariya oasis, Dungul Oasis.

Middle Kingdom: all except Menat Khufu. New Kingdom: ALL. Cleo: 5, 12, 14.

 

Workers to population ratio. As with Caesar III, 10 out of every 23 of your population count towards your workforce. That said, the annual census, taken in January, can effect your workforce.

 

PROBLEMS:

 

1) Sierra created a trade problem in Pharaoh, whereby (some) items produced and imported for monuments are traded by sea, therefore, you need to choose your trade partners carefully and note that i) In some cases new cities will become available to trade with. This can result in new raw materials and products becoming available.

 

ii) If you accept a gift of goods from an enemy of the Empire, then the Empire will/can go into decline, resulting in the cities of much needed trade partners collapsing…!

 

2) When you come to place some monuments and especially Temple complexes, you may find that they wont go where they should, in particular, somewhere where you have placed a road for it; try rotating the map (page up/down).

 

3) Malaria and Plague. Both of these can result in an infected housing plot becoming empty, while the second can spawn a diseased person who then walks the streets infecting and emptying the housing plots they pass. The best way to deal with the above is to delete and then replace the infected housing plot(s). They will fill up quicker than the otherwise wait.

 

4) In some of the Cleopatra games, if you place work camps near the TOMBS they will/may have no effect. It goes without saying, from a realistic standpoint, that there should be two types of work camps; one for the flood plain and another for monuments.

 

5) Each of the 10th level missions in ‘the Old Kingdom’ campaign have a problem associated with them. ‘Serabit Khadium’ claims to be easy, despite the much military activity associated with it. The problems lie in a false invasion warning, one that, in fact, occurs 18 months beforehand in May 2598 along with a lack of funds. Resolve the problem by playing it on easy difficulty level. ‘Meidum’, which requires a stepped pyramid complex to be built, lulls you into a false sense with all of its flood plain. As tempting as that is, and even with grain turned off, the masons can be seen waiting for workers from work camps to haul the stone to the pyramid. To solve that problem, max out the available flood plain with 46 farms and two crossing points. Fill up 4 granaries, one at each end of two 14 X 7 housing blocks and 20 storage yards with excess grain. That should keep you going for quite some while, and with housing at ornate cottage level, during which time you simply delete one of the main road tiles that lead into the flood plain complex and move the work camps to the pyramid site. To top up the grain, which will last quite sometime, change everything back to how you previously had it rather than make use of the tempting land farms, which, although only 43% fertile with irrigation, produce over 500 units of grain per year. Weird! Replaying the game, yet again, as I write this article, I’m stunned, amazed even, that, both the monument and farms have active workers. Note also, the first invasion occurs on the area of the map where the reeds grow. As with all these games, until an invasion is resolved no one will come to your city.

6) If you place two docks next to one another, in the hope of speeding up things, only one dock will be used.

 

Winning a mission. There are two distinct ways to win a mission, based on whether you need to build a monument or not. If you need to build one or more monuments, there is little point in raising your housing level beyond ‘Spacious Apartment’ until the last or only monument you need is almost built. If you don’t need to build a monument, then the population goal, along with the other ratings (dependent on the mission goals) is your main winning consideration.

 

Enjoy, you hopefully will!

 

Important update

 

Someone, clearly a fan of Sierra’s city building games, has sent the magazine a most helpful attachment, one that you can download and make immense use of, especially if you are playing ‘Pharaoh a New Era’, which can be downloaded from STEAM:

https://store.steampowered.com

 

The download is a Microsoft excel workbook used to calculate the amount of quads (terminology for when 4 houses merge as a solid 2 X 2) and immigrants you need for the allotted labour.

 

For those reading this who do not have MS Excel, the workbook works perfectly with ‘Open Office’ a freeware version of MS office.

 

How it works: You simply type in the amount of a building in Column D and the amount of immigrants you need for that figure appears in column F.

 

Line 2 Columns G to P tells you how many quads you need to house the required immigrants for each housing level. Looking at it myself, it’s best used for housing up to Ordinary cottage level.

 

Note. The line 2 calculation is for the 5 support buildings that isolated huts need, while line 3 is for missions where the apothecary is not needed, specifically those where ostriches are present.

 

Palace. There are three sizes of the Palace in Pharaoh, each one with a different number of workers. A 4 X 4 one needs 20, a 5 X 5 needs 25 and a 6 X 6 needs 30. Those are the only changes you will need to make to the workbook’s B15 cell.

 

Instructions for downloading the Workbook:

 

Click the document button (see next).

 

Pharaoh A New Era:

 

The recent remake of the game is exciting news for everyone, and not just those with Windows 7 PC’s onwards. While it includes, as you would naturally expect, every one of the maps and campaigns as that of the original, there are some huge benefits. Most notably of which are:

 

1. You can place things with the game paused (press space bar). 2. Rotate rectangular monuments and Temple complexes by 90 degrees. 3. Change the default settings of accepting everything to accepting none for the Bazaar, Storage yard and Granary, while the Dock works the same: ‘Trade’ ‘Don’t trade’. You make those changes via ‘options‘ which is on the in-game menu along with Save & Load. Another helpful setting is turn off predators. This is most helpful in the level 13 missions ‘On’ & ‘Iunet’ as towers are now manned by inactive archers rather than the capable spearmen of the original. 4. Invasions are now dealt with differently. Instead of the original random location, you are taken to a battle screen where losses are calculated. Towers can be upgraded with 1 X plain stone. It does not matter where you place them to be effectual to your defences and winning an invasion. 5. Buildings that require workers can be put to sleep, mothballed. The advantage of that is you can place the buildings at the start and click the ‘Zzz’ button near the top left corner having first left clicked the building. 6. Press ‘G’ on your keyboard  and a grid appears on the map. This is extremely helpful compared with the grid of the original which showed water tiles and hid the buildings. Talking of hide: 7 Press the ‘F’ key and the buildings are flattened. Right click a building and it’s flattened. 8. By rotating the scroll wheel on your mouse you can zoom in and zoom out. 9. Maps are slightly bigger. While that can work for or against you it is to your advantage when placing the pyramid in North Dahshur as it just fits on the narrow island.

 

There are, however, some problems. The main one is that Pyramids require twice, 2 times the amount of plain stone to that of the original and so are likely to take twice as long to build when you have to import it. In the two level 13 missions a ‘working’ shipwright will only go in 1 or 2 positions.  Also, hence the useful download above, none of the worker buildings tell you how many workers they need.

 

Cleo missions: There are no carry overs nor, for that matter, are there any timed etc challenges. Instead, you play them as a standard mission, no time restraint.

 

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