Pharaoh Campaign Walkthrough - Part 1 Author unknown November 15, 1999 Nubt (Naqada) Population: 300 6 Meager Shanties Nubt is the first mission in Pharaoh and is intended to introduce new players to a few simple concepts: housing creation and evolution, food procurement and distribution, and the use of Wells, Water Supplies, and Firehouses to supply basic city services. The tutorial panels that appear during this mission contain valuable information regarding these services and should be read carefully by new players. As a Pharaoh player, you will inevitably develop a favorite method of arranging housing and services. The Nubt scenario gives you an opportunity to see how different arrangements can work to your advantage or disadvantage. Following are a few important concepts to keep in mind: Housing must be within two spaces of a road. Any unoccupied housing lots that are more than two spaces from a road will disappear, and a banner message will appear to inform you that some housing is too far from a road. Build enough housing to attract 150 immigrants, and hunting will become available. The walker that appears when you place any building requiring employment is wearing a white hat. In order for the building to gain employment, that walker must pass by an occupied house. Keep this in mind when building Hunting Lodges, Granaries, Bazaars, Water Supplies, and Firehouses. Try to prevent the employment walkers from wandering down long empty roads by deleting sections of road that lead away from populated areas. Six Meager Shanties are required to win this mission. In order for a Hut to become a Meager Shanty, it requires access to water, food, and shouldn't be near undesirable buildings like Granaries or Hunting Lodges. Crude Huts have a negative effect on other housing. Deleting them will sometimes help other houses evolve more quickly. Right- click on any house to see what it needs to evolve. If a fire breaks out, be sure to place a few Firehouses so that your whole village doesn't burn! Try to avoid building housing too close to the ostriches. Thinis Population: 500 Culture: 10 10 Ordinary Cottages To reduce the time it takes to convert gold to debens, try to keep your palace close to your Gold Mines. It may be necessary to clear some trees to make room for the buildings you need. Move your mouse over the Palace to get information on your city. When your city has unemployment, you know that there is a pool of workers available to staff new structures. Remember that mines are particularly susceptible to collapse, so make sure you keep an Architect's Post close by to monitor them. After gold mining is up and running, you'll be introduced to an Egyptian goddess, Bast. She can help keep your people happy, healthy, and well fed. Build some Temples and Shrines for Bast, or risk her anger. After you build enough Temples and Shrines to appease Bast, entertainment will be introduced. Juggler's Booths must be built on a crossroads or 'T' intersection, as must other entertainment venues. Become familiar with how entertainment venues work as soon as you can. It will help your city design greatly if you plan for entertainment venue locations when laying out the beginnings of your cities. Juggler's Booths won't work well without trained jugglers, so be sure to build Juggler's Schools, too. The culture rating will be achieved when you provide your people with plenty of entertainment. Don't forget the housing requirement! To evolve housing into Ordinary Cottages, keep undesirable elements (like Granaries) away from housing, and be sure to provide access to a Water Supply, food, a Temple and entertainment. Perwadjyt (Buto) Population: 600 10 modest homesteads Here is your first opportunity to try out floodplain farming! Begin by creating some housing and providing your people with water access and fire protection. Lay a section of road onto the flood plain and place Fig Farms on both sides of it. Floodplain farmers come from Work Camps, so be sure to build one nearby the floodplain farms. Work Camps negatively affect the desirability of the surrounding area, but must be placed near housing in order to gain employment. Once the Work Camp is staffed, laborers will walk to the floodplain farms and begin working. Laborers look like employment walkers without hats. Right-click on a floodplain farm to see when the flood will come (in this case September). Use the time before the flood to prepare your city for food distribution by building a Granary and some Bazaars. Make sure to keep Osiris happy, too. doing so can be rewarding! Laborers will harvest figs in August, but unless there is a Granary for them to take the food to, they will remain on the floodplain and drown when the floodwaters arrive. Once you have sufficient food in your Granary, some basic industry buildings will become available. Place a Clay Pit or two near the water or edge of the floodplain to begin clay production. Keep in mind that the citizens of your city do not want to live near these mud holes. Clay Pits will collapse quickly if they do not have access to an Architect. Once your Clay Pits are placed and have employees, build a few Potters nearby. When clay production is complete, a deliveryman will take clay to the Potter, who will begin pottery production. Potters need somewhere to deliver their finished goods; that somewhere is a Storage Yard. Build one, and when pottery is produced, it will be delivered there. Excess clay will also be delivered to the Storage Yard. Since you cannot do anything with clay in a Storage Yard at this point, consider giving your Storage Yard special orders to not accept clay. When some pottery has been delivered to your Storage Yard, Municipal Structures will become available. Read about Roadblocks! Did you hear me? Read about Roadblocks! They can be used to keep fire marshals, architects, priests, bazaar sellers, and other walkers who have no business being on the flood plain from wandering onto it. Pottery will accumulate in your Storage Yard until your housing develops into Ordinary Cottages. Follow the same process you learned in Thinis to make the city's housing improve. Try using Statues and Gardens near housing to help housing evolve. When you have some Ordinary Cottages, the bazaar buyers will buy pottery and distribute it to those houses. The Ordinary Cottages will then evolve into Modest Homesteads. Once you have 10 Modest Homesteads and 600 people living in your city, you will win the scenario. Nekhen (Hierakonpolis) Population: 1000 10 modest apartments Nekhen is a large area, but much of the land is arid, so be careful how you use it. Water Supplies can only be built on grassland, and water carriers will only walk so far from their sources. This means you'll want to keep your people housed close to the banks of the Nile, or else they might find themselves without a reliable source of water. Clay Pits have to be even closer to the Nile, so you'll need to leave some space available on the riverfront. There is a limited amount of flood plain, so plan farm placement carefully, making sure to leave some room to grow barley. Remember to build a Work Camp or two to provide laborers for floodplain farms. There is no gold to be mined in Nekhen, so building a Palace isn't crucial. Now that the Overseer of the Workers is available, you can consult him instead of the Palace to monitor your city's work force. If you have a lot of unassigned workers (but don't really need to build any new industries), building a Palace will reduce unemployment. Men-nefer (Memphis) Population: 1500 Kingdom: 40 Prosperity: 20 Culture: 15 Monuments: 1 small Mastaba This scenario is quite a step up in difficulty from the previous one and will provide the first true challenge of the game. Be prepared to use all of the knowledge that you have gained in previous scenarios to provide your people with access to many different services. Begin by establishing housing near the flood plain and growing chickpeas to feed your people. Then provide them with access to two types of entertainment, healthcare, magistrates, religion, and give them pottery and beer. This will allow your city's houses to evolve into Spacious Apartments. Your supply of money is not as large as it might seem here, so plan on building Tax Collectors' offices, too, and try to be frugal in your spending. You'll need the money later for buying bricks. When your city has at least one Spacious Apartment, the Education tutorial panel will pop up. Read carefully! Papyrus will soon become very important to you in this scenario, so make a lot of it. Begin by building a Reed Gatherer and two or three Papyrus Makers. Reed Gatherers produce quite a bit of reeds, so consider ordering your Storage Yards to not accept reeds so that they don't become clogged with them. Once you have some papyrus in a Storage Yard, build a Scribal School near your nice housing. Papyrus will be delivered to it from a Storage Yard, and a teacher will emerge from the school. When a teacher passes one of the Spacious Apartments, it will evolve, and trade with other cities will become available. Read the tutorial panel carefully. You need to open a trade route with Perwadjyt and import bricks in order to proceed. Click on the World Map button on the control panel, next to the Overseer button. Read about the World Map and then click to continue. Only Perwadjyt and Nekhen are willing to trade with you. You can buy bricks from Perwadjyt and sell papyrus to Nekhen. You will need to scroll the World Map down to see Nekhen, which is to the south. Bricks are expensive, but so is papyrus, so you can offset the cost of importing bricks for your Mastaba with the money you make from taxes and from exporting papyrus. Open trade routes with both of these cities, then visit the Overseer of Commerce to begin importing and exporting. The Overseer of Commerce has information regarding all of the goods that you can buy, sell, or produce. Click on bricks. Since they are so expensive, it is a good idea not to import too many of them at the beginning. Click on the button that says, "Click to import." Now it will say "Let Overseer set import level." This is a helpful setting, but since the overseer is taking into consideration the fact that you need a lot of bricks to build a Mastaba, she will attempt to import enough to bankrupt you forever. For the time being, click on this button again. It now says, "Import to maintain 11300" which is the amount that your overseer would have tried to import. Click on the down arrow (you can hold the mouse button down) until it says "Import to maintain 1000." This should be enough for now. Exit this panel and return to the Overseer of Commerce. Now, click on papyrus. Your overseer takes into consideration how much papyrus should be maintained in your city to support your education network, and will set an export level appropriate to this. Click twice on the "Click to export" button to see what the overseer is currently recommending. Allowing the overseer to set the export level for papyrus is probably a good idea at this point, so return the panel to that setting and exit back to your city. Consider building a Storage Yard to hold nothing but bricks and telling the other Storage Yards to not accept bricks at all. It will be helpful later on to have all your bricks in one place instead of scattered around the city. Watch as caravans enter your city to sell bricks and buy papyrus at your Storage Yards. When you have 800 bricks in a Storage Yard, the Monuments tutorial panel will appear. Read it carefully. You need to build a small Mastaba. However, before importing all of the bricks for it, you need to place the monument and have your workers clear the base for it. To choose a location for the Mastaba, select it from the Religious Structures: Monuments menu and move the green placement footprint around to see where it will fit. Make sure that there is some open space around it on all sides. Not only will this ensure that placement doesn't hinder construction, but it will also provide you with an unobstructed view of the construction process. After you have placed it, notice the small "welcome mat" staging area. This is the point through which all construction workers must pass in order to access the Mastaba. Blocking the staging area will halt Mastaba construction. Most monuments have a staging area that must remain accessible during construction. Once the Mastaba is placed, construction will begin. The same laborers that work the floodplain farms will clear the base of the Mastaba and haul bricks there. However, during farming months, food production takes priority over monument construction. If you do not have an ample number of laborers, Mastaba construction will proceed slowly. If you have extra employees available, consider building more Work Camps to produce more laborers and speed up monument construction. Finally, you need a Bricklayers' Guild to provide skilled labor at the monument construction site. After the base has been cleared, bricklayers will line up on the Mastaba and laborers from the Work Camps will deliver bricks to them from Storage Yards. This is all there is to it! Remember that you can track construction progress by right-clicking on the Mastaba or visiting the Overseer of Monuments. To finish the scenario, you will need to balance papyrus exporting with brick importing to keep your city out of debt. When the Mastaba is finished, make certain that you have at least 1,500 people in your city, a culture rating of at least 15 and a prosperity rating of at least 20. Once you do, it's off to the next city! Timna Population: 2000 Kingdom: 70 Prosperity: 10 In Timna, you'll begin to realize that you are not alone in the world. Pharaoh - and sometimes even other cities - will begin to make demands for goods that they need. When Pharaoh or another city makes a demand, you are given a limited amount of time in which to fulfill the request. Do what you can to be prepared to meet these requests in the time allotted: if you are late delivering the goods, or if you don't comply with the request at all, your Kingdom Rating may suffer. Make sure you have plenty of goods in storage to keep up with requests as the game progresses, specifically copper, gems, copper, money, copper and weapons. Did we mention copper? You'll want to build your city close to the natural resources and get your industries started as soon as possible. It's easy to end up with all your structures crowded around the city's resources, so remember to leave space for your city to grow. Try to place Hunting Lodges near the ostrich flock and Granaries near the Hunting Lodges. This will help maximize game meat production. It's possible to hunt enough food to feed all of your people, but you may need to import additional food. As with Thinis, keep your Palace relatively close to the mines to reduce the gold-to-deben turnaround time. In addition to demands for goods, there will be another reminder that you're not alone: enemy attacks. In this city, Bedouin nomads are your enemy. They are quick, but not very strong. A mixed force of archers and infantry should have little problem dealing with the invasions. One more note: when building your city, be careful not to build close to the edge of the play area. Since invading forces appear at the edge of the play area, you could find enemies in the heart of your city before your soldiers have time to respond! Bedhet (Apollinopolis) Population: 2500 Kingdom: 45 Prosperity: 20 Culture: 15 Monuments: 1 medium Mastaba Behdet introduces you to the joys and perils of living along the water. The Nile offers tasty fish for your people to eat, but the river can also bring invaders who want to destroy your city. To get started, first get pottery, beer, papyrus and fish industries up and running. You'll notice, too, that you can build gold mines, but don't be too eager to exploit your gold resources right off. Meeting demands for pottery, beer, papyrus, and fish will require your attention first. To start your fish industry, you'll need to build a Fishing Wharf and a Shipwright. The Shipwright supplies the Fishing Wharf with a boat. Pay close attention to trade. Some of your trade partners will approach your city by water, so be sure to build a Dock where they can moor while conducting their business. The Dock employs its own deliverymen who will bring imported goods to Storage Yards, and deliver goods for export from the Storage Yards to trade ships. It's a good idea to build Storage Yards near the Dock to minimize the distance the Dock's deliveryman needs to travel. You will have to export goods and mine plenty of gold to be able to afford all the bricks you need for the Mastaba. Papyrus and beer are your main exports, but you can also import flax, build Weavers to turn it into linen, and export the linen for a healthy profit. Also watch your food levels. You might consider using some of your profits to buy extra food as your population grows. If you decide to import food, remember to tell the city's Storage Yards to accept the particular food you are importing. You'll have to build a navy to defend your city from attack. Warships attack waterborne assailants. To build a warship, you must first build a Warship Wharf. Then, make sure the Shipwright has a supply of wood. With a supply of wood, the Shipwright will begin building the warship as soon as the Warship Wharf is placed. It's also a good idea to have soldiers at the ready in case enemy transport ships make it past your warships and land their troops. There is plenty of land in Bedhet: make sure to take advantage of all the room you have. You can build on the land across the river by building a pair of Ferry Landings. Be sure to keep an eye on any settlements you place across the river. You will have to provide them with the same basic necessities as the rest of your city. While you have a lot of land in Behdet, riverfront land is limited, and there are plenty of different buildings - Ferry Landings, Warship Wharves, Fishing Wharves and the Shipwright - competing for this precious waterfront space. Be sure to plan carefully. To help make the most of this waterfront land, try to build Clay Pits adjacent to the flood plain instead of to the river. To be continued in Issue 75 - o -