Pharaoh Buildings

| The Burrow Main Menu |
| Slink's Pharaoh Collection |

| Synopsis |
Building Summaries | City-Building Plans | Valuable Links |

What I've attempted to do here is present information about the various buildings which influence where they are placed in relation to each other, and most importantly, in relation to the houses. The data in the tables was drawn from a text file which accompanies the game, and which can be found in the game directory. The game-playing level is "normal". A house won't evolve to the next level of housing until two things are true. First, the needs of the house at the higher level must be met. Second, the house must be in a desirable enough location. No too surprisingly, the services which supply the former usually destroy the latter. For details on what service each building supplies read the extensive manual, use the in-game help, or go to the first of the websites on my links page.


First there are the houses themselves. There's not much you can do about these since the you can only place the first level, but it's nice to see what effects are taking place as the houses evolve. Notice that fire hazard increases to a peak at Cottage levels, and then decreases. Damage is never a risk with houses, meaning that unless a supporting building requires engineers that you need not supply them.
Building Cost Effect at distance away Workers Fire Damage
House 01 - Small Hut 10 -2 -1 0       0 15 0
House 02 - Large Hut 0 -2 -1 0       0 15 0
House 03 - Small Shanty 0 -2 -1         0 20 0
House 04 - Large Shanty 0 -2 -1         0 20 0
House 05 - Small Cottage 0 -2 -1         0 25 0
House 06 - Large Cottage 0 -2 -1         0 25 0
House 07 - Small Homestead 0 -1           0 20 0
House 08 - Large Homestead 0 -1           0 20 0
House 09 - Small Apartment 0 0           0 20 0
House 10 - Large Apartment 0 0           0 20 0
House 11 - Small Residence 0 0           0 20 0
House 12 - Medium Residence 0 0           0 20 0
House 13 - Large Residence 0 1 0         0 15 0
House 14 - Grand Residence 0 2 1         0 15 0
House 15 - Small Manor 0 3 2 1       0 10 0
House 16 - Medium Manor 0 3 2 1       0 10 0
House 17 - Large Manor 0 4 3 2 1 0 0 0 10 0
House 18 - Grand Manor 0 4 3 2 1 0 0 0 10 0
House 19 - Estate 0 5 4 3 2 1 0 0 5 0
House 20 - Palatial Estate 0 5 4 3 2 1 0 0 5 0

Next are the buildings whose roving workers must access houses in order supply needed support services. They must not be allowed to wander out of the vicinity of the houses. Therefore these buildings must be located inside the roadblocks which define the limits of the residential areas. Notice that only the last four have a risk of damage, one of which is the engineer's post. Therefore an engineer is not required until a courthouse, library, or temple is built within the residential area. This is usually sooner than is strictly required by the level of housing, since the gods are much happier when there are temples. Also note that the Scribal School and Library have a very large fire hazard, the largest in the game in actual fact. This complicates the effort to bring literacy to your people, to a greater degree than might be expected.
Building Cost Effect at distance away Workers Fire Damage
Apothecary 30 1           5 20 0
Bandstand 150 4 3 2 1     12 20 0
Bazaar 40 -2 -1 0 0 0 0 5 20 0
Booth 50 2 1         8 20 0
Dentist 50 2 1         2 20 0
Firehouse 30 -2 -1         6 2 0
Mortuary 100 -3 -1         8 20 0
Physician 50 2 1         8 15 0
Police Station 30 -2 -1         6 10 0
Scribal School 150 4 3 2 1     10 30 0
Stage 500 6 5 4 3 2 1 20 20 0
Tax Collector 75 (125) 3 2 1       6 (8) 20 0
Water Supply 50 4 3 2 1     8 0 0
Courthouse 150 8 6 4       10 0 5
Engineer's Post 30 0           5 0 2
Library 450 8 6 4 2 0 0 30 30 5
Temple 150 6 4 2 0 0 0 8 0 10

Next are the buildings whose hiring agents must be able to come within two spaces of a house in order to hire workers. These buildings can be built in a service area near the residential area, outside the roadblocks which define the residential area and possibly not even directly connected to the area which supplies the labor. Most of these buildings have a negative effect, but the few which do not can be placed inside a residential area if desired, even if they do not have to be there. The buildings are grouped by the required hazard protections. Buildings of like hazard can benefit from the same protection coverage, and if the buildings are properly segregated a savings in city service expenses and manpower requirements will result.
Need No Protection

Lesson 1: Pairs of ferry terminals which are only servicing immigrants need no support since they require no workers.
Lesson 2: Meadowland farm complexes require no protection as long as the produce is stored elsewhere.
Lesson 3: The entire defensive system requires no maintenance, and only towers require manpower.

Building Cost Effect at distance away Workers Fire Damage
Ferry Terminal 40 -5 -3 -1 0     5 (0 for migrants) 0 0
Meadow Farm 40 -2 -1         10 0 0
Tower 350 -6 -5 -4 -3 -2 -1 6 0 0
Water Lift 30 -3 -2 -1       5 0 0
Need Only Damage Protection

Lesson 4: Quarries and mining areas require only an engineer's post unless as is frequently the case a residential outpost is required, and as long as the produce is stored elsewhere. Stonemason's Guild can be located within that area, but it is more convenient if it is closer to the monument workplace.

Building Cost Effect at distance away Workers Fire Damage
Clay Pit 40 -3 -2         8 0 5
Copper Mine 150 -12 -10 -8 -6 -4 -2 8 0 10
Gemstone Mine 400 -12 -10 -8 -6 -4 -2 8 0 10
Gold Mine 250 -16 -13 -10 -7 -4 -1 12 0 10
Granite Quarry 100 -6 -5 -4 -3 -2 -1 12 0 5
Temple Complex 2000 20 16 12 8 4 0 5 0 10
Sandstone Quarry 50 -6 -5 -4 -3 -2 -1 12 0 5
Stonemason's Guild 150 -6 -5 -4 -3     12 0 5
Limestone Quarry 75 -6 -5 -4 -3 -2 -1 12 0 5

Need Only Fire Protection

Lesson 5: If you build residential outposts to support the gatherers of game meat, reeds, and wood in remote places, you still will only need a firehouse as long as you store the gathered materials elsewhere. These are most conveniently stored near the industry using them, or in granaries serving the city in the case of the game meat.

Building Cost Effect at distance away Workers Fire Damage
Bowyer 120 -3 -2 -1       12 20 0
Brewery 75 -5 -4 -3 -2 -1   12 20 0
Brickworks 60 -4 -3 -2 -1     12 10 0
Bulltrainer (future or cut?) 250 -3 -2 -1       15 20 0
Carpenter's Guild 50 -6 -5 -4 -3     8 20 0
Cattle Ranch 75 -4 -3 -2 -1     12 5 0
Chariot Maker 250 -6 -5 -4 -3 -2 -1 30 20 0
Conservatory 100 -3 -2 -1       8 20 0
Dance School 150 -3 -2 -1       10 20 0
Hunting Lodge 25 -4 -2 0 0     6 25 0
Jeweler 90 -2 -1         12 20 0
Juggler School 50 2 1         5 20 0
Mission Post 100 -3 -2         20 20 0
Papyrus Maker 100 -4 -3 -2 -1     12 20 0
Potter 60 -4 -3 -2 -1     12 20 0
Reed Gatherer 50 -2 -1         8 10 0
Weaver 80 -3 -2 -1       12 20 0
Wood Cutter 50 -4 -3 -2       8 20 0
Work Camp 60 -3 -2 -1       20 20 0

Need Both Types of Protection

Building Cost Effect at distance away Workers Fire Damage
Academy 1000 -3 -2 -1       20 20 5
Bricklayer's Guild 100 -6 -5 -4 -3     10 10 10
Bullfight Pit (future or cut?) 1500 -6 -4 -2       25 5 5
Dock 100 -12 -10 -8 -6 -4 -2 12 20 5
Fishing Wharf 60 -8 -6 -4 -2     6 20 5
Granary 250 -8 -6 -4 -2     12 20 5
Large Palace 1200 24 18 12 6 0 0 30 20 5
Medium Palace 1000 22 17 12 7 2   25 20 5
Military Academy 2 1200 -3 -2 -1       25 20 5
Military Academy 3 1500 -3 -2 -1       30 20 5
Palace 400 8 7 6 5 4 3 30 20 5
Recruiter 150 -6 -5 -4       10 20 5
Shipwright 350 -12 -10 -8 -6 -4 -2 20 20 5
Small Palace 250 8 6 4 2 0   20 20 5
Small Palace 900 20 16 12 8     20 20 5
Storage Yard 70 -5 -3 -1       6 20 5
Transport Wharf 200 -2 -1         5 5 5
Warship Wharf 600 -4 -3 -2 -1     15 5 5

Next, there are the buildings which do not require any workers but which do require maintenance and therefore cannot be located too far from residential areas. Since the effects of these are all positive, they can be located within the residential area if desired.
Building Cost Effect at distance away Workers Fire Damage
Large Mansion 700 28 24 20 16 12 8 0 20 5
Medium Mansion 400 20 17 14 11 8   0 20 5
Shrine 100 4 3 2 1     0 0 5
Small Mansion 150 12 10 8 6     0 20 5
Triumphal Arch 0 18 21 24 27 30   0 20 5

Finally, there are those buildings which require nothing at all from people. Some of the items on this list are not things which you place, such as burning ruins. I thought it was nice to see what these things were doing to the desirability of the neighborhood.
Building Cost Effect at distance away Workers Fire Damage
Burning Ruin 0 -3 -2 -1       0 0 0
Causeway 50 4 3         0 0 0
Festival Pavilion 500 16 13 10 7 4   0 0 0
Fort 1000 -20 -18 -16 -14 -12 -10 0 0 0
Gardens 12 3 2 1       0 0 0
Gatehouse 400 -4 -3 -2 1     0 0 0
Irrigation Ditch 8             0 0 0
Large Statue 150 14 12 10 8 6   0 0 0
Low Bridge 40             0 0 0
Mausoleum 0             0 0 0
Medium Statue 60 10 8 6 4     0 0 0
Mortuary Temple 100 5 4 3 2 1   0 0 0
Plaza 15 4 2         0 0 0
Pyramid 0             0 0 0
Road 4             0 0 0
Roadblock 4             0 0 0
Ship Bridge 100             0 0 0
Small Statue 12 3 2 1       0 0 0
Sphinx 0             0 0 0
Sun Temple 0             0 0 0
Valley Temple 150 6 5 4 3     0 0 0
Wall 35             0 0 0
Well 5 5           0 0 0