================================================================================ Pharaoh - Desirability FAQ Version 1.4 (10/17/00) By Jim Chamberlin (red_phoenix_1@hotmail.com) ================================================================================ Table of Contents 1. Introduction 2. How things work 3. Explanation of Images 4. Acknowledgments ================================================================================ Introduction ================================================================================ One thing in Pharaoh that many people seem to question is how the Desirability ratings work. To illustrate this, I've made several graphics that I will get into a little bit later. ================================================================================ How Things Work ================================================================================ When you bring something like a Farm into a location, it brings about a "negative" desirability rating. A farm is only one example of "negative" ratings, but there are many, many other buildings that do that. When bringing in a Garden or a Statue into a location, it brings about more of a "positive" desirability rating. As with the farm, a garden and a statue are only two types of buildings with a "positive" rating. As conditions improve in your city, your citizens will demand more attractive and more expensive homes. Increased tax revenues and improved prosperity are the primary advantages to higher class homes. Slum-like or dilapidated houses drag down the desirability of the surrounding area. Ramshackle housing catches fire easily. While, the less-evolved homes drag down the nearby area's desirability, the more-evolved housing will actually bring up the area's desirability. The evolution of housing depends on a few things: - Amount of Industry nearby - State of nearby housing - Current supply of required goods for that house - State of the home's residents' health Every building has different amounts of desirability. The one similarity is that the building has little or no effect when it's far away from a building. To show specific examples, I've made some graphics or you to check out. I could have made them in ASCII drawings, but they wouldn't be to scale, so they just wouldn't look right. ================================================================================ Explanation of Images ================================================================================ Explaining the images is easiest in this text file, instead of actually in or next to the actual images. Once again, I say that I could have made them in ASCII text, but it would take a longer amount of time, and nothing would have been made to scale, thus images/graphics were the way to go. The primary things to look for are the following: - Grid - The grids represent each "block" of space on Pharaoh's terrain. For example, one house (when you first put a house on the map) takes one block, or square. The principle is the same here, which will help you understand how things work, and give you a visual overview of everything. - Building Itself - The building is located in the middle of the numbers. Most of them have been labeled in some fashion, so you can distinguish it from the numbers. - Numbers - The numbers are the important part. They indicate the amount of desirability that particular building brings to each "square" or "block" of land/terrain. What do the numbers mean exactly? Each image has a series of numbers surrounding the structure in the middle. That structure may be a building, a garden, whatever. You'll also notice that some images have numbers in "yellow," while the other numbers (from other images) are written in "red." Yellow Numbers = Positive Desirability Red Numbers = Negative Desirability A Yellow number 13, is another way of saying "+13". A Red 7 is another way of saying "-7". If you have any further questions concerning the "Desirability" portion of the game, email me at red_phoenix_1@hotmail.com. If I feel it is an important question, I may end up adding it here, so others can see it. .--------------------------------. | Files Related To This Document | '--------------------------------' Note: All of these files may be found on www.gamefaqs.com, www.gamewinners.com, and www.ogresnet.com ONLY! Academy Apothecary Bandstand Booth Brewery *NEW* Cattle Ranch Chariot Maker City Palace Courthouse Dentist Dynasty Mansion Family Mansion Ferry Landing Festival Square Firehouse Fishing Wharf Fort Garden Gatehouse Gold Mine Large Statue Library Medium Statue Mortuary Pavilion Physician Plaza Police Station Recruiter Scribal School Shrine Small Statue Tax Collector Temple Complex Temple Tower Town Palace Transport Wharf Village Palace Warship Wharf Water Supply Weaponsmith Well More To Come... ================================================================================ Acknowledgments ================================================================================ - Jeff Veasey and GameFAQs (http://www.gamefaqs.com) for hosting this FAQ. - Al Amaloo and Game Winners (http://www.gamewinners.com) for hosting this FAQ. This FAQ was written entirely using the GWD Text Editor: (shareware) http://www.gwdsoft.com/ This Document and its Related Graphic Files are Copyright 2000 Jim Chamberlin. All Rights Reserved. -=EOF=-