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    Desirability FAQ by JChamberlin

    Version: 1.4 | Updated: 10/17/00 | Printable Version | Search Guide | Bookmark Guide

    
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                               Pharaoh - Desirability FAQ
                                 Version 1.4 (10/17/00)
                     By Jim Chamberlin (red_phoenix_1@hotmail.com)
    
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    Table of Contents
    1. Introduction
    2. How things work
    3. Explanation of Images
    4. Acknowledgments
    
    
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                                      Introduction
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     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.
    
    
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                                    How Things Work
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     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.
    
    
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                                 Explanation of Images
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      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...
    
    
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                                    Acknowledgments
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      - 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=-