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    Income Strategy FAQ by VixenChik

    Version: 1.0 | Updated: 07/10/02 | Search Guide | Bookmark Guide

                     =          Pharaoh.
                  =======             Build a Kingdom.
                ===========             Rule the Nile.
              ===============            Live Forever.
    Pharaoh - Income Strategy FAQ
    Version 1.0
    Written by Andra B. (vixenchik66@hotmail.com)
    GameFAQs username: VixenChik
    Table of Contents
    1. Introduction
    2. Adjusting the game speed for maximum efficiency
    3. Establishing home industry
     a. Resource assessment
     b. Opening trade routes
     c. Industrial city sectors
     d. Exporting goods
    4. Importing raw materials/goods to increase industry
     a. Assessing industry capabilities
     b. Import/export price analysis
     c. New trade routes
     d. Expanding your industries
     e. Balance your imports/exports
    5. Storage Yards and Docks
    6. Taxes, taxes, taxes!
     a. Town Palace and Tax Collectors
     b. Percentage of population registered for taxes
     c. Wages vs. Tax rate
     d. Beautify your city
    7. Special Thanks
    8. Copyright/credits/etc.
    1. Introduction
    One of the most significant challenges to new Pharaoh players is the problem of
    successfully increasing the financial income in the city. Becoming bankrupt is
    not only frustrating, it can keep you from achieving that fantastic "Victory!"
    box at the end of a level. Although Pharaoh will grant you additional debens
    the first time you run out of money, you can end up in quite a dilemma if that
    initial grant runs out and you still find yourself in the hole. It is
    impossible to win most scenarios without at least a small prosperity rating,
    and your prosperity rating will stay at 0 if your city remains bankrupt.
    Additionally, you will not be able to pay the all-important yearly cash tribute
    to Pharaoh (which is done automatically at the end of the year by your Overseer
    of the Treasury), which will affect your Kingdom rating as well.
    How then, can you turn things around and become a financial mastermind?
    Everyone knows that there's no satisfaction to be had from using cheat codes.
    The good news: with some basic strategic planning and a little practice, you'll
    never need to cheat your way to a healthy bank balance.
    2. Adjusting the game speed for maximum efficiency
    When beginning a new level, the first thing you'll want to do is set the game
    speed to its lowest level, which is 10% (this can be done by going to the
    "Options" menu, clicking "Game Speed," and setting the speed to 10%).
    This affords you a significant amount of time to mentally map out your city and
    to begin placement of industries and housing blocks. Slowing down the game
    speed allows you to avoid the passing of months and months without progress in
    your city. Another important note: By developing the placement of your city
    quickly, yet not allowing significant game time to pass, you will avoid pissing
    off the Gods, which is very important, particularly in later levels of the
    Once your initial industries and housing blocks are set up, change the speed to
    whatever you prefer (I usually change it to 80% until the city is really
    starting to rock and roll, and then I change it to 100%).
    3. Establishing home industry
    a. Resource assessment
    After you've essentially established food production for your city (which can
    be done quickly as the first order of business), it's time to see about making
    some money! Assessing your available resources enables you to see how much
    money you can make without spending a dime.
    Virtually anything can probably be exported (depending on the particular level
    you are playing). If you can plant barley farms, you can produce beer for your
    townspeople as well as for export. Flax farms enable you to make Linens. Clay
    pits for pottery. Different types of stone quarries produce stone blocks. This
    is all pretty basic, but the trick is to envision all of your products as
    valuable commodities, which they are.
    Whatever you can produce from within the city should be your first export. Also
    remember that raw materials can be exported as well (such as barley). If you
    have 6 barley farms and 4 breweries, you're going to be producing a lot of
    extra barley, which you can export if you like.
    excess barley, which sells for a low price, can add a chunk to your pocketbook.
    b. Opening trade routes
    Once you have established which products you can produce, it's time to open
    some trade routes so that you can make some money when you actually start
    producing goods.
    Click on the World Map and look around to see which cities are willing to trade
    with you, and what they are willing to trade. Keep in mind that each city will
    only trade a set amount each year (i.e., 40 blocks of plain stone per year).
    You cannot exceed this amount, though sometimes if you please the Gods, they
    will increase the amount of possible trading.
    If you plan to produce a large amount of beer (example), and more than one city
    is looking to buy beer, then be sure to open both trade routes. This increases
    your odds of maximum trading (and maximum income) for that product.
    As you're just beginning your industries, be sure to only open trade routes
    with cities with whom you will actually be trading. This cuts down on traffic
    (which is very important when trading by water).
    Note: If a city only trades by water, be sure to build a Dock as soon as
    c. Industrial city sectors
    Strategic placement of housing blocks and industrial buildings (breweries,
    jewelers, etc.) is crucial for creating efficient industries. If you plan to
    establish reed gatherers, and, subsequently, papyrus makers, you should always
    place these types of building as near to the source of the raw materials (i.e.,
    reeds) as possible.
    I always create entire sections of my city that are entirely devoted to
    industry. They are, in effect, the "slums" of the city. Housing blocks must be
    placed near to the industries in order to provide sufficient worker access, yet
    industrial buildings have a negative effect on the desirability of
    neighborhoods. Not to worry. Slums are okay - in fact, they're pretty
    necessary. You can build a lovely Beverly Hills area in another section of your
    map, away from the industry so that your spoiled, snobbish city inhabitants
    don't have to even acknowledge the existence of your slums. Note: You'll want
    to provide the people in your "low-rent" housing districts with food, or city
    health will worsen. Make sure you instruct bazaar buyers in these areas to ONLY
    buy food, otherwise, you'll be providing your ghetto workers with pottery,
    beer, etc., which they don't need, and which is a waste of expensive materials.
    Don't feel mean, they're only imaginary people. ;)
    See the Storage Yard section of this FAQ for some important tips, which will
    help you keep your industries running efficiently.
    d. Exporting goods
    At last! It's time to make some money after all of your hard work (or rather,
    the hard work of your citizens).
    You won't want to export all of your beer, linen, etc., or else the
    fancy-schmancy areas of your city will suffer and the houses will not evolve.
    It is always a good idea to keep a nice stock of beer, pottery and linens (and
    eventually, luxury goods) in your Storage Yards for your wealthy citizens. The
    amount you choose to keep will vary based on the size of your city (and the
    size of your well-to-do neighborhoods).
    Visit your Overseer of Commerce and click on whichever products you will be
    exporting. It is always wise to manually set the import amount (rather than
    letting the Overseer do it automatically). This gives you more control over
    product management and increases efficiency not only in exporting, but also in
    basic management of your city.
    Instruct the Overseer of Commerce to "export when over XXXX" amount. This will
    ensure that you have a steady supply for your own residents, but will be
    exporting the excess goods. You'll be surprised how fast the money starts
    rolling in!
    4. Importing raw materials/goods to increase industry
    a. Assessing industry capabilities
    Congratulations! You've got your first industries established, and now it's
    time to see just how much more income you can make.
    Check to see which additional industries you can build (on your regular menus).
    If, for example, you're already producing beer and papyrus, you might want to
    check to see if you're able to build potters, jewelers, etc. (even if you
    cannot build clay pits or gemstone mines).
    Let's say that you would like to create potters and weavers, but you don't have
    the raw materials. Not a problem! You can almost always import the raw
    materials that you'll need to make a finished product.
    b. Import/export price analysis
    Visit your Overseer of Commerce and click "Show Prices." You will see that
    while it may cost you over a hundred debens to import a single shipment of
    pottery, it costs almost nothing to import clay. You will also notice, being
    the shrewd businessperson that you are, that selling pottery could turn quite a
    The math is simple: If it costs 20 debens to import clay (just an example), and
    pottery can be exported at a price of 160 debens, that's a 140 deben profit in
    your favor.
    Now that you've decided which new industries you'd like to create, and have
    examined the profit margins, it's time to open up some new trade routes and
    make some more cash.
    c. New trade routes
    If, for example, you've decided to create pottery and linen, visit the World
    Map once again and look for cities which sell clay and flax, the items you will
    need to create your finished products (Note: One of the cities with which
    you've already opened a trade route may be selling these goods). Open these new
    trade routes, and then visit your Overseer of Commerce once again.
    Make sure that you instruct the Overseer to import plenty of raw materials for
    your industry. This can be done by manually clicking the "Import to maintain
    XXXX" amount box. If you're not importing enough, your industries will stagnate
    from time to time without materials. You'll want to import enough materials to
    keep a pretty steady supply in your Storage Yards. This way, you can keep up a
    consistent production schedule in your industries and produce enough goods to
    keep your citizens happy, yet have enough surplus goods to export and turn a
    nice profit.
    Instruct the Overseer to export the goods you'll be making, and then go ahead
    and set up your new industries.
    d. Expanding your industries
    Time to capitalize on those cheap raw materials and turn them into cash-making
    bundles of opportunity!
    You'll want to set up some new industrial housing blocks to accommodate your
    new industries, and, as before, set up your industries next to these new
    e. Balance your imports/exports
    The cash amount of your exports should ALWAYS be greater than the cash amount
    of your imports. Once you get some successful industries rolling, you'll see a
    tremendous difference between the two. You can compare the figures by visiting
    your Overseer of the Treasury and checking his list of income/expenses, where
    the "Imports Cost" figure and the "Exports Earn" figures are clearly marked.
    If a few "years" have gone by and your import cost is exceeding the earnings of
    your exports, check with the Overseer of Commerce. You may be importing an
    excessive amount of materials, or you may have forgotten to instruct the
    Overseer to export something (it happens). Additionally, make sure that you
    have not set one of your imports or exports to "Stockpiling," as nothing that
    is being stockpiled can be used or traded.
    5. Storage Yards and Docks
    Storage Yard placement is far more important than you might think. When
    developing your industries, you should always have a couple of Storage Yards
    directly next to your Potters, Weavers, etc. that are dedicated specifically to
    these industries. Setting the commands for your Storage Yards is extremely
    For example, if you have a city industry section devoted to making pottery,
    linen and beer, you will want to have 2 or 3 Storage Yards next to the Potters,
    Weavers and Breweries. The Storage Yards should be instructed to accept NOTHING
    except for clay, flax and barley. Additionally, NONE of your other Storage
    Yards should accept these raw materials. This ensures that when you import or
    produce any of the raw materials, they will go directly to the Storage Yards
    nearest your industries, for prompt delivery to the appropriate building.
    Additionally, the Storage Yards nearest your ritzy neighborhoods should be set
    to accept your finer goods (such as beer and pottery). This enables the bazaar
    workers in the fancier part of town to have quick access to the goods, which
    will allow your rich citizens to have a steady supply of fine goods (their
    houses will quickly devolve if they receive an erratic supply).
    Storage Yards located next to your Docks should be set to accept all goods that
    you are exporting. This ensures that traders who come by water will have
    quicker access to the goods they are buying.
    If you are doing a lot of trading by water, it is a good idea to have more than
    one Dock. On levels with a lot of water trading, I usually set up 2 or 3 in
    order to cut down on Dock traffic and expedite the trading process.
    Sometimes it will be necessary to place your Dock on the opposite side of the
    river from where you are manufacturing your goods. Be sure to place ferry
    landings (or bridges, if applicable) as close to your industrial areas as
    possible, so that the goods you are exporting will be taken to the Storage
    Yards near your Docks as soon as possible.
    6. Taxes, taxes, taxes!
    a. Town Palace and Tax Collectors
    As soon as possible, make sure to build your Town Palace. You cannot build Tax
    Collectors without one, and Tax Collectors are a surprisingly easy way to make
    a lot of money every "year."
    Tax Collectors should be placed near every housing block. Don't neglect to put
    Tax Collectors in your slums - even though the tax income will be smaller from
    these areas, it is still important to make sure that the majority of your
    citizens are registered for taxes.
    b. Percentage of population registered for taxes
    At the very minimum, at least 80% of the population in your city should be
    registered for taxes. You can check to see what percentage of the population is
    registered for taxes by visiting your Overseer of Commerce. Near the top of the
    "page," the Overseer will list how much money has been collected so far that
    year, what percentage of the population is registered for taxes, and how much
    money has been uncollected for that year.
    If you find that a large number of people in your city are not paying taxes,
    visit the Overlay menu, go to Administration, and click "Taxes." You will be
    able to scroll around the map and identify (by placing your mouse over the
    different pillars) which houses are unregistered for taxes, and you can then
    place new Tax Collectors where they are needed.
    c. Wages vs. tax rate
    The tax rate in the game is typically set at 9%. I always bump it up to 10%,
    and I never have any complaints from my citizens about unfair taxation (and I
    have yet to see a Boston Tea Party at one of my Docks!). You can change the tax
    rate by visiting the Overseer of the Workers and manually changing it (it is
    located at the bottom of the "page").
    The wages that you pay your workers should always equal the rate that the
    Kingdom pays (this is also found at the bottom of the "page" when visiting the
    Overseer of the Workers).
    Typically, with a tax rate of 10% and with the majority of your citizens
    registered for taxes, you will notice (by visiting the Overseer of the Treasury
    and reading his list) that you are collecting more in taxes than you are paying
    out in wages. This hardly seems fair to your hard-working citizens, but they
    don't seem to mind, and it looks so nice on your treasury list!
    d. Beautify your city
    Ah, the fun stuff. Take some time in your ritzy neighborhoods to really spruce
    things up for the local rich folk. Gardens, statues, plazas (a must), lots of
    entertainment, fine goods, plenty of access to religion - the works!
    It doesn't just make the neighborhoods look nice, it helps to achieve another
    notch of capitalistic gain for you: the nicer the neighborhood, the more you
    will collect in taxes. It can make a pretty significant difference, so get
    creative and beautify those top-notch neighborhoods.
    By this time, you ought to have more money than you know what to do with, so
    have fun!
    7. Special Thanks
    -Pistikus, my best friend, a would-be slayer of dragons, who took time out of
    obsessively writing his Scooby Doo Walkthrough to check out my little Pharaoh
    FAQ, and who thinks my ridiculous ASCII pyramid is top-notch.
    -My ex-boyfriend, for making me feel like I was a crappy Pharaoh player and
    that his skills were far superior to my own, so that I was able to realize -
    quite recently in fact - that I, too, am a strategic genius and have totally
    mastered this game. Huh.
    -TJ, Curt, TGA, Omni, Silver, Omega and the rest of the crew from RPFF * S *,
    for being fun and playing Naked Crisco Twister on random Saturday nights.
    8. Copyright/Credits/Etc.
    The copyright to this FAQ belongs to GameFAQs user VixenChik (Andra B.). All
    material contained herein was written solely by the lovely Miss Andra B.,
    belongs to her, and shall not be used without her express permission. Thank you
    The copyright to "Pharaoh" (1999) belongs to Sierra On-Line Inc.

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