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                       Build a Kingdom.  Rule the Nile.
                                Live Forever.


  The Complete Guide
  Version 1.0 (11-29-99)

by Dan Simpson (manymoose@hotmail.com, ICQ: 185116)

   Email Policy:  If you are going to email me about this game, please put
                  Pharaoh as the subject.  Just Pharaoh.  Also please realize
                  that I am not hiding cheats or any other information; in other
                  words, everything that I know about Pharaoh is in this guide.

.--------------------========= N  O  T  E  S =========-------------------------.
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| This FAQ looks best in Courier New at about 9 points.                        |

What's New in 1.0:
  - Everything is new!

  For a complete Version History, check out the Final Words Section at the end
  of the FAQ.

Table of Contents:

  Building a City

    Basics of City Building
    Industry, Slums, and Food Production
      Food and Farming
      Industry and Commerce
    Of Gods and Men
      Temple Complexes
    Entertaining Egypt
      Training Facilities
    Expanding the City

  City Problems
    Trading Food / Requests for Food

  Frequently Asked Questions (FAQ)


    Keyboard Commands

  Final Words...

                                Building a City

This section goes pretty much in order walking you through the entire process of
building a successful city.  It should be mentioned that building a great city
is a complicated process that involves all sorts of things, religion, trade,
entertainment, and employment.  There are many problems that a city faces, but
those are not dealt with in this section, they are dealt with in "City Problems"

Basics of City Building

  Building your city is a multi-part process.  The first thing that you want to
  do is to drop the speed of the game down to 10% (use the '[' key to lower
  speed).  Why do this?  Simple, it essentially freezes everything in place, and
  slows time down so you can get some farming in before the harvest.

  Now look around the city.  Note where the Kingdom Road is, as that is where
  all immigrants, and traders will come.

    Trick:  If you want to know which side of the road to build on (that is, the
            side closest to immigration) save the game, build some housing by a
            road, and put the speed up to 100%.  You can see where the people 
            come from, then load, and build your city accordingly.

  Before you actually start building your city check for wild animals.  This is
  most important with the Hyenas, Hippos, and Crocodiles.  If you find Hyenas, 
  or Crocs one trick to dealing with them is to build a wall around them 
  completely (in the case of the Crocs you may need to wall around a pond).  
  Then later build a tower on the wall to eliminate the hyenas.  Once the last 
  hyena on the map is dead, they won't reappear.  You don't need to bother 
  building towers on any walls keeping crocs in, as they will eternally 

  Now we need to decide where to build the first area in your city.  You want to
  build near the immigration point (where immigrants appear), near farmland
  (either floodplains or meadow), but far enough away that you can fit a granary
  in between (a granary is a 4x4 structure, and you want to build it at least 3
  squares away from your housing).  You don't need to build the entire block of
  housing on Green, but you have to be at least right next to it to get Water.

  Before we build housing we need to check out the Overseer of Commerce.  Check 
  to see how many food sources you have, and what resources you have and have to
  import.  This is important for deciding how large to build housing, you build
  smaller when you have only 1 food source as it won't be able to fully evolve.

  The "best" housing block is as follows:
    ==================================       HH - one square of housing
    =HHHH . . . . . . . . . . . .HHHH=       WWWW  _ Water
    =HHHH. . . . . . . . . . . . HHHH=       WWWW    Supply
    =HHHH . . . . . . . . . . . .HHHH=       BBBB  _ Bazaar
    =HHHH. . . . . . . . . . . . HHHH=       BBBB
    ==================================       FF - Firehouse
                  WWWW           TTTT=       AA - Architect's Post
                  WWWW           TTTT=       PP - Police Station

    Note on Scale:  1 square of land is represented by 1 character vertically
                    and two characters horizontally, so HH is one square.

  You can make it as long as you want, just don't make it too long or services
  will suffer.  The gardens in the center increase property value, and can be
  evolved over, that is, the housing near it can use the space to evolve into a
  larger structure.  You have a 4 square long garden section to allow for the 
  area to evolve into the largest structures which are 4x4 each.

    Trick:  Also, when the road is "paved over" be sure to put a plaza over it.
            This isn't so important until your housing evolves into the nicer
            structures, but when you need it you need it!

  Next you want to build a Water Supply.  These are best placed right across the
  road from the housing.  If the housing block is large, then you will want two 
  of these placed on opposite sides of the housing block.

  Now build a road down from one of the corners about 6 squares down.  Two 
  squares down from the road on your new road build a bazaar.  Across the road
  from the bazaar build a fire house, architect's post, and a police station.  
  Eventually place a tax collector's office between housing and the bazaar.  
  These are placed away from the housing to keep the desirability up.  You may 
  also want to build another bazaar at the other end of the housing.

    Tip:  If you are building directly on the Kingdom Road you will want to
          roadblock the Kingdom Road to prevent your walkers (bazaar traders,
          water suppliers, etc.) from wandering away from where they are needed.

  After those bare necesseties are built, you will want the basic sanitation
  structures, namely a Physician and an Apothecary.  These can be built anywhere
  along the housing (try to build away from the corners as that space is needed
  later for entertainment).  You won't need Dentists until later, but you can
  build them whenever you want.

Industry, Slums, and Food Production
Food and Farming:
  Now that we've started a city, we need to get some food and some exports.  
  We'll start with food.  The first thing we need is a granary placed between 
  our city and the food sources--farmland, hunting grounds, fishing docks, etc.  
  Make sure that it is far enough away from housing to not affect desirability 
  too much, but close enough to provide your bazaars with easy access.

  Next, depending on the foodsource, we need to build either work camps, hunting
  lodges, or fishing wharves.  Build hunting lodges RIGHT NEXT TO the granary to
  cut down on travel time.  Build work camps as close to the floodplains as
  possible, but still a couple squares away so that you can roadblock the farms.
  You do this to cut down on the amount of roads that your walkers can travel,
  because if they CAN travel on a road, they eventually WILL no matter how 
  little there is out there.

  Now we need to build farms.  All farms should be irrigated, no matter if they
  are on the floodplain or in a meadow.  You irrigate farms by building an
  irrigation ditch nearby that connects to a water source.  Irrigating a farm
  increases the fertility of the farm, which in turn increases the amount of 
  food produced by that farm.  In the case of floodplain farms, fertility is
  completely renewed with the flood, UNLESS the flood doesn't entirely cover the 
  farmland, which is why we irrigate the farm.

  So while you are building your farms you need to keep some room to sneak roads
  by so that your workers can get to each farm, and you need to keep some room 
  to irrigate by as well.

    Tip:  Build floodplain farms as close to the water as you can.  If the flood
          is poor, the farms will still be at least partially covered, and that
          way gain more fertility.

  Meadow Farming is done differently than floodplain farming.  You can only 
  build a Meadow Farm on green land that has little yellow spots on it (on the 
  map it is "green" land).  When the land is especially good, it will be a 
  darker green, and the spots will be more white.  With Meadow Farms it is 
  absolutely crucial to irrigate the farms.  In order to do that you first need 
  to build a Water Lift.

  Water lifts must be placed on a straight section of land right next to water, 
  or next to floodplains.  If you build next to a floodplain you must build a 
  ditch coming from the water to the water lift.  Ditches must come out the back 
  of the water lift, it is not sufficient to put them out the side.

Industry and Commerce:
  Once your city is no longer starving is the time to start working on your
  industry.  Which industry you start with is dependant on the city that you are
  working on.  If you have lots of Marshland, you might want to start a Papyrus
  Industry, if you have trees a Lumber Industry.  To help you decide check out 
  the Overseer of Commerce to see what you can Export.  Whatever you can sell
  makes a good choice to start with.  Go to the world map here to open the trade 

    Tip:  Try to sell goods like Papyrus and Linen as they have a low need in 
          the city, and sell at relatively high prices.

    Tip:  Land trade routes are much better than water trade routes, as they are
          not dependant on having an open dock to trade at.

  You only need this one trade route for now, so don't bother spending money to
  open any others.  You may need to shortly open another, but that is still a
  little off.  Once the trade route is open, be sure to click on that good in 
  the Commerce screen, and click the Export Button to start selling it.

  Now we build the industry.  Again like the granary we don't want to build too
  close to our city, but unlike the granary we're going to completely separate 
  the industrial sector from the housing.  Industry is best about 8 squares away 
  from your housing, in an area that has good resources.  I'm not saying that 
  you have to be right next to good resources, just reasonably close will do.  
  Build out a road from your housing, and roadblock it to keep walkers from 
  entering the industrial sector.  Now build two Storage Yards, one for the Raw 
  Good the other for the Finished Product (right click on the Storage Yard,
  click special orders then click "Accept None", and finally click the Accept
  None command specific to that good that you want this Yard to store).

  Near the Storage yards build a 4x2 or 6x2 section of housing.  This is going 
  to be our "slums", an area for industrial workers to work.  Don't worry about
  providing these people with any city services.  Also you need to build a Fire
  House, Architect's Post, and Police Station.

    Note:  Disease usually runs rampant in the slums areas.  To cut down on
           disease try adding a water carrier and a bazaar that buys ONLY food
           (check the bazaar's special orders screen).  However, since these
           people are usually quickly replaced after they die, there isn't much
           reason to waste money and jobs here.

  Now to actually start with the industry.  Depending on what we're 
  manufacturing you may need to build a raw materials gatherer (such as a Reed 
  Gatherer or Clay Pit).  Realize that raw materials are gathered quicker than 
  finished goods are made.  Then build 3 or 4 of your industry.  You'll have to 
  pay attention to how much of the raw material you have (if you consistently 
  have none, you will need to increase production of the raw good, or if you 
  have too much you need to build more industry to manufacture it into 

    Trick:  If you have to create a water trade route, here is a little trick to
            decrease the time each boat spends at the dock.  When a boat docks 
            it sends about 3 dock workers out to sell or buy goods at the 
            appropriate Storage Yard.  So near any docks you have (you can build 
            as many as you need) build a Storage Yard or two and set them to 
            "Get" any goods that you want to sell, and also have them accept
            goods that you want to buy.  Say you buy flax.  Now near your linen
            industry you have a Storage Yard set to "Get Maximum" of the flax.

    Tip:  There is, of course, one small problem with the last part of that 
          trick.  While your Storage Yard workers are out getting the flax, they
          can't deliver it to the industries.  However, since boats can sell 
          only 1200 of any item at once, and Storage Yard workers can carry 400
          a time, this isn't that big of a problem.

  So what do you do if you don't have any good raw materials?  You import the 
  raw materials and manufacture the finished goods to sell!  This lowers your 
  profits, but the profits are still there.  When your people start demanding 
  beer, linen, and luxury goods you have to import goods anyway.

    Note:  Remember that you can only buy so much of any one good from any one
           city in a year.  For example in one year maybe Men-nefer will sell 
           you 4000 barley and buy 1500 papyrus.  So after they buy that 1500 
           papyrus, they won't buy anymore.  The most a land trader can buy and 
           sell is 800.  The most a sea trader can buy and sell is 1200.

    Tip:  Because each city is limited to how much they can buy in a year, and
          because you may produce a LOT more than they can buy of a finished
          product, you may want to sell off both the finished product, and the
          raw materials.  Try to only sell raw materials when it is above a good
          amount, like 2400 or 1600.

Of Gods and Men

  We've now taken care of the most basic needs in your city, food and money.  
  Now we need to both appease the gods and help your city's housing evolve 
  further.  And you do this by building lots of temples.  You build each of the
  gods' temples at each block of housing, and try to divide the temples so that 
  half are on one side of the housing block, and half on the other.  This
  increases the religious coverage, and helps guarantee that houses don't 
  devolve due to losing access to a temple.

    Note:  Be sure to always have one extra temple built for your "Patron God", 
           as they need the extra attention.

  Also build each god one shrine.  These shrines MUST be placed at least 2 
  squares from a road to be effective, and so that they can be reached by an 
  architect.  Yes, shrines can and will collapse.  Shrines don't give good 
  religious coverage, so you don't want to use them for anything other than 
  appeasing the gods.

  If you check out your Overseer of the Temples (press 9) you will see the gods
  mood.  Happy gods bless your city, unhappy gods smite your city.  It takes 
  some time for the effects of building temples to affect the god's moods.  So
  if you check immediately after building the temples, you may not notice any 
  change.  Simply wait a bit, and check again.  Their moods should have changed.

  Deciding where to build the Festival Square isn't easy.  It has a great effect
  on desirability, but it really messes walkers up (they get stuck on the square
  and will just wander around it for awhile).  My solution is to build it near
  a housing block, on a road that is blocked off with a roadblock to prevent
  walkers from getting on it.  You need a clear 5x5 area on an intersection to
  build a Square.  You can only build one in any given city.

  You want to hold festivals regularly, try to have them every 3 to 20 months
  (quite the range!).  You hold festivals to either get a god to bless you (say
  to get Osiris to help out with the Inundation), or to keep a god from being
  displeased with you.  Also festivals greatly help out the city mood.

  Unless you produce a lot of beer, avoid the "Grand Festivals" as they require 
  a lot of beer.  Lavish festivals are therefore the best in terms of economics 
  and appeasing the gods and your townspeople.

    Note:  As your city gains more people and money it costs more to hold a
           festival.  So at the start of a scenario it could cost 120 for a 
           lavish festival, but near the end it could cost 900 or 1000 (or quite 
           a bit more!)

Temple Complexes:
  Only build Temple Complexes for your Patron Gods, as they seem to need the ego 
  boost.  A Temple Complex is one of the Three Mega Desireable Buildings (with
  the other two being the City Palace, and the Dynasty Mansion; and to a lesser
  extent their corresponding smaller versions such as the Town Palace and Family
  Mansion) and should be built next to a Good Housing Block, that is, one that
  you intend to evolve as much as you can.  Temple Complexes require 50
  employees and are great things to build when you have high unemployment.

  Once you have already built the Temple Complex, you may notice that it still
  lists "Temple Complex" on the menu of things that can be built.  These are
  improvements that can be made to the Temple Complex, such as new Altars.  
  These Altars have more effects than it would seem, for example the Altar of
  Ma'at (Ra's Temple Complex) allows your Priests to fight crime.

  Here's a short list of the various altars and their effects:

    Osiris' Temple Complex:  Altar of Sebek - as the priests pass your houses,
                                              the people can make do with less
                             Oracle of Min - speeds up the regrowth rate of 
                                             reeds and trees, which allows you
                                             to harvest more.

    Ra's Temple Complex:     Altar of Ma'at - your Priests also gain the 
                                              function of crime fighters, as 
                                              they pass houses, the likelihood
                                              of crime is lowered.
                             Oracle of Horus - your people love you so much that
                                               they will work for a lower wage
                                               without being upset.

    Ptah's Temple Complex:   Altar of Amon - your quarries, wood cutters, and
                                             brickworks work faster.
                             Oracle of Thoth - librarians and teachers (scribal
                                               schools) use less papyrus.

    Seth's Temple Complex:   Altar of Anubis - your mortuaries need less linen
                                               to function.
                             Oracle of Sekhmet - Similar to the Altar of Ma'at
                                                 your Priests work as crime
                                                 fighters, but Sekhmet also
                                                 allows them to catch criminals.

    Bast's Temple Complex:   Altar of Isis - not only does Isis improve the
                                             overall health of the city reducing
                                             the chance of disease, but also
                                             removes disease when it does 
                             Oracle of Hathor - Improves city sentiment (mood).

  When you give a little, you get a little.  In this case, if you build temples
  and hold festivals for the gods, they'll reward you with blessings, both big
  and small.  Conversely if you ignore the gods they will punish you with
  Curses, but you won't get any of those so long as you keep them appeased.
  You work on the god that corresponds to what your city really needs.  For
  example, if you are about to be invaded (in about 4 to 6 months) try to kiss
  up to Seth a lot with Festivals to get his protection for your armies, or to
  smite the enemy armies.

  To check how close you are to receiving a blessing, check with the Overseer of 
  the Temples (press 9).  The more "Ankhs" you have by their mood, the closer
  they are to giving you something pleasant.  And if they have a lightning bolt
  that means that they are about to curse you with something, for example, 
  Osiris will make the flood poor.

  I think that the best god to kiss up to is Bast.  She has the two most useful
  blessings in the game, the first she blesses your houses and bazaars with
  a bounty of food and goods.  Very useful.  It doesn't mean that you have
  everything you need, she merely increases what was already there.  And her
  other good blessing is that she will hold a Festival for the other gods, which
  means that you can get many festivals for the price of one.

  If your city depends on exports, then Ra is the god to go to.  He has the
  ability to increase the sale price of your items by 50% for 12 months, and
  the ability to increase the amount your trading partners are willing to trade.
  Finally he also has the ability to increase your Kingdom rating, which can
  help you when it gets really low.

  Osiris increases the flood, and should only be buttered up if the flood is
  poor, or if there is going to be no flood at all.

  Ptah has two great abilities that have to do with Industry.  First he can
  increase the amount of goods in a Storage Yard to the maximum.  So if you
  had 100 linen, you will have the full 3200.  He also will supply your industry
  with the raw materials they need.

  Seth is the least useful in that he is strictly a military god.  However, 
  don't ignore him, lest he smite your armies.  If you are going to be invaded,
  or your troops are going to be sent out to another city, Seth might come in
  handy (especially for the latter case).  Nothing is quite so satisfying as
  seeing an enemy army just die because of Seth.

Entertaining Egypt

  Your city is certainly on the grow now!  Now we need to start thinking about
  Entertainment.  There are three sizes of entertainment "arenas", the Booth,
  the Bandstand, and the Pavilion.  Boothes can hold only jugglers, Bandstands
  have both jugglers and musicians, and Pavilions have those and dancers as

  Building one of these "arenas" takes some thinking ahead.  Hopefully you left
  space around the corners of your housing area, because that is where we are
  going to build!

  Boothes are the easiest of the three to build because they require little
  space (1 square off of the intersection) and they only need a 3 way 

      =                   =  - road
      =BB                 HH - 1 square of housing
      =========           BB - Booth

  Boothes affect the least amount of people, and therefore you need more boothes
  than any other "arena".

  Bandstands take up quite a bit more space (it's a 3x3 structure), and is a
  little harder to place.  There are also several different ways of placing it,
  one that involves placing it inside of your housing (Method 1), and the other
  which involves creating a new road off of the housing (Method 2).

    Method 1:

                        =  - road
        =               bb - bandstand section
      ===========       HH - housing

      As you can see this would involve destroying a corner of your housing in
      order to fit the Bandstand.  This method minimizes the area that walkers
      can wander down, especially if you remove all the extra paths around it.

    Method 2:


      The main problem with this is that your walkers now have a 4-way
      intersection to wander around.  But this method disturbs your housing the

  Pavilions take up the most space, and are quite awkward to place as they have
  all the components of the previous two "arenas", plus a 2x2 dancing stage.
  There are, then, many ways to place a Pavilion.  The first way (Method 1)
  cuts into housing by only 1 square, the second way cuts into housing more,
  and the third way avoids cutting into housing altogether, but again creates
  more surface for your walkers to get lost in.

    Method 1:

          =                        =  - road
      pppp=pp                      pp - pavilion section
      pppp=pp                      HH - housing

    Method 2:


    Method 3:


        This method is by far the easiest to build as it requires the least
        planning ahead.  All you need to do is to build a 3x path out of a 
        corner, and another 2x path out the other side of that corner.

Training Facilities:
  Once you have your "arenas" built, and I would suggest that every block of
  housing could use 3 "arenas" (one of each type, plus maybe an extra booth as
  well), you need to build training facilities to train the entertainers 
  themselves.  While your city is small you will only need juggling, so let's 
  deal with that first.

  Juggler's Schools are the only Training Facility with a Positive Desirability,
  and so you can (but you don't have to) build next to your housing.  This is
  somewhat different from Caesar III where you wanted to build your training
  buildings far from your arenas, here it doesn't matter so much as the
  entertainers naturally wander the streets.

  The Conservatory and Dance School should be built in an industrial area of
  your city as they have negative desirability.  I can see why the Conservatory
  has negative, what with their off-key caterwauling, but the Dance School?
  Oh well.  You only need to build these after you have supplied your city with

  As your city grows you WILL need more than one training facility of each type,
  otherwise your arenas won't have enough entertainers to hold shows.

  Entertainers are not stopped by roadblocks.  Make sure that there is a
  road connection from your trainers to the arenas else thoose arenas won't have
  any shows!

Expanding the City

  Now that your mini-city is up and running, we need to get on expanding it.
  First we are going to build another housing block near the first housing
  block.  In general I don't like two housing blocks interacting with each 
  other, and so will build a roadblock preventing walkers from the first housing
  block from entering the next housing block.

                                     =HHHH  Second Housing Block (partial)
                                     r        =  - road
                                     =        r  - roadblock
                                     =        HH - one square of housing
   First Housing Block (partial) HHHH=

  Why prevent them from getting into other housing blocks?  Because that can
  create "dead zones" where certain walkers haven't passed in a long time,
  because they have so much road to walk on.  If housing is deprived of any
  resource, be it water, food, pottery, or anything; that housing will devolve!
  This is worst when they run out of water as it will devolve all the way down.

  Also be sure to build Courthouses at each housing block if you haven't already
  done that.

  Now we're going to want to evolve our housing into the better (and therefore
  higher tax base) structures.  The first thing we need is pottery, then beer.
  (After those come other things such as Mortuaries, Libraries, Scribal Schools,
  Linen, a Second Food Source, Luxury Goods, and a Second Type of Luxury Goods.
  These will all be discussed later!  But a quick note about this now, never
  evolve all of your housing blocks all the way, as your Labor Pool will
  actually DECREASE with the increase of wealth.  Rich people tend to not work.)

  If you can construct Clay Pits (about 3 should do) and Potters (4 or 5).  If
  you can't build Clay Pits you will have to import.  Have 2 storage yards, one
  for the Clay and the other for the Pottery.  Here's where we get tricky.  You
  want the Clay Storage Yard right next to the Clay Pits, however, you want the
  Pottery Storage Yard as close to your housing as you can get it (3x squares
  away or so).  Why?  Ease of access for your bazaar traders, of course!  The
  shorter the bazaar traders have to walk to get goods, the more goods they can
  collect, and therefore the quicker your housing will evolve and STAY EVOLVED!
  Very important.

  If you cannot construct Clay Pits, things get a little sticky.  You have to
  import either Clay or Pottery.  Obviously it is cheaper (and therefore better)
  to import Clay, but sometimes you just can't get enough Clay imported to
  supply your city.  This is especially true if you have to make Bricks for a
  Monument.  In those cases you will have to import Pottery.

  We want to do roughly the same thing for Beer (grow or import Barley) and
  Linen (grow or import flax), as well as the other resources discussed above.
  However, you don't want to add them too quickly to outgrow employment.  Keep
  looking at your unemployment rating, if it is too high, you may want to hold
  off on creating a good that will evolve your city.  On the other hand,
  building new industries is a good way to lower unemployment.  (by far the
  BEST way to lower unemployment is to evolve structures into Estates, however,
  this method often results in labor shortages)

    Tip:  If you want to avoid creating Scribes (people who don't work) in your
          city, just avoid luxury goods.  This way you can provide all the other
          services like libraries and scribal schools for the high culture, but
          still keep a strong workforce.

  While you are working on getting Pottery and Beer, you will also want to start
  any monuments that your city will need.  If you are going to be building Sun
  Temples, Mausoleums, or Obelisks remember to import the needed rock (because
  chances are you don't have it!), and to get all the materials and workers you
  need to build the monument.

  You want to build your monument in a highly accessible area, but it need not
  be connected to anything via a road.  By accessible I mean "close to" where
  the materials for the Monument are kept.  It doesn't need to be very close,
  but don't put them clear across the city map.

  Only build one monument to start with, but as that one gets further along,
  you should start the other one.  Why?  Chances are you will have more workers
  than that first monument will need (this is especially true as you finish a
  "course" on a pyramid, it requires less workers), and so they can go work on
  the other monument in their down-time of working on the first monument.

  Always build several work camps near monuments that require stone to be taken
  to them (Pyramids, Sun Temples, Mausoleums).  These workers will also build
  the foundation to Pyramids and Mastabas.  And build at least 2 of each type of
  Construction Guild (except the Carpenter's Guild, you only need one of those).
  This is to prevent such things as the stone pullers pulling 2 things of stone
  onto the same area (which effectively negates one of the stone loads!).

    Note:  During Farming Season your workers (the peasants, not the guild 
           members) will only be able to accomplish ONE THING on a monument.
           So they might dig one square, then vanish.

                                 City Problems


  There are two types of animals, those you can hunt, and those that hunt you.
  The ones you hunt are Ostriches, Antelopes, and Birds.  The ones that hunt you
  are Crocodiles, Hyenas, and Hippopotamus'.  In general you should try to avoid
  the second type of animal, but odds are you will encounter them eventually.
  When these animals encounter your people, they will kill them.  This gets
  really annoying when they kill a worker who was carrying a valuable cargo.  My
  favorite defense against them is the Tower.

  Build a 2x2 wall and put it next to a road.  Make sure it is far enough away
  from your settlements to avoid the negative reactions people have towards
  towers.  Then build a tower on it.  You also have to have a recruiter in your
  city.  Also note that the tower must be connected by a road to the recruiter.
  Not a direct connection, but there must be at least some roads from tower to
  recruiter.  If possible, build 2 or 3 towers.  Now whenever the animals get
  too close, your guards will javelin them to death.

    Note:  You can never completely get rid of animals (except the Hyena), they
           will regenerate!

  One thing that may happen to you as your city grows is that you will
  essentially build over the animal breeding grounds.  You can't actually build
  on the grounds itself, but what you can do is to trap all the animals in a
  1x1 square, where they can't move, and you can't hunt them.

Trading Food / Requests for Food

  Your city may not have the food resources that you need to survive.  Not to
  worry, you can always buy food.  First you need a Storage Yard.  Then right
  click the storage yard, and click "Special Orders".  Now go up to the food
  that you want to buy and click where it says "Do Not Accept" and it will
  change to "Accept All".  If you click it again it becomes "Get Maximum", which
  means that Storage Yard will go out and get that item from all the other
  storage yards.  Also note the arrows by the Item, those allot space in the
  Storage Yard, 1/4, 1/2 or 3/4 of the Yard for that item.  If a Storage Yard is
  requesting food, all that type of food will be diverted there, meaning that
  the Granaries will NOT receive that food!  To have the granaries pick up the
  food, go to the Granary, right click, Special Orders, and have them Get
  Maximum of that food.

  If you are stockpiling food for a Request, be sure to turn OFF the Accept All
  on the Storage Yard after you fulfill the request, or all that food will be
  sent to the Storage Yard.

  When you import food into a Storage Yard, your bazaar workers can pick it up
  directly from the Yard, it does not need to be taken to a Granary.


  Fire occurs only when your Fire Marshals didn't get to a house quick enough,
  and it caught fire.  Which means that you probably didn't have enough Fire
  Marshals to begin with!  First thing's first, build more Firehouses.  They
  don't really need to be near the fire, just close enough so that they can send
  in some Fire Marshals to battle the blaze.

  Now, the fire will spread, even if you have lots of Firehouses and Marshals,
  so you MAY have to demolish any nearby buildings.  Not fun, but something that
  you MAY have to do.  I say that you may because you don't have to destroy
  a building if you think the fire will be out quickly enough.

    Note:  Even though "buildings" such as the Festival Square have no risk of 
           fire they can CATCH on fire if they are adjacent to a burning 

  You do not have to destroy roads/plazas/gardens/statues as they can't catch on


  Crime is a very serious problem in a city.  Criminals will appear out of
  houses, run towards a palace (maybe even YOUR palace!) and rob it.  This is
  very serious as it indicates that your city is NOT a good place to live.  Not
  only that, but now you have less money with which to improve the city!

  Obviously Police Stations and Courthouses can HELP reduce the likelihood of
  crime in your city, and Constables can stop criminals if they find them on the
  street, but that isn't the ideal solution.  Crime is caused mainly by low
  city sentiment.  Low wages, high taxes, high unemployment, and general
  dissatisfaction in the city cause crime.

  So to prevent crime from even happening, keep wages up at least to the
  Kingdom Level (or higher if you can afford it), keep taxes low ESPECIALLY at
  the start of the scenario.  You may be tempted to raise them early to get
  extra money, but taxes don't yield much money until you get closer to Estates 
  anyway.  Keep unemployment between 5 and 10 percent.  This gives you plenty
  of extra workers if you need to construct new industries, armies, monuments,
  but is low enough to avoid dissatisfaction.  And above all keep the people
  entertained and get them access to religious services.  Festivals are
  especially important.  Try to hold them every year at least, if two years
  have gone by, you may need to hold another one (of course by then it might be
  more important to hold the festival for a displeased god).


  Eventually it will happen, you will be invaded by someone, be it the Nubians,
  Lybians, or Bedouins.  You will be given plenty of notice to prepare for their
  coming, whatever the state of your military.  As soon as you are informed of
  an invasion check out the state of your armies, if you don't have any, build
  at least an archer company.  Save the game!

    Tip:  To be extra well informed, save the game, then run the game at top 
          speed, ignoring the city.  Once the enemy invades, note where they
          invade, and with how many troops.  This allows you to customize your
          response so that you don't over or under prepare for them.

  Build walls to protect sensitive areas in your city.  The best places to build 
  walls are at the edges of the map, as that keeps their armies well away from
  your city.  Build plenty of towers on the wall (which requires that you have
  built a 2x thick wall), but you don't need to cover the wall in nothing but
  towers, as each tower sends sentries out onto the wall.  If you used the
  previous tip, or the army has invaded you before (they TEND TO invade the same 
  way every time, but not always) you want to build your wall in a triangle
  with the open end where their army comes in.  This allows almost all of your
  towers to attack them at the same time creating a kill-zone that can eliminate
  the army quickly and effectively.  This takes advantage of how the enemy 
  armies appear, 1 soldier at a time.  If your towers are in range of the exact
  spot that they appear, you could kill them all before they can even attack.

  However, you may not always be able to get walls up in time, and maybe your
  army isn't sufficient to beat them--maybe you don't even HAVE an army!  What
  do you do then?  Build as many Police Stations as close to the army as you 
  can!  Constables aren't the best defence, but if you have no choice, they are
  better than nothing!

                        Frequently Asked Questions (FAQ)

Q:  Pharaoh just requested (something) that I don't have, neither can I produce
    it, nor import it.  What gives?

A:  Not every request can be fulfilled, unfortunately.  You'll just have to
    take the hit in Kingdom Rating and try to fulfill the next request.
    Remember that you have a LOT of time to get that Kingdom rating up, so don't
    sweat it if you miss a request.

Q:  I have bricks, and bricklayers are waiting on the monument; so, why aren't
    they getting delivered?

A:  You either don't have enough laborers, or the laborer is on the way there,
    and simply has too far to walk.  Try building a work camp closer to the
    Storage Yard, or if you need to, build several.  Another problem is that
    unemployment could impact monument production, if that is the case, try to
    get more people into the city.

Q:  Why are my deliverymen just standing around?

A:  Could be several things (they're all related, but a little different).  It
    is usually because they don't have anywhere to put the goods.  Maybe your
    storage yard is full, or maybe your storage yard does not have enough 
    employees to accept any more goods.  Another thing that could be wrong is
    that two deliverymen were going to the same place (say one is taking clay
    from the clay pit, and the other was taking it from a storage yard, both
    going to a potter), and one got there first (or the computer just computes
    that he'll get there first), so the other one waits for another potter to
    need clay before leaving.  In the mean time he'll just stand there, waiting.

Q:  I need limestone to complete a pyramid, but I don't have any, and no one is
    selling it.

A:  You need to complete an "event" before a new trade route will open up
    allowing you to buy limestone.  Some events are giving them a requested
    good, or sending them your army to fight off an invader.  Don't worry if you
    fail with the "event" the first time, it will come up again.  Although if
    your troops fail in the field, your city will be invaded.

Q:  I have finished all the requirements for the city, but it won't let me on to
    the next city.

A:  Victory conditions are checked monthly, so you can only Proceed to the next
    scenario at the beginning of the month.  Also be sure that you don't have
    a population requirement that you are missing, as that can be easily missed.
    Finally check with the Overseer of the Monuments (press the = button) for
    any "Burial Provisions" that need to be stuffed into the Pyramid.  Burial
    Provisions are usually such things as Papyrus, Luxury Goods, Linen, and


Keyboard Commands

  These are taken from page 28 in the manual.  The Keyboard Commands haven't
  changed much since Caesar III.

    A  --  Orders the selected warship to attack all enemies
    C  --  Shows "Risks: Crime" Overlay, or orders the selected Charioteer
           company to charge
    D  --  Shows "Risks: Damage" Overlay
    E  --  Orders a selected transport to evade all enemies
    F  --  Shows "Risks: Fire" Overlay, or orders a selected company to return 
           to their fort
    H  --  Orders a selected ship to hold its position
    L  --  Centers the view on a different military unit each time it is 
           pressed, or if a company is already selected puts them in the Loose 
    M  --  When you select a monument to build, its image attaches to the cursor 
           and shows you how much land the monument will occupy.  Pressing "M" 
           freezes the monument's footprint to that location so you can look 
           around to see how it will fit.  Press "M" again to resume normally,
           or click to build the monument there, OR when a military company is
           selected issues the "mop up" command
    N  --  Orders a selected company or warship to attack any enemy
    P  --  Pauses the game, you can't build while paused
    R  --  When building a Gatehouse, Temple Complex, or Statue rotates the
           structure (to help them fit), OR if a military company is selected,
           rotates the company, OR orders a ship to return to the shipwright for
    T  --  Shows the "Risks: Problems" Overlay, OR if a military company is
           selected issues the hold ground in tight formation command
    W  --  Shows the Water Overlay, OR orders the selected ship back to its 

  Game Commands

    SPACE -- Toggles between your last selected Overlay and the Normal View
    ESC -  Exits the game
    [  --  Reduces game speed by 10%
    ]  --  Increases game speed by 10%
    F7 --  Set to 640x480 resolution
    F8 --  Set to 800x600 resolution
    F9 --  Set to 1024x768 resolution


    '  --  Overseer of workers
    1  --  Overseer of the Military
    2  --  Political Overseer
    3  --  Ratings Overseer
    4  --  Overseer of Commerce
    5  --  Overseer of the Granaries
    6  --  Overseer of Public Health
    7  --  Overseer of Learning
    8  --  Overseer of Diversions (Entertainment)
    9  --  Overseer of the Temples
    0  --  Overseer of the Treasury
    -  --  Chief Overseer
    =  --  Overseer of the Monuments

Final Words...

Online Resources:

  http://www.impressionsgames.com/ -- the Designer's site
  http://www.pharaoh1.com/         -- the Official Pharaoh Site
  http://www.gamefaqs.com/         -- the best FAQs site on the net!
  http://www.cheatcc.com/          -- a great place for all your cheating needs

ASCII Art created using the Ascii Art Maker by LTS (freeware)
  You can probably find it at http://www.download.com/

This FAQ was writen entirely using the GWD Text Editor:  (shareware)

Shameless Self Promotion:
  I have also written FAQs for:
    NES:   Disney Adventures in the Magic Kingdom
           The Legend of Zelda
    SNES:  Aerobiz Supersonic
           Utopia: Creation of a Nation
    PSX:   Thousand Arms
    PC:    Baldur's Gate & Tales of the Sword Coast (incomplete)
           Colonization -- the Single Colony Strategy Guide
                        -- the Cheat Guide
           Drakan: Order of the Flame
           Dungeon Hack
           Master of Magic (revision)
           Rollercoaster Tycoon
           Sid Meier's Alpha Centauri
           Ultima 4: Quest of the Avatar
           Ultima 7: The Black Gate
           Ultima 7 Part 2: Serpent Isle
           Ultima Underworld -- Keyboard Commands
           Ultima Underworld II -- Keyboard Commands
                                -- Spell List
  All of my FAQs can be found at:

Questions?  Comments?  Mistakes?  Concerns about Global Warming?
Email me about it!
   Email:  manymoose@hotmail.com
   ICQ:    185116

   Email Policy:  If you are going to email me about this game, please put
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Version History:
Original Version (11-29-99, 53k)


"To the marsh I march for the reeds we need."

This Document is Copyright 1999 by Dan Simpson
Pharaoh is Copyright 1999 by Sierra On-Line Inc.

I am not affiliated with Sierra, Impressions, or anyone who had anything to do
with the creation of this game.  This FAQ may be posted on any site so long as
NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it.  You may
not charge for, or in any way profit from this FAQ.