Pharaoh + Cleopatra

Pharaoh + Cleopatra

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Basic Mechanics tips for Begginer or Intermediate players
由 俄 制作
This guide details some mechanics that aren't explained in-game and that I wish I had known when I started playing the game. I'm not an expert or anything, this guide is stuff that I found out playing or reading online, and also a reminder for myself and friends who like the game. If you have any constructive suggestions they're welcome.
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Worker and Road Access
This is one of the most important tips you'll ever get:
When you place a building in the game, it will not be functional until the employer "walker" passes by a house. The secret here is that as soon as the employer finds a single house, the building instantly has access to every single worker in the entire city, to every house in the game. So you don't need to build direct access to your main housing district. You can place a cheap hut somewhere near the industry district, and your industry will have workers from all over the city map. While your main residential district can be focused on beautiful gardens and optimal service access.
Plan your city in road "loops"
When you lay down the roads, think in loops and avoid intersections.
The walkers are going to mess up if you put too many intersections because they will randomly choose paths that aren't good. Use roadblocks as soon as you unlock them in the campaign in order to isolate loops. Then use connecting roads between the loops for walkers with destinations.

Walkers with destinations: Delivery guys, Bazaar gatherers, Entertainment walkers travelling to a bandstand or juggling booth.
Service walkers: Firemen, Water carrying dudes, Bazaar distributers, Priests, Scholars, Taxmen.

Expected result
The walkers with a destination will be able to go through the roadblocks and gather resources or deliver goods, and regular service walkers will stick to the loops you designed and not cross the roadblocks. In the first levels where there's no roadblocks, you'll have to persevere and try your best with the sub-optimal roads, but don't worry: The roadblocks unlock quickly in the 4th map or so.
Timing for placing buildings
It might be tempting to start placing everything as soon as you start designing the city. However, as soon as you place a building it will start deteriorating and getting ready to catch on fire and create a disaster.
So, first of all try to have your firemen (engineers and so on) "walkers" ready to go, before placing the big buildings.
Requirements change in higher difficulties
The requirements for house upgrades increase a lot in each difficulty setting. If you find it impossible to upgrade houses even when you think you're providing them with the goods and services required, try lowering the difficulty and see if that solves the problem.
Centralizing and Distributing
This is a bit more on the intermediate/advanced planning.
When you right click an industry building or bazaar, In the properties menu, you will find settings such as "Get Maximum" "Accept All" "Do not accept". These settings will help you plan a flow of goods.

Some ideas to consider
Setting bazaars that only purchase specific goods, in that way their Gathering walkers will travel only to the industry location that you want. Pottery or beer bazaars will go to the specific storage yard and return with the goods. While food bazaars will only travel to the granaries and bring specific foods. This will make them restock better instead of having to split and do multiple travels in order to stock every single product in your city.
To do: Will add more tips
I will be adding more tips and ideas as I learn them and figure the game out more. Maybe add some screenshots and graphics to spice things up a bit.
I hope this guide is useful and/or interesting. Enjoy the game!
8 条留言
alvirax1807 6 月 4 日 下午 5:38 
i alway been able to rotate statue , monument, etc but it sudenly stop working r key just do noting any more why?
rebekaktus 2023 年 7 月 22 日 上午 7:47 
Nice guide, thanks Rain!

Tip 2: For the housing destrict I recommend straight lines (ok, they don't have to be straight, just with a dead end, not just roadblock). This way, you can build a stage for all entertainers (sorry, don't know what it's called in English) at the end of that road and the entertainers will have to walk through the housing area to get to their destination. It works, because the houses don't really care about proximity to a stage but only how often an entertainer walks by their house.
Pozierich 2023 年 6 月 9 日 下午 11:21 
In case it wasn't clear these hotkeys slow or speed up the time of the game
Pozierich 2023 年 6 月 9 日 下午 11:19 
Hotkeys.
I am sure they are a lot that are interesting, but the one i always use are "[" and "[" (alt gr + 5 and alt gr + °)
Spam one all the to almoste immobile people when you plan, count lengths of roads start building etc, and spam the other to speed up once you are set
 [作者] 2023 年 3 月 6 日 下午 3:40 
regarding sanitation, if the map does not have reed resources you can do away with the apothecary buildings, you might need physicians though. Fire and crime apply as usual but you probably want firemen and architects around your industries anyway. Lack of beautification and food even water might not be a problem for the hovel/meagershanty
kanetoad 2023 年 3 月 4 日 下午 6:09 
Yes like Ryan said, tip #1 is great to know. I am now wondering if the 1 single hovel technique will still require all the sanitation and ♥♥♥♥ to keep from constant disease outbreaks. That tip might save me a lot of headache because I wont have to worry about all the extra housing, beautification, sanitation, firemen, bazaars, and everything else for the 8-16 hovels I felt forced to place near each and every industry, monument, and military location across the city.
Ryan 2023 年 1 月 28 日 下午 2:07 
Tip #1 changed my opinion on this game. Makes building a city so much more efficient when you can build housing districts in optimal locations and then set up industry where it doesn't effect the desirability of the neighborhood
Ancient Jake 2022 年 10 月 3 日 上午 10:51 
Thanks