@@7Wolf77 ahh so basically I am connecting the outer roads of those pavilions, and after that entertainment walkers ALWAYS go left at the intersection near the bazaar, and causing half of the loop didn't get any entertainment, I'm gonna try again maybe because I'm playing on old version last time.
i am glad the OGs Pharaoh 1999 assembled back in this new era.. enjoy the game guys! and thanks bro for the housing design. it works, and lets did it in the campaign..
Thanks for the videos! Really helpful. I remember seeing some guides on a forum on how to do the housing and production blocks for old Pharaoh, but yours are more logical and it helps to have explanations on why you choose to build a certain way. Looking forward to the 3x3. Keep it up, you're doing a great job!
Glad to hear it! Thanks for watching. I'm working 3x3 and 4x4 as well. I have a few test versions but I like to have them run for a few game years to check stability.
Awesome I appreciate it! This updated loop was the last step before I push the 3x3 stuff.. Cause ya know.. Technically if they had room they would evolve =P
Very nice layout. Like it very much. Just a slight mistake at the end...you put the architect's post on the main loop and not the temple row, but we all got the point. Thanks.
I appreciate you showing how you add the extra services. I usually put one of each temple in each housing block, on the corners like you had the second temple, just because I like to see that coverage for all the gods. But the back row of temples you have sure will make them happy!
Thanks for doing with recruiters. I never beat Pharoah when I was younger, so I feel compelled to finish New Era without setting it to global workers pool.
Excellent video. I gotta rewatch it to wrap my head around some of your choices. Been playing this game with my one optimal housing block for years so I'm excited to try something new.
Nice vid It's a good loop, although I think you could take it further in terms of optimising. Overall its pretty flexible which is nice. It seems to me like accessing the labour pool from only top & bottom is pretty restrictive, although I suppose you can make adjustments. The double bazaars are a staple of a lot of blocks, but maybe you could try to place them some distance from eachother in the loop to keep deliveries more stable (as they will be out of sync, less chance of overflow or empty yards etc.). It's maybe a little space inefficient, I think the inner service block could easily be 6x23+ instead of 8x17, by moving the courthouse and temple beside eachother on opposide sides, filling the 1x3 rows with shrines or something. You could probably extend the inner block by several tiles, maybe 6x30 or more, and fill it with housing to make up for houses which need to be removed to make the inner block 6 wide. Making housing blocks compact is vey useful and sometimes is a dealbreaker on maps with weird terrain. 2 pavillions seems like too many for this many houses, could it work with 1 pavillion and 1 bandstand? Have you used forced walker blocks before? They are my default these days, and seem overall much better than fixed blocks, although they can be complicated to manage.
Thanks for the input. The housing block size is specific to walker distance. The 2 pavillions are there since they use the shortest path route. I have used forced walkers, I have a tutorial on it as well as city play thorough with it. It was Seti in the Valley, Cleopatra mission 3 since it was a highly requested thing.
Great layout! In the second loop, you have the pavilions in the upper right-hand corner. As the entertainers come up from the production area and cross the top adjoining road, they go straight to the pavilions, never going down past the houses. Only the top houses gain entertainment access. Have I missed something?
You want to make sure the shortest path is always from the opposite corner of the entertainment. I tend to not connect my pavillion roads to the main city to avoid this.
Thank you for such a wonderful vid! It's really helped me in the building as I have always gone a bit wild and have never even known how to use the road blocks. I have a question though: Work camps? Where do I place these?
Glad I could help! Each work camp can produce 4 workers a month. So technically 1 camp can cover 4 farms. I like to do a bit over that. It's best to place them as close to the Nile farms as possible to reduce time loss. Same for monuments. Do note that meadow farming do not require work camps.
@@7Wolf77 thank you so much for your comment! :D Do I need to build some houses like you did for the granaries etc to be able to get people into the farms/work camps? I play with recruiting, basically because I've never played with the other option - is the global labour pool an easier way that lets you do more things without needing to be too finicky?
@@innieplays Thats right. With global labor pool you don't have to worry about the slums and everything that goes along with it. Honestly, I always hated that mechanic. Why do my mines or production loop need to walk past 2 dirt hovels to employ 500 people?
@@innieplays are you set to Stockpile resources? Check that. If not, are bazaars set to buy that good? If all that then is it to far away? Usually about half to one screen is the max.
I have a question about a road. In your video the road cross an industrial area is blocked by roadblock. For me the road is there without purpose. Is there any reason you make the road? Or if it is just make the city looks cooler, could I delete it? Btw, all of your videos help me alot for playing my campaign. Especially the vid about a forced walker one! I use it almost every mission. Thank you!
Hum.. Would need to test it buts probably just a hold over from original pharaoh. In the original you could not full fill requests or buy/sell from graneries so it was safe from trade.. But I don't believe that's the case. Kw.
In the original Pharaoh (Not sure about the new one) food in Storage Yards would rot. If it did that, then you'd need to either wait for the food to vanish or find a way to just empty the yard before you could get fresh/new food into the yard. Granaries didn't have this problem; they could store food indefinitely. I assume this is still true on harder difficulties that are closer to the original game. (Doesn't help that the original Pharaoh also lacked a "empty this storage building" button.)
i have some questions: Why not put the temples close to houses and road on the back of the temple so the temple give more desireability? why dont you have 2 temple in the main loop? you need 2 temples for fancy residence. your boths are going to catch fire if you dont put firefighters there. Everything else looks amazing organized.
Good questions. 1. This loop is based around common residences since moving to elegant and fancy requires two types of food. Which is more difficult than just removing a house and adding a second temple. 2. Temples give less desirability than statues. Temple plus gardens means you can reach fancy without plazas usually. 3. Temples will not catch fire. You can check this by clicking on the temple. So no, they won't burn down.
Does this work for the first version of Pharaoh? In old Pharaoh, recruiters couldn’t cross roadblocks. So they couldn’t access residents of the housing block in case their workplace is outside that.
Great vid, tried it already and the only thing I dont undestand is why people move in so slow. I have low taxes, almost 0% unemployment and those 3x3 houses are half empty after few years. When i build new loop nearby people instantly move in. Any idead whats the problem here?
do we need granaries if you're just using storage yards? I saw you use just storage yards in one of your videos and wondered how you get the bazaars to pick up the food from those storage yards without granaries
You can use granary or storage yard for distributing food to bazaar, it does not matter in Pharaoh a new era. The bazaar buyers still get food from both places normally. In Pharaoh 1999, food can only be distributed through granary but in the remake, the devs change that rule so it make the granary become useless since it take more space than storage yard and can only store food but not the other stuff.
It helps you control where walkers go. Walkers decide randomly where to turn if they reach any crossroads. With the roadblocks, they can't go that way. In this case here the road blocks mean that all walkers which provide services for the houses can never leave the loop. Since the loop has the ideal length corresponding to the minimum walking distance of the walkers, every service will be provided for every house, because every walker will allways go the whole loop. Without those road blocks, the walkers would go outside the housing district and into the industrial area, where they are not needed, or maybe due to bad luck some houses would not reliably get a certain service, because the walker decided to take the other way. I would improve on this by making lanes going from the road where the outer temples are and putting my production along those lanes. The lanes lead up to the road withe temples, so that way I don't need a 2x2 house in the middle of production, which requires sanitation and police and never evolves.
There is a temple on the inside. If you want to have more temple coverage just replace a bottom house(near water) with a temple. The ones on the outside are to make the gods happy and for desirability. Could just be gardens or statues if you prefer.
I love the housing loop, but I am finding that sometimes the entertainment doesnt get to the whole loop, but if I remove a roadblock allowing the entertainers to walk frely that this solves the one half of the housing loop complaining about lack of entertainment.... Is this a bug?
You need to make sure that the entertainers always path in from the far corner and that you have both pavilions placed. If you only have one then it'll always path down the same way. Same goes for that side road instead of the far corner. If the shortest path takes them through there instead of the bottom then you'll miss most of the houses on the loop and it might be unclear that this is what's happening if it's only one type of entertainer that takes the wrong path.
Fun thing I discovered - you can connect the roads between pavilions, extend in each direction by 2 and a festival square fits there nicely
Humm.. I definitely take a look at that!
Hmm, I remember I did that in the previous version, it's causing problems the walker to go only 1 side of the road, does it work on this version ?
@@spikygamer987 not exactly sure what you mean but I haven't seen any issues with it.
@@7Wolf77 ahh so basically I am connecting the outer roads of those pavilions, and after that entertainment walkers ALWAYS go left at the intersection near the bazaar, and causing half of the loop didn't get any entertainment, I'm gonna try again maybe because I'm playing on old version last time.
@@spikygamer987 check your entrance to the loop versus the entertainment. It had to be opposite corners. It can't be on same side.
I didn't realise you could accept only half of a product in the storage yard. The tutorials weren't clear on that. Thanks!
Great to hear! Yeah a storage yard with half pottery/beer then half linen/papyrus and all you are missing is luxury goods.
i am glad the OGs Pharaoh 1999 assembled back in this new era.. enjoy the game guys! and thanks bro for the housing design. it works, and lets did it in the campaign..
Thanks!
Thanks for the videos! Really helpful. I remember seeing some guides on a forum on how to do the housing and production blocks for old Pharaoh, but yours are more logical and it helps to have explanations on why you choose to build a certain way. Looking forward to the 3x3. Keep it up, you're doing a great job!
Glad to hear it! Thanks for watching. I'm working 3x3 and 4x4 as well. I have a few test versions but I like to have them run for a few game years to check stability.
Thanks that was great! Your housing block has gotten me into this game for sure, now I just need you to show me some 3x3 housing block plans
Soon! Should be this week.
Thank for the video mate. Very clean set up. Hope to see a video for 3x3 soon. Subbed and followed👍
Awesome I appreciate it! This updated loop was the last step before I push the 3x3 stuff.. Cause ya know.. Technically if they had room they would evolve =P
I was trying to do that housing block But The way you did it was kind of Impressive
Thanks!
Very nice layout. Like it very much.
Just a slight mistake at the end...you put the architect's post on the main loop and not the temple row, but we all got the point. Thanks.
Oh gheeze really! That's a bummer.
I appreciate you showing how you add the extra services. I usually put one of each temple in each housing block, on the corners like you had the second temple, just because I like to see that coverage for all the gods. But the back row of temples you have sure will make them happy!
Thanks for watching! Yeah you can set it up how ever you want, if anything I wanted this to be a guideline people can take and run with.
Very clear and succinct tutorial. Many thanks.
Glad you liked it
Thanks for doing with recruiters. I never beat Pharoah when I was younger, so I feel compelled to finish New Era without setting it to global workers pool.
That's great! I have finished it up a few times so for me it's a welcome change. Play how you want to!
Excellent video. I gotta rewatch it to wrap my head around some of your choices. Been playing this game with my one optimal housing block for years so I'm excited to try something new.
Glad you enjoyed it! There is no "best" block, this is just what I like to use and it works great for me. =)
nice setup i have to say... never seend the double one... good work, i will use the temple setup... i always end up with "temple citys" out wide.. xD
Thanks! It works great for city populations of like 4000ish. Over that you have to have temple districts.
Nice vid
It's a good loop, although I think you could take it further in terms of optimising. Overall its pretty flexible which is nice.
It seems to me like accessing the labour pool from only top & bottom is pretty restrictive, although I suppose you can make adjustments. The double bazaars are a staple of a lot of blocks, but maybe you could try to place them some distance from eachother in the loop to keep deliveries more stable (as they will be out of sync, less chance of overflow or empty yards etc.).
It's maybe a little space inefficient, I think the inner service block could easily be 6x23+ instead of 8x17, by moving the courthouse and temple beside eachother on opposide sides, filling the 1x3 rows with shrines or something. You could probably extend the inner block by several tiles, maybe 6x30 or more, and fill it with housing to make up for houses which need to be removed to make the inner block 6 wide. Making housing blocks compact is vey useful and sometimes is a dealbreaker on maps with weird terrain.
2 pavillions seems like too many for this many houses, could it work with 1 pavillion and 1 bandstand?
Have you used forced walker blocks before? They are my default these days, and seem overall much better than fixed blocks, although they can be complicated to manage.
Thanks for the input. The housing block size is specific to walker distance. The 2 pavillions are there since they use the shortest path route. I have used forced walkers, I have a tutorial on it as well as city play thorough with it. It was Seti in the Valley, Cleopatra mission 3 since it was a highly requested thing.
Appreciate the updated Loop housing
Thanks for watching!
Great layout! In the second loop, you have the pavilions in the upper right-hand corner. As the entertainers come up from the production area and cross the top adjoining road, they go straight to the pavilions, never going down past the houses. Only the top houses gain entertainment access. Have I missed something?
You want to make sure the shortest path is always from the opposite corner of the entertainment. I tend to not connect my pavillion roads to the main city to avoid this.
great video!!
Thanks glad I could help!
so helpful!! Thank you ❤
Thank you for such a wonderful vid! It's really helped me in the building as I have always gone a bit wild and have never even known how to use the road blocks. I have a question though: Work camps? Where do I place these?
Glad I could help! Each work camp can produce 4 workers a month. So technically 1 camp can cover 4 farms. I like to do a bit over that. It's best to place them as close to the Nile farms as possible to reduce time loss. Same for monuments. Do note that meadow farming do not require work camps.
@@7Wolf77 thank you so much for your comment! :D Do I need to build some houses like you did for the granaries etc to be able to get people into the farms/work camps? I play with recruiting, basically because I've never played with the other option - is the global labour pool an easier way that lets you do more things without needing to be too finicky?
@@innieplays Thats right. With global labor pool you don't have to worry about the slums and everything that goes along with it. Honestly, I always hated that mechanic. Why do my mines or production loop need to walk past 2 dirt hovels to employ 500 people?
@@7Wolf77 I'm having some issues where my bazaars are not buying the food? I'm on ABU map on campaign.
@@innieplays are you set to Stockpile resources? Check that. If not, are bazaars set to buy that good? If all that then is it to far away? Usually about half to one screen is the max.
I have a question about a road. In your video the road cross an industrial area is blocked by roadblock. For me the road is there without purpose. Is there any reason you make the road? Or if it is just make the city looks cooler, could I delete it?
Btw, all of your videos help me alot for playing my campaign. Especially the vid about a forced walker one! I use it almost every mission. Thank you!
Change what ever you need to change! Some of the roadblocks are to keep walker distances short and thats it.
Why use Graineries? Buyers from the Bazaars will buy from Storage Yards, which are much cheaper.
Hum.. Would need to test it buts probably just a hold over from original pharaoh. In the original you could not full fill requests or buy/sell from graneries so it was safe from trade.. But I don't believe that's the case. Kw.
In the original Pharaoh (Not sure about the new one) food in Storage Yards would rot. If it did that, then you'd need to either wait for the food to vanish or find a way to just empty the yard before you could get fresh/new food into the yard. Granaries didn't have this problem; they could store food indefinitely.
I assume this is still true on harder difficulties that are closer to the original game. (Doesn't help that the original Pharaoh also lacked a "empty this storage building" button.)
i have some questions: Why not put the temples close to houses and road on the back of the temple so the temple give more desireability? why dont you have 2 temple in the main loop? you need 2 temples for fancy residence. your boths are going to catch fire if you dont put firefighters there.
Everything else looks amazing organized.
Good questions. 1. This loop is based around common residences since moving to elegant and fancy requires two types of food. Which is more difficult than just removing a house and adding a second temple. 2. Temples give less desirability than statues. Temple plus gardens means you can reach fancy without plazas usually. 3. Temples will not catch fire. You can check this by clicking on the temple. So no, they won't burn down.
Recreating this in my own game, where would you put the entertainment schools in the production loops?
Just relatively close, like second row or on sides. No more than one screen away from the entertainment.
i still dun understand how roadblock use for.
Does this work for the first version of Pharaoh?
In old Pharaoh, recruiters couldn’t cross roadblocks. So they couldn’t access residents of the housing block in case their workplace is outside that.
New version you can open Global Labor Pool in Recruitement System Option. Recruiter will cross roadblock.
Great vid, tried it already and the only thing I dont undestand is why people move in so slow. I have low taxes, almost 0% unemployment and those 3x3 houses are half empty after few years. When i build new loop nearby people instantly move in. Any idead whats the problem here?
Hum yeah that is interesting. Would have to see the mission my self since there are so many factors.
do we need granaries if you're just using storage yards? I saw you use just storage yards in one of your videos and wondered how you get the bazaars to pick up the food from those storage yards without granaries
You can use granary or storage yard for distributing food to bazaar, it does not matter in Pharaoh a new era. The bazaar buyers still get food from both places normally. In Pharaoh 1999, food can only be distributed through granary but in the remake, the devs change that rule so it make the granary become useless since it take more space than storage yard and can only store food but not the other stuff.
okay? okay? okay? okaaaay?
Alright alright alright
i understand everything ..except the road block..can someone tell what is the benifet of the road block
It helps you control where walkers go. Walkers decide randomly where to turn if they reach any crossroads. With the roadblocks, they can't go that way. In this case here the road blocks mean that all walkers which provide services for the houses can never leave the loop. Since the loop has the ideal length corresponding to the minimum walking distance of the walkers, every service will be provided for every house, because every walker will allways go the whole loop. Without those road blocks, the walkers would go outside the housing district and into the industrial area, where they are not needed, or maybe due to bad luck some houses would not reliably get a certain service, because the walker decided to take the other way.
I would improve on this by making lanes going from the road where the outer temples are and putting my production along those lanes. The lanes lead up to the road withe temples, so that way I don't need a 2x2 house in the middle of production, which requires sanitation and police and never evolves.
How do the middle houses have access to the Temples?
There is a temple on the inside. If you want to have more temple coverage just replace a bottom house(near water) with a temple. The ones on the outside are to make the gods happy and for desirability. Could just be gardens or statues if you prefer.
I love the housing loop, but I am finding that sometimes the entertainment doesnt get to the whole loop, but if I remove a roadblock allowing the entertainers to walk frely that this solves the one half of the housing loop complaining about lack of entertainment.... Is this a bug?
I would have to see. Destination walkers ignore roadblocks completly.
21:43 u said before ud switch back to recruiter and u didnt....
You dont have to place the senet in the loop for culture. You can just place it anywehre with a bunch of schools etc.
This is true, but it's there for the entertainment as well, and that has to have housing access. Guess I wasn't clear on that one.
@@7Wolf77 You dont really need the entertainment from the senet for the housing.
always not enough entertainment on one or the other road
You need to make sure that the entertainers always path in from the far corner and that you have both pavilions placed. If you only have one then it'll always path down the same way. Same goes for that side road instead of the far corner. If the shortest path takes them through there instead of the bottom then you'll miss most of the houses on the loop and it might be unclear that this is what's happening if it's only one type of entertainer that takes the wrong path.
@@AndrewMerts nah made my own loop from inside that way there's no escape
nah never works
there's never enough entertinment
merci
Lol chick-a-peas
Okay.
Okay.
gg
N1
Dude I suck at this game... can't get past lvl 5...