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                          Pharaoh - Desirability FAQ
                            Version 1.4 (10/17/00)
                By Jim Chamberlin ([email protected])

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Table of Contents
1. Introduction
2. How things work
3. Explanation of Images
4. Acknowledgments


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                                 Introduction
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One thing in Pharaoh that many people seem to question is how the Desirability
ratings work.  To illustrate this, I've made several graphics that I will get
into a little bit later.


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                               How Things Work
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When you bring something like a Farm into a location, it brings about a
"negative" desirability rating.  A farm is only one example of "negative"
ratings, but there are many, many other buildings that do that.

When bringing in a Garden or a Statue into a location, it brings about more
of a "positive" desirability rating.  As with the farm, a garden and a statue
are only two types of buildings with a "positive" rating.

As conditions improve in your city, your citizens will demand more attractive
and more expensive homes.  Increased tax revenues and improved prosperity are
the primary advantages to higher class homes.  Slum-like or dilapidated houses
drag down the desirability of the surrounding area.  Ramshackle housing catches
fire easily.  While, the less-evolved homes drag down the nearby area's
desirability, the more-evolved housing will actually bring up the area's
desirability.

The evolution of housing depends on a few things:
 - Amount of Industry nearby
 - State of nearby housing
 - Current supply of required goods for that house
 - State of the home's residents' health

 Every building has different amounts of desirability.  The one similarity is
 that the building has little or no effect when it's far away from a building.

 To show specific examples, I've made some graphics or you to check out.

 I could have made them in ASCII drawings, but they wouldn't be to scale, so
 they just wouldn't look right.


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                            Explanation of Images
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 Explaining the images is easiest in this text file, instead of actually in or
 next to the actual images.  Once again, I say that I could have made them in
 ASCII text, but it would take a longer amount of time, and nothing would have
 been made to scale, thus images/graphics were the way to go.


 The primary things to look for are the following:

 - Grid
   - The grids represent each "block" of space on Pharaoh's terrain.  For
     example, one house (when you first put a house on the map) takes one
     block, or square.  The principle is the same here, which will help you
     understand how things work, and give you a visual overview of everything.

 - Building Itself
   - The building is located in the middle of the numbers.  Most of them have
     been labeled in some fashion, so you can distinguish it from the numbers.

 - Numbers
   - The numbers are the important part.  They indicate the amount of
     desirability that particular building brings to each "square" or "block"
     of land/terrain.


 What do the numbers mean exactly?

 Each image has a series of numbers surrounding the structure in the middle.
 That structure may be a building, a garden, whatever.

 You'll also notice that some images have numbers in "yellow," while the other
 numbers (from other images) are written in "red."

 Yellow Numbers = Positive Desirability
 Red Numbers = Negative Desirability

 A Yellow number 13, is another way of saying "+13".
 A Red 7 is another way of saying "-7".

 If you have any further questions concerning the "Desirability" portion of
 the game, email me at [email protected].  If I feel it is an important
 question, I may end up adding it here, so others can see it.

 .--------------------------------.
 | Files Related To This Document |
 '--------------------------------'

 Note: All of these files may be found on www.gamefaqs.com,
       www.gamewinners.com, and www.ogresnet.com ONLY!

 Academy
 Apothecary
 Bandstand
 Booth
 Brewery *NEW*
 Cattle Ranch
 Chariot Maker
 City Palace
 Courthouse
 Dentist
 Dynasty Mansion
 Family Mansion
 Ferry Landing
 Festival Square
 Firehouse
 Fishing Wharf
 Fort
 Garden
 Gatehouse
 Gold Mine
 Large Statue
 Library
 Medium Statue
 Mortuary
 Pavilion
 Physician
 Plaza
 Police Station
 Recruiter
 Scribal School
 Shrine
 Small Statue
 Tax Collector
 Temple Complex
 Temple
 Tower
 Town Palace
 Transport Wharf
 Village Palace
 Warship Wharf
 Water Supply
 Weaponsmith
 Well

 More To Come...


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                               Acknowledgments
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 - Jeff Veasey and GameFAQs (http://www.gamefaqs.com) for hosting this FAQ.

 - Al Amaloo and Game Winners (http://www.gamewinners.com) for hosting this
   FAQ.

 This FAQ was written entirely using the GWD Text Editor:  (shareware)
   http://www.gwdsoft.com/


 This Document and its Related Graphic Files are Copyright 2000 Jim Chamberlin.
 All Rights Reserved.

                                   -=EOF=-