pharaoh game sourced
Pharaoh
An Egyptian city builder on the Caesar III engine in which a yearly Nile flood waters floodplain farms, walkers carry services to housing, five gods must be appeased, and monuments take years of labor and materials.
core loop
lay out housing, roads, and floodplain farms -> the yearly Nile flood waters the farms -> walkers deliver services, food, and goods to houses -> houses evolve and pay taxes -> appease five gods and build monuments to meet mission goals
design notes
Pharaoh reuses Caesar III's walker model and adds a calendar driven by the Nile: floodplain farms can only be worked between floods, irrigation ditches raise fertility, and the god Osiris can improve or worsen the flood. Monuments need worker facilities and delivered materials and take in-game years, a construction-logistics system with no exact taxonomy match (see run proposal). Five gods (Ra, Bast, Osiris, Ptah, Seth) grant gifts when appeased with shrines and temples and send disasters when angered.
relations
16 stored edgesHydrology
A yearly Nile flood waters floodplain farms; irrigation ditches extend fertile land, and Osiris can raise or lower the flood quality.
Population strata
Housing improves in level when demands for goods, services, and surroundings are met.
Walker service delivery
Fire marshals, constables, and other service walkers roam roads from their buildings and cover the houses they pass.
Megaproject sink
Monuments such as pyramids need delivered materials and worker crews over in-game years, and many missions require completing them.