Pharaoh Building Plans

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The first plan is for a residential area which houses 1520 people. Notice the service road which surrounds the residential area. High densities of industry can be supported on branches off of this service road. The road at the top and at the bottom are overlapped if two of these housing developments are stacked. The residents who live here are illiterate, beer-guzzling, hard-working citizens who can supply the greatest part of your labor pool. They are well cared for and will present you with no difficulties as long as food, pottery, beer, and singing entertainers are available from elsewhere. They pay *** in taxes and their services consume *** in wages for 121 workers. Normally the grassy area between the service roads and the backs of the houses will contain small statues or gardens, to offset the negative effects of the industries in the service areas. Addition of a Scribal School, in place of the Juggler's School, will result in a higher level of housing but I did not find this to be stable. The fire risks from the Scribal School overtaxed the fire protection, and the Physician coverage was inadequate at the higher level. Revision: This turns out to be true only when the city is crowded and/or the map is being heavily revised. At these times the walkers behave strangely and the coverages are not what they should be. I have since been able to raise most of these houses to Residence level by replacing the juggler's school with a scribal school. This only results on 80 more people, at most, and usually less because two or more of the houses which are centrally located don't seem to get enough "good vibes" to improve from Apartments. However, if you need to raise culture level this will do that for you. If you have a large map or are changing a lot of roads, keep an eye on your walkers. You may need to take steps to reroute them if they have started obsessively exiting their buildings in only one direction.

  R R R R R R R R R R R R R R R R R R R  
  R                 R                 R  
  R   L L L       P R F       P P P   R  
  R   L L L T T S B B B S Z Z P P P   R  
  R   L L L T T E B B B S Z Z P P P   R  
R R   H H R R R R B B B R R R R H H   R R
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  R   S D R H H H H R H H H H R A S   R  
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  R   H H R H H H H R H H H H R H H   R  
  R   H H J J S S S R S S S J J H H   R  
R R   H H J J R R R R R R R J J H H   R R
  R     S S Z Z W W R P P M M C C C   R  
  R     S S Z Z W W R P P M M C C C   R  
  R                 R         C C C   R  
  R                 R                 R  
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Housing Roads Roadblocks
Infrastructure: P=Police, F=Fire Station, E=Engineer's Post
Health: D=Dentist, P=Physician, W=Water Supply, M=Mortuary, A=Apothercary
Food: Z=Bazaar
Religion: P=Temple of Patron God, L=Temple of Local God, S=Shrine
Government: C=Courthouse, T=Tax Collector
Entertainment: S=Juggler School, J=Juggler Booth, B=Bandstand

The second plan is for high-density industrial activity in a service area. An industrial park of 6 storage yards and 10 industrial centers (jewelers, weavers, papyrus-makers, brewers, brickworks or potters, and also cattle ranches) makes enough finished material to supply a reasonable-sized city. The design below uses two residential areas side-to-side to supply access to labor for four industries. More storage may be required for finished goods when these industrial parks are in full swing, and certainly will be required for distribution over a larger area. This can be provided either in another similar service area or in the service areas of residential sections above and below these sections. These narrower service areas will not have the roadblock dividing the housing access road. See below for a screen shot of a monument-building service section done in this alternate mode.

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C   R                                           R    
C   R   W W W W W W W W W   W W W W W W W W W   R    
C   R   W W W W W W W W W   W W W W W W W W W   R    
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    R I I I I I I I I I I   I I I I I I I I I   R    
P   R I I I I I I I I I I   I I I I I I I I I   R   L
P   R I I I I I I I I I I   I I I I I I I I I   R   L
P   R I I I I I I I I I I   I I I I I I I I I   R   L
H   R R R R R R R R R R R R R R R R R R R     R R   H
H   R E W W W W W W W W W   W W W W W W W W W E R   H
H   R   W W W W W W W W W   W W W W W W W W W   R   H
H   R   W W W W W W W W W   W W W W W W W W W   R   H
S   R                                           R   S
H   R   W W W W W W W W W   W W W W W W W W W   R   H
H   R   W W W W W W W W W   W W W W W W W W W   R   H
H   R E W W W W W W W W W   W W W W W W W W W E R   H
H   R R H J J R R R R R R R R R R R R R R R R R R   H
C   R I I I I I I I I I I   I I I I I I I I I   R    
C   R I I I I I I I I I I   I I I I I I I I I   R    
C   R I I I I I I I I I I   I I I I I I I I I   R    
    R I I I I I I I I I I   I I I I I I I I I   R    
R R R R R R R R R R R R R R R R R R R R R     R R R R
    R F W W W W W W W W W   W W W W W W W W W F R    
P   R   W W W W W W W W W   W W W W W W W W W   R   L
P   R   W W W W W W W W W   W W W W W W W W W   R   L
P   R                                           R   L
H   R R R R R R R R R R R R R R R R R R R R R R R   H
Housing Roads Roadblocks
Infrastructure: F=Fire Station, E=Engineer's Post
Industry: W=-Storage Yard, I=any industry
Religion: P=Temple of Patron God, L=Temple of Local God, S=Shrine
Government: C=Courthouse

An example of a monument-building camp in a service area. This is from the Stepped Pyramids scenario. The residential area in the upper right is a fully developed example of the labor-oriented residential plan described above. The desirability of the neighborhood is preserved by the row of small statues between the houses and the work camps. If this section was next to one of the high-density industrial areas above then the outermost four work camps would be missing on that side. The firehouse and engineer's post would, however, remain.

12 Palatial Estates, plan not yet posted