Pharaoh: A New Era

Pharaoh: A New Era

77 ratings
Tips from an old-timer
By Thia
I played a lot of the old Pharaoh and I am playing through this one as well. I'll share some tips to start missions the right way. I will keep adding to this guide as I play through Pharaoh: A New Era.
3
5
   
Award
Favorite
Favorited
Unfavorite
Pause the game
I suspect most players know this already, but you can pause Pharaoh: A New Era. Simply hit the pause button in the upper left corner of the screen or tap the Spacebar on your keyboard.
I typically play at 5x speed (and I wish there was a 10x speed), but as soon as a situation arises, I pause the game and address it.
Pausing is especially useful when building a Storage Yard, to keep any mischievous delivery man to put his load in and take valuable space with his unwanted straw merchandise.
(Straw is useful in some missions, but not in others, yet you can't turn off the production of Straw like you could in the old game. What a waste.)
By default, the game doesn't pause when you open any of the Overseer panels. You can change this in the options.
Study the Maps and find a profitable resource
Both your city map and the Worldmap are important. When I start a new mission, I pause the game and look around for resources (stones, reeds, fertile lands, etc.) and I double-check with the available buildings under the Food & Farming and Production categories (this is when you find out you don't have Clay Pits and weep. I'll wait.).
Then, I check the Worldmap and try to find a city that buys the resources I already have. I open those trade routes right away.

Example 1:
Your neighbour buys clay. Marvellous, easy money. Build 4 Clay Pits and sell their whole production until you are stable enough to move to more profitable resources.

Example 2:
Your neighbour buys potteries. Even better, since 100 units of Pottery sell for 3 times as much as 100 units of Clay. I can see the money rolling in right now.

Example 3:
Your neighbour buys Beer, but you don't have Barley. But another neighbour (let's call them A and B, respectively) sells Barley (and Beer, but forget buying to sell, it's not profitable). Buy Neighbour B's Barley, transform it into Beer and sell it to Neighbour A. It will double your investment. It costs a bit much to open two trade routes at once, but you'll do fine. You should prioritise selling your own resources without importing the raw material when you can, but this method is still profitable.
Restart the game if you're not making profits in Year 2 or 3
Your city should become profitable really quickly. It doesn't help anyone to "stick it out", just restart. It's painless, I promise.
Build dedicated Storage Yards
You might think combining both raw and finished resource into one Storage Yard might be a good thing, but it isn't. I advocate for dedicating each Storage Yard to only 1 resource. Remember that mischievous delivery man from earlier? He can get stuck sometimes (at a Ferry Landing, let's say) and he can't be delivering that raw resource that your productive workers need, which slows down the whole system. Build two Storage yards as near to their associate Production buildings as you can.

About Docks
A great innovation of Pharaoh: A New Era! Docks can be restricted to handling only a few resources. Very useful to keep that mischievous delivery man who works at the Dock by the Stone Quarry from fetching Linen at the other end of the map and slowing down your profit. (I'm not sure this works exactly as it should, but it's promising.)
Place the monuments right away
Even if you don't have the money to import costly Plain Stones blocks for that bent pyramid (you know the one I am talking about), you should still put down the monument somewhere on your map. This is mainly to prevent you from overextending your city so much that you don't have space for that monument. Some monuments require access to a waterway, which can be quite a nightmare if you didn't think it through (ask me how I know this).
Also remember that monuments need to be connected to a road in order to start construction. That can be a handy way to prioritising one monument over another while having both placed on the map already.
Keep House Level Low
Even if you have all the imaginable resources available to you, you don't need to raise your houses as high as they can go (or at least, not right away). Start with a humble neighbourhood (Water Supply, Physician, Apothecary, Firehouse, Architect's Post, Police Station, Temples), and start producing that valuable product that you can sell. You can plan ahead regarding Performance Venues (such as leaving an empty space when two roads intersect), just don't build those yet since they require workmen (unless your unemployed workforce is incredibly high, but you know the meaning of "humble", don't you?).
Houses can survive without food, just make sure their Hygiene needs are met. And Firehouses. Never forget the Firehouse, or you'll find yourself reenacting the Great Fire of London of 1666.
Once you make a yearly profit, upgrade your housing by 1 or 2 levels, enough to raise your unemployed workforce to around 10%, and start on another valuable venture. Start by consulting the Overseer of Commerce panel (an already opened trade route might want new resources), otherwise look again at the Worldmap, open a new trading route and build the appropriate buildings.
The Culture rating needed to successfully complete a mission is rarely as high as the mission introduction makes it sound. The pharaoh wants libraries? Great, but my people don't need it and I win regardless, so I'm saving myself some pain. You should do the same.
You can should limit what the Bazaars are buying to just what you need to house your people comfortably. No need for Linens or Jewels for a good long while. The Pharaoh might still request those resources from you. He can be a b*tch, sometimes, but you're selling your extras, right? So it's fine!
Build multiple housing areas
Trying to put all the houses in one spot is tempting, but you're better off splitting your residential areas in small sections all over the map. What if a fire start? Or an epidemic?
I mentioned earlier that I start with an 'humble' housing area. I heavily restrict what the Bazaars can buy so I can control the house levels in an area. If I need more workers, I allow the Bazaars in one area to purchase 'the next thing' (or I build the next required building), so that section will level up, but not all the housing will. It's also a good way to test your production to see if it meets your needs.
Aging population
As you wait 100 years to build a pyramid, your population will age up and suddenly you'll need more workers. Pharaon: A New Age allows you to use a Fixed Worker Ratio instead. You can change it in the options.
If you still want the old-timer experience, you'll need to either level up some existing houses or build new houses every 10 years or so to cause some immigration.
Military Buildings in Monument missions
So you've been given a choice between a Military mission and a Monument mission and you've chosen the Monument mission (a player after my own heart). You still have access to Military buildings. Does that mean you'll have to fight anyway?
More likely you will only be asked to send your troops to fight somewhere else in the kingdom. Should you start building military buildings from the start of the mission? No.
You can wait until you receive the request for help to build the required Forts, Weaponsmiths and Recruiter, but I would advise you to import and store some Copper (I use "import to maintain" in the Overseer of Commerce panel) once your city is making yearly profits. The request is highly time-sensitive and you might not have time to import, so having Copper on hands will be a blessing.
Start by "maintaining" 400 units of Copper if money is tight. Then after a year or two, increase that to 800. And so forth until 1600 (that would be enough to fully staff 1 Infantry Fort). Archers do not require Copper, but it might be worth in later missions to store Wood to upgrade to Compound Bows (this option becomes available during the Middle Kingdom I believe, I'm not there yet).
Learn the game's Ratios
How many Clay Pits should you build to have enough Pottery for your city? How many Barley farms to make enough Beers? How many Juggler's School?
That depends. I tend to overproduce many resources and export the extra, but even with a population of 10,000, I rarely have more than 6 Potters. Of course, I put them very near the Clay Pits and the Storage Yards so little time is wasted carrying things around. The Bazaars will send someone to get the Potteries, if it takes too long I might build a second Bazaar in that residential area who's only in charge of getting Pottery.
You'll have to find your own answers, but here's a few guidelines:
- If the Storage Yard for your raw resource is filling up, you can build one more processing building (or sell your raw resource if you don't have the workers). You can also click on each Potter to see how much Clay they have in stock. Each building can stock 200 units of Clay. If they don't have any, you might need to build another Clay Pit or destroy one Potter to readjust.
- Keep an eye on the Storage Yard for your processed resource. Is it becoming emptier and emptier as your city grow? You need to either produce more or export less. When exporting, I always use the "export when over" option and, for big cities, set it to either 1600 or 2400 units. I can export those extra 1200 or 800 units without endangering my house levels. If your city is very large, consider building another Storage Yard nearby and increasing to 3200 units (a full Storage Yard worth).
Reed gatherers can produce enough Reeds for 3 or even 4 Papyrus Makers. Papyrus is used in Scribal Schools and Libraries, so you won't need it as much as Pottery or Beer. If you can't sell Reeds, make sure it doesn't accumulate in your Storage Yard. You generally can export papyrus when you make it.
A Barley Farm production will depend on the soil quality. I generally find that one very fertile Barley Farm (above 95%) can supply 2 Breweries from one harvest to the next. You can should put Irrigation Ditches on the flood plain to increase their fertility, unless you're really struggling with space (they do not require a Water Lift). If you can have both flood plain farms and meadow farms, please do so, it will keep you from suffering from Osiris' wrath. Again, I don't usually build more than 6 Breweries in my cities.
Now for Jugglers. I'm pretty sure there is an issue with them (and Musicians) not being able to cross ferries, as I had to build Jugglers' School on both sides of the river in several missions so far. It doesn't seem to affect Dancers, which confuses me. I'm keeping my eye on the situation, but if your Performance Venue is remaining empty, maybe that's your issue. Jugglers exiting their school will fill the Performance Venues that are closest (and unoccupied) first. If you have to build a second one because a lot of venues are emptied, try to build it on the opposite side of the city.

Remember: How much a house needs is affected by your difficulty level. I play on 'Normal'.
Ratings
Culture rating
Hygiene: Physician, Dentists, Mortuaries
Entertainment: Jugglers, Musicians, Dancers, Senet Houses, Zoos
Religions: Priests (higher class citizens will want access to more than one god)

The way the Overseers calculate the Coverage score is not really helpful. They may say that the coverage is 'Perfect' even though one neighbourhood has access to Pavilions where no dancers ever dance. Check the corresponding Overlays.

Stuck at 5: Dentists
Stuck at 15: Pavilions/Dancers
*This section is incomplete, feel free to suggest new steps in the comments.*

Prosperity rating
- Exports larger than Imports
- Collecting Taxes
- Unemployment between 0% and 5%
- Max Housing level (you don't need to level up your whole city, but having one extra nice neighbourhood is usually the key to raising the Prosperity rating)

Monument rating
Very easy, refer to the Overseer of Monuments to see the progress of your monument buildings and the offerings you need to fulfill.

Kingdom rating
Quite easy if you answer every request for military help or supplies.
Keep your salary reasonable.
You can also give things to the kingdom to boost your rating.
Achievements
I do love achievements. Here's a few tips to get some of trickiest ones.

Oasis in the desert: When you complete a mission, keep an eye out for your overall population. I ended Meidum with around 9,500 citizens, so I choose to keep governing and build additional houses until I got 10,000. Easy.

Plebeians, plebeians everywhere!: This is one that is easier once you've completed the mission as well. Again in Meidum, I paused the game after choosing to keep governing, destroyed all the industry in my city, and got this achievement right away. You should eventually be able to get that achievement by using the toggle in the Overseer of Commerce to shut down industries, but it doesn't work at the moment.

Fire in the disco: In a deserted area of the map, build a Scribal school, surround it with Firehouses and wait. Do not give any of those buildings access to a road so they will remain unoccupied. It won't take long for the school to burn and bring down some of the Firehouses with it. You want to surround the school so firemen cannot extinguish the fire before at least one of the surrounding Firehouses is also burning.

Edifis: This one will take a long time. Build an Architect's Post without road access somewhere on your map and forget it for a while. I build one while waiting for a pyramid to be completed and it took 25 years until it collapsed. 25 years!

Backyard view: This one requires some planning on your part, leave 2 or 3 free tiles on each side of a pyramid (I did it with the bent pyramid of South Dashur) so you can place 1 or 2 houses and a road. I suggest waiting to build those houses until the pyramid is over, so you just have to remember not to build in that 2 tiles radius. Or be ready to destroy those buildings (a Stonemason's Guild becomes obsolete once the monuments are done). A completed pyramid no longer needs access to a road.
Change the difficulty setting, if you need to
I'm not going to say your playing experience is not valid if you didn't play on the hardest difficulty, because who wants that amount of pain? By default, the game starts with the difficulty setting at 'Normal' (open the Settings either on the Home menu or in-game to change it). You can change the difficulty in the middle of a mission, if you find yourself confronted with a very angry Seth that wants to level your whole city.
I like playing at 'Normal', that gives me time to read while I wait 100 years for that pyramid to complete (and Methuselah dies on me!). I learned how to play on 'Very Easy' (way back when, it's not longer available), then progressively increased the difficulty. Maybe I could successfully play on 'Hard', but I get a kick when I finish a mission with more than 100,000 Debens in my coffers.
Tips from commenters
darkraven77 shared this tip: "building around 10 shrines to each god should make them congenial throughout the mission"
Definitely something to consider if you need to appease the gods and can't afford more temples.

StudlyCaps shared this tip: "One good tip you might like to share is that the jugglers, dancers and musicians that walk from the schools to the stages also service houses. You can take advantage of this by placing stages on one side of your houses and the schools on the other so the shortest path for the walkers goes right past your houses.This way you don't need to put intersections in your housing blocks, making services more reliable."
Very true. As I am writing this, there is an issue with the walking Performers: they do not use the ferries and thus do not cross the river to occupy a stage on the other side. A workaround is to build every school on each piece of land, but it shouldn't be necessary to build more than one or two schools of each type even for a large population. Check the Overseer of Diversions panel to see when you should build a new Performer school.

TheSwankyNinja shared these tips: "Population management is pretty important to keep your unemployment percentage low (3-5% seems ideal). You can control the population using taxation and by adjusting wages through the overseer of the treasury. If unemployment get higher your population gets uppity and abandons you. You want them moderately happy with you.

Also, especially on hard, using your political overseer to give gifts to the people helps boost your kingdom rating quickly. You have to use your personal savings though."

Very good tips. Note that the Kingdom might raise or reduce wages, it is important to raise with them or immigration will stop (you'll get a notification about it). You don't necessary have to reduce as much as the Kingdom does, but you'll be saving money, so the choice is yours.
Keeping the unemployment in that sweet spot (3-5%) can be tricky, so here's another tip: Build Work Camps when you have too many workers (they use 20 workers each) and destroy them when you need more. Keep one or two at all time if you're farming on the flood plains or building monuments, the rest are superfluous.
The usual tax rate is 9%, increasing it might anger the population. I think it also increase the Criminality rate. I rarely messed with it.
I usually don't resort to gifts since I answer every request and I have years until the pyramids are done to raise my reputation, but they are a good way to stop Pharaoh from sending his armies, if you get him angry enough. (I sort of wish that had been an achievement, it's been years since it happened to me.)

nicokavrille shared this tip: "My trick to quickly increase my kingdom rating at a lower cost is to organize parties for the god Re, as soon as possible. One of his blessings increases our kingdom rating."
Organising festivals can be a very good help for multiple things. Beside Re's blessing to raise the Kingdom rating, Ptah can fill up one of your Storage Yard with the goods already in there (another good reason to have dedicated Storage Yards) and Osiris can double the production of all farms. My favourite God to spoil with festivals is Bast, who can fill your houses with resources and organise festivals for all the other gods at once.
However, I don't know if Seth's blessing actually works. Seth used to be able to kill any attackers instantly, which was quite useful in the Military missions of the old game (I remember winning a Military mission without building any Military buildings once). I've only had a handful of missions with Seth so far, and although he blessed me, I still had to fight myself.

nicokavrille shared another tip: "Hello ! I have a new trick that helped me a lot for the Biblos mission. I was missing some kingdom rating to complete this mission, and no God Re, and no more quests... I set my Salary to 0, and that makes me earn 9 kingdom points per year :)
It's cheaper than giving gifts, but it takes time"
Once you build your Mansion, you will receive a yearly salary. Making sure you do not overpay yourself is key, or your kingdom rating will drop every year and the pharaoh might become angry. You can adjust your salary through the Political Overseer. Your fortune will stay with you from one mission to the next, and that can give you an advantage in some missions. While I have never reduced my own salary to 0 (the gain might change depending on difficulty level), I sometimes gave money from my own coffers to the city. You can also use your money to give gifts to the Pharaoh if you feel you need to.
Share your own tips
I've played Pharaoh since its release, way back when. I would show my original game manual, but it's been through a lot (including being lost in a snow storm, but the hairdryer came to the rescue). Sure, I stopped a couple of years there in the middle, so I'm still learning. It's been super fun to go back to this game and fall in love with it again.
Do you have any tips you would like to share? I'll listen and try them myself. I have yet to complete the Campaign mode, but maybe 2023 is the year. Let's play together!
51 Comments
Thia  [author] 18 Mar @ 6:02pm 
@Fruhauf: Another old-timer! Welcome, congratulations on getting all the achievements (I still have a few to get myself, but I recently completed the campaign!) and thanks for commenting! Regarding roads to monuments, you're very right. Work camps should prioritise working on farms rather than monuments, but it might not work right. Trapping predators is another good tip, but I didn't know I could turn it off in the settings, I'll have to check it out next time I play! I didn't encounter the bug you mentioned about animal spawn tile, but I might have been lucky. Thankfully it doesn't corrupt the save files!
Fruhauf 16 Mar @ 2:46pm 
My tips:
-you can trap predators with gardens/walls. They just have to be standing still and in the center of an open 3x3 square. Just 5x time while watching them and press space to pause as soon as one stops in a good spot, then drag 8 garden blocks around them. You can also turn off predators in the options if you play that way but I think it's a fun little challenge to work with.

- that said, this game still has an OG bug regarding accidentally building on some kind of invisible animal spawn tile. Doesn't happen often but if you suddenly notice the game become unplayably laggy while unpaused (fine while paused), but earlier save files still seem to work fine, it means you built something on a tile the game basically recognizes as being used already. Just delete the last things you built until it corrects itself and avoid that area again. Your saves not corrupt, it’s just a rogue tile buggin out. Only happens to me near hunting animals so watch out building close to them.
Fruhauf 16 Mar @ 2:36pm 
I know this is old but oh well. Good tips, played as a teen and finally just got 100% achievements over 20 years later.

My 2 cents to the "Place the monuments right away" tip- this is handy to do especially for big complexes that need water connection, but you should NOT actually connect a road to the monument entrance or waste your money early in the level building the masonry buildings or anything. Once it's connected if you're just starting out it can really mess up the priorities of what few work camps you may have for farming. Even if you fully configure stack priorities from the overseer of workers and have plenty of camps close to the farms and monuments, the camp workers just do their own thing and travel wherever they want as long as a roads attached. So yes place the monuments early but don't commit to staffing the building process or connecting the road til you're better situated in the level.
Thia  [author] 8 Mar @ 2:13pm 
@JeV: Thanks for the tips! Disabling industry wasn't working properly when I wrote this guide, which was quite close to the release date. I'll doucle-check it eventually and update the guide. Making money by overpaying yourself then praying Re should work, but I never found myself needing money that badly. It's not a bad tip though.
Thia  [author] 8 Mar @ 2:08pm 
@Lizzaran: Thanks for the tip!
JeV 7 Mar @ 7:08pm 
and in campaign if you want money for the next mission start overpaying yourseld a lot when Ra is in your map. you can use ra to lift kingdom rating and youll have a lot of money to kickstart your next mission
JeV 7 Mar @ 7:03pm 
For the plebians achievement you dont need to destroy everything. you can just disable/toggle all your industry in the trade menu (5). Just did that on the map with the grand piramid. had a shitton of brickworks and clay etc. instant 50% and then just turn everything back on
Lizzaran 17 Feb @ 2:06pm 
Hi, cool guide. ThankS' for all you work.
Just a little note to the achievement "Backyard view".
Simply take a savegame with a pyramid and place a row of housing around it.
The houses don't need to be filled, the signs are enough for the achievement to trigger.
Thia  [author] 7 Dec, 2024 @ 12:05pm 
@Polarbark: The only "advantage" about old people is the Methuselah achievement, I think. It might have an influence on some of the ratings, but I'm not sure.
Thia  [author] 7 Dec, 2024 @ 12:01pm 
@Just a girl who loves pandas: The button should be under Food & Farming in any mission with farms.