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Entertainment is a gameplay mechanic in Pharaoh.

General InformationEdit

In order for houses to evolve, they need to have a certain level of entertainment. Entertainers, such as Jugglers, Zookeepers, and Dancers help spread entertainment to neighborhoods.

Walkers from entertainment buildings operate differently from most other walkers in Pharaoh. Entertainment buildings themselves spread roaming walkers that spread entertainment to neighborhoods; in addition, entertainment walkers that work at venues such as jugglers, dancers, and musicians can also be destination walkers. These destination walkers provide the same benefits as roaming walkers as they head towards their venues. Once they reach the venues, the venues themselves spawn more entertainers until the performances (which last sixty-four days) are over.

House Type Difficulty Level
Very Hard Hard Normal Easy Very Easy
Crude Hut
Sturdy Hut
Meager Shanty
Common Shanty
Rough Cottage
Ordinary Cottage 10 10 10 10 10
Modest Homestead 20 15 13 13 12
Spacious Homestead 25 20 16 15 14
Modest Apartment 30 25 20 18 16
Spacious Apartment 35 30 25 22 18
Common Residence 40 35 30 25 20
Spacious Residence 45 40 35 30 25
Elegant Residence 50 45 40 35 30
Fancy Residence 55 50 45 40 35
Common Manor 60 55 50 45 40
Spacious Manor 65 60 55 50 45
Elegant Manor 70 65 60 55 50
Stately Manor 80 75 70 60 55
Modest Estate 90 85 80 72 65
Palatial Estate 100 95 90 83 75

Housing receive entertainment in two ways. The first is simply having entertainers walk past them. This value diminishes over time, just like other services. The initial values given for walkers passing by housing are:

  • 10 points for jugglers
  • 20 points for musicians
  • 30 points for dancers
  • 40 points for senet players and zookeepers.

The second way housing can receive entertainment is more passive: the number of venues versus population is measured, which determines "coverage" for the city (actual coverage of entertainment reaching housing doesn't matter here); the better the ratio of entertainment venues to population, the higher a passive bonus to entertainment is granted. This value is more or less permanent, and changes only when population or number of venues change in a significant way.

The way the passive value is calculated as thus: a coverage index is calculated (perfect coverage equals 1.00, with diminishing values for poorer coverage; see table below). This value is then multiplied by five if playing Pharaoh, or four with Cleopatra installed. Adding the result of multiplying coverage of all types by five (rounding to the nearest two decimal places) and then rounding down to the nearest whole number gives the passive entertainment bonus given to all housing in the city. Thus, the highest possible value granted this way is twenty points; it is harder to reach this value with more populous cities. Housing can still evolve to the highest levels even without the passive value.

Coverage Index Description Max population per stage type
Juggler Musician Dancer Senet House Zoo
1.00 Perfect 400 700 1,200 5,000 7,500
0.99-0.90 Excellent 444 778 1,333 5,556 8,333
0.89-0.80 Very Good 500 875 1,500 6,250 9,375
0.79-0.70 Good 571 1,000 1,714 7,143 10,714
0.69-0.60 Above Average 667 1,167 2,000 8,333 12,500
0.60-0.40 Average 1,000 1,750 3,000 12,500 18,750
0.39-0.30 Below Average 1,333 2,333 4,000 16,667 25,000
0.29-0.20 Poor 2,000 3,500 6,000 25,000 37,500
0.19-0.10 Very Poor 4,000 7,000 12,000 50,000 75,000
0.09-0.00 None n/a n/a n/a n/a n/a

Having adequate entertainment is an important aspect of raising Culture Rating. For the highest culture rating, extensive entertainment services are required--to the point of creating entertainment buildings that, for the purposes of evolving housing, are redundant. 

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