Entertainment is a gameplay mechanic in Pharaoh.
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|
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.
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.