3 2 Credits Designer Chris Beatrice Sound Ed Saltzman Producers Greg Sheppard Ken Parker Writer Lisa Gagnon Additional Design Doug Gonya Tony Leier Director of Technology Mike Gingerich Art Director Darrin Horbal Quality Assurance Manager Jon Payne Programmers Jason Benham Jim Solomon Gabe Farris Chris Gurski Scott Delekta Lead Tester Tony Leier Lead Artist Lead Animator Testers Clay Heaton Chris Bold Chris Dixon Hans Wang John McAuley Wayne McCaul Brett Levin Scenario Creators Cla
4 Table of Contents Table of Contents Table of Contents Egypt Welcomes You ....................................................9 A Quick Historical Note......................................10 A Note on Usage................................................. 10 Traveler’s Journal..................................................10 Getting Started .............................................................13 Installing Pharaoh on the PC ...............................13 Starting the Game on the PC.......
6 Table of Contents Municipal Functions....................................................97 Constables and Magistrates..................................97 City Sentiment and Crime ...................................99 Other Security Issues..........................................100 Structural Flaws.................................................. 100 Fire Prevention....................................................101 Palaces..................................................................
Egypt Welcomes You S tanding on the hot, arid sand, you look towards the little settlement that you call home. In the background, the mighty Nile flows by, and along its muddy banks all manner of vegetation grows, even some small farms that some in your city have planted. Your family has lived and died along the river for generations, eking out an existence from what the land has to offer. Yet, change is in the hot, arid air. A charismatic leader has arisen.
10 Egypt Welcomes You May the gods smile upon you as you proceed along your way! A Quick Historical Note The action in Pharaoh takes place roughly between 3,200 BC and 1,300 BC. While Pharaoh is not a strictly historical game, events in ancient Egyptian history do shape its structure. Refer to Appendix 2: A Brief History of Egypt, starting on page 235, to learn a little about the history of ancient Egypt and to understand the context for some of the events in the game.
Installing Pharaoh on the PC Getting Started With Windows running on your computer, place the Pharaoh CD into your CD-ROM drive. In a few seconds, Windows’ AutoPlay feature should display a screen with four buttons: Play, Install, Uninstall and Quit. Click “Install” to begin. Should AutoPlay not work on your computer, double click (click twice quickly) on the “My Computer” icon on your desktop. Find the icon for your CD-ROM drive and double-click on it.
14 Getting Started detailing the additions Pharaoh made to your start menu. Pharaoh also offers you the option of adding bookmarks to your internet browser. At this point, you have the option of reading the “Readme” file. We know you can’t wait to see what Egypt holds for you, but we do highly recommend reading this file before you start to play the game. This manual went to print several weeks before the game was finished, and any last minute changes are described in Readme.
16 Getting Started Getting Started From here, you can play Pharaoh, see which families are deemed to be the Greatest Families, visit the Pharaoh web site, or quit the game. Registry Screen. After you do, the Choose Game screen appears. Click “Continue History” to resume your family’s story. Your Family If you forget to save your game before quitting to take a break, don’t fret. Pharaoh automatically saves your game twice per game year, in January and July.
18 Getting Started change your difficulty level at any time during a mission through the Options menu on the Menu Bar. Keep in mind, though, that lowering your difficulty decreases your score (see page 19). Your Place in the World It would be difficult to help build and sustain a united Egypt if you ignored other cities in the world. From time to time, other cities, and sometimes even Pharaoh, will request your aid. Generally, they ask for goods or for the services of your military.
20 Getting Started have the high score for a particular mission, your family name and final score is displayed in the Greatest Families screen, accessible from the Main Menu. Other Options If you need to take a break from the rigors of leading your family through history, Pharaoh offers you a couple of other ways to get a taste of Egypt. These are: Relive History. To look back on all you have achieved, choose “Relive History” from the Choose Game screen.
Playing Pharaoh E mpty land can be inspiring. With an expanse of land stretching out before you, anything is possible. You can envision the perfect city with majestic temples reaching towards the sky, busy thoroughfares crowded with people and animals, and farmland heavy with crops. Luckily, you have the unique ability to make this perfect city real. The tools described below will help you achieve your dream.
24 Playing P Playing P other regions are lush. Because of this variety and the gradual development of Egyptian culture, the buildings available to you in each mission are different. Housing Button. Click this button to designate housing areas. For more on building housing areas, see pages 40-43. Each button on the Control Panel is described below: Roads Button. Click on this button to build roads. For more on roads, see page 40. Overlay Selector.
26 Playing P Playing P Entertainment Structures Button. When citizens demand entertainment, click this button to build them the attractions they desire, such as Booths, Bandstands, Pavilions and Senet Houses. Use this button to build performers’ training facilities as well. For more on entertainment in your city, turn to page 159. Religious Structures Button. Click here to build Shrines, Temples and a Festival Square. If you are building monuments (like a Pyramid or Sphinx), they will be listed here.
28 oh Playing Pharao oh Playing Pharao The Menu Bar The Menu Bar which runs across the top of the screen helps you manage your game play. Under the File Menu, you’ll find basic options like loading and saving games. Under Options, you can customize the appearance of the game. The Help Menu is also in the Menu Bar. Should you want to consult a specific Overseer, the Overseers Menu lists each one, and you can choose which you’d like to visit.
30 oh Playing Pharao P R oh Playing Pharao Pauses the flow of time in the game. You cannot build while time is paused. When placing a Statue, Gatehouse or Temple Complex, "R" rotates the structure's orientation one-quarter turn clockwise. Statues will display multiple styles. With a military company selected, "R" orders the soldiers to change their orientation (rotate). "R" also orders a selected transport or warship to return to the Shipwright for repairs.
32 oh Playing Pharao oh Playing Pharao Caesar III, take note of of the following: Religion. Most cities in Egypt have a patron god that requires more attention than other deities in the city. In some cities, certain gods are completely unknown. Floodplain Farms and Work Camps. Work Camps provide peasant labor (in the form of walkers) to floodplain farms. Floodplain farms do not directly employ their workers. Gold. Gold can be mined from certain rock and converted into currency, measured in debens.
Housing, Roads and Drinking Water T he first step to attracting people to your city is to designate areas for housing. When the first immigrants come to your city, they are content to live in rudimentary structures. As your city develops and its people become more sophisticated, they expect to build their homes into more impressive domiciles. Your city needs roads if citizens are to move about. Only a few people, for example soldiers and immigrants, can leave the road.
36 Housing, Roads and Drinking Water Grassland. Grass grows on land near water, indicating that there is groundwater flowing underneath it. Because of this groundwater, you can place water-related structures on grassland. Meadow. Meadows, identified by their yellow vegetation, can support farms (see page 62). Flood plain. The flood plain is generally the most fertile land in Egypt. Found along the banks of the Nile, the land’s fertility is restored each year when the Nile floods its banks (see page 59).
38 Housing, Roads and Drinking Water 1. Clear the land, if necessary. 2. Choose the appropriate button from the Control Panel. 3. Place your building. You will know if you are choosing an appropriate place for your building if you see a green “ghost” of it as you move the cursor over the desired location. If you see red, the land is not clear or the building you’ve chosen has special requirements which you have not yet met.
40 Housing, Roads and Drinking Water can’t get to a building via a road, they can’t acquire the goods or services that building provides nor can they find employment there. Road Button To build a road, first make sure the land is clear. Then, choose the “Road” button, and click on the area where you would like to place a road. Just as with clearing the land, you can build large sections of road at one time by clicking and dragging the mouse.
42 Housing, Roads and Drinking Water Goods and Services What do your citizens want? Their needs aren’t much different from our own. They like a varied diet and goods, such as pottery, linen and beer, that make their lives easier and more fun. As your citizens become wealthier, they also want luxury goods, both domestic and imported, in their homes. The chapters on food and farming (pages 59-67) and industry (pages 69-79) will tell you how to provide these items.
44 Houses, Roads and Drinking Water Water Supply Water Supplies need road access and employees to carry the water to nearby homes. Water Supplies and their water carriers can cover a wider area of your city than Wells can, and the water they provide is much cleaner than that provided by Wells. Water Supplies also help reduce the risk of malaria striking the city (see page 154).
People and Employment A s the city grows, it comes alive with people going about their daily tasks. New families arrive, others depart. The workforce tends to its responsibilities, bringing services to the citizens. Men, women and children are all active participants in city life. They are the city’s lifeblood, coursing along its streets. The citizens’ lives — how they come to your city, how they find employment, and what happens after they attain wealth — are the topics of this chapter.
48 People and Employment You can get away with charging citizens higher taxes if the city is otherwise a great place to live. Citizens won’t mind paying a little extra to live in a city with plenty of food, jobs and decent wages. Citizens will become upset, however, if they feel conditions are Khmunhotep’s Family Ahket, 12th year of Ramesses Morning Dear Journal, Nefernetka, Khmunhotep's wife, greeted me when I finally arose in the morning. She offered me a delicious porridge of grain for breakfast.
50 People and Employment housing nearby, and if the city overall has people in need of work, then the building that sent him out will be staffed with employees. If he fails to find a staff for the building that sent him, he’ll continue his search. People of the City The city employs dozens of different workers who perform very different tasks. Some of the city’s workers make their way along the city’s streets as they go about their day-to-day tasks.
52 People and Employment The best way to corral these walkers is through good city planning. Since intersections give these walkers so much freedom, keeping intersections to a minimum helps to guide these walkers to where you want them to go. Roadblocks (see page 109) are another effective tool in controlling roamers. When a roamer encounters a Roadblock, he or she turns around. Walkers with a specific destination in mind pass through Roadblocks. Use Roadblocks carefully.
54 People and Employment ployment problem by building more structures to provide the needed services. Use the Overlays (see pages 203-209) to see if any specific neighborhoods in the city lack particular services. You can also turn unemployment problems into cold, hard debens. If the city is engaging in trade, check to see if it is exporting all that it can to its trade partners. If it isn’t, build more of the required industry to meet the demand. The city’s coffers will benefit.
56 People and Employment can set a second, then a third, and so on. You can prioritize the labor force in any order you wish. You can only have one top priority, though, and when you choose a new one, your other priorities are adjusted accordingly. Note that when you set priorities, other employment sectors can suffer from severe labor shortages. Your Overseer of Commerce can also help solve a labor shortage by shutting down industries.
Farming and Food Production Z oning land for houses gets people to the city. Food keeps them there. Food production is probably the single most important industry in the city, and farms will likely be the primary source of food. The city won’t survive long without a steady supply of food. Hungry people tend to be cranky, prone to disease and eager emigrants. Most of Egypt is dry and unarable. The fertile banks of the Nile, however, cut through like a rich, luxurious ribbon.
60 Farming and Food Production with information regarding the next flood. Check in with your Chief Overseer for the latest Nilometer reading so you can plan for the coming year and adjust food production as necessary. The only things you can build on the flood plain are farms, roads and Irrigation Ditches. All other buildings would be destroyed by the flood.
62 Farming and Food Production Work Camp Floodplain farms also tend to produce more because they do not need to devote space for year-round living quarters. Floodplain farms are just fields, and any required farm hands come from a Work Camp. own staff of employees. Fully staffing the farm is important; a farm that is partially staffed yields less than a fully-staffed farm. In addition to labor, meadow farms need road access. Gangs of peasants gather at the Work Camp for assignment.
64 Farming and Food Production ductivity — of farmland through irrigation. Irrigation can turn land that yields little into land that can support a productive farm. Both floodplain and meadow farmland can be irrigated. Water Lift To bring the benefits of irrigation to a farm, run an Irrigation Ditch to within two spaces of it. The effects of irrigation are not cumulative; as long as there is one Irrigation Ditch within two spaces of a farm, the farm is fully irrigated.
66 Farming and Food Production Lodge nearby. Hunting Lodges train and equip hunters to skillfully kill their quarry. Animals that can be hunted for food are: Ostriches Water Fowl Antelope Hunters will never completely wipe out all the animals, but herd and flock size nevertheless is limited, as is the rate at which they are replenished. Game meat from hunting is a good supplement to citizens’ diets or a good way to feed a small population.
Industry P eople have built attractive housing, and immigrants are pouring in. You have working farms to feed the populace and to provide some employment. Now, your people are demanding more. They want more goods and services, and more jobs for themselves. To provide for these needs, a city must have a bustling economy supported by industry. Types of Industries A multitude of industries flourish in Egypt, and your city will most likely be able to support many of them.
70 Industry Industry If there are extensive rocky outcroppings in the city’s area, you are most likely able to build quarries to extract the rock. Some areas, though, will have rock that’s not of construction grade, or too little rock to support industry. Click on the Industrial Structures button and check the list of raw materials available. This list shows you what types of stone, if any, can be quarried in the area. You must build quarries adjacent to rocky outcroppings.
72 Industry Farm Industry Straw, Barley and Flax. Barley, flax and straw are grown on farms. Raw material farms like these share all the characteristics common to food farms: they must be built on arable land, their fields become more fertile with irrigation and farms built on the flood plain tend to yield more crops. See the chapter on Food and Farming on pages 58-67 for more information.
74 Industry Clay Pit Industry consider the amount of resources available before building Wood Cutters and Reed Gatherers. Each raw material producer generally furnishes enough commodity to supply two manufacturers. Clay Pit. Clay Pits produce clay that can be turned into pottery by a Potter (see page 75). When combined with straw, clay can also be turned into brick (see page 76), an important construction material for certain monuments.
76 Industry Industry 141-142). Brewery Beer. Brewers take the humble barley plant and transform it into tasty beer at the Brewery. Like pottery, beer is one of the products your citizens want to have in their homes. Beer is also served at the Senet House (see page 161). Chariots. The Chariot Maker uses wood to manufacture magnificent war chariots. He sends the finished product to the Recruiter to outfit charioteers (see page 171). Weaver Linen. Weavers turn flax fibers into linen.
78 Industry Industry Storage Finished goods and excess raw materials are stored in Storage Yards (see page 84-85). These items can be exported from the city’s Storage Yards, and Storage Yard delivery men bring finished goods and raw materials to buildings that require them. Storage Yards and their role within the city are discussed fully in the next chapter. Running Efficient Industries Efficient industries are profitable industries.
Commerce and Trade Y our farms produce succulent foods. Your industries turn out fine products and useful raw materials. How do you get the food and products your citizens demand to them? And how do you engage trade partners? The key is to fully develop your city’s distribution system. An efficiently organized storage and distribution system will help you meet your citizens demands for commodities, increase the productivity of your industries and boost your city’s profits from trade.
82 Commerce and Trade Granary and take food directly to a Storage Yard if you set the Storage Yard’s special orders (see page 85) for a particular food to Accept. From the Storage Yards, the food can be exported to a trade partner. You can see at a glance how full a Granary is by looking through its fill holes at the foodstuffs stored inside. Info-click on the Granary to see exactly how much food and which types are stored there.
84 Commerce and Trade Empty Food. If you want a Granary to stop carrying a particular food, click on the button until “Empty Food” appears. The Granary’s cart pushers will work to find another place for the food stuff until the Granary’s stock of that particular item is depleted. Storage Yards Once the city’s manufacturers have turned out their products, they need a place to send them to be stored.
86 Commerce and Trade Bazaar and commodities to people. They are the linchpin to the city’s distribution system, and without them the efforts of industries and food producers will be for naught. Bazaars deliver needed supplies to citizens’ houses. Residents never interact directly with Storage Yards or Granaries. Bazaar workers, however, do interact directly with Storage Yards and Granaries to procure needed goods from these locations on behalf of citizens.
88 Commerce and Trade Planning an Efficient Distribution System The Storage Yard, the Granary and the Bazaar are the basic components of your city’s distribution system. Understanding how these three structures interrelate will help you keep your citizens supplied with the food and goods they want. Meeting your citizens’ material needs leads to better-quality housing, which leads to an increased Prosperity Rating and allows you to collect more taxes.
90 Commerce and Trade ing off into the industrial or other non-residential sections of the city. If citizens are not supplied with the food and goods they want, build more Bazaars. As housing develops and evolves, it grows more spacious, and more residents can call it home. Be sure to build more Bazaars as more people move into a neighborhood. Be patient. Setting up a distribution system is a long process, and it can take time for the system to work properly.
92 Commerce and Trade out which cities are willing to engage in trade, click on the World Map button on the Control Panel. A map of the world appears with other cities clearly marked. Cities willing to trade with your city are flying a flag. World Map Button Click on one of the cities flying a flag to see which items and in what quantities its merchants want to trade. The quantities listed show that particular city’s supply or demand for the year.
94 Commerce and Trade the Storage Yards or let the Overseer of Commerce determine how much of an item should be kept on hand; then, any surplus items will be exported. Once you have told the Overseer of Commerce to begin trading a certain item, its trade status will be updated in the Overseer of Commerce’s screen. The screen shows which items are being imported and exported. It also shows whether you have set your own trade guidelines or if you have left these decisions up to you Overseer of Commerce.
Municipal Functions R esidents have many expectations of their city. They expect to feel safe and to have their homes protected from fire. They also expect city officials to beautify surroundings by planting Gardens, improving roads and erecting Statues. These benefits, however, do come at a price. Residents also expect their government to levy taxes.
98 Municipal Functions At the Bazaar Proyet, 12th year of Ramesses Morning Dear Journal, Today I went to the Bazaar again, this time with Nefernetka. Nefernetka usually does not go to the Bazaar herself, but relies on the traders that work their way through the neighborhoods. But, today we went to the Bazaar ourselves, I think because Nefernetka wanted to be sure to entertain me. We stopped by a weaver's booth, where the finest linen was set out for examination.
100 Municipal Functions averted if a constable encounters a criminal on the city’s streets. Providing for your citizens’ basic needs to maintain high City Sentiment, though, is the best way to prevent crime. Other Security Issues City Defense. Constables try to defend the city from any threat. If the city is invaded, constables will do their best to defeat the foe. They are not, however, equipped with deadly weapons, nor are they schooled in the art of war.
102 Municipal Functions Municipal Functions tors. You need to build Tax Collectors’ offices (see page 104) to take in what the city is owed. In addition to road access and labor, at least one part of the Palace must be on grassland to supply it with ground water. High ranking officials from Egypt and abroad stay in the Palace when visiting the city. The Palace also provides an “at-a-glance” look at your ratings.
104 Municipal Functions quick influx of money. Increasing taxes, however, is not a good long-term solution to the city’s money problems. A high tax rate has a dramatic negative effect on City Sentiment, and citizens will not tolerate high taxes for long. Many of them will move from your city, draining your city of its work force. Other citizens may turn to crime (see page 47). Be judicious when raising the city’s tax rate, and carefully watch your citizens’ reactions.
106 Municipal Functions If you spend too much, the city will obviously go into debt. The Kingdom will extend a credit line of up to 5,000 debens, but this comes with a price. The Kingdom charges a sizable interest rate, so paying the city’s debt off quickly is very important. The city must Pharaoh’s Palace and Industrial Life Proyet, 12th year of Ramesses Morning Dear Journal Early this morning, Khmunhotep and I made our way to the center of town to a colossal Mansion.
108 Municipal Functions Your Salary All your toiling to build a great Egyptian city does not go unrewarded. You are granted a salary based on your rank. As long as you have a Mansion, you can earn an income. If you think you are worth more (or less) than what you are paid, you can adjust your own salary accordingly. Keep in mind that others in the Kingdom may not look too kindly on you if you pay yourself a hefty salary.
110 Municipal Functions Road Block a Roadblock, they turn around. Roadblocks do not affect destination walkers. See page 50 for more on walkers. Build a Roadblock anywhere that your roaming walkers don’t need to go, for example, on the road to your industrial areas. Be wary, though, of isolating areas entirely from walkers who roam the city. The same Roadblock that keeps a trader from the Bazaar from wandering into the industrial sector also turns back architects, fire marshals and constables.
112 Municipal Functions schools to entertainment venues. Soldiers can also use ferries if they are going from the Recruiter or Academy to their fort. Companies of soldiers, however, must use military transport ships to cross the river (see page 182). Each Ferry Landing has one ferry boat. Both boats wait until one boat has four passengers before making their crossings. The four passengers can be any combination of destination walkers.
114 Municipal Functions To build them, click on the Plazas button in the Municipal Structures: Beautification list. Then, click on the paved road. You can place Plazas one section at a time, or drag the mouse to place Plazas over a large stretch of road. Plazas do not change the road’s carrying capacity or walkers’ speed of travel on them, and they do not require labor. Statues Statues are reminders of everything that makes Egyptians proud. Statues come in three sizes: small, medium and large.
T Religion and the Gods he gods are credited with much of what is good in Egypt. They influence all aspects of an Egyptian city, from the Nile’s floods to the success of its industry to the health of its citizens. If you appease them, they will reward you. Should you fail to pay proper respect, beware. The gods act swiftly to remind you where your attention should lie. The Gods of Egypt Five major gods are revered in Egypt, but not all are necessarily worshiped in every city.
118 Religion and the Gods Seth. As god of Destruction, Seth is most interested in tools of destruction. His main area of influence, then, is your military. He can bestow protection on your soldiers or heartlessly strike them down, depending on how well you treat him. Bast. Bast is the Goddess of the Home and touches your citizens’ lives by affecting their health and well-being. If she smiles upon the city, she will help make sure citizens are well fed and satisfied.
120 Religion and the Gods upset, and the city will likely feel his or her anger. Temple Complexes are costly, but worth the expense as their mere presence provides benefits to the city. Temples Complexes, Altars and Oracles Once you place the Temple Complex, you can build additional structures onto it. These are called an Oracle and an Altar. Each Altar and Oracle is dedicated to a different, minor god, enabling your city to honor three gods with one building.
122 Religion and the Gods lower interest rate. Building an Altar and Oracle onto the Temple Complex of Ra helps you manage the city’s affairs: Altar of Ma’at, Goddess of Justice. Through priests of Ra, Ma’at bestows a calming effect on your city. As they pass by houses, they lower the likelihood that the house will unleash a criminal. The simple presence of the Altar reduces the city’s overall risk of crime breaking out. Oracle of Horus, God of the Pharaohs.
124 Religion and the Gods Religion and the Gods they pass and to apprehend criminals in the city. crossroads intersection, but it does not require labor. Each city can have only one Festival Square. Bast’s Temple Building a Temple to Bast brings good fortune to any city. Bast helps keep citizens happy by making them satisfied with less.
126 Religion and the Gods As governor of the city, you, too, make an appearance at the festival to pay homage to the honored god and mingle with the citizens. Organizers cannot prepare more than two festivals in any 12 month period. If you have already held two festivals in any given 12 month period, your organizers will accept an order for another festival, but will not be able to begin preparations for it yet.
G Monuments reat leaders are remembered for many reasons. Some are remembered for their great success in battle, others for their sage rule or wise diplomatic relations. The leaders best remembered, however, are those who leave behind a physical reminder of their glory. The larger and more magnificent this reminder, the better. In Egypt, these lofty reminders take the shape of great monuments. The form of these monuments changes with time. New technology is discovered, and new styles are revered.
130 Monuments Monuments with the stonemasons' independent attitudes. It is best to avoid such conflict altogether by ordering your city's monuments to be built sequentially, rather than simultaneously. Construction Guilds To build any of the great monuments that make Egypt famous, you must have construction guilds working in the city. If you will be needing their services, you will see them listed when you click the Industrial Structures button.
132 Monuments Monuments largest monuments, you won’t be able to see the entire footprint of the structure at one time. Visiting the Monuments Proyet, 13th year of Ramesses Morning To assess a selected location for a monument, press the “M” key. The monument’s footprint will freeze in the spot you selected, and you can move your viewpoint around the city as normal. To place the monument in the selected location, provided it’s a viable one, click the mouse button.
134 Monuments ed to construct them. Mastabas come in three sizes and always face east. To build a Mastaba, click on the Religious Structures: Monuments button and choose Mastaba from the monument list. As you move the cursor over the land, you will see the footprint of the building. If the footprint is red, you cannot place the Mastaba in the location you’ve chosen. If the footprint is green, you have chosen a suitable location.
136 Monuments represents the deceased’s journey from the living world to the world of the dead and mimics the journey of the sun. In the Valley Temple, located on the Nile, the deceased’s body is prepared for his journey. Construction workers know exactly how these buildings fit together, so you won’t need to worry about placing the individual buildings. In fact, construction workers, under the direction of the Foreman, know everything about building Pyramids and Pyramid Complexes.
138 Monuments Monuments In Pyramid Complexes, the site for the Pyramid itself is the only site leveled. The land that the rest of the Complex will occupy does not need to be leveled. He tells you how many more bricks or blocks of stone are needed to complete the current level of the Pyramid. He also knows how much more is needed to complete the entire monument. After the site is leveled, peasants cut the tomb that will ultimately house the deceased. The tomb is cut into the center of the Pyramid.
140 Monuments blocks of plain stone are stored in the Storage Yards, and the stonemasons are ready, peasants will begin their arduous journey to the monument site. Stepped Pyramids come in five different sizes: small, medium, large, Pyramid Complex and grand Pyramid Complex. Bent Pyramid. Inspired by the sun, the architects who contrived the Bent Pyramid envisioned a giant obelisk with bent sides, representing one of the sun’s warming rays.
142 Monuments Guild. You also need peasants from Work Camps to haul the heavy bricks and stones to the work site once enough is stored in the Storage Yards. Brick-Core Pyramids can be small, medium, large, Pyramid Complex and grand Pyramid Complex. Sphinxes The Sphinx is an elaborately carved and painted protector of Pyramids. T o build a Sphinx, you must first find a location. Pick “Sphinx” from the Religious Structures: Monuments list. A footprint of the sphinx appears.
144 Monuments stone and wood, plus the services of the Carpenters’ Guild, Stonemasons’ Guild and Work Camp. Sun Temples start with a sandstone obelisk. Before the obelisk can be built, adequate supplies of sandstone must be stored in the city’s Storage Yards. Once there is enough sandstone, the Sun Temple can be placed. Choose Sun Temple from the Religious Structures: Monuments list, and choose a location. If you have chosen a good location, you will see a green footprint of the monument.
146 Monuments Monuments of the Mausoleum. When the second story is complete, the Mausoleum is finished. Burial Provisions To ensure that the deceased has all he or she needs in the afterlife, you must stock most tombs with burial provisions. Burial provisions are materials that the deceased used while alive. You may also need to provide materials for the construction of special accouterments needed for the afterlife, such as a funeral barge and sarcophagus.
148 Monuments Monuments monument site to build the ramp. The longer his trip, the longer construction will stall. Visit the Construction Foreman for a monument status report. The Construction Foreman knows how much progress has been made on the monument and what might be holding up work. Remember to dispatch any necessary burial provisions. Some monuments are not complete until you have stocked them with the required burial provisions.
W Health hile Egyptians look forward to entering the Field of Reeds after death, they‘re not particularly keen on cutting their lives on earth short. The Egyptians consult physicians to maintain their general health. The rely on herbalists for medicines and insect repellent, while dentists help them combat tooth decay. And, when the time finally comes to face Osiris and to have their souls weighed against Ma’at’s feather, embalmers ensure that the deceased are ready for the journey.
152 Health Mortuary Dentist’s office Health Mortuaries. At Mortuaries, embalmers prepare the dead for their final journey to the afterlife. Properly preparing the dead promotes a city’s overall health which helps prevent plague. To wrap the deceased’s body, embalmers use linen made by a weaver or imported from a trade partner. Dentists. Sand is everywhere in Egypt, even in food, and continuously crunching on sand quickly wears down teeth.
154 Health Health strikes individual domiciles and does not spread. If an entire neighborhood has poor access to physicians, however, disease can break out in more than one home. When disease strikes, there is nothing to be done for the afflicted. Everyone living in the home dies. Use the Risks: Disease overlay (page 205) to see which homes are most likely to become diseased. Build more Physician’s offices in the area to reduce the risk.
156 Health Health becomes uninhabitable for a few months. These structures will be marked with a skull. When the house is livable again, the skull icon will disappear and people can move into the housing. The home will not devolve while it’s vacant, and whatever supplies it held remain available to its next occupants.
A Entertainment ll work and no play make Amenhotep a dull boy. The Egyptian people enjoy a good spectacle with jugglers, dancers and singers, and like to unwind with a game of senet and a mug of beer at the Senet House. Providing easy access to entertainment pleases citizens from all walks of life. Building Entertainment Structures Build entertainment structures by clicking on the Entertainment Structures button in the Control Panel.
160 Entertainment A Sumptuous Banquet Shomu, 13th year of Ramesses Evening Dear Journal, What an evening we had this evening! We were invited to a banquet at the local Nomarch’s house, and I have never been privy to such a lavish party. Nefernetka looked resplendent. With the aid of her servant, she spent all day preparing for the evening. She wore a tunic made of the finest linen available and adorned herself with jewels. Her eyes were made up with kohl and galena, and her fingernails dyed with henna.
162 Entertainment People do not like living near Senet Houses. The clientele tends to be loud and boisterous — especially the losers of high-stakes senet games. Measuring Access to Entertainment Your Overseer of Diversions keeps track of the number of working jugglers’ stages, musicians’ stages and dancers’ stages in your city, as well as the number of working Senet Houses.
Education E ducation is the privilege of the wealthy. The wealthy no longer perform manual labor, and they want their children never to experience the horrors of toiling and sweating under the sun’s hot rays. To attain this goal for their children, wealthy scribes like to have Scribal Schools close by. They also like access to Libraries to enhance their own knowledge. Building Education Structures Scribal Schools and Libraries are the two types of educational facilities you can build.
166 Education their hieroglyphs. Be sure that you are able to replenish the Scribal School’s papyrus supply, or the city’s affluent children will not be able to learn their writing. Libraries Library Libraries send librarians through the city’s wealthy neighborhoods. The papyrus that is needed to build the library makes up its permanent collection; librarians take additional scrolls of papyrus to circulate works of literature to citizens to read at home.
The Military, Combat and Defense T he land seems idyllic with its fertile farms, beautiful temples and luxurious gardens, but all this can quickly change in the face of war. Invasion is a frequent threat, and even battles waged far from the city’s borders can have a direct effect on its people. Attack can come from any direction, over land or by water. You have many means of defending the city from attack. You can build strong Walls to encircle the city, keeping those with foul intentions out.
170 The Military, Combat and Defense button and choosing Recruiter. Men willing to fight for their city go to the Recruiter’s office to enlist. The Recruiter’s office needs road access and labor. Recruiter Academy The recruiter’s function is very simple: he enrolls men into the army and provides them with any special weaponry they might need. To equip would-be infantrymen, the recruiter needs a store of weapons, either imported from a trade partner or made by a Weaponsmith (see page 77).
172 The Military, Combat and Defense Company Fighting Ability When companies are in their Forts, standing in the parade grounds, they look fierce and ready to take on any foe. Not all companies, however, are equally prepared to fight. Both experience and morale affect a company’s performance on the battlefield. Experience. The more experienced a company is, the more effective it will be in combat. A company’s overall experience depends on the experience of each of its men.
174 The Military, Combat and Defense on a new location. The company’s standard will appear in the new location, and the company will march towards it. To tell a company what to do once they arrive at their new location, either info-click on it or use a keyboard command once you’ve selected a company. You can issue a company the following orders before or after you move them to their new location: Hold Ground in Tight Formation. In tight formation, soldiers stand as close to each other as possible.
176 The Military, Combat and Defense Charge. The charge command can be issued only to charioteers. Charging an enemy line breaks up its formation, making the enemy more vulnerable to the attack. When told to charge, the charioteers work the horses up into a lather, and they pull the chariots at top speed for a great distance. Eventually, the horses tire and the chariots slow down and need to rest, so issue this order sparingly. The hot key for this command is “C”. Return to Fort.
178 The Military, Combat and Defense Warship Wharf Transport Wharf The Military, Combat and Defense after clicking the Military Structures button. Like all structures built on the shore, wharves must be placed on a straight edge of coast. Ships cannot navigate narrow channels of water, so make sure that the Shipwright’s finished boat will have clear sailing to the wharf. Wharves also need road access and a staff of workers.
180 The Military, Combat and Defense of keeping invaders out. The keyboard command for this order is “H”. Engage Nearby Enemies. When told to Engage Nearby Enemies, the warship will attack enemies within a small radius of its location. The keyboard command for this order is “N”. Seek and Destroy All Enemies. When given this command, the warship patrols the water looking for enemies to defeat. The keyboard command for this order is “A”. Repair.
182 The Military, Combat and Defense on the warship or visit the Overseer of the Military. The levels of crew strength are: Exhausted. Exhaustion sets in after a warship’s crew has rowed at top speed for as long as it can. A warship can’t move at all while its crew is exhausted — they can’t so much as pick up an oar and are completely vulnerable. The only remedy to crew exhaustion is rest, which takes time. Tired. A tired crew can move its ship, but not very fast.
184 The Military, Combat and Defense repair to send the ship back to the Shipwright for repairs. The ship’s captain will bring his ship to the Shipwright on his own if the hull is severely damaged. The hot key for this command is “R”. Return to Wharf. Click on this button to send the transport ship back to its wharf. The hot key for this command is “W”. Hull Strength Info-click on the transport ship to ascertain its hull’s strength and the status of any companies which may be on board.
186 The Military, Combat and Defense You will likely encounter several different enemies while directing your dynasty to glory. Foreign enemies in Pharaoh include: Nubians Kushites Hittites Hyksos Libyans Sea People Canaanites Bedouin Mitanni Civil wars may erupt during periods of unrest, and sometimes you may find yourself at war with your fellow Egyptians. The military also helps to protect your city against attack from dangerous, predatory animals.
188 The Military, Combat and Defense lists all warships and tells the current condition of the crew and the ship’s hull. Click on the “Go to Ship” button to visit a specific warship. You can also earmark a warship for Kingdom service from the navy report and command a ship to return to its wharf. The report also lists how many transport ships you have in the city. The navy status report also tells if any enemies are approaching by water, and if anyone has asked for the navy’s aid.
Ratings I t’s not enough to build a city, you must build a city well. Ratings are a measure of how good a city is, and all cities are rated in four areas: Culture, Prosperity, Monuments built and Kingdom service. Building monuments is usually the biggest challenge, but sometimes your city must also attain certain ratings to win a mission. These goals are specified in mission briefings.
192 Ratings Ratings education, health and religion buildings to meet the needs of its citizens. Check with your Overseers of Diversion, Learning, Temples and Public Health to see if the city is lacking in any of these services. Prosperity Rating The Prosperity Rating is a measure of a city’s wealth and its financial security.
194 Ratings Ratings If you have trouble raising the city’s Prosperity, look for the opposites to the positive influences listed above. Chronic debt, trade deficits, missed tribute, employment troubles, low wages, poor diet and lowlevel housing all drag Prosperity down. Kingdom Rating The Kingdom Rating assesses your relationship with others in Egypt. The best way to keep this rating high is to devote yourself to serving the Kingdom.
T Managing Your City here is much to keep track of as you govern a city: farms, industry, the health and well-being of its citizenry, your standing with the Kingdom — the list is almost endless. Luckily, you have a myriad of information sources at your disposal to help you make wise decisions. Your Overseers Your Overseers have the most accurate, up-to-date information about the city. Visit them frequently to keep track of all the goings-on in the city.
198 Managing Your City The Overseer of the Workers also tracks the city’s current annual wage level per ten workers and the level that other cities in the Kingdom pay their workers. Overseer of the Military The Overseer of the Military keeps track of both branches of the armed forces. The Overseer’s army status report updates you on the number and types of companies in the army.
200 Managing Your City the flow of trade. He identifies which commodities can be imported or exported. Once you have agreed to trade an item, visit him and specify which items to trade by clicking on them. You can tell him how much should be kept in the city’s Storage Yards, or you can rely on his judgement and allow him to import and export food and goods as he sees fit. When importing, your Overseer will continue to import a good as long as the city has less than the chosen level.
202 Managing Your City es the adequacy of access to education and also reports any demands your citizens are making for new education structures. Meeting citizens’ demands for education can also boost the city’s Culture Rating. Overseer of Diversions Your Overseer of Diversions knows how many juggler’s stages, musicians’ stages and dancers’ stages are working in the city. He also reports the number of Senet Houses that are entertaining the public.
204 Managing Your City Water Overlay With the Water Overlay activated, you can see all your city’s Water Supplies and Wells and watch water carriers conduct their daily business. The Water Overlay is color-coded to give you information on water access in the city. Light blue indicates the presence of ground water. You can place buildings that need access to ground water, like Wells, Water Supplies, Palaces and Mansions, there.
206 Managing Your City Damage. While building techniques are quite advanced, some structures in the city are prone to collapse and failure. The Damage Overlay shows you which structures are most likely to fall down. The Damage Overlay also shows the architects patrolling the city. Problems Overlay Any of a number of problems can strike the city, and it can be difficult to tell when a problem is about to happen. With the Problems Overlay, you can identify at-risk buildings before problems occur.
208 Managing Your City Managing Your City Administration Overlay The Administration Overlay covers a range of services that affect the way a city is run. Tax Income Overlay. Which scofflaws are evading your tax collectors? The Tax Overlay shows who’s paying his fair share and who is getting off scot free. The higher the columns, the more frequently a tax collector passes. The stack of coins next to the columns indicates how much tax the house has paid.
210 Managing Your City Safety and Maintenance Government Military Beautification Monuments Walls and Gatehouses Managing Your City Blue Lavender Orange Teal Dark grey Black A yellow rectangle on the overview map marks the area currently in view. Click on any area of the Overview Map to jump to a new location. 211 If you ask citizens to tell you more, they will tell you everything they think about the city, in order of importance. Citizens, however, do have a slight tendency to exaggerate.
A A New Egypt Thrives s generations have done for countless years, you stand on the edge of the desert, looking out towards the place you call home. The city spreads before you: towards its center, majestic Temples honor the gods, and diplomats and common citizens alike mill around the city’s stately Palace. Away from the center are fine neighborhoods decorated with Gardens, Plazas and Statues. On the outskirts of the city are industries and farms that produce goods and foods that the citizenry needs.
Designer’s Notes A s we approach the new millennium, somehow the spectacular though enigmatic civilization of ancient Egypt seems to have taken on a new significance for the modern world. Always shrouded by a certain mystique and romanticism, this remarkable culture now seems to reach out at us, evoking familiar but still tantalizing questions about our place in the universe, where we’ve come from and where we’re going.
216 Designer’s Notes crumbling old ruins, or lifeless paintings of long-dead Pharaohs nor will you see flying saucers hovering over the pyramids, or terrifying mummies walking the streets. What you will see in Pharaoh is a vivid picture of ancient Egypt brought to life – our version of it anyway.
218 Designer’s Notes One final note: There is often a tendency to ascribe the success of any really great game (and in case you haven’t guessed, we think Pharaoh is a really great game) to a single individual “visionary”, or “star”. Maybe epilogues like these “designer’s notes” I’m now writing are evidence of this…I don’t know. I do know, however, that Pharaoh could not have been possible without the extraordinary talents of all of the development staff here at Impressions.
221 Appendix 1: Building Summary
Building Co The following chart lists, in alphabetical order, all the buildings you can build in Pharaoh except for monuments and housing. Here is a key to the symbols: st Appendix 1: Building Summary 20 High stacks of coins indicate high construction cost. Low stacks of coins show which buildings put less of a strain on the city’s purse strings. Flowers denote the buildings that have a positive effect on an area’s desirability.
225 Em Ne ploye ed e e s d Eff De ect sira on bil i ty Ris ks st Building Co Em Ne ploye ed e e s d Eff De ect sira on bil i ty Ris ks Co Building st 224 Industry 10 8 Conservatory Bricklayers’ Guild 12 Industry. Makes bricks from straw and clay. 10 Municipal. Stores a portion of the city’s funds. Courthouse Brickworks Bridge 8 Municipal. Cost is per section of bridge; maximum length is four sections. Industry. Needs a delivery of wood to construct ramps and scaffolding.
226 Festival Square Religion. Festivals cannot be held without a Festival Square Em Ne ploye ed e e s d Eff De ect sira on bil i ty Ris ks 6 Food & Farming Hunting Lodge 6 Municipal Irrigation Ditch Firehouse Fishing Wharf Food & Farming. Must be placed on a straight edge of coastline in a navigable location. Fort Military. Types of Forts are Infantry, Archer and Charioteer 6 - - - - Food & Farming Industry 12 Jeweler 5 Entertainment.
Mansion, Personal Municipal. Must be built partially on grassland. Stores family savings. 10 Mine, Copper Industry: raw materials. Must be built adjacent to a rocky outcropping marked with metallic nuggets. 8 Industry: raw materials. Must be built adjacent to a rocky outcropping 12 Industry: raw materials. Must be built adjacent to a outcropping marked with metallic nuggets - Mine, Gemstone Em Ne ploye ed e e s d Eff De ect sira on bil i ty Ris ks 20 Palace, Village 12 8 Health & Sanitation.
230 12 Quarry, Limestone Industry: raw materials. Must be placed adjacent to a rocky outcropping. Em Ne ploye ed e e s d Eff e De ct sira on bil i ty Ris ks st Building Co Em Ne ploye ed e e s d Eff De ect sira on bil i ty Ris ks Co Building st 231 25 Entertainment. Needs beer to operate. Senet House 12 Industry: raw materials. Must be placed adjacent to a rocky outcropping. 12 Industry: raw materials. Must be placed adjacent to a rocky outcropping. Quarry, Plain stone 20 Industry.
Em Ne ploye ed e e s d Eff e De ct sira on bil i ty Ris ks Building st Control Panel Location/Other Co Co Building Em Ne ploye ed e e s d Eff De ect sira on bil i ty Ris ks 233 st 232 Industry 12 6 Stonemasons’ Guild Storage & Distribution 6 5 6 Tax Collector 50 Temple Complex Religion. Only one Temple Complex per city; can be dedicated to Osiris, Ra, Ptah, Seth, or Bast; oracles and altars are dedicated to minor gods.
234 Em Ne ploye ed e e s d Eff De ect sira on bil i ty Ris ks Co Building st 235 Control Panel Location/Other 12 Industry. Needs flax to make linen. - Health & Sanitation. Must be placed on grassland. 8 Industry: raw materials.
236 A Brief History of Egypt Introduction First, indulge our compulsion to explain the purpose of this supplement. The culture that we think of when we say “Ancient Egypt” sustained itself for thousands of years. The purpose of this appendix is not to provide a comprehensive history of Ancient Egypt — if we did that, the manual wouldn’t fit in the box! Rather, the purpose of this supplement is, first and foremost, to get you excited about this amazing culture.
238 A Brief History of Egypt A Brief History of Egypt Pre-Dynastic Period 5500-3000BC The era before pharaohs rose to power is called the Pre-Dynastic Period. Several cultures arose along the fertile banks of the Nile during this time. In Lower Egypt, groups of people lived around Merimda, north of what would become Men-nefer (Memphis). Another culture formed in the Fayuum. To the south in Upper Egypt, cultures formed near Abydos, and several formed at Naqada, or Nubt.
240 A Quick Guide to the History of Egypt ally united Egypt first. In ancient Egyptian lore, the mythical pharaoh Menes, who hailed from Thinis, is credited with the feat; however, no artifacts found during the time Menes would have lived mention his name. Most historians are sure that Narmer was one of the first rulers of Egypt, although no one is sure how much of Egypt he ruled.
242 A Quick Guide to the History of Egypt found wealth on massive monuments. The Old Kingdom also witnessed the rise of the solar cult. The pyramids are in the shape of the benben, where Ra-Atum, the creator god in the solar cult, first appeared. Later in the Old Kingdom, the solar cult became more dominant with the construction of Sun Temples in several cities throughout Egypt. The Old Kingdom began with the start of the Third Dynasty, and pyramid construction began almost immediately.
244 A Quick Guide to the History of Egypt sequent pyramids would mimic. The pyramid takes its name from the color of the monument at sunset. Pyramid building reached its apex with Khufu’s (Cheops’) pyramid at Rostja (Giza). The pyramid, the largest still standing, was originally about 476 feet tall with sides of about 750 feet in length. It consists of about 2,300,000 blocks of limestone. The entire pyramid was encased in Tura limestone, brought to the site from On (Heliopolis).
246 A Quick Guide to the History of Egypt The Nile, the Inundation and the Work Year Ancient Egyptian civilization would not have developed as it did had it not been for the Nile’s yearly floods. Each year, the Nile would flood, or inundate, its banks. The Egyptians referred to this season as Ahket, and during Ahket farming was impossible. Near the end of Ahket, the Nile receded, leaving behind deposits of rich silt that nourished the soil along the banks.
248 A Quick Guide to the History of Egypt marked change in the funerary customs themselves. Pharaohs, as gods, were not judged before entering the afterlife. When the afterlife was opened to mortals, the concepts of a final judgment and last confession were introduced. Artistically, sculpture and architecture suffered during the First Intermediate Period. Resources were limited, and attention was turned to feeding people and consolidating power.
250 A Quick Guide to the History of Egypt With the influx of raw materials and the revitalization of the nation’s coffers, Egyptian art and architecture again began to flourish. Mentuhotep II built a large mortuary complex carved from a cliff at Djeseru-Djeseru (Deir el-Bahri). Mentuhotep III built many temples throughout southern Egypt, including temples at Abu (Elephantine), Abedju (Abydos) and Waset (Thebes).
252 A Quick Guide to the History of Egypt decline of the Middle Kingdom. Similar to the end of the Old Kingdom, the last pharaoh of the Twelfth Dynasty had an exceptionally long reign. When he died, confusion arose over who was the proper successor. A climate change again compounded the situation. The Nile’s floods were exceptionally high and took longer to recede, shortening the growing season.
254 A Quick Guide to the History of Egypt Lower Egypt continued to have healthy trade relations under Hyksos rule. Trade routes to Sinai and Palestine remained open, and the Hyksos formed a new trade partnership with the Kush, who had reclaimed land as far north as the first cataract at Abu (Elephantine). The Kush were a distinct nation and culture and established a fine capital at Kerma.
256 A Quick Guide to the History of Egypt moved Egypt’s capital from Thebes to a new city, Per-Ramesses, near Rowarty (Avaris). Ramesses I’s grandson, the familiar Ramesses II (known as “the Great”), conquered new lands and signed new treaties with Asian powers. He also commissioned a large number of construction projects, and his likeness was found in a variety of monuments throughout Egypt.
258 A Quick Guide to the History of Egypt A Quick Guide to the History of Egypt Glossary Some words commonly used when discussing ancient Egypt may be a little unfamiliar. Herewith, a handy glossary: Amon: the primary deity of the Middle and New Kingdoms. He was originally the God of the Air, but evolved to assume some of the qualities of Ra, the sun god. Amon is also sometimes spelled Amun or Amen. Akhet: one of the three Egyptian seasons, the Nile’s inundation occurred during Akhet.
260 A Quick Guide to the History of Egypt mastaba: an arabic word for bench, mastabas are oblong-shaped tombs used particularly during pre-Dynastic times and the Old Kingdom. Pyramids are believed to have evolved from mastabas. natron: a type of salt found in the Nile Delta and used during the embalming process to dry the corpse. Nilometer: a device, usually a pillar of stone or a staircase descending into the river, used to measure the height of the Nile.
262 Index Index Academy, 27, 111, 169, 170-171, 172 Altars, 120, 122-124 Apothecary, 26, 151, 154, 201 Army, 27, 100, 169-170, 182, 184, 187 (see also forts) Bandstand, 26, 159, 161 Bazaar, 25, 50, 52, 83, 85-87, 88-90, 110, 111, 199, Bazaar Access Overlay, 208 Bazaar Special Orders, 87 Beautification, 26, 113-114 Gardens, 113, 169 Plazas, 40, 113-114 Statues, 114 Booth, 26, 159 Brewery, 75-76 Bricks, 65, 72, 74, 76, 130, 131, 132, 134, 138, 141, 147 Brickworks, 76, 122, 147 Bricklayer, 51, 52, 131, 134,
264 Index Index Farming, 25, 42, 58-65, 72, 209 Farm, Floodplain, 32, 60-62, 63, 64, 130-131 Farm, Meadow, 60, 62-63, 64 Fertility, 36, 60, 61, 63-65 Ferry Landing, 111-112 Festival Squares, 26, 124-125 Festivals, 124-126, 203 Firehouse, 26, 101, 204 Food 25, 40, 42, 47, 49, 54, 59, 60, 64, 65-67, 72, 75, 81-81, 95, 99, 101, 113, 120, 124, 152, 153, 173, 192, 193, 197, 198, 200, 209 Forts, Infantry, 77, 170, 171, 174-175, 177 Archer 170, 171, 175 Charioteer 77, 95, 170, 171, 175, 176, 177 Gatehouse, 30, 1
266 Index Index Overview Map, 24, 209, 210 Obelisks, 140, 143, 144 Overlays Administration Overlay, 207 Bazaar access, 208 Desirability, 208 Security, 208 Tax income, 208 Education, 207 Entertainment, 207 Health, 154, 205, 207 Problems, 206 Risks, 204-206 Crime, 28, 99, 204 Damage, 29, 101, 206 Disease, 154, 205 Fire, 29, 101, 204 Malaria, 205 Water, 204 Overseers Chief Overseer, 31, 49, 59-60, 203 Overseer of Commerce, 31, 55, 56, 92-93, 94, 95, 199 Overseer of Diversions, 31, 162, 202 Overseer of Learni
268 269 Index Recruiter, 27, 77, 112, 169-170, 171, 172, 177, 185, 209 Roadblocks, 52, 109, 185 Salary, 107, 108, 109, 198 Scoring, 19 Scribal Schools, 26, 76, 165-6, 201, 207 Senet House, 26, 57, 125, 165, 193 Setting a Difficulty Level, 17-18, 19, 202 Ship Damage and Hull Strength, 181 Shipwright, 30, 66, 73, 77, 111, 122, 177, 178, 180, 183-184 Shrine, 119 Special Orders, 85 Spending Your Family Savings, 108 Sphinxes, 142 Storage Yards, 25, 56, 71, 74, 75, 76, 78, 81, 83, 8485, 86, 88, 89, 95, 100, 125
270 YOU SHOULD CAREFULLY READ THE END USER LICENSE AGREEMENT. IF YOU DO NOT AGREE WITH THE TERMS OF THIS AGREEMENT, YOU SHOULDUNINSTALL THE SOFTWARE AND IMMEDIATELY RETURN IT FOR A REFUND FROM YOUR VENDOR OR SIERRA. This software program, any printed materials, any on-line or electronic documentation, and any and all copies and derivative works of such software program and materials (the "Program") are the copyrighted work of Sierra OnLine, Inc., its parent, subsidiaries, licensors and/or its suppliers.