Ancient Egypt was a perfect setting for a city-builder.
invites you to join us in revisiting classics of PC gaming days gone by. Today, Lorna Reid builds a dynasty in Pharaoh.
You play a dynasty rather than a character, and throughout the main campaign you follow them through successive generations as you rise in rank and notability. In each mission in a campaign, there are a number of smaller goals, such as filling a granary, having ten modest apartments or brewing beer; and tougher long-term goals, such as raising your Prosperity or Kingdom Rating to a certain level.
Meticulous planners are well suited to Pharaoh’s challenge. Players who, like me, have a predilection for winging it—who gallop through the game, throwing down houses and industry—will end up having a far tougher time. Building placement is more crucial than it first appears, and those early days laying out the bones of a city are key, especially given how damn needy the residents are.
On top of this stifling amount of responsibility come the gods and their divine tantrums , and an often stroppy Pharaoh whose whims must be catered to. At least the gods are marginally easier to deal with and they can be a boon if you play things well. With only a few from a selection of five gods appearing in each mission, your job is to appease all of them. Get it right and you’ll be showered with blessings, but get it wrong and they will punish you.
The Kingdom Rating—which is Caesar III’s Favor renamed—is the source of many of the game’s frustrations. If this takes a tumble, which it can do if you are in debt at the year’s end, don’t send military aid for allies, or fail to comply with the Pharaoh’s requests then you’re in trouble. For a spendthrift player like myself, this is all too easy to screw up.
My major issue is that the Pharaoh’s army is unstoppable, and once I’d pushed past the point of no return there is no comeback. An unbeatable army seems pretty cheap—it felt like the management equivalent of being dead-ended in an old text adventure, when you realise that the thing you did back at the start has irretrievably screwed up your game, hours down the line.
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