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I've always disliked the need for building ghettos in remote industry locations because Pharaoh requires house spawned walkers to pass by a workplace to make it accept workers (Unlike the other Impressions games)

Has anyone ever tried to mod this out? (successfully even?)
Nope, it's impossible to mod the game beyond editing a couple of text files for taxation and event messages. The game has been compiled and there are no public decompilers available to mod the game. If people could mod the game, most of the challenge would be removed and nobody would bother playing it.

If you don't like making use of feeder housing in your cities, simply build your cities so you don't need to use them. There are players out there who have successfully managed to do this.
Post edited August 16, 2015 by Shukaku
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Shukaku: If you don't like making use of feeder housing in your cities, simply build your cities so you don't need to use them. There are players out there who have successfully managed to do this.
I actually played Caesar 3 (and later Pharaoh) without "feeder housing" for years before finding out you could do this. It’s an interesting challenge ;)
I liked the C3 challenge but there were a couple maps that I could never figure out how to accomplish without outlying housing. If I remember correctly, one was a large agricultural area and many farms were required with sequential granaries to get the food into the City. I could never figure out how to get the grain without a "hamlet" in the field. But most of the maps were doable w/o the outliers. As annoying as those hamlets were, I preferred them to the Empire system.

Edit: Emperor not Empire. Sorry.
Post edited August 16, 2015 by macAilpin
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Illanair: I've always disliked the need for building ghettos in remote industry locations because Pharaoh requires house spawned walkers to pass by a workplace to make it accept workers (Unlike the other Impressions games)

Has anyone ever tried to mod this out? (successfully even?)
Actually, its the other way around. The industry spawns the labor seeker walker, who must then walk past some housing.

I've completed all of Pharaoh/Cleo without ghettos, in fact, without even a single house less than Ordinary Cottage levels anywhere on the map, except in the early game where there isn't enough entertainment to get there. Its pretty easy to have all or nearly all at Homestead once you are allowed that level of advancement.

And that's without using that "long walker" gimmick to haul water to the ends of the earth...
Pity.
Where are you having troubles that you need ghettos? Off-hand, I can remember only one map that didn't allow respectable housing (after you get pavilion, for obvious reasons), and that was on a small ferry crossing island, though that still supported ordinary cottage.

Sure, you can't build all possible mines in Saqqara or Timna or other deserty maps, but as I recall, you can build more than you can use. And if you are willing to use long walkers, you can even do that.
Every single city ever - You should always keep your housing in enclosed loops, not accessible to industry. As well you should always focus on a single, large housing district.

Thereby creating a much needed ghetto in one or several places, because industry is far away from workers.
I agree closed loop housing is the way to go for virtually everything, but most of the time, its a good idea to build industries close to the city. And even when you decide to build a remote industrial section, I'm pretty sure you can build ALL "ghettos" to Ordinary Cottage level. Heck, the maps where you can' t build most of them to Apartments or even Residences are few and far between. Mostly on places where you need a double ferry landing on a small island.

But a single, large city block? Bad idea. Estates need extra bazaars, and filling every house on the map with all the different foods is not only difficult to accomplish, but is a waste of effort. Particularly if your major food source is not grain.

And that's assuming its even possible to do. I doubt you can make a single block that would house the population required from mid-game on. I'd love to be proven wrong, though. I'd love to see a map where you accomplished it. I'd probably replay some of the later maps just to try it out.
Post edited September 30, 2015 by Thorfinn