Very interesting and useful video! I played so much of the original game and yet never really learned the mechanics, it's great to have such clear explanations of them to help with my playthrough of the remake!
I love the two pavilions! I tried one pavilion roadblocked like that, but even though it was exactly opposite the incoming road, my entertainers took only one side of the loop. This solves that issue very elegantly. I played the heck out of the OG Pharaoh, and am now working my way through PANE and loving it. Good chatter on their discord about bugs, workarounds, fixes, and general building techniques and socializing.
@@7Wolf77 and bugs like industries stopping, trade stopping (and ships getting stuck), and pausing every month on missions where you build 7 warships or worse, the enemy sends 7+ warships against you. It's a very small team, but they're working hard and I love what they have produced without even having the source code available to them!
Great job. It really gives me so much joy to see how my old, beloved Pharaoh is getting its second youth. Btw. if you're new to this game guys, keep in mind that you can also play around with the shape of these housing blocks however you like, effectively making something called "flexiblock". They go well with any terrain obstacles. It also helps shaping your city according to the riverbank or shoreline which looks really nice.
Hey thanks for the comment. This is true. I talked a little about shortening it but as long as keep the same relative selection of services and such you can make it what ever you like! However, due to the way entertainment works it has to be equal distance between the two. Keep this in mine if you make weird sizes.
Thank you so much for this! Your explanation is very good. I have played this since I was kid, never finished the mission before LOL Perhaps with your tips I could finally finish the game 😂
Glad to hear it. I'm am also doing a let's play series and in each mission I talk about imports, exports, and where and how I set up. If you have difficulty on a certain mission maybe try checking one of those out.
But outer circles are arguably the best approach. I personally don't like it because of its size. Btw, he uses an outer circle for his temples :) Also this setup will only work with the global work pool option enabled (kind of EZ mode)
@@DmytroBogdan true, but this design's outer circles are for extra temples which IMO optional, other designs usually uses those outer circles for designated walker into entertainment venues. Which on some maps there are limited space for those. Yeah, for classic workpool just put a house in the corner between venues and then extend the road (if necessary but not connecting the venues), it works fine, but then again it's a choice.
@@DmytroBogdanglobal and recruitment is not that differrent since you just slap a 2x2 House every where you need workforce access and add physician+apothecary if needed.
Just whoa. Thank you so much! This was beyond helpful. I’ve just started playing and my houses would constantly devolve and it would be near impossible for me to hit the population limits without messing with taxes and wages too much. You have a new subscriber in me. I’m going to check out the trading video you mentioned now. Thanks again.
Hey I'm glad to hear it! Thanks for watching and subscribing. I plan on having all the missions covered so if there is a particular mission your having trouble with maybe worth checking that out as well!
thank you for the video, I especially like that you explain your thinking on the setup. Looking forward to the mansion setup 3by3 or 4by4 hope you make a video about that
Coming soon! I haven't been able to play much this week do to work issues, so I am excited to get those out soon hopefully! I always want to thoroughly research and test before I publish because I want to 100% stand by my builds.
In the production zone you created, which is a fantastic layout btw... How are the recruiter walkers getting to the nearest housing (the south of the housing loop next to the water carrier) with all the roadblocks?? Have you got it set to Global Labourpool?
Hi! That's correct. I should have talked more about that. If you do not use global labor, you place 2 houses behind the fire/architect. You will also need a physician and police. If there are reeds, you need a apocothery as well.
I use a lot of V/L blocks with houses on the outside. They're usually very big with enough room for multiple bazaars, temples, and pavilions plus all the other stuff. Usually, I can get a stable block that's about 4-6k people depending on the map. Selima I got about 6500 pop in one L block.
Nice! Those work well. The larger the pop to lower your entertainment and culture rating will be as well unless you keep building extensive services someplace else, which is why i tend to go with a smaller, easier to control block. But both work well!
@Rongaryen true true. I try to tie in a "temple lane" behind housing so it looks a bit better. But yeah, putting a ton of temples next my mines and quarrys..I am guilty of.
This is a different housing and supply loop than I've been using but I like the look of it. Seems like it would be very effective in missions where you have limited options for multiple housing loops (like selima oasis). Also going to check for that trade vid, as I've been having issues and it's hard to tell where it's mechanics vs bugs, so many thanks for both.
You only need police if you have houses there, if you have global labor pool off. You can replace one production building with an architect/fire house. I like to put two shrines behind them to fill that space. If you don't have global labor pool on, place two houses behind the fire/architect and replace two building with police/apothecary and another with physician.
thank you very much for the video! pretty neat .. I think I will use this housing block style for sure. But I just have one question .. the bigger the city gets the more schools/libraries they require .. or let's say a senate house .. also entertainment .. in this block you can't add/expand much .. where would I build the library for example ? or a senate house ? or even let's say more entertainment .. Would really love to know! Thanks in advance.
Hey great question. Just as with temples and such, there is always more of a requirement than actually needed for a population. You could do smaller blocks, so that more services are needed. Or you could build and area where you have schools, library's, and so on to meet requirements. This is similar with entertainment.
Hi, thanks! Hum, hard basically just adds early difficulty when setting up. If you have the mechanics down and take your time its not to bad. When the map editor is released would love to play some community maps.
Doesent entertainment walker spawns from pavilions? I always thought that once a juggler comes from school to pavilion, he always gona start his loop from there from now on.
@@pivorsc yes, there is nothing wrong with that. However, I keep the pavaillions outside my loop so that my walkers do not get lost and turned around. That's the main difference.
this was pretty helpfull, I would like to know more about how to build blocks for the large mansions like luxury 3by3 mansions, they keep evolving in the wrong order
Sure! I have already started working on it. 3x3 take up a lot of space and don't contribute to the workforce, but pay a lot in taxes. I'm working on the most compact yet most packed 3x3 I can.
@@thamiras-Baumanufaktur So there is 2 different values. One is for access for housing evolution, other is for Culture/God happiness. Just having the temple counts towards culture and gods even if it doesnt have population access. You can apply basically everything for my Culture Tutorial Video to gods if you want to check it out.
I didn't think that laying the housing down in 2x2 blocks affects how they evolve and usually just paint the whole area in one go. Are you saying that if I lay them down separately it creates a housing "unit" which will evolve together?
Well, its guaranteed to form a 2x2 block like you want it to. Its a bit complicated that if you place all at once, do to how they want to enter starting at 12-1oclock position, can get you some 2x1 with 2x2 in the middle.
Thank you for your video. I have one doubt though. Your production area will not get workers. There's no housing available for the recruiter to walk by.
Hi thanks for the comment. It is set up for global labor pool to be set to on. If you would like to have it off, you just need 2 houses, a police and physician ect. You can it it for a full loop. In my next tutorial I will show the different versions plus a double loop.
@@7Wolf77 Ah, right, makes sense now. I remember in original Pharaoh I used to have a 1 tile of gardens behind 2 housings and a collector road leading to industry on the 2nd tile, where my recruiters would walk and collect workforce. You could have that on each corner of housing block, good times.
The Walkers themselves heading to the pavilions provide entertainment. Not just the ones that spawn from the pavilions. This way your service workers don't get lost in the big L formation of the pavilion. It's just how this one is set up.
You know you can do forced walkers right ? This way you can make your housing loop infinitely long - and just expand it as needed, all with only one of each service, and one pavillion. This has worked perfectly for me, you do have to be careful as you have a bit less control over how houses evolve/devolve though
Hey, yes I know that's a thing. I perfer to have complete control and also not rely on what could be considered a glitch. This is made as a tutorial for new players or inexperienced players, not a be all end all guide. And as I say in the video, this is just a guide. You can tweak you as you want.
Hey good question. Mechanics are the same. My total loop is 50. 8+8+17+17. As long as a walker has less tiles in front of front then behind he will complete the loop even if he has to exceed his tile distance. Since a fire man has a distance of 34. Half of 34 is 17. 50-34=16. There is 1 less tile in front of him than behind him to return back to his station. Is this what you were asking about?
Neat block design but it has some issues. If a 2x2 house at the bottom of the loop devolves at some point remaining 1x1 at the bottom won't get access to services from inner loop. You have to put 4 road blocks at the middle road at 13:20. (Edit: I assume you're playing with the global worker pool enabled because this layout won't work otherwise) I found these big 3k+ layouts are pointless at least in the first half of the campaign because of unemployment issues. Better to build 2 1.5k blocks but closer to industry/farms. This way you get 2 sets of service buildings which soak up more employment.
Houses will never devolve to a 1x1, it will only go down to a 2x2. Even with a plague and empty houses, as soon as people move back in it will go back to a 2x2. They work just fine for me. The thing is you don't HAVE to fill up the whole block with houses. Whats the point? Fill it up as you need to and just know that is a maximum number possible by a block. I never fill a whole block up at the start unless I know I am going to be bottle necked by something like having to import clay.
@@7Wolf77 from my experience houses actually devolve to 4 1x1s but maybe it was so in the original game. Then why make such a large block if you know mission requirements for the population before it starts? TBH, I play with job walkers ON so maybe with a global work pool it works fine.
This is great! Can you make another video that does 3x3 and 4x4 houses too, along with how to setup the services for those? Also where do you put fire and architect posts in the service area from this video? Just anywhere on that outside loop?
Hey, I most definitely will have those videos up as well. The fire and architects posts just take the place of one 2x2 service. You can also place them outside the loop if you want.
To level houses up to max level it requires extensive resources and development and is not available on every map. Most often it is not worth it unless you need for a mission requirement or a very high population.
@@MegaLol2xd yeah it was recorded in 2560. But I'm going to be releasing a version of 2 of this video with a double loop system and landscaping, and the aspect will be fixed =)
@@7Wolf77 you have solved 99% of my problems in 22 mints 😂😂. I had 6 or 7 gold mines collapsing all together thinking the gods are the only reason , no entertainment msg while i have 5 dance schools. That housing loop is sexy.
I really hate making "symmetrical" rationalized cities like this, I prefer to build the city organically so it looks like an actual sprawling city; and it still works perfectly fine without issues if you know the game, it probably just takes a bit more time. also my rule is global labour (aka super easy mode) off and no hut in the middle of nowhere, that's cheating; people need to live in decent conditions (preferably nothing below white housing / appartement). I feel like I don't play the same game as most people I see on youtube. oh well. sorry for the rant.
I played the original version for years, 1000s of hours. This is not a good setup. It's difficult to explain, and the land layout is super important in every scenario. But think for the future. Bazaars need to service every house, as do fire and water and architects. Concentrate on the essentials but leave space for more advanced. The space left initially takes time to come to fruition but without space you need courthouses, libraries, apocathaperies, doctors, tax collectors, the list goes on. One thing you can focus on is having like a mall in the center of a housing area. So keep like a 12x12 or more where everything other than housing can be placed, including entertainment that takes a big space. Keep the entertainment employers far from housing because they bring the reputation down for the land.
This works great. I have every single pharaoh mission on youtube channel using this set up. Your "set up" completely ignores walker distances. Everything I have done is based of math. But if you don't like it make your own video and let's see.
Just want to say a big thank you, I have used this video to create my city in the original Pharaoh game. This plan works exceptionally well.
Glad it helped! I have a few other tutorials for pharaoh so please check those out as well.
Very interesting and useful video! I played so much of the original game and yet never really learned the mechanics, it's great to have such clear explanations of them to help with my playthrough of the remake!
Awesome, glad I could be of help.
Omg! I love it! Clear explanation and precise order. Im your biggest fan.
I love the two pavilions! I tried one pavilion roadblocked like that, but even though it was exactly opposite the incoming road, my entertainers took only one side of the loop. This solves that issue very elegantly.
I played the heck out of the OG Pharaoh, and am now working my way through PANE and loving it. Good chatter on their discord about bugs, workarounds, fixes, and general building techniques and socializing.
I agree. I'm glad they are addressing things like mini-map and warfare.
@@7Wolf77 and bugs like industries stopping, trade stopping (and ships getting stuck), and pausing every month on missions where you build 7 warships or worse, the enemy sends 7+ warships against you. It's a very small team, but they're working hard and I love what they have produced without even having the source code available to them!
Thank you very much! Now I understand better how to build a good city in this game.
Thank you. Im glad it helped.
Great job. It really gives me so much joy to see how my old, beloved Pharaoh is getting its second youth.
Btw. if you're new to this game guys, keep in mind that you can also play around with the shape of these housing blocks however you like, effectively making something called "flexiblock". They go well with any terrain obstacles. It also helps shaping your city according to the riverbank or shoreline which looks really nice.
Hey thanks for the comment. This is true. I talked a little about shortening it but as long as keep the same relative selection of services and such you can make it what ever you like! However, due to the way entertainment works it has to be equal distance between the two. Keep this in mine if you make weird sizes.
Thank you so much for this! Your explanation is very good. I have played this since I was kid, never finished the mission before LOL
Perhaps with your tips I could finally finish the game 😂
Glad to hear it. I'm am also doing a let's play series and in each mission I talk about imports, exports, and where and how I set up. If you have difficulty on a certain mission maybe try checking one of those out.
Finally ! A loop design without them annoying outer circles~
But outer circles are arguably the best approach. I personally don't like it because of its size. Btw, he uses an outer circle for his temples :)
Also this setup will only work with the global work pool option enabled (kind of EZ mode)
@@DmytroBogdan true, but this design's outer circles are for extra temples which IMO optional, other designs usually uses those outer circles for designated walker into entertainment venues.
Which on some maps there are limited space for those.
Yeah, for classic workpool just put a house in the corner between venues and then extend the road (if necessary but not connecting the venues), it works fine, but then again it's a choice.
@@DmytroBogdanglobal and recruitment is not that differrent since you just slap a 2x2 House every where you need workforce access and add physician+apothecary if needed.
Oh that was I needed, thank you!
Glad I could help!
Just whoa. Thank you so much! This was beyond helpful. I’ve just started playing and my houses would constantly devolve and it would be near impossible for me to hit the population limits without messing with taxes and wages too much. You have a new subscriber in me. I’m going to check out the trading video you mentioned now. Thanks again.
Hey I'm glad to hear it! Thanks for watching and subscribing. I plan on having all the missions covered so if there is a particular mission your having trouble with maybe worth checking that out as well!
Respect for the video! Thank you ^_^ got yourself a new sub
Wow this is truly helpful🤩
Glad to hear it!
thank you for the video, I especially like that you explain your thinking on the setup. Looking forward to the mansion setup 3by3 or 4by4 hope you make a video about that
Coming soon! I haven't been able to play much this week do to work issues, so I am excited to get those out soon hopefully! I always want to thoroughly research and test before I publish because I want to 100% stand by my builds.
In the production zone you created, which is a fantastic layout btw... How are the recruiter walkers getting to the nearest housing (the south of the housing loop next to the water carrier) with all the roadblocks?? Have you got it set to Global Labourpool?
Hi! That's correct. I should have talked more about that. If you do not use global labor, you place 2 houses behind the fire/architect. You will also need a physician and police. If there are reeds, you need a apocothery as well.
I use a lot of V/L blocks with houses on the outside. They're usually very big with enough room for multiple bazaars, temples, and pavilions plus all the other stuff. Usually, I can get a stable block that's about 4-6k people depending on the map. Selima I got about 6500 pop in one L block.
Nice! Those work well. The larger the pop to lower your entertainment and culture rating will be as well unless you keep building extensive services someplace else, which is why i tend to go with a smaller, easier to control block. But both work well!
@7Wolf77 to be fair, you usually end up doing the same with religion and having an entertainment and Gods ghetto just to satisfy everyone.
@Rongaryen true true. I try to tie in a "temple lane" behind housing so it looks a bit better. But yeah, putting a ton of temples next my mines and quarrys..I am guilty of.
This is a different housing and supply loop than I've been using but I like the look of it. Seems like it would be very effective in missions where you have limited options for multiple housing loops (like selima oasis). Also going to check for that trade vid, as I've been having issues and it's hard to tell where it's mechanics vs bugs, so many thanks for both.
Awesome. Different missions definitely pose different challenges.
I am wondering how you get workers jn your industry blocks if you don't use global labor pool. Recruiters need access to housing.
Good question! Behind where you put the fire house put two houses. You will need to have a physician and a apothecary if you have reeds.
@@7Wolf77 and a police station because slums are where thieves come from
I am so pleased that they added the option of global labor pool.
Inside the industrial area? Where should I place the firehouse/arch/police?
You only need police if you have houses there, if you have global labor pool off. You can replace one production building with an architect/fire house. I like to put two shrines behind them to fill that space. If you don't have global labor pool on, place two houses behind the fire/architect and replace two building with police/apothecary and another with physician.
thank you very much for the video! pretty neat .. I think I will use this housing block style for sure. But I just have one question .. the bigger the city gets the more schools/libraries they require .. or let's say a senate house .. also entertainment .. in this block you can't add/expand much .. where would I build the library for example ? or a senate house ? or even let's say more entertainment .. Would really love to know! Thanks in advance.
Hey great question. Just as with temples and such, there is always more of a requirement than actually needed for a population. You could do smaller blocks, so that more services are needed. Or you could build and area where you have schools, library's, and so on to meet requirements. This is similar with entertainment.
Awesome. Thank you. Would love to see you play a hard series. Or random map. Thanks.
Hi, thanks! Hum, hard basically just adds early difficulty when setting up. If you have the mechanics down and take your time its not to bad. When the map editor is released would love to play some community maps.
Hi, where did you get the table with upgrade requirements for the houses?
pharaoh.heavengames.com/strategy/housinglevels/
You're great! Tks
Thanks for watching. Glad you liked it.
Doesent entertainment walker spawns from pavilions? I always thought that once a juggler comes from school to pavilion, he always gona start his loop from there from now on.
No they will continue to send walkers to the pavaillions as shows end.
@@7Wolf77 Thats odd, i always place pavilions on the entrance to my loop, and all houses got every type of entertainment
@@pivorsc yes, there is nothing wrong with that. However, I keep the pavaillions outside my loop so that my walkers do not get lost and turned around. That's the main difference.
this was pretty helpfull, I would like to know more about how to build blocks for the large mansions like luxury 3by3 mansions, they keep evolving in the wrong order
Sure! I have already started working on it. 3x3 take up a lot of space and don't contribute to the workforce, but pay a lot in taxes. I'm working on the most compact yet most packed 3x3 I can.
Where do you put the shrines when you have more gods? I find it very difficult to fit all the shrines and temples when I have 4 gods in the mission
You can just build a temple district separate from your city. Temple will no burn so you only need an architects post.
@@7Wolf77 Ok so the priests don't have to go past the houses for happiness of the gods and ratings for mission completions?
@@thamiras-Baumanufaktur So there is 2 different values. One is for access for housing evolution, other is for Culture/God happiness. Just having the temple counts towards culture and gods even if it doesnt have population access. You can apply basically everything for my Culture Tutorial Video to gods if you want to check it out.
@@7Wolf77 oh cool, thank you 😊
Don't the roadblocks keep your production and storage from getting employees?
Hi, I have global labor pool on. In version 2 in description I talk more about that and how to set up housing there if you need too.
I didn't think that laying the housing down in 2x2 blocks affects how they evolve and usually just paint the whole area in one go. Are you saying that if I lay them down separately it creates a housing "unit" which will evolve together?
Well, its guaranteed to form a 2x2 block like you want it to. Its a bit complicated that if you place all at once, do to how they want to enter starting at 12-1oclock position, can get you some 2x1 with 2x2 in the middle.
Thank you for your video. I have one doubt though. Your production area will not get workers. There's no housing available for the recruiter to walk by.
Hi thanks for the comment. It is set up for global labor pool to be set to on. If you would like to have it off, you just need 2 houses, a police and physician ect. You can it it for a full loop. In my next tutorial I will show the different versions plus a double loop.
@@7Wolf77 Ah, right, makes sense now.
I remember in original Pharaoh I used to have a 1 tile of gardens behind 2 housings and a collector road leading to industry on the 2nd tile, where my recruiters would walk and collect workforce. You could have that on each corner of housing block, good times.
Why are the pavilions facing outwards from the housing block? The houses don't seem to have access to entertainment when using this layout...
The Walkers themselves heading to the pavilions provide entertainment. Not just the ones that spawn from the pavilions. This way your service workers don't get lost in the big L formation of the pavilion. It's just how this one is set up.
@@7Wolf77Great, I tested it out and it works perfectly. Thanks!
@@mantoide glad to hear it!
What is the reason for 2 markets? Each one for differents tipes of products or both are necessary to deliver to all houses??
All houses. You can set one to sell specific goods but I don't normally have an issue. It's more how much they can hold at a time.
@@7Wolf77 thanks!!!
You know you can do forced walkers right ? This way you can make your housing loop infinitely long - and just expand it as needed, all with only one of each service, and one pavillion. This has worked perfectly for me, you do have to be careful as you have a bit less control over how houses evolve/devolve though
Hey, yes I know that's a thing. I perfer to have complete control and also not rely on what could be considered a glitch. This is made as a tutorial for new players or inexperienced players, not a be all end all guide. And as I say in the video, this is just a guide. You can tweak you as you want.
Is pharaoh a new era different mechanics? 8x19 is 54 circ. Isn't 48 the max IIRC before things get wonky or did that change that in a New era?
Hey good question. Mechanics are the same. My total loop is 50. 8+8+17+17.
As long as a walker has less tiles in front of front then behind he will complete the loop even if he has to exceed his tile distance. Since a fire man has a distance of 34. Half of 34 is 17. 50-34=16. There is 1 less tile in front of him than behind him to return back to his station. Is this what you were asking about?
Neat block design but it has some issues.
If a 2x2 house at the bottom of the loop devolves at some point remaining 1x1 at the bottom won't get access to services from inner loop.
You have to put 4 road blocks at the middle road at 13:20. (Edit: I assume you're playing with the global worker pool enabled because this layout won't work otherwise)
I found these big 3k+ layouts are pointless at least in the first half of the campaign because of unemployment issues. Better to build 2 1.5k blocks but closer to industry/farms. This way you get 2 sets of service buildings which soak up more employment.
Houses will never devolve to a 1x1, it will only go down to a 2x2. Even with a plague and empty houses, as soon as people move back in it will go back to a 2x2.
They work just fine for me. The thing is you don't HAVE to fill up the whole block with houses. Whats the point? Fill it up as you need to and just know that is a maximum number possible by a block. I never fill a whole block up at the start unless I know I am going to be bottle necked by something like having to import clay.
@@7Wolf77 from my experience houses actually devolve to 4 1x1s but maybe it was so in the original game.
Then why make such a large block if you know mission requirements for the population before it starts? TBH, I play with job walkers ON so maybe with a global work pool it works fine.
This is great! Can you make another video that does 3x3 and 4x4 houses too, along with how to setup the services for those? Also where do you put fire and architect posts in the service area from this video? Just anywhere on that outside loop?
Hey, I most definitely will have those videos up as well. The fire and architects posts just take the place of one 2x2 service. You can also place them outside the loop if you want.
5:32 Good thing there were no reeds on the map otherwise you would have really needed that APOKATHERI...
Exactly.
Okay how do you level up houses to max level?
Elite housing requires a different layout.
They also don't contribute to the labour pool
To level houses up to max level it requires extensive resources and development and is not available on every map. Most often it is not worth it unless you need for a mission requirement or a very high population.
@@7Wolf77 A video would be nice
these production things can't acces workers from this lcoation, global labor pool is like ez mode for this game. also why is video so narrow?
Just building 2 houses and 2 services fills same for me. Video is narrow to game not being wide-screen capable. I have a fix for that now.
@@7Wolf77 I play at 3440x1440 with black bars on the sides
@@MegaLol2xd yeah it was recorded in 2560. But I'm going to be releasing a version of 2 of this video with a double loop system and landscaping, and the aspect will be fixed =)
ive been playing this all wrong 😂😂😂
No way! There is no "wrong way".
@@7Wolf77 you have solved 99% of my problems in 22 mints 😂😂. I had 6 or 7 gold mines collapsing all together thinking the gods are the only reason , no entertainment msg while i have 5 dance schools. That housing loop is sexy.
@@tw31v3r well glad I could help!
I really hate making "symmetrical" rationalized cities like this, I prefer to build the city organically so it looks like an actual sprawling city; and it still works perfectly fine without issues if you know the game, it probably just takes a bit more time. also my rule is global labour (aka super easy mode) off and no hut in the middle of nowhere, that's cheating; people need to live in decent conditions (preferably nothing below white housing / appartement). I feel like I don't play the same game as most people I see on youtube. oh well. sorry for the rant.
I played the original version for years, 1000s of hours. This is not a good setup.
It's difficult to explain, and the land layout is super important in every scenario. But think for the future. Bazaars need to service every house, as do fire and water and architects. Concentrate on the essentials but leave space for more advanced. The space left initially takes time to come to fruition but without space you need courthouses, libraries, apocathaperies, doctors, tax collectors, the list goes on. One thing you can focus on is having like a mall in the center of a housing area. So keep like a 12x12 or more where everything other than housing can be placed, including entertainment that takes a big space. Keep the entertainment employers far from housing because they bring the reputation down for the land.
This works great. I have every single pharaoh mission on youtube channel using this set up. Your "set up" completely ignores walker distances. Everything I have done is based of math. But if you don't like it make your own video and let's see.