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Emperor rise of the middle kingdom housing strategy
Emperor rise of the middle kingdom housing strategy










For example, for plain food, you could have millet and wheat, or millet and rice, or even millet and game meat (meat is considered a food "type"). It's important to note that you can have any food "type" to fulfill the requirement. However, delicious food does improve the health and hygiene of your citizens. ** Delicious Food: Delicious food is not required for housing evolution (tasty food is the highest level required for dwelling improvement). Salt is acquired through mining spices are acquired through trade only. Salt and spices, as the chart implies, are food supplements. The chart below shows you how many different food types are needed to improve food quality. But as you progress, and as your citizenry grows ever more sophisticated, the demands for higher quality food increase. Bland food is perfectly fine to begin with your initial population is happy just to have something to eat. For example, if you are producing and distributing only millet, you have "bland" food. The number of different food types you have in stock (and which are being distributed to your citizens) determines food quality. There are five different food qualities: bland, plain, appetizing, tasty, and delicious. All Common Housing has a neutral desirability effect.The "quality" of your food plays a major role in the health of your citizens, and the level to which housing evolves. The desirability range for all Elite Housing is 4 tiles. The number in the “ D2” column is the desirability effect 2 tiles from the house. The number n the “ D1” column represents the desirability effect that the house has on adjacent tiles. The bottom row of figures is the “Crime Risk Base”.ĭisease Risk Increment: The “Disease Risk Increment” for the housing level.ĭesirability: This is different from the “Evolve” value in the table. The bottom row of figures is the “Damage Risk Increment”.Ĭrime Risk Increment/Base: The top row of figures is the “Crime Risk Increment” for the housing level. Risk of Fire/Damage: The top row of figures is the “Fire Risk Increment” for the housing level.

emperor rise of the middle kingdom housing strategy

Tax: The “Tax Rate Multiplier” for the housing level. All preceding goods and services for lower levels of housing are also required. Requirements: The additional goods or services required to evolve the level of housing.

emperor rise of the middle kingdom housing strategy emperor rise of the middle kingdom housing strategy

The bottom row of figures is the desirability value at which the house will Devolve to the next lowest level.įood Type: The type of food ( Food Quality) required by the housing level. At least one tile of the house must reach this level of desirability before the house will Evolve. By VitruviusAIA E M P E R O R H O U S I N G C H A R T C O M M O N H O U S I N GĪncestral, Musician, Herbalist, Acrobat, Silkĭifficulty Levels: VH=Very Hard, H=Hard, N=Normal, E=Easy, VE=Very EasyĮvolve / Devolve: The top row of figures is the minimum desirability value required to Evolve the house.












Emperor rise of the middle kingdom housing strategy