All Buildings
Complete reference for every building in Pharaoh and the Cleopatra expansion. Costs are for Normal difficulty. Desirability values are the base effect at the building itself; influence decreases with distance according to each building's step and range parameters.
Reading the tables
- Cost
- Deben at Normal difficulty · multiply by ~0.5 / ~1.3 / ~1.7 for Easy / Hard / Very Hard
- Workers
- Employees needed for full operation · 0 = no staff required
- Size
- Footprint in tiles (N×N)
- Des.
- +n positive, −n negative desirability at the building tile
- Production
- Input resource → output resource
Food Production
Farms, hunting, fishing, and animal husbandry. All food buildings are undesirable — keep them away from housing you want to evolve. See the Farms overview for full farming mechanics. Data source: src/scripts/building/farm.js, building_hunting_lodge.js.
| Building | Cost | Workers | Size | Des. | Production | Notes |
|---|---|---|---|---|---|---|
| Grain Farm | 15 | 10 | 3×3 | −2 | → grain | Floodplain only; idle during inundation |
| Lettuce Farm | 15 | 10 | 3×3 | −2 | → lettuce | Floodplain only |
| Pomegranates Farm | 15 | 10 | 3×3 | −2 | → pomegranates | Floodplain only |
| Chickpeas Farm | 15 | 10 | 3×3 | −2 | → chickpeas | Floodplain only |
| Figs Farm | 15 | 10 | 3×3 | −2 | → figs | Floodplain only |
| Barley Farm | 15 | 10 | 3×3 | −2 | → barley | Floodplain only; barley needed for beer |
| Flax Farm | 15 | 10 | 3×3 | −2 | → flax | Floodplain only; flax needed for linen |
| Barley Meadow Farm | 15 | 10 | 3×3 | −2 | → barley | Meadow (irrigated) land; requires Water Lift |
| Flax Meadow Farm | 15 | 10 | 3×3 | −2 | → flax | Meadow land; requires Water Lift |
| Grain Meadow Farm | 15 | 10 | 3×3 | −2 | → grain | Year-round production |
| Lettuce Meadow Farm | 15 | 10 | 3×3 | −2 | → lettuce | Year-round production |
| Pomegranates Meadow | 15 | 10 | 3×3 | −2 | → pomegranates | Year-round production |
| Chickpeas Meadow | 15 | 10 | 3×3 | −2 | → chickpeas | Year-round production |
| Henna Meadow Farm | 15 | 10 | 3×3 | −2 | → henna | Year-round production |
| Figs Meadow Farm | 15 | 10 | 3×3 | −2 | → figs | Year-round production |
| Hunting Lodge | 25 | 6 | 2×2 | −4 | → game meat | Hunters need nearby prey (ostriches, deer) |
| Fishing Wharf | 100 | 6 | 2×2 | −4 | → fish | Must be placed at water edge |
| Cattle Ranch | 30 | 12 | 3×3 | −4 | straw → meat | Needs straw supply; produces beef |
| Water Lift | 25 | 8 | 2×2 | −3 | — | Raises Nile water to irrigate meadow farmland |
| Irrigation Ditch | 7 | 0 | 1×1 | 0 | — | Draggable; channels water to meadow tiles |
| Work Camp | 40 | 20 | 2×2 | −3 | — | Dispatches peasant laborers to floodplain farms and monument sites |
Food & Goods Distribution
Move food from farms to citizens and goods to buyers. Data source: building_granary.js, buildings.js.
| Building | Cost | Workers | Size | Des. | Notes |
|---|---|---|---|---|---|
| Granary | 100 | 20 | 4×4 | −8 | Stores up to 3 200 units of food; workers carry food to bazaars |
| Bazaar | 30 | 5 | 2×2 | −2 | Distributes food and goods to nearby housing |
| Storage Yard | 50 | 6 | 3×3 | −5 | Stores non-food goods and raw materials |
| Dock | 70 | 12 | 3×3 | −12 | Sea/river trade; must be placed at water edge; unlocks trade advisor |
Raw Materials
Extraction buildings harvest natural resources from the map. They must be placed on the correct terrain type. All are strongly undesirable. Data source: buildings.js.
| Building | Cost | Workers | Size | Des. | Output | Terrain requirement |
|---|---|---|---|---|---|---|
| Clay Pit | 30 | 8 | 2×2 | −3 | clay | Clay deposits by the river (shown on resource overlay); swamped during the flood |
| Reed Gatherer | 40 | 8 | 2×2 | −2 | reeds | Marshland / reeds terrain |
| Wood Cutters | 40 | 8 | 2×2 | −4 | timber | Forest tiles |
| Gold Mine | 150 | 12 | 2×2 | −16 | gold | Gold ore deposits; generates city income directly |
| Copper Mine | 100 | 10 | 2×2 | −12 | copper | Copper deposits; needed for weapons |
| Gemstone Mine | 100 | 8 | 2×2 | −12 | gems | Gemstone deposits; needed for jewellery |
| Stone Quarry | 50 | 12 | 2×2 | −6 | stone | Stone terrain; used in monuments |
| Limestone Quarry | 50 | 12 | 2×2 | −6 | limestone | Limestone terrain; used in pyramid casing |
| Sandstone Quarry | 50 | 12 | 2×2 | −6 | sandstone | Sandstone terrain; used in obelisks & temples |
| Granite Quarry | 80 | 12 | 2×2 | −6 | granite | Granite terrain; harder to find, used in large monuments |
| Marble Quarry | 50 | 12 | 2×2 | −6 | marble | Marble deposits; used in Ptolemaic monuments Cleo |
Industry Workshops
Process raw materials into finished goods. All workshops are 2×2. Goods are stored in Storage Yards and distributed by Bazaars. Data source: building_workshop.js, building_pottery.js.
| Building | Cost | Workers | Size | Des. | Production | Notes |
|---|---|---|---|---|---|---|
| Pottery Workshop | 30 | 12 | 2×2 | −4 | clay → pottery | Pottery improves housing evolution |
| Brewery Workshop | 50 | 12 | 2×2 | −5 | barley → beer | Beer required by Senet House and high-tier housing |
| Weaver Workshop | 50 | 12 | 2×2 | −3 | flax → linen | Linen used by Mortuary; also improves housing |
| Papyrus Maker | 50 | 12 | 2×2 | −4 | reeds → papyrus | Papyrus needed by all education buildings |
| Bricks Workshop | 30 | 12 | 2×2 | −4 | clay → bricks | Bricks used in brick monuments and city walls |
| Jewels Workshop | 50 | 12 | 2×2 | −2 | gems → luxury goods | Luxury goods improve housing to highest tiers |
| Weaponsmith | 80 | 12 | 2×2 | −3 | copper → weapons | Weapons supply infantry and archer forts |
| Chariot Workshop | 150 | 30 | 2×2 | −6 | timber → chariots | Chariots supply charioteer fort |
| Lamp Workshop | 50 | 12 | 2×2 | −4 | oil → lamps | Cleo Needed for Royal Burial Tomb construction |
| Paint Workshop | 50 | 12 | 2×2 | −4 | oil → paint | Cleo Needed for decorating Royal Burial Tombs |
Construction Guilds
Guilds supply skilled craftsmen to monument construction sites. Each guild type unlocks a specific monument material. They do not produce goods but must be present and staffed for construction to proceed. Data source: buildings.js.
| Building | Cost | Workers | Size | Des. | Enables |
|---|---|---|---|---|---|
| Carpenters Guild | 30 | 8 | 2×2 | −6 | Wood-frame construction; small mastabas |
| Bricklayers Guild | 80 | 10 | 2×2 | −6 | Brick monuments (brick pyramids, mastabas) |
| Stonemasons Guild | 80 | 12 | 2×2 | −6 | Stone and limestone monuments |
| Artisans Guild | — | — | 2×2 | −6 | Fine carving; required for highest-grade monuments Cleo |
Religion
Temples and shrines keep the five gods satisfied. Each god can bless or curse the city. The Festival Square is required to hold city festivals. Data source: building_shrine.js, building_temple.js, buildings.js.
| Building | Cost | Workers | Size | Des. | Notes |
|---|---|---|---|---|---|
| Shrine (Osiris / Ra / Ptah / Seth / Bast) | 50 | 0 | 1×1 | +4 | One per god; small coverage radius |
| Temple (Osiris / Ra / Ptah / Seth / Bast) | 80 | 8 | 3×3 | +6 | Broader coverage; priests hold ceremonies |
| Temple Complex (×5 variants) | — | — | large | high | Major monument; unlocks add-on altars & oracles |
| Festival Square | 500 | 0 | 5×5 | +16 | Required for city festivals; must be placed with open space |
Education
Schools and libraries require a papyrus supply (Papyrus Maker → Storage Yard → delivered). They improve housing evolution and city Culture rating. Data source: building_education.js.
| Building | Cost | Workers | Size | Des. | Notes |
|---|---|---|---|---|---|
| Scribal School | — | 10 | 2×2 | +4 | Consumes papyrus; educates children; needed for housing evolution beyond mid-tier |
| Library | 200 | 20 | 3×3 | +8 | Consumes papyrus; broader coverage than Scribal School |
| Academy | 300 | 20 | 2×2 | −3 | Highest education tier; required by top-tier housing and Culture rating |
Entertainment
Two kinds of building: venues (where citizens go) and training schools (produce entertainers who walk to venues). Venues contribute to housing evolution and the Culture rating. A Pavilion is a composite structure that includes a Booth, two Bandstands, and two Garden tiles. Data source: building_entertainment.js, buildings.js.
Venues
| Building | Cost | Workers | Size | Des. | Notes |
|---|---|---|---|---|---|
| Booth | 40 | 8 | 2×2 | +2 | Smallest venue; jugglers entertain nearby houses |
| Bandstand | 100 | 12 | 3×3 | +4 | Musicians and jugglers; broader coverage than Booth |
| Pavilion | 300 | 20 | 4×4 | +6 | Largest venue complex; includes booth, bandstand, and gardens in one placement |
| Senet House | 500 | 25 | 4×4 | −6 | Consumes beer; entertains wealthy citizens; raises crime |
| Zoo | 300 | 20 | 3×3 | −6 | Cleo Exotic animals; required for Ptolemaic-era housing evolution |
Training Schools
| Building | Cost | Workers | Size | Des. | Trains |
|---|---|---|---|---|---|
| Juggler School | 50 | 5 | 2×2 | −3 | Jugglers for Booth and Bandstand |
| Dancer School | 100 | 10 | 4×4 | −3 | Dancers for Bandstand and Pavilion |
| Conservatory | 90 | 8 | 3×3 | −3 | Musicians for Bandstand and Pavilion |
| Bullfight School | 100 | 15 | 2×2 | −3 | Bullfighters; trains for arena events |
Health & Water
Prevent disease and malaria. Water access is a prerequisite for housing evolution; health buildings improve the overall health rating. Data source: building_health.js, buildings.js.
| Building | Cost | Workers | Size | Des. | Notes |
|---|---|---|---|---|---|
| Well | 5 | 0 | 1×1 | +1 | Basic water; must be placed on grassy (wet) ground; no staff needed |
| Water Supply | 40 | 5 | 2×2 | +4 | Clean water via water carrier; required for housing past cottage tier |
| Apothecary | 15 | 5 | 1×1 | +1 | Reduces malaria risk; walker covers nearby streets |
| Physician | 30 | 8 | 2×2 | +2 | Reduces disease risk; required for mid-to-high housing |
| Dentist | 30 | 2 | 1×1 | +2 | Improves health rating; small coverage |
| Mortuary | 50 | 8 | 2×2 | −3 | Consumes linen; embalms the dead; required for Culture rating |
Administration
Government infrastructure: fire control, structural maintenance, policing, taxation, and civic palaces. Palaces and mansions are the governor's personal residence — their size and desirability reflect player rank. Data source: building_firehouse.js, building_architect_post.js, building_palace.js, building_mansion.js, buildings.js.
| Building | Cost | Workers | Size | Des. | Notes |
|---|---|---|---|---|---|
| Firehouse | 25 | 6 | 1×1 | −2 | Fire marshals patrol and extinguish fires |
| Architect's Post | 25 | 5 | 1×1 | ±0 | Architects patrol and repair damaged buildings |
| Police Station | 25 | 6 | 1×1 | −2 | Reduces crime; required near Senet Houses |
| Tax Collector | 40 | 6 | 2×2 | +3 | Collects taxes from houses in patrol range |
| Tax Collector (upgraded) | 40 | 8 | 2×2 | +3 | Extended patrol range and collection efficiency |
| Courthouse | 100 | 10 | 3×3 | +8 | Reduces crime; required for Prosperity rating |
| Roadblock | 5 | 0 | 1×1 | 0 | Blocks roaming walkers; lets goal-directed walkers pass |
| Ferry | 30 | 5 | 2×2 | −5 | River crossing for walkers; placed at both banks |
| Low Bridge | — | 0 | — | 0 | Fixed crossing for walkers over shallow water |
| Village Palace | 300 | 20 | 4×4 | +8 | Governor's residence (rank 0–1); unlocks tax & some advisors |
| Town Palace | 400 | 30 | 5×5 | +8 | Governor's residence (rank 2–3) |
| City Palace | 500 | — | 6×6 | +8 | Governor's residence (rank 4+) |
| Personal Mansion | 100 | 0 | 3×3 | +12 | Optional luxury residence; no staff |
| Family Mansion | 150 | 0 | 4×4 | +12 | Larger family residence |
| Dynasty Mansion | 150 | 0 | 4×4 | +20 | Very high desirability; large area of influence |
| Governor's Compound | 300 | 0 | 4×4 | +28 | Highest desirability of any building |
Beautification
Raise desirability of surrounding tiles to allow housing to evolve to higher tiers. Data source: buildings.js, building_statue.js.
| Building | Cost | Workers | Size | Des. | Notes |
|---|---|---|---|---|---|
| Garden | 10 | 0 | 1×1 | +3 | Draggable; place in or around housing clusters |
| Plaza | 10 | 0 | 1×1 | +4 | Draggable; placed on paved road tiles |
| Small Statue | 8 | 0 | 1×1 | +3 | Cheap; radius 3 |
| Medium Statue | 24 | 0 | 2×2 | +10 | Good mid-tier desirability boost; radius 4 |
| Large Statue | 60 | 0 | 3×3 | +14 | Strong boost; radius 5 |
Military
Forts, weapons production, fortifications, and naval buildings. Military structures are strongly undesirable — site them away from residential areas. Data source: building_fort.js, buildings.js.
Forts & Training
| Building | Cost | Workers | Size | Des. | Notes |
|---|---|---|---|---|---|
| Fort — Infantry | 500 | — | 3×3 | −20 | Houses 16 infantry soldiers; requires weapons supply |
| Fort — Archers | 500 | — | 3×3 | −20 | Houses 16 archers; requires weapons supply |
| Fort — Charioteers | 900 | — | 3×3 | −20 | Houses 16 chariots; requires chariot supply |
| Recruiter | 100 | 10 | 3×3 | −6 | Registers workers into military labour pool |
| Military Academy | 500 | 25 | 4×4 | +8 | Improves combat effectiveness of all forts |
| Military Academy (advanced) | 1 000 | 30 | 4×4 | +8 | Further combat bonuses |
Naval
| Building | Cost | Workers | Size | Des. | Notes |
|---|---|---|---|---|---|
| Shipyard | 150 | 20 | 3×3 | −12 | Builds warships; needs timber supply |
| Warship Wharf | 200 | 15 | 3×3 | −4 | Docks and dispatches warships; water edge |
| Transport Wharf | 100 | 5 | 2×2 | −8 | Moves troops across water; water edge |
Walls, Towers & Gatehouses
| Building | Cost | Workers | Size | Des. | Notes |
|---|---|---|---|---|---|
| Mud Wall | 25 | 0 | 1×1 | −3 | Draggable; cheapest defensive perimeter |
| Brick Wall | 25 | 0 | 1×1 | −3 | Draggable; requires brick supply to build |
| Mud Tower | 100 | 6 | 2×2 | −8 | Basic tower for mud wall sections |
| Clay Tower | 100 | 20 | 2×2 | −6 | Improved range over mud tower |
| Brick Tower | 150 | 20 | 2×2 | +16 | Strongest tower; surprisingly high desirability |
| Mud Gatehouse | 100 | 3 | 1×1 | −6 | Opens and closes gate for mud wall |
| Clay Gatehouse | 150 | 9 | 1×1 | −5 | Gate for clay/brick wall sections |
| Brick Gatehouse | 150 | 9 | 1×1 | −7 | Sturdy gate for brick wall |
| Tower Gatehouse | 400 | 6 | 2×2 | +4 | Large gatehouse with integrated tower |
Monuments
Large multi-phase construction projects that contribute to the Monuments rating. Each monument requires specific guilds, materials, and Work Camps. See the dedicated Monuments page for full construction requirements and phased build sequences. The Cleopatra expansion adds three unique monuments.
| Monument | Material | Guild | Notes |
|---|---|---|---|
| Small Mastaba | Bricks | Bricklayers | First monument type; introduced in mission 4 |
| Medium Mastaba | Bricks | Bricklayers | Larger, more phases |
| Small Royal Tomb | Stone | Stonemasons | |
| Medium Royal Tomb | Stone | Stonemasons | |
| Small Stepped Pyramid | Stone | Stonemasons | First pyramid type |
| Medium Stepped Pyramid | Stone | Stonemasons | |
| Large Stepped Pyramid | Stone | Stonemasons | |
| Large Royal Tomb | Stone + Granite | Stonemasons | |
| Grand Royal Tomb | Stone + Granite | Stonemasons + Artisans | Largest tomb type |
| True Pyramid | Limestone + Granite | Stonemasons | Smooth-sided pyramid; capstone required |
| Sphinx | Limestone | Stonemasons | Single-phase; placed on desert terrain |
| Mausoleum | Sandstone | Stonemasons | Above-ground burial; medium size |
| Royal Burial Tomb | Stone + lamps + paint | Artisans | Cleo Cut into cliff face; needs Lamp & Paint workshops |
| Abu Simbel | Sandstone | Stonemasons + Artisans | Cleo Placed on cliff; four colossal statues |
| Great Library of Alexandria | Marble + Timber | Artisans | Cleo Requires papyrus supply; large multi-phase build |
| Pharos Lighthouse | Marble | Artisans | Cleo Three-tier structure on Pharos Island |
| Caesareum | Marble + Sandstone | Artisans | Cleo Temple complex with two obelisks |
Cost values are the Normal-difficulty index (position 2) of the 5-element difficulty array in each building's JS config. Source files: src/scripts/buildings.js and the per-category files in the same directory.
— in a numeric field means the value is not yet defined in the JS scripts (building config is incomplete or inherited from a C++ default).
Housing is documented separately on the Housing page; the two lowest tiers have a dedicated Huts page.