Wiki / Player Guide / Buildings

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.

BuildingCostWorkersSizeDes.ProductionNotes
Grain Farm15103×3−2→ grainFloodplain only; idle during inundation
Lettuce Farm15103×3−2→ lettuceFloodplain only
Pomegranates Farm15103×3−2→ pomegranatesFloodplain only
Chickpeas Farm15103×3−2→ chickpeasFloodplain only
Figs Farm15103×3−2→ figsFloodplain only
Barley Farm15103×3−2→ barleyFloodplain only; barley needed for beer
Flax Farm15103×3−2→ flaxFloodplain only; flax needed for linen
Barley Meadow Farm15103×3−2→ barleyMeadow (irrigated) land; requires Water Lift
Flax Meadow Farm15103×3−2→ flaxMeadow land; requires Water Lift
Grain Meadow Farm15103×3−2→ grainYear-round production
Lettuce Meadow Farm15103×3−2→ lettuceYear-round production
Pomegranates Meadow15103×3−2→ pomegranatesYear-round production
Chickpeas Meadow15103×3−2→ chickpeasYear-round production
Henna Meadow Farm15103×3−2→ hennaYear-round production
Figs Meadow Farm15103×3−2→ figsYear-round production
Hunting Lodge2562×2−4→ game meatHunters need nearby prey (ostriches, deer)
Fishing Wharf10062×2−4→ fishMust be placed at water edge
Cattle Ranch30123×3−4straw → meatNeeds straw supply; produces beef
Water Lift2582×2−3Raises Nile water to irrigate meadow farmland
Irrigation Ditch701×10Draggable; channels water to meadow tiles
Work Camp40202×2−3Dispatches 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.

BuildingCostWorkersSizeDes.Notes
Granary100204×4−8Stores up to 3 200 units of food; workers carry food to bazaars
Bazaar3052×2−2Distributes food and goods to nearby housing
Storage Yard5063×3−5Stores non-food goods and raw materials
Dock70123×3−12Sea/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.

BuildingCostWorkersSizeDes.OutputTerrain requirement
Clay Pit3082×2−3clayClay deposits by the river (shown on resource overlay); swamped during the flood
Reed Gatherer4082×2−2reedsMarshland / reeds terrain
Wood Cutters4082×2−4timberForest tiles
Gold Mine150122×2−16goldGold ore deposits; generates city income directly
Copper Mine100102×2−12copperCopper deposits; needed for weapons
Gemstone Mine10082×2−12gemsGemstone deposits; needed for jewellery
Stone Quarry50122×2−6stoneStone terrain; used in monuments
Limestone Quarry50122×2−6limestoneLimestone terrain; used in pyramid casing
Sandstone Quarry50122×2−6sandstoneSandstone terrain; used in obelisks & temples
Granite Quarry80122×2−6graniteGranite terrain; harder to find, used in large monuments
Marble Quarry50122×2−6marbleMarble 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.

BuildingCostWorkersSizeDes.ProductionNotes
Pottery Workshop30122×2−4clay potteryPottery improves housing evolution
Brewery Workshop50122×2−5barley beerBeer required by Senet House and high-tier housing
Weaver Workshop50122×2−3flax linenLinen used by Mortuary; also improves housing
Papyrus Maker50122×2−4reeds papyrusPapyrus needed by all education buildings
Bricks Workshop30122×2−4clay bricksBricks used in brick monuments and city walls
Jewels Workshop50122×2−2gems luxury goodsLuxury goods improve housing to highest tiers
Weaponsmith80122×2−3copper weaponsWeapons supply infantry and archer forts
Chariot Workshop150302×2−6timber chariotsChariots supply charioteer fort
Lamp Workshop50122×2−4oil lampsCleo Needed for Royal Burial Tomb construction
Paint Workshop50122×2−4oil paintCleo 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.

BuildingCostWorkersSizeDes.Enables
Carpenters Guild3082×2−6Wood-frame construction; small mastabas
Bricklayers Guild80102×2−6Brick monuments (brick pyramids, mastabas)
Stonemasons Guild80122×2−6Stone and limestone monuments
Artisans Guild2×2−6Fine 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.

BuildingCostWorkersSizeDes.Notes
Shrine (Osiris / Ra / Ptah / Seth / Bast)5001×1+4One per god; small coverage radius
Temple (Osiris / Ra / Ptah / Seth / Bast)8083×3+6Broader coverage; priests hold ceremonies
Temple Complex (×5 variants)largehighMajor monument; unlocks add-on altars & oracles
Festival Square50005×5+16Required 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.

BuildingCostWorkersSizeDes.Notes
Scribal School102×2+4Consumes papyrus; educates children; needed for housing evolution beyond mid-tier
Library200203×3+8Consumes papyrus; broader coverage than Scribal School
Academy300202×2−3Highest 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

BuildingCostWorkersSizeDes.Notes
Booth4082×2+2Smallest venue; jugglers entertain nearby houses
Bandstand100123×3+4Musicians and jugglers; broader coverage than Booth
Pavilion300204×4+6Largest venue complex; includes booth, bandstand, and gardens in one placement
Senet House500254×4−6Consumes beer; entertains wealthy citizens; raises crime
Zoo300203×3−6Cleo Exotic animals; required for Ptolemaic-era housing evolution

Training Schools

BuildingCostWorkersSizeDes.Trains
Juggler School5052×2−3Jugglers for Booth and Bandstand
Dancer School100104×4−3Dancers for Bandstand and Pavilion
Conservatory9083×3−3Musicians for Bandstand and Pavilion
Bullfight School100152×2−3Bullfighters; 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.

BuildingCostWorkersSizeDes.Notes
Well501×1+1Basic water; must be placed on grassy (wet) ground; no staff needed
Water Supply4052×2+4Clean water via water carrier; required for housing past cottage tier
Apothecary1551×1+1Reduces malaria risk; walker covers nearby streets
Physician3082×2+2Reduces disease risk; required for mid-to-high housing
Dentist3021×1+2Improves health rating; small coverage
Mortuary5082×2−3Consumes 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.

BuildingCostWorkersSizeDes.Notes
Firehouse2561×1−2Fire marshals patrol and extinguish fires
Architect's Post2551×1±0Architects patrol and repair damaged buildings
Police Station2561×1−2Reduces crime; required near Senet Houses
Tax Collector4062×2+3Collects taxes from houses in patrol range
Tax Collector (upgraded)4082×2+3Extended patrol range and collection efficiency
Courthouse100103×3+8Reduces crime; required for Prosperity rating
Roadblock501×10Blocks roaming walkers; lets goal-directed walkers pass
Ferry3052×2−5River crossing for walkers; placed at both banks
Low Bridge00Fixed crossing for walkers over shallow water
Village Palace300204×4+8Governor's residence (rank 0–1); unlocks tax & some advisors
Town Palace400305×5+8Governor's residence (rank 2–3)
City Palace5006×6+8Governor's residence (rank 4+)
Personal Mansion10003×3+12Optional luxury residence; no staff
Family Mansion15004×4+12Larger family residence
Dynasty Mansion15004×4+20Very high desirability; large area of influence
Governor's Compound30004×4+28Highest 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.

BuildingCostWorkersSizeDes.Notes
Garden1001×1+3Draggable; place in or around housing clusters
Plaza1001×1+4Draggable; placed on paved road tiles
Small Statue801×1+3Cheap; radius 3
Medium Statue2402×2+10Good mid-tier desirability boost; radius 4
Large Statue6003×3+14Strong 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

BuildingCostWorkersSizeDes.Notes
Fort — Infantry5003×3−20Houses 16 infantry soldiers; requires weapons supply
Fort — Archers5003×3−20Houses 16 archers; requires weapons supply
Fort — Charioteers9003×3−20Houses 16 chariots; requires chariot supply
Recruiter100103×3−6Registers workers into military labour pool
Military Academy500254×4+8Improves combat effectiveness of all forts
Military Academy (advanced)1 000304×4+8Further combat bonuses

Naval

BuildingCostWorkersSizeDes.Notes
Shipyard150203×3−12Builds warships; needs timber supply
Warship Wharf200153×3−4Docks and dispatches warships; water edge
Transport Wharf10052×2−8Moves troops across water; water edge

Walls, Towers & Gatehouses

BuildingCostWorkersSizeDes.Notes
Mud Wall2501×1−3Draggable; cheapest defensive perimeter
Brick Wall2501×1−3Draggable; requires brick supply to build
Mud Tower10062×2−8Basic tower for mud wall sections
Clay Tower100202×2−6Improved range over mud tower
Brick Tower150202×2+16Strongest tower; surprisingly high desirability
Mud Gatehouse10031×1−6Opens and closes gate for mud wall
Clay Gatehouse15091×1−5Gate for clay/brick wall sections
Brick Gatehouse15091×1−7Sturdy gate for brick wall
Tower Gatehouse40062×2+4Large 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.

MonumentMaterialGuildNotes
Small MastabaBricksBricklayersFirst monument type; introduced in mission 4
Medium MastabaBricksBricklayersLarger, more phases
Small Royal TombStoneStonemasons
Medium Royal TombStoneStonemasons
Small Stepped PyramidStoneStonemasonsFirst pyramid type
Medium Stepped PyramidStoneStonemasons
Large Stepped PyramidStoneStonemasons
Large Royal TombStone + GraniteStonemasons
Grand Royal TombStone + GraniteStonemasons + ArtisansLargest tomb type
True PyramidLimestone + GraniteStonemasonsSmooth-sided pyramid; capstone required
SphinxLimestoneStonemasonsSingle-phase; placed on desert terrain
MausoleumSandstoneStonemasonsAbove-ground burial; medium size
Royal Burial TombStone + lamps + paintArtisansCleo Cut into cliff face; needs Lamp & Paint workshops
Abu SimbelSandstoneStonemasons + ArtisansCleo Placed on cliff; four colossal statues
Great Library of AlexandriaMarble + TimberArtisansCleo Requires papyrus supply; large multi-phase build
Pharos LighthouseMarbleArtisansCleo Three-tier structure on Pharos Island
CaesareumMarble + SandstoneArtisansCleo 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.