Wiki / Player Guide / Buildings / Juggler School

Juggler School

Juggler School building
Juggler School
Juggler School work animation
Working (animated)

The Juggler School is the training facility that produces jugglers — the most basic entertainers in the city. Trained jugglers walk to a nearby venue (a Booth, Bandstand, or Pavilion) and perform there; if no venue is reachable, a juggler will roam directly from the school instead.

It is the first link in the entertainment chain. Without at least one Juggler School, a Booth has no performers and stays idle — placing a Booth with no school in the city triggers an on-screen warning.

The school is a 2×2 building. Unlike the other training schools it is only mildly undesirable, so it can sit reasonably close to housing without dragging neighbourhood desirability down too far.

Juggler School

2×2Size
5Workers
−3Desirability

Cost (Normal)
50 Db
Cost by difficulty
VE 10 · Easy 20 · Normal 50 · Hard 100 · VH 200
Labor category
Entertainment
Trains
Jugglers
Supplies
Booth, Bandstand, Pavilion
Fire / Damage risk
Low / Low

Desirability profile

Peak value
−3 at the building
Falloff
+1 per step (eases toward 0)
Range
3 tiles

Mildly undesirable — the least negative of the training schools, so it tolerates being placed near housing.

Overview

Juggling was a popular street entertainment in ancient Egypt — tomb paintings show performers, often women, tossing balls in intricate patterns. In the game the Juggler School represents the troupe that trains these performers and sends them out to entertain the population.

Entertainment in Akhenaten flows along a chain of buildings: a school trains a performer, the performer walks to a venue, and the venue sends entertainers into the surrounding streets so that houses with road access receive the service. The Juggler School sits at the head of that chain for the cheapest entertainer type, the juggler.

Mechanics

Training jugglers

While the school is staffed it periodically produces a juggler. The juggler looks for the nearest entertainment venue — checked in priority order Pavilion → Bandstand → Booth — and walks there as a destination walker to perform. If no venue is reachable, the juggler instead leaves the school as a roaming entertainer and services houses directly along the way.

Production rate

How often a juggler is produced depends on how fully the school is staffed:

Workers employedOne juggler every…Roughly
100%7 days~4 per month
75%+15 days~2 per month
50%+30 days~1 per month
25%+60 days1 every 2 months
1–24%90 days1 every 3 months
0%nothing produced

A fully staffed school keeps several venues supplied; a half-staffed one struggles to keep even one Booth performing. Make sure the school has labor access and enough workers in the city.

Info window

Right-clicking the school opens its info window, showing how many workers it employs and its current output of jugglers. Use it to confirm the school is staffed and actively training performers.

Juggler School right-click info window
Juggler School right-click info window

Entertainment chain

How a juggler reaches a house
Juggler School  →  trains a juggler
   ↳  walks to the nearest Pavilion / Bandstand / Booth
       ↳  the venue sends a roaming juggler into nearby streets
           ↳  House  →  gains entertainment access

Every leg of this journey is on foot and on roads. Keep the school, its venues, and the housing it serves on the same connected road network, or the chain breaks and houses lose entertainment.

Tips

Developer reference

All paths relative to the repository root.

Building config — src/scripts/building/entertainment.js

src/scripts/building/entertainment.js defines building_juggler_school. The cost array is indexed by difficulty (VE · Easy · Normal · Hard · VH); the spawn_delay_* fields set the production rate per worker bracket.

building_juggler_school {
  animations { preview { id:46 } base { id:46 } work { ... id:46, offset:1, max_frames:14 } }

  spawn_delay_100_percent : 7    // ~4 jugglers/month
  spawn_delay_75_percent  : 15   // ~2/month
  spawn_delay_50_percent  : 30   // ~1/month
  spawn_delay_25_percent  : 60   // 1 / 2 months
  spawn_delay_default     : 90   // 1 / 3 months (1-24% workers)

  building_size : 2
  min_houses_coverage : 50
  cost [ 10, 20, 50, 100, 200 ]
  desirability { value[-3], step[1], step_size[1], range[3] }
  laborers[5]  fire_risk[4]  damage_risk[2]
  flags { is_entertainment: true }
}
C++ implementation — src/building/building_jugler_school.h / .cpp

src/building/building_jugler_school.h declares building_juggler_school (inherits building_entertainment), registered with BUILDING_METAINFO(BUILDING_JUGGLER_SCHOOL, …). The static_params struct carries the five spawn_delay_* values. Behaviour in building_jugler_school.cpp:

  • spawn_figure() — picks a spawn interval from worker_percentage(), then calls figure_entertainer::determine_venue_destination(road_access, FIGURE_JUGGLER, {BUILDING_PAVILLION, BUILDING_BANDSTAND, BUILDING_BOOTH}). If a venue is found it sends a destination juggler (ACTION_92_ENTERTAINER_GOING_TO_VENUE); otherwise it spawns a roaming juggler (ACTION_90_ENTERTAINER_AT_SCHOOL_CREATED). The cooldown spawned_entertainer_days gates the next spawn.
  • update_day() — decrements the spawned_entertainer_days cooldown.
  • update_graphic() — plays the work animation while staffed.

The juggler figure itself is implemented in src/figuretype/figure_juggler.cpp; the entertainment overlay is OVERLAY_BOOTH.