Nekhen — The First Pharaoh
- Mission
- 3 of 38 — last Pre-Dynasty tutorial
- Era
- Pre-Dynasty · ~3100 BC
- Classical name
- Hierakonpolis
- Starting funds
-
Very Easy 7 500 Db Easy 5 000 Db Normal 3 750 Db Hard 2 500 Db Very Hard 2 000 Db
- Patron deity
- Ra (local: Osiris, Bast)
- Trade
- None (empire map disabled)
- Previous mission
- Perwadjyt — The Precarious Nile
- Next mission
- Men-nefer — A Capital is Founded
- Status
- Implemented Tutorial
Briefing
The mission opens with the history panel message_history_nekhen and the tutorial popup message_developing_culture (beer, multiple gods, bandstands, finances later):
As the people who live along the Nile still struggle to survive in this harsh environment, a local king named Narmer has risen to power. Though Narmer has dominion over much of this land, full unification of the twin kingdoms has yet to be achieved. In commemoration of his accession, Narmer wishes your family to establish and govern a new city at Nekhen. This city will have temples to many of the gods of Egypt and numerous places of entertainment.
Nekhen (Hierakonpolis, “City of the Falcon”) on the west bank of the Nile in Upper Egypt was a major Predynastic centre and early capital of the southern kingdom. The mission introduces beer, a second tier of entertainment (Bandstand / Conservatory), multi-god worship (Ra, Osiris, Bast), and — once beer is stockpiled — taxation via Tax Collector and Personal Mansion.
Objectives
- Population 1 000 citizens
- Housing count 10 occupied plots
- Housing level All ten must reach Modest Apartment (level 8) or higher
In addition, victory waits on the tutorial milestones below (beer stockpile and a Tax Collector), plus a short cooldown after the last milestone. Culture / prosperity / kingdom / monuments ratings are off.
Tutorial sequence
Most civic, farm, pottery, religion, and entertainment buildings are available from the start. Tax Collector and Personal Mansion unlock after beer production. Labor, Entertainment, Religion, and Financial advisors are enabled on start; empire map is off.
message_developing_culture explains beer (barley → Brewery → Storage Yard → Bazaar), temples to Ra / Osiris / Bast, and Bandstands with Conservatories. Grain and barley farms, pottery chain, Booth / Bandstand, and three gods’ temples/shrines are in the start building list.
#reach_modest_houses_number). The script sets modest_houses_reached when enough Modest Homestead buildings exist (see Developer notes).
mission.beer_stored), Tax Collector and Personal Mansion unlock and message_tutorial_finances pops up. Tooltip then asks to brew beer (#mission3_brew_beer) until that milestone fires.
#build_tax_collector). Building one sets tax_collector_built.
event_update_victory_state requires beer_stored_handled, tax_collector_built, and a few days after the last action (victory_last_action_delay = 3) before the population / housing ratings can win the mission.
Strategy
Nekhen is the last Pre-Dynasty tutorial: grow past cottage housing with beer, music, and multiple gods, then learn taxation.
Phase 1 — Farms and pottery
Place housing near the kingdom road with Firehouse, Architect’s Post, Police Station, Water Supply, and a Village Palace. Run Grain and Barley farms with Work Camps, a Granary, and a Bazaar. Keep the Clay Pit → Pottery Workshop → Storage Yard chain running; pottery remains required for higher housing.
Phase 2 — Beer and entertainment
Barley feeds Breweries; beer goes to Storage Yards and out through Bazaars. Build Booths (jugglers) and Bandstands at intersections with a Conservatory for musicians. Modest Apartments need food, water, pottery, beer, religion, and stronger entertainment coverage.
Phase 3 — Gods
Favour Ra as patron (more temples/shrines than the others) while still covering Osiris and Bast so houses can access different gods. Keep a Festival Square for festivals.
Phase 4 — Finances
Once 300 beer is stored, place Tax Collectors over the better housing and optionally a Personal Mansion for salary. Finish ten houses at Modest Apartment or better and wait out the short victory delay.
Tips
- Beer threshold is total yards storage (≥ 300), not a single yard.
- Bandstands need Conservatories; Booths alone will not push housing as far.
- Ra should get the majority of temples, but houses still want access to more than one god.
- Tax Collectors only matter after the beer unlock — do not wait on them for early growth.
Available buildings
| Building | Available |
|---|---|
| Road Block · Firehouse · Architect’s Post · Police Station · Village Palace | Mission start |
| Water Supply · Apothecary · Physician | Mission start |
| Grain Farm · Barley Farm · Work Camp · Low Bridge · Ferry | Mission start |
| Booth · Juggler’s School · Bandstand · Conservatory | Mission start |
| Bazaar · Granary · Clay Pit · Pottery Workshop · Storage Yard · Brewery | Mission start |
| Temple / Shrine of Osiris, Ra, Bast · Festival Square | Mission start |
| Small / Medium / Large Statue · Gardens · Plaza | Mission start |
| Tax Collector · Personal Mansion | ≥ 300 beer in Storage Yards |
Developer reference
Collapsed sections show where this mission lives in the source tree. Paths are relative to the repository root.
Mission script — src/scripts/mission/m_003_nekhen.js
Imported by src/scripts/missions.js. Static block:
// m_003_nekhen.js
mission3 {
start_message : "message_developing_culture"
selection_title : "Nekhen"
player_rank : 0
initial_funds / rescue_loans [7500, 5000, 3750, 2500, 2000]
win_criteria {
population { enabled : true, goal : 1000 }
housing_count { enabled : true, goal : 10 }
housing_level { enabled : true, goal : 8 } // Modest Apartment (e_house_level)
}
vars {
beer_stored : 300
victory_last_action_delay : 3
beer_stored_handled / tax_collector_built / modest_houses_reached / …
}
}
Empire is disabled on start via city.set_empire_available(-1).
Script notes: mission3_handle_spacious_apartment counts BUILDING_HOUSE_MODEST_HOMESTEAD and references modest_houses_needed / spacious_apartment_built, which are not declared in vars — treat the Modest Homestead step as partially wired when editing this mission.
Event handlers — m_003_nekhen.js
-
event_mission_start
~65
Shows
message_developing_culture; disables empire; restores Tax Collector / Mansion if beer or tax flags already set; enables Labor, Entertainment, Religion, Financial advisors; binds goal tooltip. mission3_on_start -
event_warehouse_filled
~87
When total beer in yards ≥ 300: unlock Tax Collector + Personal Mansion; popup
message_tutorial_finances. mission3_warehouse_beer_check -
event_building_create
~107
Sets
tax_collector_builtwhen a Tax Collector is placed. mission3_on_build_tax_collector -
event_advance_day
~122
Sets
modest_houses_reachedwhen Modest Homestead count meets threshold (see script notes). mission3_handle_spacious_apartment - event_update_victory_state ~137 Gates victory on beer + tax flags and the 3-day post-action delay. mission3_handle_victory_state
mission3_get_goal_tooltip() cycles hints: Modest Homesteads → brew beer → build Tax Collector.
Game messages — src/scripts/game_messages_en.js
| Key | ID | Line | When shown |
|---|---|---|---|
message_history_nekhen |
203 | 2477 | History briefing — “The First Pharaoh” / Narmer & Nekhen |
message_developing_culture |
243 | 3090 | start_message — beer, multiple gods, Bandstand / Conservatory |
message_tutorial_finances |
310 | 3592 | After 300 beer stored — taxation and Personal Mansion salary |
Tooltip strings: #mission3_brew_beer in src/scripts/localization_en.js; #reach_modest_houses_number / #build_tax_collector referenced by the goal tooltip (ensure they exist in localization).
Save file and map data
Map / terrain come from the original save:
bin_x64/Missions/mission_03.sav
JS is loaded via src/scripts/missions.js → mission/m_003_nekhen.js. Voice lines: Voice/Mission/203_mission.mp3, 203_victory.mp3.