Pharaoh: A New Era – Roads and Walker Behavior Guide

Pharaoh: A New Era – Roads and Walker Behavior Guide 5 -
Pharaoh: A New Era – Roads and Walker Behavior Guide 5 -

Welcome to this post This Pharaoh: A New Era – Roads and Walker Behavior Guide was written to be helpful to you, and we genuinely hope that you do.

This manual describes Pharaoh’s gameplay mechanics and (attempts to) address some of the most frequently asked queries by players.

Roads & Walker Behavior

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The walker system is at the heart of Pharaoh: A New Era’s gameplay. Even the most basic missions require an understanding of the basics. Most non-housing building will produce walkers. These NPCs will spawn from the structure and walk along any nearby roads marked on a map. Walkers provide services from their parent building to any housing estates they bypass within two grid squares.

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This image shows the water carrier, and the fire marshal, walking past the Sturdy Huts to provide clean water, and fire prevention, respectively.

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When service buildings are located, they will display a 24-A19588565A on the nearest valid road. This starts at 12 o’clock in the morning and goes clockwise. A green square begins at 1 o’clock in the afternoon and goes clockwise. The building’s despawn destination is indicated by the red square. This is where random walker will return to when they are done walking. The green square indicates the building’s 24-A19581982A. This is where any walker created by the building will appear.

There are two types generally of service walkers in Pharaoh: random walkers & destination walkers.

Random Walkers

Random walkers will spawn and walk along the road randomly, as the name suggests. Random walkers will follow a street until it reaches an intersection. They will then randomly choose one branch to continue down. They will then turn around and return to the beginning of the road. They can return to an earlier intersection to try to favor a different branch, but this is not guaranteed. Random walkers have a maximum number grid spaces they can move through. Once they have reached this maximum number, they will return the building from which they originated (described as a red rectangular area on the ground at the construction was built).

Roadblocks can stop random walkers while they are randomly moving, but it will not stop random strollers from following the shortest path back to the despawning location.

Most walkers who offer services are random walkers. These include fire marshals as well as architects, constables market distributors doctors, priests librarians, scribes and others.

Destination Walkers

Destination walkers spawns NPCs with a fixed destination. These walkers are immigrants and emigrants. They also include cart pushers, market buyers, market sellers, cart pushers, soldiers mustering forts, entertainers moving towards entertainment venues, and soldiers. A destination walker is not like random walkers. They target buildings that are different from the building that spawned them. Except for entertainers or other professionals, destination walkers do not provide services to the homes they pass. Destination walkers tend to stick to the roads and find the shortest possible route to their destination.

Further, you can break down destination walker into two categories:Dropoff walkers & Acquisitive walkers.

Destination walkers drop off a finished product. They deliver their goods at any storehouse, business, or granary that accepts them. Dropoff walker must have direct access to the building via road, ferry, or other means. The building must have sufficient space to accept the good. The dropoff walker will not attempt the delivery of its goods to the destination if there’s no way to get there via ferry or road. When delivering finished goods to a storehouse, delivery walkers can be considered dropoff walkers.

Destination walkers are allowed to travel offroad if they are purchasing goods. This distinction is important. It allows a Storehouse, which is set up to “Get”, to pick goods from another Storehouse without being connected via a road. Acquisitive walkers can travel offroad if they are picking up. Other people who can move offroad include immigrants, emigrants traders, wood and paper gatherers, mustering soldier and traders.

Roadblocks do NOT stop destination walkers.

A good mental shortcut is to think of service walker as random until they have traveled their maximum wander distance. Then, they become destination walker with their destination as the despawn location of their spawning building.

Troubleshooting Roads and Walkers

Q. Q.

A. Unique Walker Range toggles how far a random walker can travel before it attempts returning to its spawning house to despawn. If Unique Walker Range is activated, these distances are unique to each type service work.

Q. Q.

A. Only by using roadblocks. Pharaoh is a skilled player who tries to keep intersections as minimal as possible.

Q. Q.Do random walkers still offer the services of their parent structures when they return to despawn

A. Yes. This is the central concept of “forced walking”.

Q. Q.

A. Forced walkers take advantage that random walkers must despawn in their parent building on a particular square. If the despawn location loops around an entire block of buildings, the random walker will despawn at the spawn site of the building.

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In the above photo, the doctor from the office will spawn at the green square but will not be able to despawn until the entire circuit has been completed to the red square. This is an extremely powerful tool that greatly extends a service building’s range. Most service walkers that arise from buildings can be looped this way (the Bazaar Distributor, however, is a notable exception in certain circumstances). Market Distribution, Market Goods & Bazaars For more information click here

Q. Q. I get a monthly Warning that the road is clogged and that engineers from Pharaoh have cleared it. How can I get it to stop?

A. Your Kingdom Road may be blocked or broken. We have a loose definition of each. You will still receive the message even if you don’t see any obstructions from the entrance or exit. It is easy to ignore since nothing is being destroyed.

The Kingdom Road can be altered or removed. The game is intended to verify that the entrances and exits of the map are free from obstructions.

Q. Q.

A. Plazas can only go on roads. The road must be over a desirable piece. Plaza tiles can be placed on roads that have changed from a dirt path into a paved brick road. Plaza tiles can be laid over any road, regardless of whether the tile is not in demand.

Q. Q. How do I fix this problem?

A. This indicates a bug. Rarely, a walker who has been killed by predators/acts God won’t properly despawn. The structure can be removed and rebuilt.

Pharaoh: A New Era – Roads and Walker Behavior Guide is described in this guide. If you notice anything that needs to be fixed or updated, please let us know in the comments, and we’ll correct it as quickly as possible. Today, may it be a good day for you. Thanks to creator and writer CMK for motivating this post’s creation. Don’t forget to add us to your bookmarks if you like the post; we update the site frequently with fresh articles.

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