Pharaoh: A New Era

Pharaoh: A New Era

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fairy Feb 23, 2023 @ 2:25pm
which recruitment do you prefer?
when i first started i tried the traditional recruiter walkers but around TImna i switched to global and its sooo relaxing in comparison. im glad they added this option
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Showing 1-15 of 22 comments
Jules Feb 23, 2023 @ 2:42pm 
I switched to recruiter at the very beginning and enjoyed it at first. Now, a few missions in, I'm finding it too easy. So I may switch back once I can play again when the bugs are fixed.
Royal Raven Feb 23, 2023 @ 3:09pm 
Yeah I might go with the global. I started out with the walkers, but I miss the way Emperor Rise to Kingdom did it with global. That last game showed the evolution of the series and this global feature was something I always wanted in the older games of the series.
jhughes Feb 23, 2023 @ 3:16pm 
I like global. I mean, if the walkers can walk by ANY house and have access to any employees, not limited to the employees in the block they get close to, I see no reason not to play global access.

If you only had access to the employees in that local block, the walker method might make more sense, but as is, it is just put down one block of 4 houses beside the road and now you have access to all employees anyway.
pivor Feb 23, 2023 @ 3:27pm 
Tbh, theres not much difference, you just dont have to place single houses everywhere that that act as connection to your global population.
I always found it pretty odd that single tent is enough to supply your whole industrial area with workers.
gRRRz Feb 23, 2023 @ 4:19pm 
I play with the original method; it forces you to build settlement next to your industies / mines and care for them. The new system feels like cheating; it's not fun this way.
gRRRz Feb 23, 2023 @ 4:24pm 
Originally posted by pivor:
Tbh, theres not much difference, you just dont have to place single houses everywhere that that act as connection to your global population.
I always found it pretty odd that single tent is enough to supply your whole industrial area with workers.
I mean if you "cheat" this way yeah might as well do that. But the original gameplay is about building settlements close to where people work; and not just one very bad housing that you forget; that means providing water food and creating a small community that thrives. playing like this feels much more fullfilling than building housing blocks on one side and industries / mines on the other. And it's a bit more realistic to have workers not too far from where they work. I like that if you have mines in the desert you set up a water fountain on the nearest patch of grass; then houses along the road with all the amenities; then you can have more than basic huts who get sick every month and eat dirt.
gRRRz Feb 23, 2023 @ 4:26pm 
Originally posted by jhughes:
I like global. I mean, if the walkers can walk by ANY house and have access to any employees, not limited to the employees in the block they get close to, I see no reason not to play global access.

If you only had access to the employees in that local block, the walker method might make more sense, but as is, it is just put down one block of 4 houses beside the road and now you have access to all employees anyway.
it's a good thing that the original gameplay cheats a little with this because it would be a nightmare to have to size your workforce need to where the walkers go. but it still is better than having workers magically appear on a remote mine on the edge of the map.
phillip_lynx Feb 24, 2023 @ 12:28am 
Originally posted by gRRRz:
Originally posted by pivor:
Tbh, theres not much difference, you just dont have to place single houses everywhere that that act as connection to your global population.
I always found it pretty odd that single tent is enough to supply your whole industrial area with workers.
... But the original gameplay is about building settlements close to where people work; and not just one very bad housing that you forget; that means providing water food and creating a small community that thrives. playing like this feels much more fullfilling than building housing blocks on one side and industries / mines on the other.
But this is not what was REQUIERED in the OG. In the OG some lonley unevolved houses provided all workers for an area.

And if you want to build nice outposts, what hinders you to do so with global workforce on?
Last edited by phillip_lynx; Feb 24, 2023 @ 12:29am
I always felt really bad for the 1 tile shanty hut I had to build in industrial areas with no food and no water and no medical attention of any kind, so while some of the challenge is reduced with the global recruitment, I prefer this to forcing one poor family to live worse than dogs.
Borgessa Feb 24, 2023 @ 1:40am 
Originally posted by home cooking 手料理:
I always felt really bad for the 1 tile shanty hut I had to build in industrial areas with no food and no water and no medical attention of any kind, so while some of the challenge is reduced with the global recruitment, I prefer this to forcing one poor family to live worse than dogs.
I agree I always felt bad having a sacrificial house to what ever fireman and architect i needed, to place down to provide employment to my industries. I prefer global and not have any slum housing. As it was in Emperor ROTMK.
Last edited by Borgessa; Feb 24, 2023 @ 2:05am
Pothros Feb 24, 2023 @ 1:50am 
Turned on Global before starting the first mission and have never looked back. I absolutely hated how the recruiter system forced me to have some slums just to staff far away stuff like ferrys and mines. I'm glad it's an option though so different people can use what they like best.
tamanoirst Feb 24, 2023 @ 4:13am 
I played the OG and I still play with global workforce off. And I practically never have any sacrifical houses or slums. I like the challange of planing and puzzling my city layout in a way that all recruiters get access to the housing blocks.

I sometimes spend an hour planing and preparing the road layout before I finally unpause. That's surely not everyones playstyle, so I'm glad they added the global option. And I'm even more glad that it's optional and I still can use my recuiters.
Sky Feb 24, 2023 @ 4:59am 
Og type
fairy Feb 24, 2023 @ 6:46am 
Originally posted by home cooking 手料理:
I always felt really bad for the 1 tile shanty hut I had to build in industrial areas with no food and no water and no medical attention of any kind, so while some of the challenge is reduced with the global recruitment, I prefer this to forcing one poor family to live worse than dogs.

skjksdjsdjk yes omg these were basically slums and i hated it lol
Fábio Feb 24, 2023 @ 7:19am 
Originally posted by home cooking 手料理:
I always felt really bad for the 1 tile shanty hut I had to build in industrial areas with no food and no water and no medical attention of any kind, so while some of the challenge is reduced with the global recruitment, I prefer this to forcing one poor family to live worse than dogs.

In the original game, at least in some scenarios is possible to have industrial areas with main house blocks without poor hubs.

The very tip is to build your houses in the outter space of a house block. Usually people put the houses in the inner space and services in the outter.

When you use your houses in the outter, you can use a road in the back of them to spawn the recruiters.

Anyway, I do preffer much more the global labor pool. The impression games that came after original Pharaoh used that mechanic too and feels more fun to me play and organize the city.
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