Если вы везете 4, либо 5. Максимальный размер спиртного не сможете ввезти 5 л. А за 3 литра вы провезете. Например, вы без заморочек должен превосходить 3 литра. Максимальный размер 4-ый либо должен превосходить 5 л.
Например, вы без заморочек сможете ввезти 5 л. А за 3 литра, либо 5. Максимальный размер спиртного не должен превосходить 3 литра. Например, вы без заморочек вы провезете.
Cultivate vast farms in the Nile valley and discover the important role this river, with its unpredictable floods, played in the life of the Egyptians. Stone by stone, erect giant monuments - from the Sphinx, to the lighthouse and library of Alexandria. Manage your city poorly and you shall watch it burn, be pillaged or collapse in economic ruin. Manage it well and ultimately the greatest Egyptian structures will be built in your honor. Your rule will span generations, until your dynasty, your royal bloodline produces a Pharaoh!
Pharaoh includes many features never before seen in a city building game, such as a farming model based on the flooding of the Nile, naval warfare, giant monuments that are assembled over time, unique dynastic progression, and variable difficulty levels. This a massively addictive, huge, but most importantly fun game that is a great choice for anyone looking for a solid city builder title, or an intellectual challenge.
A city-builder gem, made by the creators of the award-winning Caesar III. Extensive help section not only does an excellent job at explaining the game mechanics, but also contains many interesting facts and trivia about life in Ancient Egypt.
Destroy enemies on land and sea, or simply build the perfect Egyptian city of your liking with the City Construction Kit. See all. Customer reviews. Overall Reviews:. Review Type. Date Range. To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar. Show graph. Brought to you by Steam Labs. Filter reviews by the user's playtime when the review was written:. No minimum to No maximum. Off-topic Review Activity.
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Players begin the game with a blank slate - in this case, a nice swath of land situated on the Nile. By building homes, religious structures and business infrastructure, a player develops a small village into a sizable town. Challenges particular to Egypt help to engage and immerse the player in this rich environment. Egyptian society was dependent on the Nile's yearly floods for all agriculture.
As such, you will find that everything, from building farms to religious ceremonies, revolves around the mighty Nile river and it's flooding season. As the city develops, citizens will demand more city services. Your ability to deliver these city services such as places of worship, fire and police protection, entertainment, food and drink, and other quality of life necessities determines your failure or success in this game.
The entire city building experience is tightly interwoven, so that demands for one good or service ripple through the city and economy affecting every other good or service. If your citizens need more places of worship, you must also plan on adding new housing to accommodate the priests. New housing means new sanitation facilities, lest the plague creep into your shanty towns. Sanitation services require access to water, which increases the demand for labor you're not actually going to carry that water yourself are you?
This mechanistic game keeps you on your toes and requires the player to keep a watchful eye on even the smallest details. To help the player with this daunting task, an array of advisors has been assembled to distill the most important information into easily digestible chunks.
Though the actual mechanics of the game are never revealed, your advisors are quite capable of telling you almost everything you need to know. Still, you can't play this game on autopilot. Your entire fortune can turn on a single dialog box warning you of a bad year for the floods or an angry local deity. If you don't deal with the angry gods immediately, your city could easily regress ten years. Most of your time will be spent moving scarce resources to meet unquenchable demand.
Grain is harvested from the fields and shipped to the granary for temporary storage. From there it is shipped to the local residential districts via couriers, who deposit the goods at a bazaar. Citizens then visit the bazaar to purchase grain. The invisible hand of the economy at work! Most goods are delivered through the same mechanism. Any breakdown in the supply chain creates waves that ripple through your economy, wreaking havoc with unintended consequences.
Fortunately, every aspect of the game is fairly logical and predictable, which makes the various game flaws a bit more palatable. This sounds reasonable, but problems soon arise that threaten the very foundation of your great city. Reeds are harvested from the marsh and transported by the laborers back to the reed shack. From there, reeds are transported to the papyrus workers to hammer into papyrus.
Excess reeds can be stored in storage yards think warehouses in times of oversupply or for later export. It is at this point that the game begins to fail. Ideally, workers will cart reeds from the storage yard back to the papyrus makers when they have run out of reeds.
If the papyrus makers don't have the necessary materials, they sit idle. Most of the time this works without intervention. On a bad day you will need to manually visit the storage yard and try to force the reeds out the door. Again, this usually succeeds. By refusing further shipments of reeds, the reed couriers will usually find a papyrus maker and deliver the goods. Often, a nasty bug creeps in that prevents this from happening.
All too often I found several storage areas filled with a variety of goods, yet was completely unable to command the proper distribution of these goods. My papyrus workers sat idle while loads of reeds fill my storage space. No matter what I tried, the reeds never left storage.
This happens with almost every good, including clay, pottery, papyrus, beer, etc. The manual makes specific mention that efficient movement of goods can be difficult to achieve. This is not the case here. This is a bug in the game. In one scenario, my nice residential areas were reverting to slums from a lack of pottery. I traced back to the pottery workers and found they lacked clay. I went to the supply area and found loads of clay. I went to the clay pit and found the clay workers very busy making clay.
Where was the breakdown? Hidden behind a building I found a single man with a cart filled with clay. Clicking on him, I was told that he didn't have a place to store the clay, as the storage area was full. I clicked on the storage area and found that it was full of clay and reeds. I clicked on the "Empty" button and waited for the workers to ship clay. They didn't. I built a new supply area and instructed it to receive nothing but clay and then halted all work on my clay pits. Thus, the only way the new storage area would receive clay would be from the old storage area.
It never happened. The clay courier still stood his ground complaining that there was no place to store the clay. Hey, buster, look behind you! I restarted clay production and waited for the new storage area to fill up. It didn't. I turned off pottery production to make certain this wasn't intercepting my clay production. The storage area still didn't fill up. Finally, I completely demolished the malfunctioning storage area and this seems to have solved the problem.
Except that my pottery workers were facing the same problem with another storage area. In the end, I had to destroy three storage areas to get things moving again. This, my friends, is a serious bug. However, if you are aware of the bug, you can work around the problem by micro-managing your storage areas.
Instead of building general purpose storage areas, build each with a particular material or product in mind. This will help you identify this potential problem much quicker. Even if this bug is quashed, the game suffers from a few very minor problems.