Housing Levels

Housing Types & Data

Here, you'll find basic information on housing types and their data, such as what goods are needed.

Common Housing
Level of Evolution No. of People Goods and Sercives Needed (bold indicates new)
Hut 8  
Shack 16 Food
Hovel 24 Food, Water, 1 Culture Venue
Homestead 32 Food, Water, Fleece, 1 Culture Venue
Tenement 40 Food, Water, Fleece, 2 Culture Venues
Apartment 48 Food, Water, Fleece, Olive Oil, 2 Culture Venues
Townhouse 60 Food, Water, Fleece, Olive Oil, 3 Culture Venues

Elite Housing
Level of Evolution No. of People Goods and Sercives Needed (bold indicates new)
Residence 6 Food, Fleece, Olive Oil, 3 Culture Venues
Mansion 10 Food, Fleece, Olive Oil, Armor, 3 Culture Venues
Manor 16 Food, Fleece, Olive Oil, Armor, Wine, 3 Culture Venues
Estate 20 Food, Fleece, Olive Oil, Armor, Wine, Horses, 4 Culture Venues

For ideas on how to place your housing to derive the maximum benefit from it, visit this forum thread.

Here is the table shown slightly differently, with the addition of denoting the maximum soldiers available for a housing levels.

HousingRequires:Maximum
Occupants
Maximum
Soldiers *
Common Housing
Hutwarm body :)80
Shackfood160
Hovelwater + culture/science245
Homesteadfleece + appeal326
Tenementmore culture/science4010
Apartmentoil + appeal4812
Townhouseappeal + more culture/science6015
Elite Housing
Residence3 types of culture + appeal60
Mansionarmor + more culture/science + appeal102 hoplites/
spearmen
Manorwine + more culture/science + appeal164 hoplites/
spearmen
Estatehorses + all culture/science + appeal204 horsemen/
charioteers

Notes: to build elite housing, you need 2 crates of food, 1 skein of fleece, 1 jug of olive oil and a high-appeal area.

*) each rabble/archer soldier in the field represents 6 people

Housing Consumption Rates

Food and goods are stored in Granaries and Storehouses. One "cartload" in a storehouse/granary means 100 "units" in an agora. Data on this page is in units.

Each occupant of a house at level shack or better eats food, 0.25 units per month.

Each house at homestead or better consumes fleece, 2 units/month.
Each house at apartment or better consumes olive oil, also 2 units/month.
Manors and Estates also consume wine (as good nobles do), again 2 units per month

Estates stock a maximum of 4 horses for use in battle. These horses also need to eat! They eat as much as one person does: 0.25 units/month or 3 units/year.

The table below shows how many goods a fully populated house consumes per month and per year:
(Estates include 4 horses)

Housing Per month Per year
Food Fleece Olive oil Wine Food Fleece Olive Oil Wine
Common Housing
Hut ---- ----
Shack 4--- 36---
Hovel 6--- 72---
Homestead 82-- 9624--
Tenement 102-- 12024--
Apartment 1222- 1442424-
Townhouse 1522- 1802424-
Elite Housing
Residence 122- 122424-
Mansion 222- 242424-
Manor 4222 48242424
Estate 6222 72242424

Housing Entertainment Points

Housing needs a certain amount of culture/science points to evolve to a better state. For example, a shack needs to get 15 culture points to evolve into a hovel. The exact number of points needed for each housing level varies by the difficulty level you are playing at.

The following table shows all the culture and science buildings, their walkers and the points the walker gives when he passes a house.

FromWalkerToPoints
Culture (Greek)
CollegePhilosopherPodium15
-AthleteGymnasium20
Drama SchoolActorTheater25
GymnasiumCompetitorStadium20
Stadium Bonus (Citywide)10
Science (Atlantean)
-ScholarBibliotheke15
UniversityAstronomerObservatory25
Inventors' WorkshopInventorLaboratory20
UniversityCuratorMuseum20
Museum Bonus (Citywide)10

Now how can you use this data to your advantage? Let's do an example:
You want townhouses in your Greek city, they need 45 culture points, and you are tight on space and/or money.
If you look at this table, you see that you can build a college + podium for 15 points, a gymnasium for 20 points. If you have a working stadium in your city, that'll get you another 10 points, regardless of whether a competitor goes past your houses or not. Together, that's 45 points, so there's no need for that big theater in your townhouse blocks!

Housing Models - Beginner Difficulty

Here is the housing model used by the game for the Beginner difficulty level.

Name AppD AppE Ent W %S HS Hrs Fd Fl Oil Wi Ar #S CRI CRIp Pop TRM DRI
Common Housing
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 5 8 1 20
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 5 16 1 15
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 3 24 1 15
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2 3 32 2 10
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2 0 40 2 10
Apartment 15 30 35 1 25 0 0 1 1 1 0 0 0 2 0 48 2 5
Townhouse 25 100 45 1 25 0 0 1 1 1 0 0 0 2 0 60 2 5
Elite Housing
Residence 36 50 40 0 0 1 0 1 1 1 0 0 2 -20 -20 6 22 0
Mansion 46 60 50 0 20 2 0 1 1 1 0 1 2 -20 -20 10 22 0
Manor 56 70 60 0 25 4 0 1 1 1 1 1 4 -20 -20 16 22 0
Estate 66 100 70 0 20 4 1 1 1 1 1 1 4 -20 -20 20 22 0

Legend

AppDAppeal level at which the house will devolve. OilOlive Oil needed to evolve
AppE Appeal level at which the house will evolve Wi Wine needed to evolve
Ent Culture or Science needed to evolve Ar Armor needed to evolve
W Water needed to evolve #S Number of Soldiers housed
%S % of population made soldiers CRI Crime Risk Increment
HS Maximum horse storage CRIp Crime Risk Increment in Poseidon
Hrs Horses needed to evolve Pop Population
Fd Food needed to evolve TRM Tax Rate Multiplier
Fl Fleece needed to evolve DRI Disease Risk Increment

Housing Models - Mortal Difficulty

Here is the housing model used by the game for the Mortal difficulty level.

Name AppD AppE Ent W %S HS Hrs Fd Fl Oil Wi Ar #S CRI CRIp Pop TRM DRI
Common Housing
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3  10 8 1 20
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3  10 16 1 15
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2  5 24 1 15
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2  5 32 2 10
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2  0 40 2 10
Apartment 15 30 35 1 25 0 0 1 1 1 0 0 0 2  0 48 2 5
Townhouse 25 100 45 1 25 0 0 1 1 1 0 0 0 2  0 60 2 5
Elite Housing
Residence 42 56 50 0 0 1 0 1 1 1 0 0 2 -20  -20 6 18 0
Mansion 52 66 60 0 20 2 0 1 1 1 0 1 2 -20  -20 10 18 0
Manor 62 76 70 0 25 4 0 1 1 1 1 1 4 -20  -20 16 18 0
Estate 72 100 80 0 20 4 1 1 1 1 1 1 4 -20  -20 20 18 0

Legend

AppDAppeal level at which the house will devolve. OilOlive Oil needed to evolve
AppE Appeal level at which the house will evolve Wi Wine needed to evolve
Ent Culture or Science needed to evolve Ar Armor needed to evolve
W Water needed to evolve #S Number of Soldiers housed
%S % of population made soldiers CRI Crime Risk Increment
HS Maximum horse storage CRIp Crime Risk Increment in Poseidon
Hrs Horses needed to evolve Pop Population
Fd Food needed to evolve TRM Tax Rate Multiplier
Fl Fleece needed to evolve DRI Disease Risk Increment

Housing Models - Hero Difficulty

Here is the housing model used by the game for the Hero difficulty level.

Name AppD AppE Ent W %S HS Hrs Fd Fl Oil Wi Ar #S CRI CRIp Pop TRM DRI
Common Housing
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 15 8 1 20
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 15 16 1 15
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 10 24 1 15
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2 10 32 2 10
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2 5 40 2 10
Apartment 15 30 35 1 25 0 0 1 1 1 0 0 0 2 5 48 2 5
Townhouse 25 100 45 1 25 0 0 1 1 1 0 0 0 2   60 2 5
Elite Housing
Residence 46 60 50 0 0 1 0 1 1 1 0 0 2 -20 -20 6 16 0
Mansion 56 70 60 0 20 2 0 1 1 1 0 1 2 -20 -20 10 16 0
Manor 66 80 70 0 25 4 0 1 1 1 1 1 4 -20 -20 16 16 0
Estate 76 100 80 0 20 4 1 1 1 1 1 1 4 -20 -20 20 16 0

Legend

AppDAppeal level at which the house will devolve. OilOlive Oil needed to evolve
AppE Appeal level at which the house will evolve Wi Wine needed to evolve
Ent Culture or Science needed to evolve Ar Armor needed to evolve
W Water needed to evolve #S Number of Soldiers housed
%S % of population made soldiers CRI Crime Risk Increment
HS Maximum horse storage CRIp Crime Risk Increment in Poseidon
Hrs Horses needed to evolve Pop Population
Fd Food needed to evolve TRM Tax Rate Multiplier
Fl Fleece needed to evolve DRI Disease Risk Increment

Housing Models - Titan Difficulty

Here is the housing model used by the game for the Titan difficulty level.

Name AppD AppE Ent W %S HS Hrs Fd Fl Oil Wi Ar #S CRI CRIp Pop TRM DRI
Common Housing
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 20 8 1 25
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 20 16 1 25
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 15 24 1 25
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2 15 32 1 20
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2 10 40 2 20
Apartment 15 40 35 1 25 0 0 1 1 1 0 0 0 2 10 48 2 15
Townhouse 35 100 45 1 25 0 0 1 1 1 0 0 0 2 5 60 2 15
Elite Housing
Residence 46 60 50 0 0 1 0 1 1 1 0 0 2 -20 -20 6 14 5
Mansion 56 70 60 0 20 2 0 1 1 1 0 1 2 -20 -20 10 14 5
Manor 66 80 70 0 25 4 0 1 1 1 1 1 4 -20 -20 16 14 5
Estate 76 100 80 0 20 4 1 1 1 1 1 1 4 -20 -20 20 14 5

Legend

AppDAppeal level at which the house will devolve. OilOlive Oil needed to evolve
AppE Appeal level at which the house will evolve Wi Wine needed to evolve
Ent Culture or Science needed to evolve Ar Armor needed to evolve
W Water needed to evolve #S Number of Soldiers housed
%S % of population made soldiers CRI Crime Risk Increment
HS Maximum horse storage CRIp Crime Risk Increment in Poseidon
Hrs Horses needed to evolve Pop Population
Fd Food needed to evolve TRM Tax Rate Multiplier
Fl Fleece needed to evolve DRI Disease Risk Increment

Housing Models - Olympian Difficulty

Here is the housing model used by the game for the Olympian difficulty level.

Name AppD AppE Ent W %S HS Hrs Fd Fl Oil Wi Ar #S CRI CRIp Pop TRM DRI
Common Housing
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 25 8 1 30
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 20 16 1 25
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 20 24 1 25
Homestead 5 20 15 1 20 0 0 1 1 0 0 0 0 2 15 32 2 20
Tenement 15 30 35 1 25 0 0 1 1 0 0 0 0 2 15 40 2 20
Apartment 25 40 35 1 25 0 0 1 1 1 0 0 0 2 10 48 2 15
Townhouse 35 100 45 1 25 0 0 1 1 1 0 0 0 2 10 60 2 15
Elite Housing
Residence 50 65 50 0 0 1 0 1 1 1 0 0 2 -20 -20 6 12 10
Mansion 60 75 60 0 20 2 0 1 1 1 0 1 2 -20 -20 10 12 10
Manor 70 85 70 0 25 4 0 1 1 1 1 1 4 -20 -20 16 12 10
Estate 80 100 80 0 20 4 1 1 1 1 1 1 4 -20 -20 20 12 10

Legend

AppDAppeal level at which the house will devolve. OilOlive Oil needed to evolve
AppE Appeal level at which the house will evolve Wi Wine needed to evolve
Ent Culture or Science needed to evolve Ar Armor needed to evolve
W Water needed to evolve #S Number of Soldiers housed
%S % of population made soldiers CRI Crime Risk Increment
HS Maximum horse storage CRIp Crime Risk Increment in Poseidon
Hrs Horses needed to evolve Pop Population
Fd Food needed to evolve TRM Tax Rate Multiplier
Fl Fleece needed to evolve DRI Disease Risk Increment