Housing Levels
Housing Types & Data
Here, you’ll find basic information on housing types and their data, such as what goods are needed.
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 |
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.
Housing | Requires: | Maximum Occupants | Maximum Soldiers * |
---|---|---|---|
Common Housing | |||
Hut | warm body 🙂 | 8 | 0 |
Shack | food | 16 | 0 |
Hovel | water + culture/science | 24 | 5 |
Homestead | fleece + appeal | 32 | 6 |
Tenement | more culture/science | 40 | 10 |
Apartment | oil + appeal | 48 | 12 |
Townhouse | appeal + more culture/science | 60 | 15 |
Elite Housing | |||
Residence | 3 types of culture + appeal | 6 | 0 |
Mansion | armor + more culture/science + appeal | 10 | 2 hoplites/ spearmen |
Manor | wine + more culture/science + appeal | 16 | 4 hoplites/ spearmen |
Estate | horses + all culture/science + appeal | 20 | 4 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 | Food/ month | Fleece/ month | Olive oil/ month | Wine/ month | Food/ year | Fleece/ year | Olive oil/ year | Wine/ year |
---|---|---|---|---|---|---|---|---|
Common Housing | ||||||||
Hut | – | – | – | – | – | – | – | – |
Shack | 4 | – | – | – | 36 | – | – | – |
Hovel | 6 | – | – | – | 72 | – | – | – |
Homestead | 8 | 2 | – | – | 96 | 24 | – | – |
Tenement | 10 | 2 | – | – | 120 | 24 | – | – |
Apartment | 12 | 2 | 2 | – | 144 | 24 | 24 | – |
Townhouse | 15 | 2 | 2 | – | 180 | 24 | 24 | – |
Elite Housing | ||||||||
Residence | 1 | 2 | 2 | – | 12 | 24 | 24 | – |
Mansion | 2 | 2 | 2 | – | 24 | 24 | 24 | – |
Manor | 4 | 2 | 2 | 2 | 48 | 24 | 24 | 24 |
Estate | 6 | 2 | 2 | 2 | 72 | 24 | 24 | 24 |
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.
From | Walker | To | Points |
---|---|---|---|
Culture (Greek) | |||
College | Philosopher | Podium | 15 |
– | Athlete | Gymnasium | 20 |
Drama School | Actor | Theater | 25 |
Gymnasium | Competitor | Stadium | 20 |
Stadium Bonus (Citywide) | – | – | 10 |
Science (Atlantean) | |||
– | Scholar | Bibliotheke | 15 |
University | Astronomer | Observatory | 25 |
Inventors’ Workshop | Inventor | Laboratory | 20 |
University | Curator | Museum | 20 |
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 |
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 |
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 |
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 |
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
AppD | Appeal level at which the house will devolve. | Oil | Olive 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 |