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 EvolutionNo. of PeopleGoods and Sercives Needed (bold indicates new)
Hut8 
Shack16Food
Hovel24Food, Water, 1 Culture Venue
Homestead32Food, Water, Fleece, 1 Culture Venue
Tenement40Food, Water, Fleece, 2 Culture Venues
Apartment48Food, Water, Fleece, Olive Oil, 2 Culture Venues
Townhouse60Food, Water, Fleece, Olive Oil, 3 Culture Venues
Level of EvolutionNo. of PeopleGoods and Sercives Needed (bold indicates new)
Residence6Food, Fleece, Olive Oil, 3 Culture Venues
Mansion10Food, Fleece, Olive Oil, Armor, 3 Culture Venues
Manor16Food, Fleece, Olive Oil, Armor, Wine, 3 Culture Venues
Estate20Food, 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)

HousingFood/
month
Fleece/
month
Olive oil/
month
Wine/
month
Food/
year
Fleece/
year
Olive oil/
year
Wine/
year
Common Housing
Hut
Shack436
Hovel672
Homestead829624
Tenement10212024
Apartment12221442424
Townhouse15221802424
Elite Housing
Residence122122424
Mansion222242424
Manor422248242424
Estate622272242424

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.

NameAppDAppEEntW%SHSHrsFdFlOilWiAr#SCRICRIpPopTRMDRI
Common Housing
Hut-99-1000000000000358120
Shack-120000001000003516115
Hovel-21015120001000002324115
Homestead-21015120001100002332210
Tenement52035125001100002040210
Apartment15303512500111000204825
Townhouse251004512500111000206025
Elite Housing
Residence3650400010111002-20-206220
Mansion46605002020111012-20-2010220
Manor56706002540111114-20-2016220
Estate661007002041111114-20-2020220

Housing Models – Mortal Difficulty

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

NameAppDAppEEntW%SHSHrsFdFlOilWiAr#SCRICRIpPopTRMDRI
Common Housing
Hut-99-10000000000003 108120
Shack-120000001000003 1016115
Hovel-21015120001000002 524115
Homestead-21015120001100002 532210
Tenement52035125001100002 040210
Apartment153035125001110002 04825
Townhouse2510045125001110002 06025
Elite Housing
Residence4256500010111002-20 -206180
Mansion52666002020111012-20 -2010180
Manor62767002540111114-20 -2016180
Estate721008002041111114-20 -2020180

Housing Models – Hero Difficulty

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

NameAppDAppEEntW%SHSHrsFdFlOilWiAr#SCRICRIpPopTRMDRI
Common Housing
Hut-99-10000000000003158120
Shack-1200000010000031516115
Hovel-210151200010000021024115
Homestead-210151200011000021032210
Tenement52035125001100002540210
Apartment15303512500111000254825
Townhouse2510045125001110002 6025
Elite Housing
Residence4660500010111002-20-206160
Mansion56706002020111012-20-2010160
Manor66807002540111114-20-2016160
Estate761008002041111114-20-2020160

Housing Models – Titan Difficulty

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

NameAppDAppEEntW%SHSHrsFdFlOilWiAr#SCRICRIpPopTRMDRI
Common Housing
Hut-99-10000000000003208125
Shack-1200000010000032016125
Hovel-210151200010000021524125
Homestead-210151200011000021532120
Tenement520351250011000021040220
Apartment1540351250011100021048215
Townhouse3510045125001110002560215
Elite Housing
Residence4660500010111002-20-206145
Mansion56706002020111012-20-2010145
Manor66807002540111114-20-2016145
Estate761008002041111114-20-2020145

Housing Models – Olympian Difficulty

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

NameAppDAppEEntW%SHSHrsFdFlOilWiAr#SCRICRIpPopTRMDRI
Common Housing
Hut-99-10000000000003258130
Shack-1200000010000032016125
Hovel-210151200010000022024125
Homestead520151200011000021532220
Tenement1530351250011000021540220
Apartment2540351250011100021048215
Townhouse35100451250011100021060215
Elite Housing
Residence5065500010111002-20-2061210
Mansion60756002020111012-20-20101210
Manor70857002540111114-20-20161210
Estate801008002041111114-20-20201210

Legend

AppDAppeal level at which the house will devolve.OilOlive Oil needed to evolve
AppEAppeal level at which the house will evolveWiWine needed to evolve
EntCulture or Science needed to evolveArArmor needed to evolve
WWater needed to evolve#SNumber of Soldiers housed
%S% of population made soldiersCRICrime Risk Increment
HSMaximum horse storageCRIpCrime Risk Increment in Poseidon
HrsHorses needed to evolvePopPopulation
FdFood needed to evolveTRMTax Rate Multiplier
FlFleece needed to evolveDRIDisease Risk Increment