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Housing Chart

by VitruviusAIA

E M P E R O R       H O U S I N G       C H A R T
C O M M O N       H O U S I N G
Housing Level Pop Evolve / Devolve Food Type Requirements Tax Risk of Fire/Damage Crime Risk Increment / Base Disease Risk Increment
 VH  H   N   E   VE VH H N E VE  VH  H   N   E   VE VH H N E VE
Shelter 7 -99 -99 -99 -99 -99 None None 0 27 21 18 14 9 25 20 17 15 12 28 23 20 18 15
          16 13 11 8 5 10 10 10 10 10
Hut 14 -2 -7 -10 -12 -15 None Water 0 25 20 17 13 8 24 19 16 14 11 23 18 15 13 10
-6 -11 -14 -16 -19 18 14 12 9 6 5 5 5 5 5
Plain Cottage 22 6 1 -2 -4 -7 Bland Ancestral 1 24 19 16 12 8 23 18 15 13 10 23 18 15 13 10
2 -3 -6 -8 -11 19 15 13 10 6 5 5 5 5 5
Attractive Cottage 31 14 9 6 4 1 Plain Hemp 1 22 18 15 12 7 22 17 14 12 9 18 13 10 8 5
10 5 2 0 -3 21 16 14 11 7 0 0 0 0 0
Spacious Dwelling 41 22 17 14 12 9 Plain Musician, Herbalist 1 21 16 14 11 7 21 16 13 11 8 18 13 10 8 5
18 13 10 8 5 22 18 15 12 7 0 0 0 0 0
Elegant Dwelling 52 30 25 22 20 17 Appet Ceramics 1 19 15 13 10 6 20 15 12 10 7 13 8 5 3 0
26 21 18 16 13 22 18 15 12 7 0 0 0 0 0
Ornate Apartment 63 38 33 30 28 25 Appet Acrobat, Acupuncturist 1 18 14 12 9 6 19 14 11 9 6 13 8 5 3 0
33 28 25 23 20 24 19 16 12 8 0 0 0 0 0
Luxury Apartment 74 48 43 40 38 35 Appet Buddhist/Daoist, Tea 2 16 13 11 8 5 18 13 10 8 5 13 8 5 3 0
43 38 35 33 30 24 19 16 12 8 0 0 0 0 0
E L I T E       H O U S I N G
Modest Siheyuan 5 48 43 40 38 35 None Hemp, Ceramics 10 27 21 18 14 9 -12 -17 -20 -22 -25 8 3 0 -2 -5
43 38 35 33 30 18 14 12 9 6 0 0 0 0 0
Lavish Siheyuan 10 58 53 50 48 45 Appet Ancestral, Musician, Herbalist, Acrobat, Silk 18 24 19 16 12 8 -12 -17 -20 -22 -25 8 3 0 -2 -5
53 48 45 43 40 19 15 13 10 6 0 0 0 0 0
Humble Compound 15 68 63 60 58 55 Tasty Acupuncturist, Wares 20 21 16 14 11 7 -12 -17 -20 -22 -25 8 3 0 -2 -5
63 58 55 53 50 21 16 14 11 7 0 0 0 0 0
Impressive Compound 20 78 73 70 68 65 Tasty Buddhist/Daoist, Confucian 22 18 14 12 9 6 -12 -17 -20 -22 -25 8 3 0 -2 -5
73 68 65 63 60 22 18 15 12 7 0 0 0 0 0
Heavenly Compound 25 88 83 80 78 75 Tasty Drama, Tea 24 15 12 10 8 5 -12 -17 -20 -22 -25 8 3 0 -2 -5
83 78 75 73 70 24 19 16 12 8 0 0 0 0 0
Mill Contains: Only Food Food & Salt Food & Spices Food, Salt and Spices
Food Quality Bland 1 Food Type N/A N/A N/A
Plain 2 Food Types 1 Food Type 1 Food Type N/A
Appetizing 3 Food Types 2 Food Types 2 Food Types 1 Food Type
Tasty 4 Food Types 3 Food Types 3 Food Types 2 Food Types
Delicious N/A N/A 4 Food Types 3 Food Types
D E S I R A B I L I T Y
Housing Level D1 D2 D3 D4 Housing Level D1 D2 D3 D4 Housing Level D1 D2 D3 D4
All Common 0 0 0 0 Modest Siheyuan 2 2 1 1 Lavish Siheyuan 3 3 2 2
Humble [c=lightgreen]XXXX[/c] Compound 4 4 3 3 Impressive Compound 6 6 4 4 Heavenly Compound 8 8 6 6
Difficulty Levels: VH=Very Hard, H=Hard, N=Normal, E=Easy, VE=Very Easy
Pop (Population): Population capacity.
Evolve / Devolve: The top row of figures is the minimum desirability value required to Evolve the house. At least one tile of the house must reach this level of desirability before the house will Evolve. The bottom row of figures is the desirability value at which the house will Devolve to the next lowest level.
Food Type: The type of food (Food Quality) required by the housing level.
Requirements: The additional goods or services required to evolve the level of housing. All preceding goods and services for lower levels of housing are also required.
Tax: The "Tax Rate Multiplier" for the housing level.
Risk of Fire/Damage: The top row of figures is the "Fire Risk Increment" for the housing level. The bottom row of figures is the "Damage Risk Increment".
Crime Risk Increment/Base: The top row of figures is the "Crime Risk Increment" for the housing level. The bottom row of figures is the "Crime Risk Base".
Disease Risk Increment: The "Disease Risk Increment" for the housing level.
Desirability: This is different from the "Evolve" value in the table. The number n the "D1" column represents the desirability effect that the house has on adjacent tiles. The number in the "D2" column is the desirability effect 2 tiles from the house. "D3" = 3 tiles, "D4" = 4 tiles. The desirability range for all Elite Housing is 4 tiles. All Common Housing has a neutral desirability effect.

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