Tutankhamun: Builders of the Eternal

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Designing Housing Progression: From Mud Shelters to Great Houses

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Housing Progression Design

Understanding how citizens advance from humble shelters to grand estates is key to city planning. Below is the current design for each level: plot size, required services, and how many food types are expected.


Reading the Requirements

  • Food types: Count of distinct food categories provided (e.g., grain, fish, vegetables). Higher tiers demand variety.
  • Pottery, Oil, Furniture, Wine: Whether the household expects ongoing access to these goods.
  • Plot Size: The footprint the building occupies on the grid. Bigger homes demand more space and careful block planning.

Level 1 — Subsistence Shelters (1x1)

  • Mud Shelter — Food types: 0; Pottery: no; Oil: no; Furniture: no; Wine: no
  • Mudbrick Shelter — Food types: 0; Pottery: no; Oil: no; Furniture: no; Wine: no
  • Weathered Shelter — Food types: 0; Pottery: no; Oil: no; Furniture: no; Wine: no

Notes: Purely transitional homes. No services are required; perfect for early settlement bootstrapping.


Level 2 — Early Shacks (1x1)

  • Alley Shack — Food types: 0; Pottery: no; Oil: no; Furniture: no; Wine: no
  • Riverbank Shack — Food types: 0; Pottery: no; Oil: no; Furniture: no; Wine: no

Notes: Visual variety emerges but requirements remain minimal. Focus on road access and population growth.


Level 3 — Starter Cottages (1x1)

  • Thatched Cottage — Food types: 0; Pottery: no; Oil: no; Furniture: no; Wine: no
  • Humble Cottage — Food types: 0; Pottery: no; Oil: no; Furniture: no; Wine: no

Notes: Still service-free. These form the core of your first stable neighborhoods.


Level 4 — One- to Two-Room Houses (1x1)

  • One-Room House — Food types: 0; Pottery: no; Oil: no; Furniture: no; Wine: no
  • Two-Room House — Food types: 0; Pottery: no; Oil: no; Furniture: no; Wine: no

Notes: Cosmetic improvement tier. Prepare logistics for the upcoming service thresholds.


Level 5 — Modest Quarters (1x1)

  • Modest Quarters — Food types: 1; Pottery: yes; Oil: no; Furniture: no; Wine: no
  • Spacious Quarters — Food types: 1; Pottery: yes; Oil: no; Furniture: no; Wine: no

Design Implications: Your first real service dependency. Establish steady Pottery distribution and ensure at least one reliable food chain.


Level 6 — Courtyard Houses (2x2)

  • Courtyard House — Food types: 1; Pottery: yes; Oil: no; Furniture: no; Wine: no
  • Broad Courtyard House — Food types: 1; Pottery: yes; Oil: no; Furniture: no; Wine: no
  • Elegant Courtyard House — Food types: 2; Pottery: yes; Oil: yes; Furniture: no; Wine: no
  • Refined Courtyard House — Food types: 2; Pottery: yes; Oil: yes; Furniture: no; Wine: no

Design Implications: Footprint grows to 2x2. Logistics complexity increases—add Oil for the elegant/refined variants and diversify foods to reach 2 types.


Level 7 — Compounds (3x3)

  • Merchant’s Compound — Food types: 2; Pottery: yes; Oil: yes; Furniture: yes; Wine: no
  • Broad Merchant Compound — Food types: 2; Pottery: yes; Oil: yes; Furniture: yes; Wine: no
  • Noble Compound — Food types: 3; Pottery: yes; Oil: yes; Furniture: yes; Wine: 1
  • Stately Compound — Food types: 3; Pottery: yes; Oil: yes; Furniture: yes; Wine: 1

Design Implications: Moving to 3x3 changes block planning dramatically. Furniture becomes mandatory; wine is introduced at the noble/stately tier.


Level 8 — Estates (4x4)

  • Country Estate — Food types: 3; Pottery: yes; Oil: yes; Furniture: yes; Wine: 1
  • Great House — Food types: 3; Pottery: yes; Oil: yes; Furniture: yes; Wine: 2

Design Implications: The largest residential plots (4x4) with the highest service demand. Ensure robust supply chains and premium distribution coverage.


Summary

This progression staggers new demands—pottery, then oil, then furniture and wine—while increasing plot sizes to reward thoughtful city planning. You get clear levers to shape neighborhoods: goods routing, market coverage, and food variety all influence the journey from mud shelters to great houses. Details may change during development.