Emperor: Rise of the Middle Kingdom, FAQ/Walkthrough
By Mike Jenista
mjenista@math.duke.edu
Version 1.00
June 2008


=================
Table of Contents *
-----------------

I. Introduction
II. Basic FAQ (beginners start here)
III. The Ministries (long section)
IV. Housing Evolution
V. Production Rates
VI. Making Money and Bean-Counting
VI+. Diplomacy (short)
VII. The Bad Stuff and What To Do
VIII. Space-Saving Strategies
IX. Heroes
X. Miscellaneous Tips
XI. Campaign Walkthroughs
XII. Legal Mumbo-Jumbo



===============
I. Introduction *
---------------
Emperor is one of many in the Sierra City Building Series, but this particular
title is a cut above the rest.  In particular, the precise control over economic
activity and traffic flow makes it far better than several previous titles.  
Plus, I like the fixed grid and viewing angles that they threw away going into
Caesar IV.

The game is set in ancient China through several historical periods.  They are
alternately described by the Age (of metal available) and Dynasty.  Although 
combat in this game is much the same as in previous Caesar titles, you can now
launch attacks on other cities (although you do not direct these attacks in
detail).

Emperor also has a mutliplayer mode in which you can raise rival cities with
friends and smash each other or cooperate against other cities.



=============
II. Basic FAQ *
-------------
Here are some easily answered questions if you are just skimming for basic info.

Q: Why can't I build a city gate?
A: The city gate is notoriously difficult to build if you don't know what has
	to be in place already.  You need a straight stretch of road and a 
	perpendicular stretch of city wall across the road.  Then you can put
	the city gate down.

Q: How do I pay homage?
A: At the Religion ministry, there is no "homage" button--until you click on the
	actual word "religion" at the top of the ministry tab.  Then all of your
	available gods for worship appear and you can click on one to give it a
	gift in homage.  You can only do this once per month.  While I'm at it,
	try clicking on the other ministry titles to see what secret info they
	have.  There are a lot of sophisticated options in those title pop-ups.

Q: Why won't my (commodity) go to the (place it's supposed to go)?
A: Almost certainly because you have some permission set wrong.  In Emperor, all
	of the places that can receive and distribute goods have settings for
	how that particular building will treat each commodity.
	So, for example, if you are trying to get appetizing food to your houses
	to evolve them, you need to make sure that 1) your market has set its
	MINIMUM quality for food to "appetizing"; 2) your mill will only accept
	a small amount of each type of food so that there is room for many 
	types at once, and 3) that all of your buildings in this chain (mill,	
	market, houses) are not really far apart.  The market seller will wander
	about looking for houses, but they can be really dumb and go the wrong
	way sometimes.  So try using a gate to keep market sellers near the
	houses.

Q: Why won't the resources next to my monument get delivered?
A: Monuments only receive goods in bundles of 4.  So if you build a bunch of
	loggers next to a monument, say, then what usually happens is that the
	loggers deliver the wood to tax collectors and workshops even though you
	have a warehouse set to "get" a bunch of wood.  To fix this, set the
	desired commodity to "stockpile" on the Commerce tab--the raw materials
	will now go right to the warehouse, and when you have more than 4 loads
	you can unstockpile the goods and the first load will go right to the
	monument.

Q: How come my monument is taking forever?
A: The monuments are supposed to take a lot of time--it often took generations
	and several rulers to finish the really big ones in our world.  However,
	in the game you can speed up your monuments two ways.  First, see the
	above tip on getting resources delivered faster.  Second, if you are
	playing a scenario in which you can pay homage to Xi Wang Mu, do so. 
	She makes the monument builders work about twice as fast as normal.

Q: Why are some heroes so hard to please?
A: Heroes need to have good coverage of their religion in order to feel good
	about your homages.  The Confucian religion only applies to elites,
	whereas the others apply to all citizens.  So you can't make Xi Wang Mu
	happy, for example, without putting Daoist shrines in your common
	neighborhoods.

Q: Why does my trading post buy more than I allow?
A: Because "limit" does not refer to how much you will buy in a year.  It refers
	to how much space the trading post will devote to that commodity.  You
	can not set a limit on annual trading except by refusing to buy when you
	feel you have too much.

Q: Why do I have too much (commodity)?
A: At first, demand for a commodity is high since no one has it.  So if you
	build four kilns and they all produce a lot, the ceramics will initially
	get sold quickly.  However, once your houses store up a lot of ceramics
	they won't buy so much anymore and the ceramics will start to pile up
	in your warehouses.  So don't build too much production capacity until
	all of your houses have had a chance to evolve and stock up the
	commodity.

Q: How can I get rid of too much stuff?
A: Either pay homage to gods a lot or give extra stuff as gifts to other cities.
	But don't completely empty your warehouses this way or you might find
	that in a crisis you don't have what you need or someone requests an
	item that you just homaged to Nu Wa.

Q: Why does my (random walker) not take care of (his job)?
A: Random walkers (as opposed to deliverymen) will walk for somewhere between
	30 and 40 road squares before returning to their building.  During that
	time they follow a road straight until an intersection where they take
	a random direction and continue.  They do NOT seek out their intended
	buildings.  It is up to you to place their building near the intended
	targets and make your road system so that the walker will always walk
	the right way.  I recommend heavy use of gates and roadblocks to keep
	walkers in the right place, especially since gates can be set to keep
	out some walkers and let others through.
	In particular, for Inspectors, you should always place them at the end
	of a road so that they must travel the same direction each time and pass
	by any buildings that you place along that road.  You can also make a
	loop where the only way out is through a gate that doesn't allow the
	inspector to pass; then the inspector will travel through the whole loop
	(if it's not too long) no matter which way he starts walking.

Q: I can't get cities to ally with me and I can't make them like me either.
A: You are probably sending them lame items that they don't want.  Look at what
	they buy and send them that as a gift (you can set the commodity to
	"stockpile" to keep it from going to the trading post).  Or you can
	send cash--everyone loves cash.  Once you do these things to raise their
	opinion, cities will start accepting alliances.



===================
III. The Ministries *
-------------------
Here I describe each ministry and its buildings.  It is rare that you will be
able to build all possible buildings in the Agriculture and Industry ministries,
so work with what you have and import what you need.

Each ministry has several overlay options that let you see the current status
of a particular aspect of the game, e.g. you can check the likelihood of a fire
breaking out by clicking the "hazard" button on the Safety ministry.  When you
do this, most of the graphics disappear and show you only the info (in the form
of a meter near each relevant area or perhaps coloring scheme) and also the
citizens that are relevant to altering that aspect (so with hazards, you will
see the Building Inspectors running about).

Also, there is some basic info displayed on the ministry tab, but for much more
detailed information you can click on the ministry's title at the top of the tab
to bring up a new window.  For certain ministries, these are very important
windows to use, such as Religion (paying homage) and setting the labor 
priorities in the Industry ministry.

Also, I will reserve discussion of production rates to a later section.


Population Ministry
-------------------
You can build houses of two types: Common and Elite.  The common housing ranges
from huts to nice apartments, but I will describe more of this in the Housing
Evolution section.  You have to start with vacant lots and nurture them to 
higher levels, so you can only choose from the two types of lot.  Common housing
does not evolve into Elite, and Elite does not devolve into Common.

Also, you need to have 1 unit each of ceramics and hemp to build an elite lot.

On the Population pop-up, you can view population level history and also the
distribution of your current population in terms of class (how many poor, how
many middle class, how many elite, how many super elite, etc).


Agriculture Ministry
--------------------
You can build farms, fields, irrigation, orchards, and meat collectors here.
With the exception of the Fishing Quay, none of these buildings needs to be
inspected!

The Agriculture pop-up tab has useful info on your food sources and how many
people they support.

Farmhouse (22 employees): The workers plant nearby fields, tend them, and then
	harvest them according to the seasonal needs of each field type.  You
	can plant cabbage, soybean, millet, rice and wheat but the only real
	difference between these crops is what they sell for in trading posts.
	Your own people only care about the number of different types you feed
	them.
	It is generally good practice to either give a farmhouse multiple field
	types or to overlap farmhouses on the same kind of field.  A single
	farmhouse can not fully plant, tend and harvest a maximum field of one
	type.  If you only have one type of food, overlap the farms or just plot
	less than the full amount.

Hemp Farm (18 employees): Like a farmhouse but only plants, tends, and harvests
	hemp.  You should overlap these or plot less than maximum fields.

Hunter's Tent (15 employees): The hunters go out and kill whatever game animal
	is on the map.  You should build the hunter's tent close to the game's
	roaming area, but not so far that the hunters won't deliver the meat
	(it is really hard to be "too far" to deliver when talking about raw
	materials and food, so this probably won't come up).

Fishing Quay (10 employees): Must be built partly on water and must have access
	to a Building Inspector or it will collapse.  The fishermen go out and
	catch fish which they deliver to mills and warehouses.

Silk/Lacquer/Tea Shed (12 employees): These sheds, like hemp farms, only tend
	to one plant type so make sure to overlap them or plant medium fields.
	However, these buildings never deliver to a mill.  They deliver to 
	artisans to create goods or to a warehouse for storage.

Irrigation Ditch (no employees): The irrigation ditch must start at an
	irrigation pump and then can go anywhere on the same level of land.
	Any farm tiles within five squares of an irrigation ditch will have 
	their fertility rating boosted.  See Production Rates section for more.

Irrigation Pump (10 employees): It must be placed partly in the water like a
	Fishing Quay.  It supplies irrigation ditches with water.  It seems that
	there is no limit to how long the irrigation ditch can be.


Industry Ministry
-----------------
These buildings will usually be the backbone of your economy; they collect raw
materials and make them into finished goods.  This is also where you can check
the various labor statistics and set labor priorities.

The Industry pop-up tab lets you set labor priorities (in general, the game
sets good priorities, like safety first, but you can fiddle with this in an
emergency).

There is also a very important command here: Wages.  When you increase wages
you attract a higher percentage of your population as workers.  So if you have
high unemployment you can simply lower wages to reduce the workforce (although
this does upset people!) and if you have a labor shortage you can increase 
wages to immediately increase the labor pool.  However, if you are strapped for
cash this will be expensive.  On normal difficulty, the normal wage setting
attracts about 40% of your population.


Clay Pit (14 employees): Simply digs clay out of the ground and delivers to
	kilns or warehouses.  Should be placed in good water table areas to make
	sure there is "enough" clay to dig at the maximum rate.

Logging Shed (14 employees): Chops down trees and makes them into lumber which
	can be delivered to many different buyers: tax collectors (before paper
	is invented), lacquerware makers, monuments, military, etc.  Also, your
	neighbors will often buy wood from you.
	You should place this very close to large forested areas (the tree 
	stumps regenerate into new trees, unless you delete them), this will 
	keep the shed full of wood since the loggers only walk a small distance.
	The delivery route might be long, though.

Bronze Smelter (19 employees): The men mine copper (yellowish clumps in the 
	rocks) and smelt it into bronze.  Bronze is used by bronzeware makers
	and weaponsmiths, and later also by the Mint.  It should be placed as
	close as possible to the copper ore itself.

Iron Smelter (20 employees): Harvests iron ore and smelts it into ingots.  The
	iron goes to the weaponsmith to make weapons better than bronze.

Steel Furnace (21 employees): Like the iron smelter, but it also consumes a load
	of wood to turn iron ore into steel.  This is the best metal type for
	your weaponsmiths.

Stoneworks (15 employees): Harvests stone from a quarry to be used in monuments.

Salt Mine (17 employees): Harvests salt from a salt marsh.  Salt counts as an
	extra food type and is usually necessary to achieve Delicious food
	quality.

Kiln (12 employees): Turns clay into ceramics.  This is a staple commodity.
	Note that the kiln does not deliver to market shops directly, it has to
	go to a warehouse first where the shopkeep will purchase it.  So build
	the kiln near the clay pit, and build warehouses midway between the
	markets and the kilns (this goes for most production intended for 
	consumption).

Weaver (11 employees): Turns raw silk into bolts of silk.  This is a luxury 
	commodity which you can sell for mega-cash, homage to heroes for a lot
	of goodwill, but which your own elite citizens will want to consume.

Jade Carver (9 employees): Turns jade into carved jade.  This sells for big cash
	but your elite citizens don't consume it.  You do need to have it for
	some monuments and things, but usually you just sell it or homage it for
	big profits/goodwill.

Paper Maker (10 employees): If you are in an advanced age, people want paper
	instead of wood to do things.  So tax collectors use paper instead of
	wood, and most cities will want paper instead of hemp.  It consumes hemp
	to make	paper, not wood.  Paper is also used by the wonderful Money
	Printer!

Bronzeware Maker (12 employees): Turns bronze into bronzeware, a luxury item for
	your elite citizens and to sell/homage.

Lacquerware Maker (11 employees): Turns lacquer and wood into lacquerware,
	another luxury item for elite citizens and to sell or homage.


Commerce Ministry
-----------------
You can generally build everything from this ministry since they are basic to
every city's distribution.  You can also set stockpiling orders and other good
things here.

Each building here has detailed orders that it can take.  Right-click on the 
building to check current orders and change them as necessary.

The Commerce pop-up tab lets you set prices for all your commodities at once,
and the regular info tab lets you set a particular commodity to "stockpile"
which is the best way to fill demands from other cities (you will get an
automatic message when you have enough and the deadline is near--just remember
to turn off the stockpile option).


Mill (16 employees): A mill accepts foods and supplements (salt and spices) 
	which are stored for purchase by shopkeepers.  I will say more in the
	Housing Evolution section, but in general you want to limit each food
	type to 8 so that there is plenty of room for new food types which keeps
	your mill at a high food quality.  Shopkeepers from the market will only
	buy food from ONE mill, so you can't have a "meat" mill and a "grain" 
	mill and expect the market to buy from both and put them together.
	The mill should be built between the market and food sources, although
	I usually build it very close to the market because the farmers and
	hunters will deliver a long distance while the shopkeepers will
	generally walk a lot less.

Market Square (4 employees per shop): A market square is where consumable goods
	finally get delivered to houses.  Elite housing does not "need" the 
	grand market version unless you are trying to evolve to a high level
	because the elites want more than four goods.  You need to build a shop
	for each kind of good you are going to distribute, which generally means
	one of each.  The shopkeepers will go to warehouses (or the mill) to buy
	their stock and then they will send out sellers.  The sellers are random
	walkers so make sure to use gates and very few intersections to control
	their traffic flow.
	
	The most important thing about a market square is setting the food
	quality.  When you set the desired quality, the shopkeeper will go to 
	the mill and buy as close to that quality as possible.  But when you 
	set the MINIMUM quality, the shopkeeper will wait until it detects that
	the mill has enough food types to make that qaulity and THEN go buy it.
	So make sure to set the desired quality really high but slowly step up
	the minimum quality as your mill gets better access to food variety.

Warehouse (6 employees): Warehouses can store anything that you can produce,
	harvest, or buy.  In general, you don't want to let warehouses store
	anything that people will deliver.  You want to have warehouses near
	markets that only accept consumable goods, you want to have warehouses
	near mills that only accept food (surplus food), and others near your
	factories that only store the relevant commodities.  However, it is
	also a nice way to employ a few extra people to have a few surplus 
	warehouses that will take anything so that deliverymen don't sit around
	with a full load and nowhere to go.
	You can also set the orders for a commodity to "get" if you really want
	them to have that thing (although make sure to set the maximum storage
	low or you will have a whole warehouse full of hemp).
	You should only set orders to "empty" if you are trying to move a 
	commodity that doesn't seem to get to the preferred warehouse.  I find
	that this happens with trading posts sometimes--the goods get delivered
	to a warehouse but the trading post doesn't have a "get" option, so you
	need to "empty" the warehouse to direct the goods to the trader.

Trading Post (9 employees): These are only available after diplomatic agreements
	have been made.  You can initiate these on the world map screen, but
	usually your neighbors will offer also.  You sometimes have a few posts
	ready to be built because the city is a natural ally (like one you used
	to be the governor of).
	At the post, you can set orders for buying and selling with another
	city.  This is a big way to bring in revenue, basically the most 
	important way.
	Generally, you want to import an extra food type or two to help with
	quality and any raw material that you can convert into finished products
	to sell to other cities (buying jade and selling carved jade is one of
	the best!)  You should export anything you can unless it is something
	you don't produce a lot of surplus for (you don't want to sell ceramics
	out from under your own people!).
	When caravans come by the trading post, they buy up the stuff that is
	on the platform (if the platform accepts it, the caravan buys it) and
	they also deliver a bunch of stuff that you pay for right then.  Your
	own people probably won't buy directly from the trading platform, but 
	I think they can.
	Some trading posts are for water routes and have to be placed like
	fishing quays.


Safety Ministry
---------------
You can always build the basic buildings here, but some of the more advanced
health services are not available in early campaigns.

The Safety pop-up tab lets you see reports of sickness, crime and hazards, but
you should use the overlays to see this since you will also be able to see why
your walkers are not taking care of the problem.


Inspector (5 employees): Randomly walks about and zeros out a building's chance
	of setting on fire or collapsing.  These chances will slowly rise again
	until another inspector passes.  If a building catches on fire, the
	inspector finds a nearby well and uses it to put out the fire.  If the
	well is far away, the fire will almost certainly spread.  The good news
	is that the inspector stops being a random walker during a fire and
	will stay on the job until the fire is out.

Watchtower (6 employees): When people riot or thieves appear, your watchmen will
	take them out when they run into each other.  Otherwise they will roam
	around and keep disgruntled citizens from turning into muggers.  They
	also pitch in to help when you are invaded, but they are not really a
	big boost to your infantry.
	I find that they are usually unnecessary because you should rarely be
	at the point where your people are going to riot.  There are some 
	scenarios in the game where they help out with things beyond rioters,
	so I will mention this in the walkthrough when it comes up.  Usually 
	this means catching spies, sometimes fending off dangerous animals.

	NOTE: If you have too many watchtowers, the people feel repressed and
	will be upset.  This is so rarely a problem that I would hardly mention
	it, but the game's help menu says that you should have at most 1 watch
	per 500 citizens.

Well (4 employees): The water guy randomly walks with his buckets--this is one
	of the most basic necessities of all housing and also the sources for
	fighting fires, so make sure to have a couple in each neighborhood.
	You can also put a few in each major area of your industry to help fight
	fires when they spread (or when rioters try to burn down the Admin City)

Herbalist (7 employees): Randomly walks around to reduce sickness to zero.  If
	sickness gets too high you will see green clouds and if these persist
	you will eventually see plague carriers who infect others who are
	otherwise in good health.  The herbalist doesn't actually deliver an
	item, so houses can't stockpile medicine.

Acupuncturist (8 employees): These are like herbalists, but rather than prevent
	plague they let you achieve a higher level of health that pleases your
	citizens.  Basically, it's necessary for housing evolution.


Government Ministry
-------------------
The government ministry has two basic functions: tax collection and military
support.

The Government pop-up tab is very good--it describes the complete breakdown of
your budget.  In particular, you want to compare imports and exports, then
taxes and wages.  Both should be a net gain.  The rest of your budget will most
likely be building costs, but it also factors in gifts, bribes, exortions, etc.


Administrative City (40 employees): This behemoth costs a lot to build and staff
	but it is worth it because you can now collect taxes and train armies.
	
Tax Office (8 employees): Consumes either wood or paper depending on the age
	and uses this to generate tax collectors who randomly walk around and
	generate revenue when they pass houses.  The fancier the house, the 
	better the taxes.  Too much taxation upsets your citizens.

Palace (30 employees): The palace is generally just an aesthetics boost for your
	elite neighborhood.  It allows an extra fort and can also collect 
	animals for a menagerie, and these animals make EXCELLENT gifts to
	other cities.

Mint (18 employees): Consumes bronze and coins money.  It doesn't actually get
	delivered anywhere, it just appears in your treasury the way taxes do.

Money Printer (16 employees): Once paper is invented, this replaces the Mint.
	It has a slightly better output.

Ferry (no labor needed): If there are no suitable bridge locations to cross a
	river, you can put in a ferry.  Whenever delivery men need to cross the
	river they just jump in the ferry and row themselves across.

Bridge(no labor needed): A nice-looking river-crossing.


Entertainment Ministry
----------------------
These buildings consume nothing and produce performers who go to market squares
and theatres to entertain your people.  The actual "entertainment" is delivered
by a random walker who comes out of a market or theatre and passes by houses to
let them know that there is music, acrobatics, and drama nearby.

The Entertainment pop-up is a nearly useless description of the total number
of entertainment buildings.


Music School (8 employees): Trains musicians; generally only need one or two.

Acrobatics School (9 employees): Trains acrobats; generally only need one or
	two.

Drama School (10 employees): Trains actors for the theatres.

Theatre Pavilion (7 employees): Unlike music and acrobatics, which both take
	place in the market squares, drama has its own building.  However, the
	delivery method is still the same: a random walker announcing plays.
	Ergo, stick this in the elite neighborhood because that's who wants to
	see plays.


Religion Ministry
-----------------
These buildings are required to evolve housing and to keep the gods happy.  All
you need to know here is that happy gods = good for you, unhappy gods = bad for
you.  When gods are really happy, they come to your city and do good deeds 
around town for "free" (it costs a lot in homage to get them there!), although
you also can order some to do things, like collect animals or help defend the
city.

The Religion pop-up is how you pay homage to particular gods.  Keep in mind that
although generally have plenty of food to give large homages, food is not a very
luxurious commodity.  You want to offer raw jade, carved jade, silk, ceramics,
etc.  Finished goods are much more desirable to gods and it will jack up their
mood each time, whereas food and raw material will probably leave their mood
unchanged.  You also need to have good coverage of a religion in order for its
hero's mood to increase (in particular, Daoist heroes need temples in common
neighborhoods in order to have good coverage).

If you use a hero to bless something, it will decrease the hero's mood, so don't
bless everything in sight unless you want the hero to leave right away.

See the "Heroes" section for detailed info on the gods.


Ancestral Shrine (4 employees): The basic religion, it is all you have for a
	while.  There are few ancestral gods so it is easy to keep them happy.

Daoist Shrine (4 employees): Produces a single walker to spread the Dao de Jing.

Daoist Temple (8 employees): Produces two walkers and is required for getting
	Daoist heroes in the city.

Buddhist Shrine (4 employees): Buddhist version of Daoist Shrine.

Buddhist Pagoda (8 employees): Buddhist version of Daoist Temple.

Confucian Academy (12 employees): This building serves only the elites, and it
	also requires paper to spread the teachings of Confucious.


Military Ministry
-----------------
Exactly what you think; forts, walls, towers, weapons.  You can't just build
these at will though; your armies must be supported by government and elite
citizens.  You get one fort each from the Admin City and Palace, then each
elite house at Lavish Siheyuan or better gives one more, and each Impressive
Compound or better gives two extra forts.  So if you have both government 
buildings, a Modest Siheyuan, a Lavish Siheyuan, and an Impressive Compound, 
that is (1+1+0+1+2)=5 forts you can build.  The forts do not disappear if the
support buildings are destroyed, but you can't build more until you get back
on track.

The Military pop-up is a mostly useless report on your military stats, but the
regular tab has the very important "man the towers" button which sends men to
the towers and along the tops of your walls to shoot at enemies (and also wild
animals like tigers).


Infantry Fort (20 employees): Consumes weapons and trains soldiers with them.
	Click on a fort to turn your cursor into a sword which you can use to
	rally the soldiers to a certain point.  There are other orders available
	on the tab when you do this.

Crossbow Fort (22 employees): Consumes two weapons and one wood for every two
	crossbow soldiers trained.

Chariot Fort (18 employees): Consumes two wood and one weapon for each chariot
	built (four total).

Cavalry Fort (16 employees): Consumes weapons to train cavalry (8 total); it
	replaces chariots.

Catapult Fort (24 employees): Consumes two weapons and four wood per catapult
	built (4 total).  These are generally necessary to invade enemy cities
	because they knock out gates and walls as well as attack enemy catapults
	and draw their fire away from your men.

Weapon Smith (8 employees): Converts any metal into weapons for your forts.

Tower (6 employees): Sends archers along walls to fire on enemies and dangerous
	animals.

City Gate (9 employees): Entry points for city walls.  They are a pain to build.
	You need to have the road already placed with walls coming in on the
	sides so that it looks like a solid wall with a road splitting it.  Then
	the gate goes on top of that.

Wall (no labor): Connects towers and city gates.  Your tower watchmen will 
	patrol these when you have the "man the towers" option on.


Aesthetics Ministry
-------------------
These help the desirability of housing areas and also your own eye.  You don't
need to put huge tracts of aesthetics everywhere; generally a single strip of
gardens will make common housing better and a few statues with gardens and
fancy roads makes elite housing better.  The fancy roads can only be built over
existing roads, and they are notoriously tricky to turn.

When some normally undesirable buildings are near lots of aesthetics, they will
evolve into fancy versions that are better for desirability.  Wells, inspectors
and watchmen (all safety buildings) all do this, and they send out two walkers
instead of just one (they also become more desirable I think).

A really important building here is the GATE.  Gates allow you to control the 
flow of random walkers and you should use them a lot since you don't need to 
actually build a whole wall to go with them.  The color does not matter.

NOTE: I never pay much attention to Feng Shui, and even when my residents get
upset and start complaining about Feng Shui, it turns out that there is some
other problem you can solve that makes them happy and forget about the Feng
Shui.  But if you REALLY want to have good Feng Shui, only build when the marker
for the building's foundation turns green.  Each building desires some sort of
element to be near in order to have good Feng Shui, like trees, rocks, water,
etc. but it's not described well in the manual.


Monuments Ministry
------------------
The buildings that support monument construction do not need inspectors, but
you will want to put one near anyway because you will probably want to put a
warehouse nearby to collect the raw materials required for a monument.

Each monument takes labor, skilled labor, and materials to build.  I will say
what you need for a particular monument in each scenario walkthrough.

Some monuments have serious quirks (bugs?) that I have some quick fixes for
listed in the scenario walkthroughs.  Also, don't fogret that monuments can only
receive raw materials in batches of 4, so you need to stockpile goods
periodically so that the nearby warehouse will have enough to make a delivery.


Labor Camp (35 employees): They dig dirt to build the foundation and other 
	menial labor.  

Ceramist's Guild (20 employees): They make ceramic components for the monument.
	They consume clay.

Carpenter's Guild (25 employees): They consume wood to build parts of the
	monument, particularly the foundation's "mold."

Mason's Guild ( ): Consumes stone to build parts of the monument.



===================== 
IV. Housing Evolution *
---------------------
It is crucial to evolve your housing to make your use of land more effecient
as well as to generate better taxes.  Whenever a house has been visited by all
the things it wants and perhaps has stored other things, it will evolve as many
levels as it can with the things it has.  Generally, you have to do this slowly
because the workers needed to produce all these things haven't arrived to live
in the evolved houses yet.

The things that help evolve houses get consumed over time.  Every house consumes
things at basically the same rates: food is consumed at a rate based on the 
number of people in it, but also stores food based on the number of people, 
whereas all other consumables get used up at a rate of two per month.  

When a house runs out of something, it devolves to the highest possible house
with the remaining resources it has.  Any people that don't fit anymore have
to leave the city.

Common Housing
--------------
Common houses can exist as mere shelters with nothing except Inspectors to make
sure they don't set on fire.  Every level needs everything that the previous
level needed.  All common houses store twice as much food as the number of 
people in them, and they store all other commodities (when they can use them)
at a level of 10, although I think some of the gods can increase their stocks
past the limit.

Shelter (houses 7): needs nothing except safety inspections.

Hut (houses 14): needs water.

Plain Cottage (houses 22): needs bland food, ancestral religion and some appeal.
	Consumes 5 food per month.

Attractive Cottage (houses 31): needs plain food and hemp.
	Consumes 7 food per month.

Spacious Dwelling (houses 41): needs music and herbalist.
	Consumes 10 food per month.

Elegant Dwelling (houses 52): needs ceramics and appetizing food.
	Consumes 13 food per month.

Ornate Apartment (houses 63): needs acrobats and acupuncture.
	Consumes 15 food per month.

Luxurious Apartment (houses 74): needs another religion (not Confucian) and tea.
	Consumes 18 food per month.


Elite Housing
-------------
In principle, elite housing is easier to maintain because it stores so much and
consumes so little.  However, it is harder to evolve because the goods it needs
are more expensive and scarce.  Elite storage is double the number of people for
food and 10 for all other commodities.  The exception is hemp and ceramics; when
the house is first built, it comes with 1 load of each, or 100 units.  So they
start with these amounts and eventually come down to 10 where they stay.

Note: elite citizens do not work, but they do pay taxes.  LOTS of taxes.  You
	can probably collect the wages for all your workers just by taxing the
	elites (assuming you are able to evolve the housing to a high level).

Modest Siheyuan (houses 5): needs hemp, ceramics and food.  Won't devolve to 
	vacant lot, but may empty of population.  Consumes 1 food or less
	depending on number of people.  Can only be placed in attractive areas.

Lavish Siheyuan (houses 10): needs ancestral religion, herbalists, music, 
	acrobats, silk, and appetizing food.  Consumes 2 food per month.

Humble Compound (houses 15): needs tasty food, acupuncture and either bronzeware
	or lacquerware.  Consumes 3 food per month.

Impressive Compound (houses 20): needs Confucian Academy access and another
	religion.  Consumes 4 food per month.

Heavenly Compound (houses 25): needs tea and drama.  Consumes 5 food per month.


Buy it Early
------------
An easy way to quickly evolve housing is to buy the early needs (like hemp and
an extra food type) from an early trading partner if you have one.  There are
actually many scenarios where you have to buy basic commodities because you
can't produce them, so you should practice getting them early on (you will have
lots of cash early on, just make sure you don't stockpile stuff that you are
buying--stop importing if you have some in your warehouse and most people have
some in their homes).


Food Tips
---------
By far, the food quality is the hardest thing to deliver.  It doesn't matter
how many food shops are in a market or how many mills you have.  Each market
will send buyers to one mill and buy whatever food quality your market orders
dictate.

So make sure to set the mill's orders to accept small amounts of lots of food
and set the market's orders to take a high "desired" quality but a "minimum"
quality that corresponds to your level of housing or the next level of housing.
This makes sure that your mills always have a good variety available and that
your market buyers will only go to the mill when they can buy good quality.

Now, multiple mills CAN help if you set each one to take slightly different
types of food combinations.  This means that you can keep high food quality
available year round even if a particular mill doesn't have high food quality
all the time.  You can even help mills keep their variety up by putting a 
warehouse nearby that "gets" food types (with small maximum allowances) and
accepts no other goods.  Then when the mill sells its last haunch of meat, it
has a nearby source of other food to quickly replace it.  This obviously doesn't
work if you don't produce a food surplus.  

I find that one mill is suffecient for anything less than 2000 people.


Some Other Tips
---------------
Generally, once you have started to produce a particular commodity to help your
houses evolve it takes a while for that stuff to reach them all.  So don't make
a whole bunch of production capacity because you will have to stockpile the
extra produce and you won't know what to do with it.

Also, plan out where you want a neighborhood to be and put the road down for it.
Then put in the essentials like wells, inspectors, and the market on one side
and put the vacant lots on the other side.  Leave room for more buildings.
Put a gate on the road leading to the rest of your city and make sure that none
of the random walkers can pass it (the default setting is to keep everyone in).

From here, keep tabs on your houses to see what they need next and add it in if
it a service or figure out how to produce it for the market.

I find that the best way to control the traffic of your walkers to keep them
near your houses is to make a road system into a loop or one long snake.  With
a loop, put the services that produce walkers anywhere.  On a snake, put the
services on one end of the road so that they always walk the length of the road
and hit all the houses (and make sure the total road length is less than 40).

In general, AVOID INTERSECTIONS IN NEIGHBORHOODS.  There are more tips in the
space saving section.

Finally, you can keep a warehouse near your market (but AWAY from your houses!)
to accept extra commodities nearby for your shops; just make sure to keep your
maximum stocks down and don't accept goods that won't get sold in the shops.



===================
V. Production Rates *
-------------------
The various buildings in the Industry ministry produce materials and goods at
fairly constant rates under "ideal conditions."  This means that they are fully
staffed, resources are very close, and delivery routes are not long.  

In general, raw materials get produced at between 10 and 12 loads per year,
while goods get produced at 6 loads per year.  So in general, one raw material
producer can support two artisan/workshops.  If you find that you have too much
raw material (or not enough), find a producer (or consumer) and turn off one of
the buildings.  This will equalize the production/consumption.

If delivery routes are very long or there is no space, deliverymen will delay
further production from the building and drive down the annual output.

You can check this information at the Commerce Industry, but you should know
how much you want to produce and set your building plans accordingly.  A good
rule of thumb is to produce slightly too much stuff.  You can easily get rid of
cluttered goods by gifting them to cities or paying homage, and you can also
stockpile effeciently if surplus trickles in rather than rushes in.

Surplus production is good for unemployment but bad for space and budgets if you
have no control over it, so keep your eyes peeled.

Note that you should consider trading posts as consumers.


*** Agricultural Production Rates ***
-------------------------------------
Your Fishing Quays and Hunter's Tents produce about 6-7 fish/meat per year, so
they are like a workshop in terms of production.  But your farms and orchards
are another matter.

I have tested farm production heavily and I have determined that your yield is
given by a formula like this:

Yield = (# of farm tiles)*(fertility rating)*(effeciency)

Fertility ratings for ideal farmland is 65% (or .65) but it goes up with
irrigation and each new type of metal (so you can't achieve 100% until you 
have steel and irrigation).  Less arible land (marked by less grass) can not be
irrigated to the best fertility.  Note that it does not actually tell you the
new rating, but it merely says "irrigated."  Even though it says 65%, the
"irrigated" info tells you that it is bumped up.  I assume the bump is like 15%
and then each new metal adds 10% at all times to fertility.

What is "effeciency?"  Even when you have a very very small amount of land with
a whole farmhouse to tend it, each farm tile will not produce a whole load of
food.  So I have experimented and found that the various crop and orchard types
have innate yield ratios.  I hope to make these more solid in the future, but
as of now, I have determined these effeciency ratings:

Rice, soybeans, cabbage, wheat, millet: 66% (.66)
Hemp: 40% (.4)
Lacquer Trees: 77% (.77)
Mulberry Bushes: 95% (.95)
Tea Bushes: 90% (.90)

It is possible that different maps have different effects on the effeciency of
each crop as regional soil and weather would affect these things, but I have not
seen any evidence of this yet.  To be safe, if you are trying to estimate your
own crop yields, use a low rating like 50%-60%.

If you want to estimate the size of farmland you need to produce a desired yield
then use this formula:

Necessary farmland = (desired yield)/(fertility rating*effeciency)

I have performed some of these calculations in the "Bean-Counting" section.

Note that tea and mulberry bushes are harvested more than one time per year, so
the actual crop effeciency is much lower per harvest, but the total effect is
to have more product come out per year.



==================================
VI. Making Money and Bean-Counting *
----------------------------------
It is easy to balance out most of the game aspects because all you have to do 
is spend a little money.  Which means that money is a difficult thing to balance
because you are using it to manage the rest of your city.  Here are good ways to
keep your cash rolling in:

* For large cities, you want to offset payroll expenses with taxes.  Build the
	Administrative City and then put a Tax Office in each neighborhood.  
	Make sure to adjust the taxes to keep up with the city's mood (you can
	jack up taxes when they are really happy).  Remember that effeciency is
	the key--you can squeeze the same amount of people into better housing 
	and their wages stay the same.  But then they pay much more taxes.  And
	when you can build the Money Printer, things get really nice!

* Look for trading partners who give you a raw material you don't have but which
	you can process into goods and then look for another partner who will
	buy the product.  This middle man strategy works VERY well with jade and
	silk since they sell for so much.  However, I should mention that it is
	a slow process to start up because it can take a while to get the two
	trading posts established.

* If you have a mighty military, consider extorting wimpy cities for money.
	Just demand cash and if they don't agree, crush them.

* If you have at least 1000 cash and a little unemployment, consider starting
	an industry just to sell to a trader, even if the commodity is cheap.
	It will be a net plus in no time and every little bit helps.

* You will inevitably waste a lot of money.  So to "make more" you can also just
	save more.  I find that the biggest expenditures are buying too much 
	from your trade partners and having too many people in your city that
	you need to employ; they just end up producing surplus stuff which you
	end up gifting away or paying homage with.  Also, you should consider
	not holding festivals if you are low on money but popular with the
	people.

	If you have unemployment you can easily fix that AND save money by
	reducing wages!

How can you save money best?  By planning ahead.  Knowing your consumption needs
per year can help you to build just the right amount of production capacity so
that you are not paying people to stock your warehouses with useless stuff.

Industrial production and consumption is easy to predict (see the production
rates section), but consumption of food and finished goods is trickier to do 
because it is not a simple "one raw resource for two artisans" principle.

For consumable goods, any house of any type will consume two units per month
(remember that a single load is 100 units).  So if you have twenty houses, you
will need (20 houses)*(2 per month)*(12 months) = 480 units per year.  So if we
are talking about ceramics, we need 480 units = 4.8 loads.  A single kiln will
meet that demand in a year, so you don't need to build two or four unless you
intend to sell it.  Suppose you have the same demand and you have a trading
partner who buys 24 loads of ceramics per year.  Then you need 28.8 loads per
year, which means you need five kilns (six pear yer per kiln).  By carefully
identifying your consumption needs you can avoid building too much capacity.

In the "production rates" section I describe how to estimate the number of farm
tiles needed to achieve a desired yield; use that to help you plot the right 
amount of farmland, but remember to overlap farmhouses and use multiple crop
types per farm to maximize worker effeciency.  Whenever possible, use fish and
game meat since they cost less and produce far more reliably.


Also, since I typically use the same size neighborhood every time, here are the
needs for a common neighborhood of 25 lots:

+-----------------+-----------+------------+----------+-----------------------+
|       Level     |   Cost    | Net Workers|Total Pop |Annual Food Consumption|
+-----------------+-----------+------------+----------+-----------------------+
|       hut       |    416    |    131     |    350   |     eats no food      |
+-----------------+-----------+------------+----------+-----------------------+
|  plain cottage  | 1140-1547 |  174-184   |    550   |    1500 bland food    |
+-----------------+-----------+------------+----------+-----------------------+
|  attr. cottage  | 1460-1917 |  222-247   |    775   |    2100 plain food    |
+-----------------+-----------+------------+----------+-----------------------+
|spacious dwelling| 1590-2397 |  287-312   |   1025   |    3000 plain food    |
+-----------------+-----------+------------+----------+-----------------------+
|elegant dwelling | 1835-2997 |  351-376   |   1300   | 3900 appetizing food  |
+-----------------+-----------+------------+----------+-----------------------+
|ornate apartment | 1945-3107 |  444-469   |   1575   | 4500 appetizing food  |
+-----------------+-----------+------------+----------+-----------------------+
|luxury apartment | 2280-3442 |  538-563   |   1850   | 5400 appetizing food  |
+-----------------+-----------+------------+----------+-----------------------+

"Cost" refers to how much it costs to build the houses, aesthetics, and support
buildings to achieve that level.  The variation comes from how you choose to
supply food - farms versus meat and fish (which are cheaper to make than farms).
Note that these are TOTAL costs; so to build a neighborhood of 25 houses and
get them up to Luxurious Apartments should not cost more than $3500 (in building
costs--labor and possibly imports will affect these numbers).

"Net Workers" means how much labor a neighborhood will produce beyond the labor
needed for the markets, inspectors, wells, shrines, etc that support the houses.
You can increase or decrease these numbers by adjusting wages.  The net workers
also vary according to food production (farming uses more labor).  

I choose neighborhoods of 25 houses because the annual consumption for all goods
is 12*25*2 = 600, which is the same as 6 loads, which is how much workshops and
artisans produce, so I only need one of each of these dedicated to supplying a
single neighborhood of commoners with each commodity that is not grown on a farm
or orchard.

Finally, remember that to produce 100 food units, you need 1 food load.  So if
you want to supply a neighborhood with 3900 appetizing food units, you need
39 food loads in three varieties.  Fishing and hunting provide a solid 6-7 loads
per year, and you can use the formulas in the "production rates" section to
figure out how much you need to plant.  I am not sure if salt and spices
actually contribute to the loads or if they are simply bought with food loads
and then bump up the quality.



==============
VI+. Diplomacy *
--------------

Diplomacy is pretty easy to figure out, but there are a few things you might
not notice.  First, it costs 100 cash to send a diplomat on any kind of mission.
Second, the little shields on the top-left of a city on the map denote an
estimate of the city's military strength.

Spies cost big bucks but are worth it.  Sabotage is great! To find spies in your
own cities, build watchtowers or attract Sun Tzu to your city; he reverses the
spy to work for you!

Finally, make sure that an ally or rival city REALLY likes you before you make
any demands of them (unless desperate).  Allies that like you will automatically
send you cash when you get in debt, but they like you less if this happens too
much (so make sure to send them cash back!).

Keeping those things in mind will help you save money in this area as well.



=================================
VII. The Bad Stuff and What To Do *
---------------------------------
Bad stuff happens.  Earthquakes, invasions, etc.  They can terribly disrupt your
city and devolve all your housing and totally ruin you; so here is what to do:

Minor Stuff
-----------
Labor Shortages: Turn off a few non-essential buildings or set the labor
	priorities to achieve the same effect (which also automatically turns
	off and on as labor shortages come and go).  If you have tons of cash,
	increase wages.

Unemployment: Having low but nonzero unemployment is good; it means you will
	quickly staff new buildings.  When unemployment gets too high, people
	will get mad or just leave which messes up your city.  You should not
	build random buildings to employ people; it clutters your city and costs
	payroll.
	First, press the 'P' key to pause the game.  Look at your trading
	partners to see if you can make something new that they will buy, and if
	so employ some people doing that. 
	If you have a LOT of unemployed people, think about starting up the
	Admin City and tax offices.  These pay for themselves!
	If you already have the Admin City, think about starting three or four
	elite houses and taxing them.  This employs people, but probably is not
	going to be a revenue plus until the taxes start rolling in.
	If you already have elite houses, think about more or about adding some
	military forts.
	If your wages are above normal, lower them.  You can go below normal, 
	but not for long--it will lead to emigration and maybe crime.
	As a last resort, build extra workshops (not raw material harvesters).
	This will employ more people but won't make a bunch of surplus stuff to
	store.
	If you simply have no money to spare, delete a few houses to reduce your
	population.

Disease: Build an herbalist nearby; if you see plague carriers you need to get
	on top of this fast to contain the epidemic.  Really, this should never
	happen because you should have good health coverage.

Fire: If too many buildings get destroyed before your inspectors put out a fire,
	you should go back to an earlier save.  Fires are things that you should
	never allow to happen through good inspection coverage.

Rioters: However, fires DO happen even with good inspection coverage because
	unhappy rioters will go to important buildings and torch them.  The
	big government buildings are first, then the mill, etc.  It's bad.  If
	you sense that unrest is rising, start placing watchmen around the 
	neighborhoods--as rioters appear, your watchmen will take them down AND
	your watchmen will probably prevent rioters from appearing anyway.

Unhappy Gods: Give them a big generous gift next month.  You can stay ahead of
	this by just giving small gifts most of the time to keep them contented
	or pleased.  Only the three ancestral heroes get mad; the others have
	a minimum of "contented."

Drought: There is nothing you can do about this--it just sucks for a year.

Tigers: Military units, watchmen and wall gaurds will all attack tigers.  And
	Tigers WILL attack your people, which SUCKS.  Use walls to keep tigers
	away from people and man the walls so that tigers will get killed if
	they come near your city (I mean city walls, not dinky residential
	walls).


Debt
----
You can have negative money and still operate normally for a while.  If you hit
-2000, you can not build anything or buy from traders until the balance is
restored.  Basically the only way to get back above -2000 is to wait for traders
to buy things or demand cash from other cities (which may not give you a dime),
or, if you are not too deep in debt you can just jack up your taxes to get out
really quick.  I say not too deep in debt because it would make you very
unpopular if you jack up taxes while citizens are not being paid.  You had 
better have watchmen in your city to put down any rioters if you try this 
method.

The big problem with debt is that your workers are not getting paid and if the
debt runs a long time (even -1 cash!) they will start leaving and then your
problems start to cascade.

You usually end up in debt when you are trying to expand in a major way, like
starting a military or elite neighborhood, then some kind of trade interruption
decreases your trade profits and you end up sitting at -1000 cash for a year
and things get bad.

Try to stay above 1000 cash at all times--i.e. don't expand your city if you
don't have the cash yet.


Major Stuff
-----------
Earthquake: You just have to deal with this.  Pause the game and see what sorts
	of things you are dealing with.  Did a whole industry get knocked out?
	Are there still enough inspectors for the remaining buildings?  Your
	first priority is to keep your houses from devolving, so look to which
	industries are interrupted and replace what you can afford or import
	the stuff temporarily.  
	Slowly put your main revenue sources back together once your houses are
	stabilized.  From there, fix things as you can afford it.

	Earthquakes are actually easy to avoid in small cities because chances
	are that the epicenter will not be near your city and very few things
	will collapse.

Flood: Ditto the earthquake stuff, but you can help prevent large damage by
	always keeping your housing away from coasts.  You can easily replace
	factories and fishing quays, but if neighborhoods get drowned you are
	in big trouble.  These aren't so bad if you plan ahead--the only things
	that must be on the river are fishing quays, trading quays, and pumps
	for irrigation.  Easily replaced!

	If you have space, use city walls to keep flood waters from coming up
	to your buildings (won't work with coastal buildings).

Invasion: If you know exactly where your enemy is going to come, build walls
	and towers and things to delay them so you can move armies into position
	for the defense of your city.  For the campaigns, I have described 
	individual strategies for repelling the invasions.
	There are several heroes that will lead your armies in battle and these
	are noted in the walkthrough.



=============================
VIII. Space-Saving Strategies *
-----------------------------
These are a few tips to help you save space in the very cramped maps.

* Common housing generally only needs a few squares of gardens to be happy, so
	don't build tons and tons of aesthetics (in particular, never build them
	fancy roads).  In fact, a strip of gardens and a residential wall around
	the whole neighborhood keeps most houses happy.  The easiest way to
	save space with aesthetics is to keep undesirable buildings away.

* If you are going to use loops in your neighborhoods, make sure to make them
	long and skinny as opposed to square--you don't want to waste the
	middle.  I usually make them six squares wide so I can fit two rows
	of housing on the inside with gardens in between.
	Also, don't place houses on the inside corners of loops; leave these
	spaces for temples, herbalists, or wells.  A house in a corner with
	two neighbors will not be adjacent to any gardens and won't evolve to
	the fullest level.

* PLAN AHEAD.  Think where you want your farms, put warehouses and factories on
	dry land (to save the water table for farming and housing), and leave
	a few gaps between buildings in your industry area.  The gaps can lead 
	to new road sections behind a row of factories.

* Lay down roads and gardens for a neighborhood even before you put all the 
	plots in--this helps you to remember that certain space is reserved for
	housing AND when you need more people you can just fill in the rest of
	the land with vacant lots and bring them in.  

* If you extend a road, examine your inspectors.  You want inspectors to be at 
	the end of roads, so it is usually a good idea to delete the old 
	inspector and put a new one at the extended end of the road.

* When expanding industry, don't just throw it anywhere--make sure to place it
	between the materials it needs and the destination it will deliver to.
	This saves time rather than space...

* Here is a pretty decent design for neighborhoods.  It works best when you
	have a long stretch of flat land next to a hill or city wall.  The
	advantage of this design type is that it shares the market between two
	neighborhoods, saving a little space and labor.  So for a VERY large
	city, consider using this design.  You can also adapt this to make a
	mixed common/elite neighborhood, but then you need a Grand Market and
	the higher food quality is generally wasted on the commoners.

   GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
   $$$ H H H H H H H  GG W GG H H H H H H H $$$
   -----------------+H G W G H+----------------
   G G G G G G G G G|H G W G H| G G G G G G G G
   G G H H H H H H H|H G W G H| H H H H H H G G
   G H +------------+H G W G H+-----------+ H G
   G H | H H H H H H G======GG H H H H H H| H G
   G G +--------------Market+-------------+ H G
   G G H H H H G G G G======| G G G G G G G G G
                            |
                    neighborhood exit


So this is two 'S' shaped roads surrounded by gardens, split by a wall (the 
W's) with a market connecting them near the exit to the neighborhood.  The
houses are crammed in between the roads with a row of garden here or there to
help with appeal.  The $'s mark where you should put the services like religion
and inspectors.  This way, they will walk from the end of the road past all
your houses (make sure that each 'S' is only about thirty to thirty five squares
long).  I generally leave open squares near the market so I can put in some
building that I forgot or sometimes don't need (tax collector, watchman).

I made the diagram big, but you should note that you will not have enough
space to put the same number of houses that I have 'H's in that diagram.

If your population needs are not humongous (like 2000 or less people), then I
always use a single-loop neighborhood that fits just about 25 houses if you plan
the space right.



==========
IX. Heroes *
----------

When you get a hero in your city (you can only have one at a time) you can give
them a variety of commands.  Usually, you just set them on patrol and they act
like an inspector or herbalist or something to keep your city happy and working.

However, there are advanced commands.  You can make the hero go to a particular
spot (usually military in nature), bless buildings, rally troops, and whatever
else they have.  One of the very important abilities is capturing animals for
the managerie.  Just left-click the hero or the home building banner to bring
up the command window.

All heroes boost your popularity, and the blessings are always the obvious thing
like boosting production for farms, filling the stocks of workshops, evolving
safety buildings, etc.

Here are descriptions of the gods as they appear in the Emperor fact sheet (not
the manual):

             Reduced   |  Walker  | Captures| Blessing | Fights?|  Other
              Costs    | Function | Animals?|          |        | Effects
Ancestral              |          |         |          |        |
-----------------------+----------+---------+----------+--------+--------------
Nu Wa    claypit, quay | inspec., |         | same as  |        | makes it
	 hunter, music | musician,|   yes   | reduced  |   no   | difficult for
	 school, insp. | diviner  |         | cost     |        | enemies to
	 tower,        |          |         | buildings|        | burn your
	 irrigation    |          |         |          |        | buildings
-----------------------+----------+---------+----------+--------+--------------
Shen Nong  crops,farms |herbalist,|         | all farms|        | fills rival
          herbalist,   | diviner  |   no    | boost    |   no   | requests for
	  market, food |          |         | output   |        | food
	  shop, mill   |          |         |          |        |
-----------------------+----------+---------+----------+--------+--------------
Huang Di  kiln, mulb.  | acupunc.,|         | silkshed,|        | boosts chariot
	 tree, silkshed| diviner, |   no    | kiln     |   yes  | morale and
	 weaver,acupunc| adds 1   |         | boost    |        | fills rival
	 chariot fort  | ceramics |         | output   |        | request for
                       | to houses|         |          |        | ceramics
-----------------------+----------+---------+----------+--------+--------------


             Reduced   |  Walker  | Captures| Blessing | Fights?|  Other
              Costs    | Function | Animals?|          |        | Effects
Confuscianism          |          |         |          |        |
-----------------------+----------+---------+----------+--------+--------------
Confuscius  music sch.,| diviner, |         |tax office|        | boosts tax
           ances.shrine| taxer,   |   no    | fills w/ |   no   | revenue,
 	  tax office,  | musician,|         | wood     |        | satisfies 1
	  aesth. road  | scholar  |         |          |        | burial type
-----------------------+----------+---------+----------+--------+--------------
Sun Tzu   all forts,   | scholar  |         |  forts   |        | boost morale
	 fortifications|          |         |train fast|        | of infantry,
                       |          |   yes   |          |   YES  | army travels
                       |          |         |          |        | fast, spies
                       |          |         |          |        | cost less and
                       |          |         |          |        | reverses rival
                       |          |         |          |        | spies
-----------------------+----------+---------+----------+--------+--------------
Mencius     warehouse, | scholar  |         | traders  |        | traders come
         trader, market|          |   no    | give more|   no   | more often
                       |          |         | profit   |        |
-----------------------+----------+---------+----------+--------+--------------


             Reduced   |  Walker  | Captures| Blessing | Fights?|  Other
              Costs    | Function | Animals?|          |        | Effects
Daoism                 |          |         |          |        |
-----------------------+----------+---------+----------+--------+--------------
Xi Wang Mu   guilds,   | priest   |         |jadecarver|        | speeds build
	   jade carver,|          |   yes   | fills w/ |   no   | time for
           sculptures  |          |         |  jade    |        | monuments
-----------------------+----------+---------+----------+--------+--------------
Zao Jun   houses, food | priest,  |         | food shop|        | free New Year
          shop         | adds 1   |   no    | boosts   |   no   | festivals
                       | delic.   |         | quality  |        |
                       | food to  |         |          |        |
                       | houses   |         |          |        |
-----------------------+----------+---------+----------+--------+--------------
Guan Di    all forts,  | watchman,|         | mill,fort|        | boosts morale
          weaponsmith, | priest,  |   no    | warehouse|   YES  | of cavalry,
          watchtower   | scholar  |         | academy  |        | prevents all
                       |          |         | fill w/  |        | criminals
                       |          |         | stuff    |        |
-----------------------+----------+---------+----------+--------+--------------


             Reduced   |  Walker  | Captures| Blessing | Fights?|  Other
              Costs    | Function | Animals?|          |        | Effects
Buddhism               |          |         |          |        |
-----------------------+----------+---------+----------+--------+--------------
Guan Yin   wells, trees| waterman,|         | evolves  |        | boosts health,
          gardens, all | monk     |   no    | well,ends|   no   | halves bribes
          parks        |          |         | unrest   |        | and tributes
-----------------------+----------+---------+----------+--------+--------------
Bodhidharma  tea bush  | guard,   |         | tea shed |        | fills rival
           teashed, tea| monk, add|   no    | ups prod,|   yes  | request for
          shop, watch- | 1 tea to |         | watchman |        | tea
          tower        | houses   |         | evolves  |        |
-----------------------+----------+---------+----------+--------+--------------
Sun Wu Kong  stoneworks| acrobat, |         | weapons, |        | emmisaries
	   weaponsmith,| actor,   |   yes   | stonework|   yes  | are free and
	 acrobat, drama| monk,    |         | boost    |        | travel fast
	 school, daoist| priest   |         | output   |        |
         shrine,theatre|          |         |          |        |
         pavilion      |          |         |          |        |
-----------------------+----------+---------+----------+--------+--------------
 


=====================
X. Miscellaneous Tips *
---------------------

* You don't have to make everything right away; set up basic food and tradeable
	goods to help your economy.  If you need quick evolution, it is faster
	and possibly cheaper to buy new commodities from trading partners.

* Don't set up an industry that depends on trade UNTIL you have the trading
	post in the city.  I have often screwed up a city by buying jade and
	carving it and then getting rejected by the city that buys carved jade.

* You do not have time to build an army to defend your city if you start from
	scratch when notified of an invasion.  So I recommend that if you can
	stockpile weapons by either making or buying them you should do it.
	You don't need forts to stockpile weapons.  When you hear of invasion,
	you can quickly build a fort or two (for your government buildings)
	and the weapons will be ready to train soldiers.

	In general, you should not wait to build an army.  Invasions are never
	part of planning unless you are doing it!

* Save at the beginning of a level, save before any big expansion, and save
	after safely getting through a crisis.  Always use different save names
	so you can backtrack to better days if things get rough.

* Use the 'P' key often to examine problems without allowing them to get worse.
	Always use 'P' when making major expansions (you will sometimes need to
	unpause briefly to let mistakes disappear or to let farms staff up
	before you can plant fields).

* If you have trouble in a level, think about how a hero might help you, like
	boosting your ceramics or hemp production, or halving the cost of
	starting an entire industry.  There's no reason to let those gods take
	your gifts without working for you a little!



=========================
XI. Campaign Walkthroughs *
-------------------------

~~~~~~~~~~~~~~~~~~~~~~~
Xia Dynasty (Tutorials) *
-----------------------

1) Banpo - Goals: 150 in Plain Cottage or better.

	Build a neighborhood that is serviced by a market with a food shop.
	Build a mill and a hunter's tent to supply it.  This is all you need.
	Once people start clamoring for "appeal" you can just add in a shrine
	and you win.


2) Banpo - Goals: 250 people in Attractive Cottage or better.

	Add some gardens to help appeal, then build one of each type of farm.
	This provides hemp and a better quality of food.  Make sure to add the
	hemp shop to distribute that to the houses.  You will need a warehouse
	as well.


3) Banpo - Goals: 400 people in Spacious Dwelling or better, 2 months of heroes.

	Simply add an Herbalist and Music School to upgrade the housing.  Build
	a clay pit and two kilns to start producing ceramics and use these to
	pay homage to Nu Wa until she comes to your city.  Build more clay pits
	and kilns to absorb unemployment.


4) Banpo - Goals: 500 people in Elegant Dwelling or better, get 1 trading
	partner, and produce 4 jade carvings in one year.

	You already have ceramics going, so just build the shop to distribute
	the goods to your houses.  To finish the housing evolution, you need to
	plant another food type (remember to mix field types on farms to help
	keep harvesting at the maximum!).
	Soon, Hemudu offers to trade with you.  Once they do, start buying jade
	and carving it (two carving studios is good).  Also sell ceramics to 
	keep your cash up.  When you make the carvings, you don't need to keep
	them to fulfill the goal so you might as well homage them to gods for
	lots of goodwill.
	Don't forget to examine your warehouse permissions to allow for all the
	new commodities you are getting.
	

5) Erlitou: 40 people in Lavish Siheyuan or better, make 5 bolts of silk in one
	year.

	You need about 1200 people to support the city that will make silk and
	evolve elite housing.  Your maximum common housing level is Elegant
	Dwelling because you still can't get acrobats or acupuncturists.  So
	1200/52 is about 25 common housing plots.  Plan your common areas for 
	that much space, but leave that hilltop for your elite housing (of which
	you need only four plots).

	You can trade with Banpo and Hemudu, both of which buy silk, so go ahead
	and make plenty of orchards and weavers (I would say four weavers max,
	which means four or five overlapping orchards).

	You have all the other resources to evolve your common housing on your
	own, but it helps to import another food because your wheat farms will
	produce food in big clumps rather than steady streams.

	Once the common housing is mostly evolved and your silk is making you
	rich, start building the four elite plots.  You need to make fancy roads
	and lay down gardens around the intended plots to make the appeal worthy
	of elite houses, and you need a load of hemp and ceramics to help build
	them to begin with.

	To evolve the Modest Siheyuan to Lavish, you have to import food types
	so just start buying millet and rice from your neighbors.  You already
	make silk, so make sure to put a silk shop in your grand market near
	your elite houses and you're golden.


6) Erlitou - Goals: Population of 1500 or more, produce 20 racks of weapons in
	a year.

	You now have 3 gods to appease, still no acupuncturist, and you have
	the new industry options of logging wood, carving jade, and smelting
	copper into bronze.

	No one buys the jade, so only carve it if you want to make the gods 
	really happy (you can also just buy the jade and use that for homages).
	Instead, start several bronze smelters and logging sheds.

	Build an Admin City and Tax Offices when you have enough labor handy
	and this uses your wood and allows you to build the weapons makers and
	forts.  It takes several smelters and weapons makers to produce 20
	racks of weapons in one year, so I would build three or four smelters
	and double the number of weapons makers.  You can build at least one
	fort, and also a few more if you feel like it and still have Lavish
	Siheyuans.

	If you take a LONG time to make the weapons you will eventually get
	attacked, so you want to have those forts handy to repel the invasion.


~~~~~~~~~~~~~
Shang Dynasty *
-------------

1) Bo - Goals: 600 in Spacious Dwelling or better, make 12 crates of ceramics
	in one year.

	Cash: 5000
	Resources: millet, hemp, clay, game meat
	Cities: Hsiang (Buys: wood, hemp, ceramics, carved jade)
		       (Sells: millet)

	Start planting hemp right away and hunt game, but import millet to get
	an immediate boost in food quality (you can plant your own when you
	have plenty of labor).
	You want to leave a big space in the middle of the map for a future
	mission, so build your neighborhood at the base of the hill in the
	northwest.
	Your primary economic goal is to create a ceramics industry to sell to
	Hsiang and to fulfill the 12 crate goal.
	Not a tough mission.


2) Baoji - Goals: 4 trading partners, make a 1200 cash profit in one year.

	Cash: 8000
	Resources: fish, wheat, hemp, clay, copper, wood
	Workshops: kilns, bronzeware makers, jade carvers
	Cities: Hsiang (same as previous mission)
		Bo (Buys: rice, bronzeware, carved jade)
		   (Sells: wood, hemp, ceramics)
		Qufu (Buys: wood, bronzeware, hemp, silk)
		     (Sells: jade, ceramics, clay)
		Nomad Camp (Buys: silk, wheat)
	                   (Sells: game meat, jade)

	You have everything you need to evolve your own houses, so get started.
	You will want to make bronzeware before ceramics because it sells for
	a lot and Bo will be an early trading partner.  Also, some cities will
	make demands for bronzeware so you want to have it ready.
	The two cities that sell raw jade are hard to woo, so give them gifts
	of WHAT THEY WANT or just plain cash.  Once you have them as trading
	partners you can start buying jade and turning it into carved jade for
	a big profit (which will pretty much take care of the profit part).

	If you want to evolve your houses all the way to Elegant Dwelling, you
	need to import millet from Hsiang for a third food type.


3) Bo - Goals: 9 months of heroes, 1000 people in Elegant Dwelling or better,
	build the Great Temple.

	Cash: 9000
	New resources: cabbage and wood
	New City: Baoji (Buys: cabbage, ceramics, rice)
			(Sells: fish, wheat, bronze, bronzeware)

	You are now back in Bo where things are good.  Convert some of your
	current fields to cabbage to boost your food quality.  You should also
	immediately start a large wood industry (at least four loggers).  You 
	can use it to tax your people, you can sell it AND you need tons of it
	for the Great Temple.

	To seriously improve your export profit, you can import bronze and make
	bronzeware.  Keep in mind that you need to build an extra claypit or two
	to support bronzeware makers.

	You should have all the population you need once you evolve your houses,
	so if you find yourself short of labor it is a better idea to just
	increase wages or turn off a few buildings to free up workers for the
	monument.

	The Great Temple needs labor, wood, and a carpenter's guild right away.
	This will be around 100 laborers if you want to build fast.  Once they
	build the foundation, you can build the ceramist's guild and turn off
	the labor camp to convert workers to the final stages of the temple.

	To get and keep a hero happy, buy a stock of jade and give big gifts
 	to get a god in the city.  Then give small to medium gifts to keep the
	hero happy for nine months.

	The temple takes a long time so keep your eyes open for any problems
	that start to crop up.  Some particular problems would be unemployment,
	interruption in food quality (and thus housing devolution), and if you
	are not careful about your commerce you could run a trade deficit and
	come close to zero cash or debt.  

	Since you already built most of the city, the 9000 cash you start with
	is going to give you lots of freedom.


4) Zhangzhou - Goals: 20 people in Modest Siheyuan or better, gain 1 allied city
	and raise a population of 1300 or more.

	Cash: 12000
	Resources: cabbage, millet, wheat, fish, silk, wood, clay, bronze
	Workshops: jade carver, bronzeware maker, weaver, kiln, weapons maker
	Cities: Bo, Qufu, Baoji, Nomad Camp (all with same buying/selling stats
		as in previous missions)

	Okay, there are many competing priorities and the city walls cramp up
	your space.  I usually design two common neighborhoods on the smaller
	plot inside the walls, an elite neighborhood across the road on the
	good water table, and then I use the dry corner for mills, warehouses,
	and a few other buildings that you want close by.  You might not think
	you can build the elite housing right away, but that is wrong--you only
	need ceramics and hemp to get Modest Siheyuan.  Build them soon so that
	they can pay taxes early on.  

	You will need around 400 workers max to run all the industry beyond the
	support for housing, so according to my calculations this will take 
	around 30 common plots at normal wages on normal difficulty.  These will
	easily fit inside the walls, but not in a single neighborhood.  I have
	sometimes made two neighborhoods, one common and one mixed with the
	four elite plots and then the remaining common houses needed to fill
	the labor requirements.

	The big X-factor in this mission is that you have to buy hemp, and the
	only seller (Bo) has a maximum of 12 per year.  Your level of hemp
	consumption should be around 8 or 9 units per year once your houses get
	stocked up, so be aware that when you decide to build the four elite
	plots you need for the mission goal, you want to have MORE than the 
	amount of hemp it takes to build them (1 load each, 4 total).

	Also, never sell or gift your hemp stocks--you need that stuff for your
	own people!

	As for resources, you have all else you need to evolve your own houses
	and run the city.  You should start two or three bronze smelters when
	you have the labor, then add in weapons makers and bronzeware makers.
	Start a silk industry even if you can't sell the stuff because it makes
	great gifts for gods and Qufu will probably demand it.  Also, you will
	almost certainly not be able to trade with the Nomad Camps because they
	are programmed to invade your city if you take a long time in this
	mission (even one infantry fort is enough to defeat them, so don't
	sweat that).

	You do not need to plant a lot of fields since you have so many
	varieties of food.  Build three farmhouses, two hemp farms and give the
	food farms a good mix of your fields.  Also build a few fishing quays
	to provide a regular influx of meat.

*** FARM NOTE *** Your farms will probably be on the plain below your walled-in
	hill.  You will notice there are lizards prowling around down there.
	They are not vicious predators--they will not stalk your people and
	can even walk very close without killing them.  In fact, I think they
	only attack when a worker walks on top of it.  
	But anyway, residential walls will not keep them out.  Make a road on 
	the edge of your farm and put a Watchman (and inspector on that road)
	to patrol and kill any salamanders.  If you feel like spending
	big dough, you can build city walls and towers near your farms and set
	the military toggle to "manning the towers."  Your wall gaurds will 
	shoot arrows at the lizards and kill them.
*** END FARM NOTE ***

	Once your housing is fully or nearly fully evolved, you will probably
	be close to no money after all the building.  If you have enough money
	to build the Admin City (and the labor) do that and tax the elites for
	big money.  If not, adjust your trade to make around 1000 cash in your
	treasury and then build the Admin City.  Also build the Palace when you
	have the cash.

	Now, you should have plenty of weapons stocked up so once your two 
	government buildings are in place you can start two forts (remember,
	they don't need an inspector).  Convert some of your bronze labor into
	silk if you can trade it, and then just start managing the city to run
	a profit.  The two forts will easily repel the nomad invasion, so no 
	big deal there.  The hard part is getting an ally.  Find a trading 
	partner that buys something you make plenty of, then stockpile that
	commodity rather than sell it.  Send large gifts of that commodity
	until the city's mood is good and propose an alliance until they accept.
	It won't take long probably, but you may not be able to start sending
	gifts until your trade profits bring your treasury back from the big
	building drain.

	Alternatively, if you have spent very wisely and have plenty of cash,
	just send that.  It cheers up potential allies pretty fast.


5) Yin - Goals: 1500 people, 40 in Lavish Siheyuan or better, 1100 in Elegant
	Dwelling or better, produce 10 bronzeware in one year.

	Cash: 12000
	Resources: millet, wheat, fish, hemp, wood, silk, bronze (NO CLAY!)
	Workshops: NO KILNS, weaver, bronzeware maker
	New Cities: Zhengzhou (Buys: rice, hemp, bronze)
			  (Sells: ceramics, wood, wheat, silk)

	The cities in this scenario are pretty cranky, especially Qufu and the
	Nomad Camps.  Make as much of an effort as you can afford to keep them
	happy in order to open trade and then keep them from getting angry.

	Qufu and the Nomad Camps will make demands of you occasionally, so if
	you meet these you can help your popularity with the two cities.

	Okay, first off, you absolutely need Qufu for clay to stock your
	bronzeware makers.  However, other cities like Bo can supply you with
	ceramics so you don't need Qufu right away.

	I make about 30 common plots; 25ish in a normal neighborhood and then
	an additional handful in the elite neighborhood once I get around to
	building it.  I make my food with 3-4 fishing quays and 3 farmhouses
	with overlapped maximum field plots.  You can import a fourth food type
	if you feel you are not keeping food quality high through the winter,
	but I usually don't need this.  Note that you have acrobats but not
	acupuncture, so you get to Lavish Siheyuan, but not ornate apartment.

	Hemp and silk are your best sellers, so make them as early as you can.

	The Nomad Camps will try to invade you at some point (1377 for me), so
	make sure to build at least two infantry forts.
	
	Baoji is pretty friendly and should ally with you in no time.  This
	mission is not terribly hard, it's just that the 10 bronzeware can be a
	pain in the butt.  So if you have all the other requirements, do this:
	stockpile clay from Qufu and stockpile your own bronze plus some more
	bought from a trade partner.  Then build more bronzeware makers so you
	have at least four (make them close to the stockpiles of materials).
	Once January hits, stop stockpiling and let those materials go to the
	workshops (make sure that you don't have weaponsmiths working; you want
	all that bronze to go to the right place).  You should easily produce
	the ten bronzeware.

	pssssst... to make your life easier, make sure that you have at least
	six elite plots instead of the minimum 4 needed to win this scenario.
	This will pay off at the end of this campaign.


6) Panlongcheng - Goals: produce 40 rice in a year, build the splendid temple,
	have 800 in ornate apartment or better.
	
	Cash: 8000
	Resources: fish, game, rice, hemp, wood, clay
	Workshops: kiln, bronzeware maker, jade carver
	New Cities: Yin (Buys: rice, wood, ceramics)
			(Sells: silk, bronzeware, weapons)

	This mission is easy.  You will need only one common neighborhood to
	support this city, and you also have all the resources you need to make
	a small neighborhood of elites for tax purposes.  You can import silk
	to evolve them, but it's not necessary since you can make money with the
	jade trade.
	
	You have acupuncture now, so you can evolve your commoners to a very
	high level and cram in tons of laborers (plus the taxes they pay in the
	Ornate Apartment are pretty good).

	Yin will ally with you, and since they need wood and rice you can easily
	keep them happy.  Also, the gods like rice so you should definitely
	over-produce this.  You will quickly satisfy the requirements and simply
	have to wait on the splendid temple.


7) Yin (again) - Goals: build tumulus (tomb), 80 people in Humple Compound, 4
	animal types in managerie.

	Cash: some left-over amount from end of scenario 5
	New Stuff: acupuncture!
	New Cities: Panlongcheng (Buys: millet, wheat, bronzeware, ceramics)
		  		 (Sells: rice, wood)

	Good news: you have a massive headstart.  Bad news: the tumules takes
	a long time to build.
	
	80 people in Humble Compound = at least 6 elite plots.  If you planned
	ahead when playing this city the first time, you won't need to bulldoze
	anything to fit them in. 

	Start buying rice from Panlongcheng to make tasty food available and
	pay homage to Nu Wa until she arrives; send her to capture the animals
	on the map (pandas and salamanders).  Start gifting these away and other
	cities will start sending you other animals you don't have.  This is the
	easy part.

	Once you put acupuncture in, your common houses will all evolve and you
	will have a bunch of new labor.  But don't use all of it on the tomb;
	your neighbors will get a little rowdy soon and you want to have plenty
	of soldiers to repel the attacks.  I find that four forts is good, but
	you can probably shift labor to support the max number (at least 8 once
	you have the six elite plots evolved).

	Anyhow, the tomb takes TONS of dirt, wood, and time (no clay).  It also
	requires a few luxury goods to be buried with the coffin in the early
	stage of building, so you might want to put a warehouse nearby with 
	orders to "get" the items you need (luxury goods; you probably have them
	already).

	Once Qufu and the Nomad Camps start attacking you and your neighbors, 
	you should be well on the way to completing the tomb and you just need
	to fend them off until you win.

	An alternate strategy is to not bother building military stuff, put all
	the excess labor on the tomb, and use all your profits to bribe the 
	invaders away.  You will complete the tomb faster and hopefully you 
	won't run out of money to bribe your enemies.


~~~~~~~~~~~~
Zhou Dynasty *
------------

1) Hao - Goals: 1 allied city, rule 3 cities, 40 in humble compound

	Cash: 18000
	Resources: cabbage, millet, wheat, hemp, silk, bronze, wood, clay
	Workshops: weaver, kiln, bronzeware maker, jade carver
	Cities: Anyang (Buys: wood, game, carved jade)
		       (Sells: bronzeware, silk)
		Qufu (Buys: bronzeware, salt, millet)
		     (Sells: stone, jade, clay)
	 	Wu (Buys: silk, wheat, weapons)
		   (Sells: rice, fish, wheat)
		Pingyang (Buys: salt, weapons, silk)
		   	 (Sells: bronzeware, cabbage, jade)
		Shu (Buys: bronze, bronzeware, salt)
		    (Sells: rice, fish, silk)
		Nomad Camps (Buys: silk, bronze, wheat)
			    (Sells: jade)

	You are going to need to build a large city because you want to build
	up a military very fast, which means lots of workers for the forts and
	the bronze/weapons industry.

	I build two common neighborhoods (about 50 plots) and later 4 or 5
	elite houses in their own place.  You want well over the minimum needed
	for the scenario goal because you want lots of forts.

	You'll notice that you have trading posts available for Anyang and Qufu
	right away AND they are tribune cities--they pay you each year (not a
	whole lot, but it's nice).  ALSO notice that one sells jade and the
	other buys carved jade!  Start this cash cow any time you have the
	money to buy the initial jade stocks.

	As for housing evolution, you have everything you need in the city but
	you should buy extra food from Wu to keep your variety up when the farms
	are not planting.  In particular, you can get fish and salt which will
	boost you all the way to tasty food.  I usually build a second mill to
	make sure that there is plenty of stored food for all three 
	neighborhoods.

	There will be a flood at some point, so don't build anything close to
	the river except the trading quays.

	Okay, so once your houses are evolved into dwellings or apartments you
	will have lots of extra labor--put all of this toward the production
	of weapons for forts.  You should have at least six forts, and I like to
	go with seven or eight so that I can send six and keep some at home.

	You will easily be able to get the ally because you make so much stuff
	to give away to cities that need it.  Once you have six fully manned
	forts (I like one or two of these to be chariots) send them to conquer
	Shu--you might also want to send spies to sabotage the city and make it
	easier to take over.

	Keep an eye on Anyang and Qufu--they might rebel if you are running long
	and they haven't been nurtured.


2) Anyi - Goals: produce 28 canisters of salt in one year, make an annual profit
	of 1500, and have 13000 in your treasury.

	Cash: 11000
	Resources: cabbage, millet, hemp, game meat, wood, salt
	Workshops: bronzeware maker, jade carver
	New Cities: Hao (Buys: silk, salt, wheat, rice)
		        (Sells: bronze, wheat, wood, ceramics)

	Good news: most of the cities buy salt, so you can make a lot of money
	in that market.  
	Bad news: Only one city will sell you ceramics at a maximum of 12 per 
	year.  This limits your city to 50 plots (split up between elite and
	common).  I find that this city can be quite small so I usually make
	one common neighborhood of 25-30 plots and then a mized neighborhood for
	taxation consisting of four to five elite plots and as many commons as
	I can sneak in the cracks.  This leaves you well within the limit of 
	that ceramics import.

	Okay, your first priorities should be food quality and hemp because you
	can buy the ceramics at any time.  You should start the jade business
	right away or wait until you are making solid money--nothing messes up
	your budget more than buying the first jade shipment with 100 cash left
	and sitting in debt for a year or more.

	Meat should be your staple food, and you should probably wait until the
	next year to plant crops in order to save labor for other industries.
	Start salt as soon as you get to a medium level of housing.

	There is a very tricky aspect to this level--the salt marshes are so
	far away that you need to either build your whole city on the slopes
	(DON'T DO THIS) or you need to be very effecient with your deliveries.
	The best thing to do is to tell your mill NOT to accept salt.  This
	means your food quality goes down, but it will still be Appetizing with
	your other food sources and you can buy wheat to help.  The reason you
	should not let the mill take salt is because the salt mine deliverymen
	will walk all the way to the mill FIRST even if it has no more room for
	salt and even if warehouses are trying to "get" salt.  This drastically
	reduces your salt output because the miners wait until the delivery is
	made to start again.

	With the mill refusing salt, you should also set up a warehouse near
	the marsh.  Now the deliveries will be fast to this warehouse and the
	trading posts will make the walk to pick it up.  This distributes the
	delivery time to many different buildings and makes things run faster.

	Don't build any of your city near the salamanders; there is plenty of
	room to avoid them and you don't want to waste labor on killing them.

	You should buy silk to evolve the elites to Lavish Siheyuan.  You will
	recoup the cost of the silk in taxes and you can stop buying most of the
	time because the silk gets consumed so slowly.

	To win, you will eventually need to put every extra man on making things
	to sell--principally this means six or seven salt mines, but also you
	can sell game meat, millet, and wood for little effort.  If you still
	have extra labor, buy bronze and make it into weapons to sell.  You can
	buy clay AND bronze to make bronzeware, but this is sketchier because 
	clay and bronze don't come in the same amounts per year and it is just
	more of a hassle.

	Build up your treasury by sitting back and doing nothing once your
	city is stable and you have already produced the 28 canisters of salt.
	One of those years will be a 1500+ year and you will win (I have around
	4000 profit each year once I sit back and do nothing).

	An alternate strategy to accelerate your earnings is to go ahead and
	buy bronze and clay to make bronzeware but sell it to your own elites
	first and to traders second.  This way you can evolve your elites to
	Humble Compound which will provide you with bigtime taxes.  This works
	best if you can open trade with Shu (I usually don't bother) and even
	out the import of clay and bronze.


2) Yulin - Goals: population of 2000, 1500 in Elegant Dwelling or better, make
	10 racks of weapons in a year

	Cash: 13000
	Resources: clay, bronze, salt, hemp, millet, game, irrigation
	Workshops: bronzeware maker, jade carver, kiln
	New Cities: Anyi (Buys: rice, ceramics, bronzeware, carved jade)
		         (Sells: salt, wood)

	Okay, the bad news is that you can not build elite housing, and of
	course there is little fertile land.  However, this mission is still
	easy.

	First off, Hao allies with you.  This gives you three trade partners 
	and Hao will send you cash if you go into debt (you should win pretty
	fast so Hao won't have time to get mad about the money).

	For a population of 2000, you want 40 plots of housing.  Build them in
	two neighborhoods, and make sure that you start the neighborhood by
	building the well next to water and then expanding from there.  You
	can't have a good neighborhood without a deep well!

	Because food is so scarce here, I import most of mine to achieve the
	appetizing level.  Also, I build lots of extra hunters to export game
	meat.

	As soon as you have workers to spare from your neighborhoods, set them
	mining salt and bronze.  Like last time, use a warehouse between the
	salt and the trading posts to keep the salt production up to speed.
	
	Now, there are ferocious bears near the salt and copper.  In particular
	there is one bear that spawns right in the middle of the copper.  Build
	city walls to enclose this area as much as possible and put two or
	three towers there to kill the bear constantly.  Build more walls to 
	keep the other bears (on the desert edge of your map) away from the 
	city.

	Irrigation boosts fertility in a five-square radius, so you should be
	able to use a single row of irrigation parallel to the stream to boost
	the fertility of your available land.

	Don't bother training soldiers--just sell the weapons!  A bronzeware
	industry can soak up the extra employees and offset your expenses. 
	And of course the jade trade is a given cash cow.

	As long as you can keep the bears away from your miners you should have
	no trouble producing bronze to supply four weaponsmiths and making the
	10 racks of weapons.


4) Loyi - Goals: 3200 people, 50 in Humble Compound or better, build the Temple
	Complex.

	Cash: 17000
	Resources: soybeans, wheat, hemp, silk, fish, clay, stone, bronze, wood,
		and irrigation
	Workshops: kiln, bronzeware maker, weaver, jade carver
	New Stuff: Mint, Crossbow Fort
	New Cities: Yulin (Buys: wood, wheat, silk, weapons)
			  (Sells: salt, bronze, game)

	First off, notice that Hao is destroyed!
	
	Second, take a look at the nice little setup you have been given.  If 
	you want an aesthetic city, save one of the big squares for the Temple
	Complex (it is BIG).  If you want to build the Temple Complex faster,
	build it outside the city walls wherever you want (you can probably
	overcome the transport times incurred by having the complex inside the
	city--just make sure to have only ONE entrance to the complex by road
	and set your laborer/guild sites as close as you can).

	Now, you need a large population and you need at least four elite plots.
	I usually use the long row of space on the opposite end from the river
	to put my elite houses and all of their support buildings, then use the
	two big squares nearest to the river for two common neighborhoods.  You
	have to plan the space out carefully!  Then I use one big square for the
	Temple Complex (closest to the Stone Quarry) and the final big square 
	for a combination of elite support and a third common mini-neighborhood.
	This should satisfy all your population needs.

	As for the general management of your city, you should build nothing
	near the river except trading quays and fishing quays because there will
	be a flood (the city walls block the flood).  You will need two mills 
	to keep a steady stream of high quality food available, and in general
	you will have lots and lots of industry.  All farming should be done
	right outside the city walls, using the streams there supply irrigation
	ditches.  There is plenty of room inside the city walls for most of 
	your trading posts and even a lot of industrial capacity.  I would put
	all non-bronze related industry inside the walls.

	As for bronze, there are two sites for it.  Use one to supply bronzeware
	makers and the mint (which really makes your revenue soar--build it as
	soon as you can!) and use the other to supply weapons makers.  

	Most of the trading cities are unhappy with you, so you will need to 
	cajole them with needed goods, or more likely cash since you will have
	a lot of it.

	Finally, get those elite houses up to at least Lavish Siheyuan so you
	can support a half dozen forts.  You want them trained up in case your
	vassal cities decide to rebel, and eventually the nomads will invade.
	By the time they do, you should have a massive army, like eight forts.
	They will be no match for you.

	This mission is not terribly difficult, it is just long because the
	Temple Complex is so huge and the resources are far away from the site.


5) Ying - Goals: 24 months of heroes, 100 in Impressive Compound

	Cash: 13000
	Resources: cabbage, rice, hemp, clay, silk, fish, game, wood
	Workshops: kiln, bronzeware maker, weaver, jade carver
	New Stuff: Daoist Shrine, Confucian Academy
	New Cities: Loyi (Buys: salt, rice)
			 (Sells: silk, soybean, bronzeware, stone)

	This mission is not hard.  You won't get threatened by anyone and you
	have almost everything you need to support your population (just need
	to import bronzeware).

	The difficult part of this mission to me is the space available.  There
	is a huge river (which you can ferry across if you want, but there is
	just a little more game over there, hardly worth it), and a little river
	that splits the useful land in two.  Moreover, there is this little 
	mesa of land right near the entrance/exit points on the map which makes
	it difficult to use that side of the map for housing unless you really
	squeeze your neighborhoods.
	
	So what I do is build my common neighborhood and elite neighborhood
	on the "low" land farthest from the road in and out of town.  Then I 
	build my mills and warehouses (for hemp, ceramics, and other residential
	needs) right near the river.  Across the river I build all the industry
	and farming, as well as the government buildings (you won't need the
	Palace unless you want to fulfill other cities' requests for animals).
	Finally, along the initial road segment I place my trading posts so that
	traders can get in and out of town quickly.

	Obviously, you should build your hunter's tents and fishing quays as
	close to the prey/fish as possible.

	Once your elite neighborhood is evolved to the desired level, your tax
	revenue will be so huge you won't have to worry about money.  And if
	someone does invade you (unlikely on normal difficulty), you will have
	the money to bribe them probably.

	Also, I am pretty sure that the 24 months of heroes do not have to be
	consecutive but I never get interrupted once I have the production
	capacity to start honoring them, so I never checked it out.


6) Handan - Goals: produce 10 iron in a year, rule one city, build earthen wall

	Cash: 17000
	Resources: game, fish, soybeans, wheat, hemp, silk, clay, wood, iron
	Workshops: kiln, weaver, jade carver
	New Stuff: Iron! boosts weapons and farming
	New Cities: Ying (Buys: salt, bronze, bronzeware)
			 (Sells: rice, fish)
		    Ji (Buys: iron)
		       (Sells: soybeans)

	First off, you will get lots of demands for iron, and Ji is an agressor
	that will attack you.  So you want to use your initial labor pool to get
	iron started and some of your initial cash to help get some elite
	housing evolved (i.e., buy an extra food type and bronzeware).

	I like to build my main city at the base of the hill, but because you
	will want four neighborhoods or more (to speed up wall construction)
	you need to use some of the space across the river for either farming,
	industry, or military.

	Ultimately, you will end up with lots of money through trade and taxes,
	so you can buy friends and crush enemies.  You just have to make sure to
	get your elite neighborhood up and running so you can get the rest of
	your city together before Ji attacks.

	The earthen great wall needs tons of lumber and dirt--but because the
	hill paths are ziggy-zaggy it is very possible that some of the forests
	are much too far for delivery.  If you need to build lumber mills for
	remote forests don't build them right next to them like usual--you will
	need to compromise a little to make the delivery route short enough.  Or
	you can use warehouses as a stop in between.


7) Lingshou - Goals: produce 18 lacquerware in a year, collect 3 animals for the
	managerie, 12 months of heroes, build the Grand Temple

	Cash: 17000
	Resources: soybeans, millet, wheat, hemp, lacquer, silk, clay,wood,iron
	Workshops: kiln, lacquerware maker, weaver (no jade carver!)
	New Stuff: catapult fort, daoist temple
	New Cities: Handan (Buys:  )
			   (Sells: )

	Okay, you will need two neighborhoods to fill your labor needs and one
	elite neighborhood for taxes and a palace to put animals in.  You won't	
	need a military, but you can build one for fun.  You will get lots of
	requests for iron and lacquer/lacquerware so make sure those industries
	are early priorities.

	Qufu is an excellent trading partner because they buy your stuff and
	they can sell you stone when you are ready to finish the temple.

	The Grand Temple needs wood, clay, and stone.  Because the lacquerware
	makers and tax collectors also use wood, you might not see wood go to
	the construction site for a while.  You can remedy this by building a
	lot of lumber mills which is good just to make the Grand Temple go
	faster.

	Finally, because you can't carve jade for trading cash, you will need to
	watch your early budget until the elite taxes start rolling in.


~~~~~~~~~~~
Qin Dynasty *
-----------

*********** NOTE: Xi Wang Mu is a REALLY great hero to attract in this dynasty
		because so many levels involve building monuments.

1) Huanxian - Goals: build Grand Canal, produce 18 bars of iron in a year
	
	Cash: 15000
	Resources: cabbage, wheat, game, hemp, iron, stone, clay
	Workshops: kiln
	Cities: Yong (Buys: cabbage, lacquer, iron)
		     (Sells: millet, weapons)
		Linzi (Buys: rice, silk, ceramics, iron)
		      (Sells: soybeans, wood)
		Wu (Buys: iron, cabbage, millet, lacquerware)
		   (Sells: fish, rice, jade)
		Ying (Buys: iron, wheat, salt, lacquerware)
		     (Sells: rice, silk, hemp)
		Shu (Buys: salt, ceramics, iron, carved jade)
		    (Sells: rice, lacquer, hemp)
		Nomads (Buys: silk, wheat)
		       (Sells: jade)
		Anyi (Buys: silk, rice, lacquer)
		     (Sells: salt, iron, millet)

	First, notice that you can't build acrobat schools, elite houses, or a
	palace.  But you wouldn't have room to build a big city anyway!  The map
	is small and cluttered.  

	Two neighborhoods will be more than enough labor, but you might not want
	to evolve them all the way in order to keep your labor pool fully 
	employed and also to keep labor costs down (without decreasing pay!).
	This mission is easy, especially if you budget well and can buy some
	extra food types to help evolve your houses. 

	Most of your labor should be devoted to a massive iron industry (for
	sale) and a stone industry.  The canal is easy to build because it only
	needs laborers and stone deliveries--and the stone quarries are right
	there!  Easy mission.


2) Xiangyang - Goals: build Large Palace, 200 in Impressive Compound or better
	
	Cash: 23000
	Resources: soybeans, millet, wheat, hemp, silk, fish, wood, clay
	Workshops: kiln, lacquerware maker, jade carver, silk weaver
	New Cities: Huangxian (Buys: lacquerware, weapons, lacquer, rice)
			      (Sells: iron, cabbage, stone, wood)
		    Yong is gone

	Okay, you are going to need at least 10 elite plots, which will require
	a lot of space for the plots and support buildings.  I also like to 
	build the Large Palace and regular palace nearby, so find a BIIIIG plot
	of land to reserve.

	You will need no more than two common neighborhoods, and less if you 
	don't care about military stuff (you can afford to bribe the nomads by
	the time they attack).

	As you can see, you have tons of room, plenty of money, and all the
	basic resources you need.  You need to import lacquer or lacuqerware,
	some stone (although you only need a little bit for the monument, so 
	don't stockpile a ton of it), and you will need to buy iron if you want
	to make weapons.

	The problems you will encounter are nomad invasions, a Shu rebellion,
	and demands for silk.  But within two years you will be chugging along
	because you have so much going in your favor already.

	Note that your Large Palace might take a while to receive the first wood
	shipment because your lacquerware business and military forts will also
	consume wood--far more than the usual tax collectors.  So if you don't
	have a ton of unemployed people to put to work cutting wood, don't try
	to build a zillion wood mills.


3) Xiangjun - Goals: 1800 population, 1000 in Ornate Apartment, produce 16 casks
		of lacquer in a year, produce 12 jade carvings in a year

	Cash - 16000
	Resources: rice, lacquer, fish, game, wood, clay
	Workshops: kiln, jade carver, lacquerware maker
	New Cities: Xiangyang (Buys: carved jade, iron, lacquer, stone)
			      (Sells: lacquerware, weapons, wood, hemp)
		    Kingdom of Namyue (Buys: ceramics, silk)
			              (Sells: rice, jade)

	Easy mission; you can buy hemp right away so do it.  You need to give
	a cash gift ASAP to the Kingdom so that they will trade with you; you 
	need their jade to start selling carved jade.

	I find that one neighborhood plus a small shanty town does the trick in
	this scenario.  The neighborhood easily gets to 1000 in Ornate Apartment
	but might not make it to 1800 people.  A shanty town fixes this, and is
	cheap.  

	You will get a gift of weapons after the first year if you are doing
	"well" (I've never been denied this gift...) but I never use it to train
	soldiers--I just give it to the gods since I have so few resources after
	the first year.

	You can sell rice and lacquer to several cities, so overproduce.  If you
	end up with unemployment, build a small mini-fortress of city walls on
	the other side of the river with towers to kill tigers; then you can
	actually hunt over there for extra meat.


4) Badaling - Goals: build Earthen Great Wall

	Cash: 18000
	Resources: soy, millet, wheat, hemp, game, clay, wood, iron
	Workshops: kiln, jade carver
	New Cities: Xiangjun (Buys: wheat, weapons, millet, hemp)
			     (Sells: rice, fish, lacquer, carved jade)

	Note that you have no accupuncture or palace available.  This limits you
	to modest levels of both normal and elite housing, but the elite taxes
	are still worth it if you have trouble with budgeting.

	You only need to build enough to support the labor pool for the monument
	plus whatever industry you need to keep your treasury full.  The best
	industry you have for sale is iron.  You don't need to build a military
	because you can easily bribe the very few attacks you will suffer, but
	without a military you won't be able to suppress any rebellions your
	vassal cities start.

	You will get demands for iron and even weapons.

	The Earthen Great Wall sometimes has one or two squares left that need
	work, but the monument worker won't go.  I just save, start new game, 
	and load that save.  The monument worker then goes right to it.

	
5) Xiangyang - Goals: build Underground Vault, Grand Tumulus, collect 8 animals,
			and amass a treasury of 150,000

	New Cities: Badaling (Buys: weapons, silk)
		      	     (Sells: millet, soybeans, wheat, carved jade)

	Okay, you probably have plenty of space, but if you saved space in the
	city to make the new monuments look like a part of it, that's cool.  
	Your old monument labor carries over to help with one, but not two
	new monuments, so build a new neighborhood (again, much easier to do if
	you already planned the space in).

	Your new trade partners buy silk and ceramics, so keep on selling.  

	If you haven't caught a pheasant yet, do that.  Then start gifting that
	animal and any new ones.  Eventually you will get the animals.

	These two monuments are pretty long, so just settle in and be patient.

	Also, the Grand Tumulus requires finished goods to be buried with the
	coffin, and the easiest way to get them is to just stop selling all the
	required goods.  Since you probably produce a ton of them, the goods 
	will get delivered quickly.  



~~~~~~~~~~~
Han Dynasty *
-----------

1) Chang-an - Goals: population of 3000, 32 months of heroes, annual profit 
		    of 4500

	Cash: 19,000
 	Resources: cabbage, millet, wheat, hemp, silk, fish, iron, clay, wood
	Workshops: kiln, weaver, jade carver
	Cities: Yin (Buys: lacquerware, ceramics)
		    (Sells: bean curd, millet, hemp)
		Xiongnu Empire (Buys: silk, millet)
			       (Sells: jade)
		Chengdu (Buys: wheat, weapons, salt)
		        (Sells: rice, silk, lacquerware, wood)
		Fuzhou (Buys: silk, iron, weapons, lacquerware)
		       (Sells: rice, salt, wood)
		Guangzhou (Buys: iron, carved jade, wheat, bean curd)
			  (Sells: rice, salt, weapons)

	Build up your raw resources fast because you will get a lot of requests
	for food and wood.  You'll get a few requests for silk as well, but that
	will be much easier to fill since you don't consume it yourself much.

	Build two neighborhoods (kind of tricky with all the rocks), and put
	most of your labor into iron, weapons, and silk.  If you end up with a
	lot of left over labor, grow more food to sell and if you STILL have
	left over labor build some forts.

	Getting the 32 months of heroes is a pain, but if you get Confucius to
	come to your city then he will boost your tax income and get you closer
	to the profit goal.

	Use your excess money to make your neighbors happy.

	HINT: You will come back to this city and need to build a monument and
	add a new common neighborhood, so leave room when you build.


2) Jiaozhou - Goals: 30 months of heroes, 2500 in Ornate Apartment or better,
		80 in Impressive Compound or better

	Cash: 16000
	Resources: rice, hemp, fish, game, lacquer, wood, clay
	Workshops: kiln, lacquerware maker, jade carver
	New Cities: Chang-an (Buys: carved jade, rice, lacquer, spice)
			     (Sells: lacquerware, silk, wheat, iron)
		    Kingdom of Nanyue (Buys: fish, weapons)
				      (Sells: rice, wood, jade)

	Okay, this scenario is not too difficult.  You need four elite plots to
	satisfy the elite goal, and two neighborhoods will do fine for commons.

	Lacquerware is your big seller, and the Kingdom of Nanyue is your new
	source of jade.  You don't have city walls, so you can't use towers to
	kill the alligators, but you won't need to since there are two fish
	spots far from those beasties.

	You should import iron when you can afford it to build a few forts and
	then sell the weapons after that.

	You should attract Confucius to your city for the heroes goal because
	he will boost your tax revenue simply by being in the city.  I say this
	because you will probably have to buy other foods even early on, and you
	want to make that money back with big time tax revenue.


3) Chang-an - Goals: build Grand Tumulus, amass 150,000 in treasury, collect
		seven menagerie animals, population of 4500

	Cash: whatever you had before
	Workshops: same as before, plus lacquerware maker
	New God: Mencius (increases trade revenue by blessing trading posts)

	Okay, most of your work is already done.  Just build a new common 
	neighborhood to boost your population and workforce.  The menagerie
	animals shouldn't be hard to get; you can catch pandas and pheasants
	on your own map, plus you probably got a Gobi bear in the first mission.
	You might want to get Mencius for the increased revenue, but since you
	need to build a monument you will have plenty of time to build up to
	150,000.

	You need to take care of the Xiongnu Empire; if you built up an army
	before, use it right away while the enemy is weak.  Otherwise, get
	cracking.

	Get Xi Wang Mu to speed up the Tumulus.  Long mission, but no sweat.


4) Lo-lang - Goals: build Great Temple, 36 months of heroes, produce 25 racks
		of weapons in a year

	Cash: 18,000
	Resources: soybeans, cabbage, fish, hemp, salt, wood, clay
	Workshops: kiln
	New Cities: Hanan (Buys: weapons)
			  (Sells: wood, ceramics)

	NO ACCUPUNCURIST, NO ACROBAT, NO CONFUCIAN ACADEMY

	Pretty much the only thing you can sell are salt and weapons, so make
	as much salt as you can and import iron to make weapons.

	The Great Temple will be easy since it is so small, the 25 racks of 
	weapons should be no sweat, but the heros can be a pain.  First, your
	neighbors are demanding a lot of stuff, second you probably are just
	making ends meet as it is for a while.  It could be very long before
	you can actually spare regular homages to keep a hero around.

	There is an earthquake in 105, but your city is small so it will
	probably miss you.  Try reloading if it wipes out too much.

	Hanan tries to invade you, but their force is wimpy and easily thrown
	back even with your puny single fort.  Use city walls and towers to
	bolster your small defensive force.

	Not too tough, just tedious to get those heroes.


5) Loulan - Goals: population 1600, 5 trading partners, 2500 annual profit
	
	Cash: 14,000
	Resources: millet, wheat, game, clay, salt
	Workshops: kiln, jade carver
	New Cities: Lo-Lang (Buys: rice)
			    (Sells: weapons, bean curd, fish, salt)

	NO ELITES, NO ACCUPUNCTURIST, NO ACROBAT, NO WEAPONSMITH, NO CONFUCIAN
	ACADEMY

	Your level of housing will be modest here, so you really have to cram
	your plots in around the waterhole.  You need at least 31 plots; I use
	35 just in case some don't evolve fully.  Make one neighborhood that
	snakes around the back of the waterhole with two markets--one on either
	end.  Divvy up the service buildings between the two ends.  Make sure
	to leave room for two clay pits. 

	Now use all the rest of the grassland for farms.  You will still want
	to buy food to ensure the maximum quality, but your salt and three food
	types will mean a minimum of extra food is needed.  You do have to buy
	hemp, but that's no big deal.

	Don't bother importing wood--you really only need it for taxes and the
	money you make back isn't enough to justify it.

	Sell salt and carved jade for the base profit and as much of your extra
	food as you can.  Once your city is stable, it will be easy to sit back
	and watch your annual profit go over 2500.  You should easily get the
	five trading partners right away, and the 1600 population won't be 
	trouble if you make a nice neighborhood.


6) Luoyang - Goals: population 4000, 120 in Impressive Compound, 2500 in Ornate
	Apartment

	Cash: 21,000
	Resources: bean curd, wheat, hemp, silk, clay, wood
	Workshops: weaver, kiln, jade carver, lacquerware maker
	New Cities: Loulan (Buys: cabbage, wood, rice, silk)
			   (Sells: salt, steel, carved jade)

	All of the buildings are back so you can build a high-level city.  Two
	and a half neighborhoods are needed to get up to 4000 people, but you
	may consider not developing the halfhood--employing more than 4000
	people will be tedious.

	Don't wait too long to establish the elite neighborhood--you will need
	to develop a military to defend your buddies and repel a couple of 
	invasions.  Sell silk to finance most of your affairs.  Elite taxes and
	carved jade will add a big boost and then whatever else you sell is just
	gravy.

	You can really accelerate your military growth by buying steel to make
	weapons AND buying weapons directly.  With about five forts you should
	be able to handle the invaders, but you will want extra to send to your
	ally's defense.

	If you have a ton of unemployed people, consider adding farms to help
	the existing farmland.  This will not improve the crop yield or harvest
	time, but it will mean that the harvest gets divvied up into more farms
	and the extra deliverymen will make sure that everything gets to the
	mills and trading posts quickly.

	If you are really in a bind, build a ton of towers on your city wall,
	and at last resort, just lower wages (remember that this angers your
	people!)


7) Jiayuguan - Goals: annual profit of 2000, 4 trading partners, build Earthen
	Great Wall

	Cash: 15,500
	Resources: millet, wheat, hemp, game, steel, salt, clay
	Workshops: kiln, jade carver
	New Cities: Louyang (Buys: rice, spice, steel, carved jade)
			    (Sells: silk, wood, wheat)

	You don't have acrobats, so you can't really get anything out of your
	elites--and there isn't space for them anyway.  So you will only be able
	to build one fort.

	The good news is that there are no demands or invasions, so you can just
	focus on growing your labor force.  I recommend a small neighborhood or
	two in the grassy area, but use at least half for crops.  A couple of
	slums (water, inspector, watchman, and as many houses as you can cram)
	near the smaller oases will give you all the workers you need.

	You need to buy tons of wood not just for the wall, but also to run the
	steel furnaces.  The economic situation is tight unless you can get 
	the Xiongu Empire to trade with you; then you can sell a ton of carved 
	jade to keep you afloat.


8) Luoyang - Goals: build Temple Complex, make 24 reams of paper in one year, 
	8 menagerie animals, 42 months of heroes, treasury of 85,000

	New Stuff: paper maker, money printer, Buddhism
	New Cities: Jiayuguan (Buys: carved jade, wood, rice, paper)
			      (Sells: hemp, stone, steel)

	First, make sure to allow stone and paper to enter your warehouses. 
	Also have one warehouse stock up on paper to satisfy demands promptly.
	You will only need four paper makers probably.  Build the money printer
	right away to increase cash flow.

	Xi Wang Mu captures animals and speeds monument construction--GET HER.
	You can get pandas and start building the complex quickly.  The money
	and paper goals take care of themselves, while Xi Wang Mu helps the
	monument for long enough to get 42 months of heroes.  Just send out your
	pandas to other cities and keep trading animals until you get enough.


~~~~~~~~~~~~~~~~
Sui-Tang Dynasty *
----------------

1) Chang-an - Goals: 1700 in Luxurious Apartment, build the Grand Pagoda, 36
		months of heroes

	Cash: 20,000
	Resources: soybeans, wheat, millet, hemp, tea, silk, fish, steel, stone,
			wood, clay
	Workshops: kiln, weaver, paper maker
	Cities: Yen (Buys: tea, lacquerware)
		    (Sells: soybeans, stone)
		Kashgar (Buys: silk, lacquerware, tea, salt)
			(Sells: spices, jade)
		Chengdu (Buys: silk, millet, cabbage, salt)
			(Sells: lacquer, weapons, tea, paper)
		Guangzhou (Buys: millet, lacquerware, wheat, tea)
			  (Sells: rice, weapons)
		Changzhou (Buys: wheat, millet, silk, tea)
			  (Sells: lacquerware, lacquer, rice)

	NOTE: Lhasa will be discovered, but won't become available until the 
		fourth mission.

	Okay, first off, you should plan ahead because you will come back to
	this city near the end of this dynasty.  You want to leave yourself a
	nice big space where you can build a very large (eight plots!) elite
	neighborhood.  I build my Grand Pagoda on a corner of this neighborhood-
	to-be and also leave a ton of room for the Large Palace (which will be
	built in the sequal mission).  Of course, having Xi Wang Mu speeds up
	the monument and knocks off your hero requirement.

	It is a good idea to start filling in the elite neighborhood in this
	mission just for the taxes and the boosted military capability.

	You are going to need a LOT of stone and wood for the monument, and your
	steel furnaces will take some of that wood, so make sure to use the
	stockpile trick to get wood delivered regularly to your monument (see
	the beginning FAQ list).

	Also, because silk sells for so much more, start that industry before
	tea.  You will have plenty of time to make tea to supply your common
	neighborhood.

	A single 25-plot neighborhood will satisfy your population requirement,
	but some of them might evolve all the way due to aesthetics, and you may
	need more labor.  Two neighborhoods allows you to build huge industries
	in steel, weapons, silk, and tea.


2) Lanzhou - Goals: produce 35 cabbage, 45 wheat, and 38 millet in a year (does
		not have to be the same year), population of 2000

	Cash: 18,000
	Resources: soybeans, cabbage, millet, wheat, hemp, lacquer, steel, salt
		wood, clay
	Workshops: kiln, lacquerware maker, paper maker
	New Cities: Chang-an (Buys: carved jade, rice, paper, lacquerware)
			     (Sells: silk, stone, tea, weapons)

	This mission is easy.  Space is tight, so be a little careful about
	leaving yourself some road space.

	Build two neighborhoods, but not very large ones.  You can easily get
	both neighborhoods up to Ornate Apartment which will get you well above
	the requirement.  

	Use as much space as you want for crops, and stick some other industries
	in if you want to boost your economy.  This mission should take three or
	four years tops.


3) Yangzhou - Goals: build Grand Canal section, 100 in Heavenly Compound
	
	Cash: 20,000 
	Resources: cabbage, rice, hemp, fish, tea, wood, stone, clay
	Workshops: kiln, paper maker
	New Cities: Lanzhou (Buys: silk, tea, rice, carved jade)
			    (Sells: salt, cabbage, millet, wheat)
		  Sabi (Buys: rice, tea)
		       (Sells: soybeans, fish)

	You will need two regular neighborhoods to supply the workers for this
	city.  You are going to plant tons of tea and also extra hemp for paper
	because these are your best sellers.

	The Canal only needs labor and stone, so you can just set up the labor	
	and ignore it until it is finished.

	The tricky part of this mission is waterfront space and the elite
	neighborhood.  You don't have a whole lot of space on the waterfront
	and you need to put three trading wharfs there plus as many fishing
	quays as you can jam in.  I would recommend putting the wharfs on coast
	spots that are only wide enough for one building and then save the long
	stretch for fishing quays.  You can always delete some fishing quays to
	make room for the trading wharfs when they become available.

	Also, you will want to have an irrigation system--I sometimes use the
	coastal spot all the way near the southwest corner of the map (still
	on the south side of the canal) to supply my ditches with water.  This
	leaves an extra spot on the waterfront.

	The elite neighborhood has two problems: unless you want to build two
	neighborhoods or a neighborhood far away, space will be tight.  The
	other problem is desirability.  Statues and gardens are usually not
	enough to boost the desirability to Heavenly Compound.  So I use only
	flowering trees plus some grand roads.  This usually does the trick.
	You need four plots to get the 100 people you need; I highly recommend
	planning this out in detail before you start building it or anything
	around it.

	You will probably want to raise taxes to help pay for the stuff you have
	to buy (weapons, silk, lacquerware, extra food types).  Once your elites
	are fully evolved, they will pay really good taxes, so you can ease off,
	especially since you won't buy weapons, silk, and lacquerware
	continuously.  

	Your allies will ask you for military help, so be ready with three or
	four forts (and more to defend yourself).


4) Liangzhou - Goals: build Stone Great Wall, get 5 trading partners

	Cash: 18,500
	Resources: millet, wheat, hemp, game, stone, clay, salt
	Workshops: kiln, jade carver
	New Cities: Lhasa (Buys: silk, wheat, millet)
			  (Sells: nothing) 
		    Yangzhou (Buys: lacquerware, weapons, carved jade)
			     (Sells: tea, rice)

	Build one common neighborhood, one elite strip later, and as many slums
	as you need to bring up your labor supply.  You won't need a military,
	but it's fun to build one during the LONG build time of the wall.  The
	elites are really to boost your taxes.

	Grow as much wheat and millet as you can cram on to the grassland to 
	sell for cash.  

	Put a warehouse halfway between the quarry and the wall site so that
	the deliveries can be split up between the stoneworks and the warehouse.
	Make sure to set that warehouse to receive only stone and set all others
	to NOT ACCEPT stone.

	Also, make sure not to build anything really close to the wall site; if
	you build something there, the laborers might get stuck trying to push
	their carts (they don't just walk along the wall site like the masons
	will) and that wastes precious time.

	Not a huge challenge-just long.


5) Niya - Goals: population of 2100, 1500 in Luxurious Apartment, 15 months of
		heroes

	Cash: 18,000
	Resources: cabbage, wheat, millet, hemp, game, clay, salt
	Workshops: kiln, jade carver, paper maker
	New Cities: Liangzhou (Buys: silk, tea, paper)
			      (Sells: stone, salt)

	You need around 30 plots if you want to get all 2100 in the maximum
	housing--otherwise, you only need between 20 and 25 to get the 1500 in
	the maximum and you can build slums to get the other 600.  There is 
	plenty of space, but using slums means you only need one market and you
	can put your mill right near it.

	Anyway, this level is fast and easy; it is even faster if you can make
	Shen Nong happy very quickly (I give him raw jade to boost him fast)
	and then just keep him happy enough to stay once he arrives.  You can
	sell paper, salt, and LOTS of millet and wheat to keep your treasury up.


6) Luoyang - Goals: build Temple Complex, population of 3500, 5 menagerie
		animals, 150 in Heavenly Compound

	Cash: 24,000
	Resources: soybeans, cabbage, wheat, hemp, silk, steel, wood, clay
	Workshops: kiln, weaver, paper maker
	New Cities: Niya (Buys: wood, cabbage, silk)
			 (Sells: salt, carved jade, paper)

	Since the iron ore is on the far side of the river, build your lumber
	mills over there; since your lumber will already be on that side, also
	build the monument over there.  I like to build my elite neighborhood
	around the Temple Complex, but it can be a squeeze.

	You will only need two common neighborhoods, and your first trading
	commodity needs to be silk (no jade carver!).  You can sell paper once
	you have excess hemp, but you won't be able to sell very many weapons.
	You will get requests for weapons, and for some reason lacquerware (I 
	just let that city get mad at me rather than buy it).

	Niya will be attacked and ask for military aid if you want to help, but
	you won't be invaded.

	Xi Wang Mu is, as always, your best friend because she will catch your
	first menagerie animal and speed monument construction.  Max out your
	common neighborhoods to get the population goal, then build the six
	elite plots whenever you want to get the elite goal.  Earlier is always
	good so that you can get the tax revenue and increased military.


7) Chang-an - Goals: build Large Palace, 200 in Heavenly Compound, 8 menagerie
		animals
	Cash: whatever was left over from before
	New Cities: Luoyang (Buys: lacquer, rice, tea, carved jade)
			    (Sells: millet, weapons, silk)

	BUG ALERT: When I try to build the Lhasa trading post in this mission,
	the game crashes.  I haven't downloaded the game patch, so that may
	solve the issue for you.
	
	Okay, you need to jam 8 elite plots into a neighborhood and get all the
	stuff they need in there as well.  If you are like me and must put your
	monuments in the elite neighborhood, then space is tight.  Otherwise,
	it shouldn't be a problem.

	Once you have the elite plots evolved, build a military to deal with
	the various threats and requests that pop up.

	The monument requires lots of wood, so it is worth it to put it near
	your steel mills just to speed this part up.

	Ultimately, this won't be a hard level because you are so rich you can
	buy your way out of anything.  Get Xi Wang Mu to capture a panda for
	your palace and speed up the monument.  Trade animals around until you
	get eight.  No sweat.


8) Dunhuang - Goals: 5 trading partners, produce 10 bars of steel in a year, 
	produce 10 canisters of salt in a year, population of 2500

	Cash: 20,000
	Resources: hemp, cabbage, millet, wheat, game, wood, clay, salt, steel
	Workshops: paper maker, kiln, jade carver
	
	Okay, this is hard if you do not go very fast, because in 778 Lhasa will
	start to attack frequently.  At first the attacks are cheap to buy off
	and also easy to defend, but it will get worse.

	So pause immediately, and build two neighborhoods inside the walls.
	Space is tight, so you probably will only be able to fit about 33-35 
	plots in there.  Make a bunch of slums outside the walls.

	Build two hemp farms right away. 

	As the workers start pouring in, send out trade requests and build the
	trading posts so you can buy food and sell salt.  As your houses evolve
	and workers REALLY start pouring in, build food farms, salt mines, and
	steel mills (four steel mills and five salt mines produced 19 bars of
	steel and 17 canisters of salt in their second year of operation for me)

	Basically, once these are up and running, you are hoping that the people
	show up and you meet the goals faster than Lhasa starts attacking.

	You will get a gift of weapons, so build the Admin City and a fort, then
	build a second once the steel mills are going.  You should have two
	forts near full capacity by the time Lhasa starts attacking.  

	You can ask your allies (if any) for military assistance, but early on
	they have very weak units (only a few soldiers per fort).  In 778 there
	will be two attacks and more in following years, so win before that.



~~~~~~~~~~~~~~~~
Song-Jin Dynasty *
----------------

1) Kaifeng - Goals: rule 4 cities, 36 months of heroes
	
	Cash: 25,000
	Resources: hemp, cabbage, millet, wheat, silk, clay
	Workshops: weaver, kiln, paper maker, lacquerware maker, jade carver
	Cities: Pingyao (Buys: silk, tea, wheat, ceramics)
			(Sells: steel, stone, soy, game)
		Chizhou (Buys: wheat, cabbage, weapons)
			(Sells: rice, tea, wood)
		Chengdu (Buys: spices, wheat, fish)
			(Sells: salt, lacquer, jade, tea)
		Jiangling (Buys: wheat, cabbage, steel, weapons)
			  (Sells: salt, tea, hemp, wood)
		Tanzhou (Buys: wheat, fish, lacquerware)
		 	(Sells: rice, silk, lacquer)
		Yuzhang (Buys: wheat, cabbage, steel)
			(Sells: bean curd, rice, tea)
		Guangzhou (Buys: silk, salt, tea, carved jade)
			  (Sells: fish, rice, steel)

	Pingyao and Chizhou are your allies to start, and you will want to ask
	them for weapons early on to boost your initial military strength.

	You will come back to this city and need to bring the population up to
	5000, so build two neighborhoods and leave room for a third.  I build
	my elite neighborhood inside that central walled area.  I also complete
	the city wall on all sides (even the river, to prevent flood damage--
	this means I use the moat near the central walled area to supply my
	irrigation)

	You need to start silk very soon (second year at the latest) in order
	to get your economy moving and also to make it possible to evolve elite
	houses to Lavish Siheyuan.  With this, you can have up to eight forts
	very early on.  This is when you should ask your allies for some extra
	weapons.  You should also attract Sun Tzu to your city to speed their
	training and to send with them on conquering missions.

	Don't ask your allies to send their own military units--they have very
	poor armies and will get mad at YOU if THEY fail.  You can ask them to
	accompany you on your own attacks--look for their available units when
	you select forces to attack with (at the bottom in a separate list).

	Use spies to sabotage your enemies' military before invading--also make
	sure to place your own watchtowers in neighborhoods and around your
	industrial centers (don't need to place them around farms).  For the 
	first time, your enemies will make significant use of spies.  I caught
	about ten spies before I conquered most of the cities; if you let those
	guys wander around they will make mischief.

	Make sure to send gifts to cities that you conquer so that they won't
	rebel--you have to go conquer them again if they rebel.

	I generally conquer Chengdu first and Guangzhou second--Chengdu because
	it means you can buy jade and lacquer, Guangzhou because then you can
	sell the carved jade and also buy more steel to make weapons.  Then 
	conquer whatever two of the other three you want.  They will try to 
	attack you when you send out your own forces, so make sure to leave
	three or four units behind to gaurd the city.


2) Pingyao - Goals: rule 2 cities, produce 20 blocks of stone in a year.
	
	Cash: 15,000
	Resources: soybeans, millet, hemp, game, lacquer, wood, stone, steel
	Workshops: lacquerware maker, paper maker, jade carver

	New Cities: Liao Empire (Buys: silk, tea)
				(Sells: game, fish)
		Kaifeng (Buys: stone, weapons, steel)
			(Sells: ceramics, cabbage, wheat, silk)
		Lin'an (Buys: carved jade, lacquerware, weapons)
		       (Sells: fish, salt)
		Jinyang (Buys: rice)
			(Sells: salt, wheat)

	Lost Cities: Chizhou, Tanzhou, Yuzhang

	
	In this mission, your budget will be tight.  Don't start buying a bunch
	of food types right away--pace yourself.  Make sure that you are selling
	stone and carved jade steadily before trying to buy ceramics and silk
	for your common/elite neighborhoods.

	You do need to get elites soon, though, because their taxes are your
	best income.  Raise taxes one level and get Confucius to boost them
	even more.  You will probably not make a profit off of trade until you
	start having more weapons than your forts can use to train soldiers.
	You will show a profit due to taxes, though, so don't worry about the
	drain from trade.

	I think that two stoneworks will be able to make the 20 stone you need,
	since they should each make 12ish stone a year.  However, you will get
	a gift of stone and this may contribute to your production--I don't
	know.

	The hardest part of this mission is the year that you start buying
	ceramics--it is a big jump in expenses and it won't pay off until you
	build and evolve your elite houses.  The budget will be tough in that
	and maybe even the next year.  Your allies will bail you out if you
	get into debt, but this generally lowers their opinion of you.


3) Chengdu - Goals: produce 30 canisters of salt in a year, produce 30 sachets
		of tea in a year, rule 2 cities, population of 3000

	Cash: 20,000
	Resources: hemp, soybeans, cabbage, millet, rice, wheat, lacquer, silk,
		tea, steel, salt, wood, clay
	Workshops: kiln, lacquerware maker, weaver, paper maker, jade carver
	New Cities: Xia Xia Empire (Buys: silk, weapons, tea)
				   (Sells: spices, jade)
		Jinyang disappears

	So this mission gives you EVERYTHING.  But don't start all the different
	industries right away--start with silk.  It sells for a very high price
	and is the first luxury commodity that your elite plots will need.

	Make sure to build the money printer, which you can finally build.

	Three tea sheds with 50-60 squares of tea bushes should do the trick
	for the tea goal, but the salt goal is tougher.  Salt output is around
	10 or 11 canisters per year under ideal conditions; in this case that
	means that the deliveryman doesn't have to walk far.  This is hard to
	do because the first place they go to is the food mill, which you may
	not want all the way out by the salt marsh.  So what I do is cram as
	many salt mines as I can on the marsh, then squeeze the roads in the
	cracks and use as many roadblocks and inspectors as I need to keep them
	from collapsing.  

	An alternative strategy is to build a modest number (three or four),
	and for one year build a warehouse that accepts only salt right near the
	salt mines.  Set all other warehouses, trading posts, AND mills to NOT
	ACCEPT salt.  The deliverymen will have a very short route, and you 
	should easily get the 30 canisters out in a year.  Once you get it,
	return warehouse settings to what they used to be and empty out the
	special one.

	Two neighborhoods will be plenty for the population, plus you will need
	a small elite neighborhood in order to expand your military capacity.
	Since you are not building a monument and have no financial goals, get
	Guan Di to come to your city.  He fights AND he fills the weapons 
	storage in forts.  This means that you can bless two or three forts to
	give them free weapons, then give Guan Di some massive homage to make
	him happy again, and repeat.  It really speeds up your military growth
	to the point where you can conquer the two closer cities easily.


4) Kaifeng - Goals: build Clock Tower, 6 menagerie animals, population of 5000,
		100 people in Heavenly Compound

	This is an easy mission.  Especially if you took care of the population
	stuff in the first round of this mission.
	
	Xi Wang Mu is obviously helpful, but the Clock Tower is one of the
	fastest monuments.

	The tricky thing here is that several of the cities you used to buy
	food and other commodities from no longer exist (even thought the trader
	is still there).  This means you should destroy any trading post that
	says it is not trading and adjust your others to fill in the gaps of
	commodities, like extra food types, tea, and lacquerware.


5) Zhongdu - Goals: build Large Palace, population of 3000, 4 trading partners,
		50 in Impressive Compound

	Cash: 25,000
	Resources: bean curd, cabbage, millet, wheat, hemp, silk, wood, clay
	Workshops: kiln, lacquerware maker, paper maker, weaver, jade carver
	
	This is the home stretch.  You will come back to this city and need to
	reach a population of 6000 with 250 in Heavenly Compounds (10 elite 
	plots!).

	This means you will need three common neighborhoods and two elite ones.
	You should definitely build some residential walls marking where these
	neighborhoods will be BEFORE you start the mission.  I generally like
	to build all my neighborhoods surrounding the industrial/trading area
	and put farms on the outlying parts of the city.  I find that there is
	just enough room to squeeze them in this way, although I do have to 
	build one neighborhood a little further because of that pile of mini-
	mountains in the middle of the map. 

	However you lay it out, you want to start growing silk ASAP and sell it
	to Guangzhou which buys a lot of it.  Also build the trading post for
	the Xia Xia Empire so you can buy jade, carve it, and sell THAT to 
	Guangzhou as well.

	Pretty much everyone is really happy with you (on normal difficulty) so
	just build the city at your leisure.  And since the Large Palace will
	take a while, you might as well fill in all the neighborhoods and grow
	your military and economy to their maximum potential before the final
	mission.


6) Juyongguan - Goals: Build Stone Great Wall

	Cash: 15,000
	Resources: cabbage, millet, hemp, game, wood, stone, clay, steel
	Workshops: kiln, lacquerware maker, paper maker, jade carver
	New Cities: Zhongdu (Buys: wood, weapons)
			    (Sells: silk, ceramics, paper)
		Mongol Empire (Buys: silk, tea)
			      (Sells: spices, game, jade)

	Even if you befried or conquer the Mongols, they are programmed to
	attack you, so be ready.  They come from the other side of the wall 
	obviously, so build any forts and walls/towers over there.

	Also, your allies (everyone else) will send you cash if you run out,
	so just spend it.  Your best commodity to sell is weapons, so the only
	time you are going to really worry about money is when you are using 
	all your weapons on your army.

	How many forts do you need?  I think two would probably be enough, but
	to be safe you should build a couple of elite plots in one of your
	neighborhoods and make sure to have a Grand Market so you can sell them
	silk.  That gets them up to a level where they allow more forts.

	In any case, devote as much labor as necessary to make weapons to keep
	your economy afloat, then put the rest into stone production and wall
	building.  If you deliver stone quickly (you can buy extra from one of
	your allies) then you can build a lot of masons, and more laborers is
	always good.  I have found that with some monuments, there is a limit
	to how many laborers will work at any one time, but the Wall is one 
	where that limit does not exist.

	If you really want to make sure the Mongols are no threat, train a spy
	to sabotage their military.

	
7) Zhongdu - Goals: build Grand Pagoda, population of 6000, 250 in Heavenly
		Compound, 72 months of heroes.

	If you planned well, you are already done with the population goals.
	Just get Xi Wang Mu and start on the Pagoda.  

	Only one trader sells stone, and if you buy a lot of other stuff from
	them the traders will only put a few of each item on the trading post.
	Which means stone trickles in.  So try to buy only stone from them.

	The Mongols will attack you, and they will also send spies to wreak 
	havoc.  Use watchtowers to keep them from getting your stuff.  As for
	the invasions, you will almost certainly have 12 forts by the time they
	arrive (again, even if you conquer or befriend them, they will attack).
	They should be no big deal, especially if you sabotage their military
	with a spy.

	Also, it will not take 72 months to build the Grand Pagoda, so you do
	have to sit around and make Xi Wang Mu happy for another two years or
	so, but whatever.

	Congratulations!  You are a magnificent emperor!



======================
XII. Legal Mumbo-Jumbo *
----------------------

Copyright 2008, Mike Jenista

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