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    FAQ/Walkthrough by Warfreak

    Version: 0.4 | Updated: 10/06/09 | Search Guide | Bookmark Guide

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    Author: Warfreak
    Version: 0.4
    Date Started: 30/8/09
    
    NOTE: This Guide will Contain Spoilers. YOU HAVE BEEN WARNED!
    
    REMEMBER, IF YOU LIKE THIS GUIDE, RECOMMEND IT TO OTHER USERS USING THE LINK
    ABOVE!
    
    *('@')~~~~~~Watch In Awe, Watch In Awe, Aeria Gloris, Aeria Gloris~~~~~~('@')*
    
    Use Ctrl+F to quickly navigate this guide.
    
                                  Table of Contents
     1 Introduction
        [1.01] Introduction
        [1.02] Version History
    
     2 Basics of Anno 1404
        [2.01] Goals of the Game
        [2.02] Game Basics
        [2.03] Playing the Game
    
     3 Characters
        [3.01] Lord Northburgh
        [3.02] Grand Vizier Al Zahir
        [3.03] Hassan ben Sahid
        [3.04] Rivals
    
     4 Citizens
        [4.01] Peasants
        [4.02] Citizens
        [4.03] Patricians
        [4.04] Noblemen
        [4.05] Nomads
        [4.06] Envoys
        [4.07] Beggars
    
     5 Resources
        [5.01] Fertilities
        [5.02] Deposits
        [5.03] Production
        [5.04] Production Ratios
    
     6 On The Map
        [6.01] Neutral Powers
        [6.02] Ships
        [6.03] Armies
        [6.04] Quests
        [6.05] Special Projects
    
     7 Other Bits and Pieces
        [7.01] Attainments
        [7.02] Special Items
    
     A Appendix A
        [A.01] Building List
        [A.02] Ship List
        [A.03] Army List
    
    [A] Contact Information
    [B] Credits
    [C] Webmaster Information
    [D] Copyright Notice
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~Now, Let the Guide Begin~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [1.01] Introduction
    
    Welcome to my 54th guide, these guides are starting to rack up into a big
    rolling ball. This is for the game Anno 1404, Dawn of Discovery, where you 
    are a budding ruler, building up an empire on a chain of islands. This is 
    an interesting game, mainly because it is by itself in terms of historical
    period and it's genre, empire building with a dash of real time strategy
    involved. 
    
    As a side note, with the manual as pathetic as it is, and don't bother suing
    me, because it is, and I have no money, you should play the campaign, by
    yourself, to learn the basics, you can pick up many things there that you 
    don't need me to go over. 
    
    I will assume that you have played the campaign and grasp the general basics
    of the game, because if you don't and email me, I will get every angry, and
    no one wants that. 
    
    Anyway, without further nonsense rambling from me, let us begin. And the
    ASCII is the best I could do with the title screen.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [1.02] Version History
    
    Version 0.0 [30/8/09]
    Setted up the template, started the guide. 
    
    Version 0.1 [28/9/09]
    After canning a project and finishing another, I've finally got time to start
    on this guide. Finally. 
    
    Version 0.2 [30/9/09]
    Completed section 4. 
    
    Version 0.3 [5/10/09]
    Completed all the way up to section 7, which is getting there. It should be
    finished by the end of the week. 
    
    Version 0.4 [6/10/09]
    Finally completed another guide. This makes another one complete. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [2.01] Goals of the Game
    
    Mildly put, this game is one where you need to build an empire, well, sort
    of, a bunch of cities on a string of islands. You need to build housing for
    your citizens, and then you need to build up a massive supply chain to supply
    your citizens with resources. 
    
    You build a city, and then you supply the citizens in it with some resources.
    They develop into wealthier citizens, and the cycles goes on. Basically, it is
    making money and keeping people happy. 
    
    How, besides the many resources you have, there are two main resources that
    are used universally. Gold, and Honour. Gold is well, the currency you get 
    paid in, the currency you purchase things in, etc. Honour is the currency you
    use to purchase special items and abililties.
    
    Now, for those who have played the previous game, Anno 1701, you will
    remember that there were two types of islands, the Northern and the Southern
    islands. These islands are important, certain resources can only grow in the
    Northern islands, and certain resources only grow in the Southern. It is the
    same in this game, there are Occidential and Oriential islands. 
    
    Now, what is the whole aim of the game? It does have a small goal, you need
    to wipe out all your competitors. You will have access to an army late in
    the game, but the smart way of winning to end an enemy is to defeat them
    using a powerful navy. More on that later. However, once you have beaten them,
    the game can still go on. 
    
    Basically, it is free play, you set your own goals, everything. At the start
    of the game, you can set the conditions for all the perimeters of the game. 
    But that is pretty self-explanatory, and would be in the manual, if the manual
    was any good, which it isn't. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [2.02] Game Basics
    
    First, you need to get to understand the basics. Seeing I hate going through
    campaigns, ?I won't make an exception here, but there should be enough that you
    can win the campaign without too much drama. 
    
    Basically, there is campaign, scenarios and continious game. Campaign is 
    basically, well, a campaign. You get the idea. Scenarios are one off missions,
    you complete it, everyone is happy. 
    
    Continious play is a bit more different. It is where you will choose what you
    want in the game. When you customise it, your first screen will allow you to
    choose who you want to fight. They will have their difficulty listed, to make
    it easier to choose. You will also get to choose what relationship you have 
    with the Corsairs, and your relationship with the AI players. 
    
    Next is the map itself. You get to choose what size map you want, the size
    of the islands, how many fertilities, that is, growable resources are 
    available on an island. You also get to pick the difficulty of the islands, 
    that is, how much room you have to build on the island. You need to pick the
    amount of raw materials, which you will need for production, and finally, you
    will need to pick neutral powers, more on that later. You can create a random
    map with those features with that little button on the bottom.
    
    Next is the environment of the island. The first is when you destroy a 
    building, how much is refunded. Nothing, half or all. Next are the disasters
    that cna hit your island. You can choose whether you want the plague, a
    thunderstorm, fires, tornados and sandstorms enabled. Of course, enabling
    those will cause more work. Finally, you need to choose how often you will
    get quests. 
    
    Page 4 is the start conditions of your game. What you start out with. It will
    also allow you to choose how much money and honour you will start off with, 
    special items, and whether or not the map is fully revealed for you or not.
    
    Finally, Page 5 are the victory conditions. You can have a continious free
    play game without needing to achieve any objectives, or you can set objectives
    for you to complete. Those are up to you. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [2.03] Playing the Game
    
    Now we get onto playing the actual game, rather than setting it up. This
    is quite easy, it is basically build and plop, and provided that you have 
    enough material, the game will build it for you.
    
    Basically, the menu that you want will be on the bottom right hand corner of
    your screen. From there, you can choose a variety of options that will allow
    you to play the game.
    
    The House Button will the most important, mainly because it is your build
    menu. The Pickaxe will be your demolishing button. The Group button is your
    Diplomacy button, Star is for your trade routes, Medals is for your honour
    attainments and Gears is the central menu.
    
    In the central menu, you get even more confusing buttons. From here, you can
    access the quest log, play around with the lists of all your cities, ships
    and warehouses, and your standard menu allowing you to load ans save, etc. 
    
    For this is actually in the manual. Surprising, something in the manual...
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [3.01] Lord Northburgh
    
    Simply put, this guy is your boss. He will be the one on the central island
    all the time, and basically the main source of trade income, both buying and
    selling. 
    
    He is your line of contact to the Emperor, so basically, you need to be 
    following what he says. He will give quests, helpful advice, and you will
    always be at peace with him. 
    
    With more honour, you can access more and more items and trade goods with
    Northburgh. But that isn't all that you can do with him. You can also trade 
    money and honour with him. You can demand honour in exchange for money, or 
    you can loan money from him (without the need to repay) for the cost of some
    honour.
    
    You can also call for an auxillary fleet, in which you can ask to have some
    combat ships for a small fee. This is useful in a pinch if you need some 
    strength to fight the enemy or some pirates. 
    
    This guy is important, he will trade you items, for the cost of honour, that
    will increase your reputation with the Grand Vizier, which is very important
    and I shall explain later on.
    
    Needless to say, you are always at peace with him. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [3.02] Grand Vizier Al Zahir
    
    This guy is basically the Lord Northburgh counterpart for the Orient. However,
    there is a reputation that you can have with this guy, that is improved by
    doing some quests, but mainly through the items that you can purchase from
    Northburgh and give it to the Grand Vizier. 
    
    This is important because it is used to unlock new buildings to build in the
    Orient. As you have found out no doubt throughout the game, buildings in the
    Northern Islands are unlocked when you reach a certain population level, but
    in the Orient, it all depends on your reputation with the Grand Vizier. So it
    is advised that with the honour that you receive early on in the game, you
    use it to improve your repuation. 
    
    Again, like Northburgh, you can trade money for honour, and likewise, honour
    for money. Also, you will have the aiblity to call an auxillary fleet, but
    this time, it will be oriential warships that will be sent, and they have 
    their own perks.
    
    Again, you will always be at peace with him, and for someone who can tell you
    what to build or not, it isn't a good idea to take him on. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [3.03] Hassan ben Sahid
    
    Unlike the previous two guys, this is one character that will you will 
    encounter in games that have corsairs. Hassan is the leader of the Corsairs,
    and they are basically a bunch of pirates. They will start off at peace or at
    war with you, more often than not, at war. 
    
    To stop this war, you can find their home island and ask for peace, and it 
    will come at a cost, it normally amounts of 10% of your total gold reserves
    that you are holding. It isn't cheap, to say the least. However, the only
    action that you can perform diplomatically is to cancel the treaty and 
    declare war.
    
    However, if you do stay friends with him, he will, after a while, ask for 
    more money, and it is up to you to decide whether you have a large enough
    navy to take him on and defeat him. 
    
    But bear in mind, while you are at peace with him, he will send his ships to
    trade with you, which is very useful if you need a trade partner, and at his
    lair, you will be able to purchase ships off him, and sell ships to him for
    gold. Useful if you don't want to build a fleet yourself. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [3.04] Rivals
    
    Your rivals are the ones that you have to watch out for. These guys can be 
    your friends, or your enemies, it is up to you which one want to be at. 
    
    Basically, there are 4 states that you can be at with your rivals. You can be
    at peace, which is obviously, at peace, so no attacking on either side. A 
    higher level would be trade alliance, they will be at peace with you, and they
    will trade with you at your ports, likewise at theirs. The highest state of
    peace will be alliance, they will trade and not attack you, and attack your
    enemies. Which is useful.
    
    Or you can be at war, where you basically shoot and take out their ships with
    relative impunity, as long as they don't sink your ships first. It is at 
    this stage when all punches are pulled, kiddy gloves off, and all that.
    
    There are several actions that you can perform diplomatically towards your
    rivals. You can declare war on them obviously, or you can cancel a treaty or
    alliance that you have when then, AND THEN declare war on them. 
    
    You can also demand or pay tribute to your rival, and this will raise your
    relationship, or alternatively, decrease your relationship with them at the
    cost or gain of a small amount of money. If you can't figure that out, paying
    means you boost the relationship, demanding will lower it. 
    
    Finally, you have the ability to intimidate and ingratiate your rivals. This
    will either decrease your reputation or increase your reputation towards that
    player. 
    
    The state of your relationship is up to you, you want to be at war, or at 
    peace? I smell a Leo Tolstoy novel. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [4.01] Peasants
    
    Peasants are the basic occupants of your northern islands. Build a peasant
    house, and peasants are what you get. Each house holds 8 peasanst, and they
    have really basic needs.
    
    When you build a peasant house, they will slowly move in, and they only have
    4 needs that you need to provide. They will need a source of food, and they
    will be fish from the sea. They need drink, which will be cider. They need 
    Company, which a Marketplace will provide, and finally, they will need faith,
    and only a Chapel will do. 
    
    The Marketplace can be built straight away, and it will take some time for
    you to build up enough fisherman huts and cider farms. However, you will only
    get access to the Chapel after you have 90 peasants living in island empire. 
    
    These Peasants are the basis of your entire economy, for you to have a 
    magnificant city, you will need a large amount of peasant houses. When you
    provide all the needs, they will advance into Citizens, and while only a 
    certain number of households can be citizens, the rest will be promoted later
    when you develop more sophisticated citizens.
    
    Basically, for those who do not know how this system works, you start off with
    a whole load of peasants. Completely satisfy their needs, and they will 
    advance to the next civilisation level. However, only a certain amount can
    advance to that level, the rest need to stay on that level. Given that 
    there are 4 levels, a lot will move later on. Quite easy to understand, but
    hard to express in words. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [4.02] Citizens
    
    Citizens are the advanced peasants. The house will be upgraded, provided that
    you have enough material to upgrade their house, which rounds up to the cost
    of 1 Wood and 1 Tool resource. With this upgrade however, it will increase
    the capacity, the Citizen house will contain enough space to hold 15 Citizens,
    which is more tax money. 
    
    Again, when it is upgraded, it will not be completely full of citizens, so 
    you will need to wait for some time before it will be fully occupied, provided
    that you are satisfying their requests and not pissing them off but setting a 
    very high tax rate. You should learn about the tax rate, tax too much and they
    will leave, tax little and they'll move in, but your cash takes a hit. 
    
    As you progress, the needs of your people stay the same, they still require
    fish and cider, but their importance in their overall mood turns less 
    important, because they develop new tastes, they will have new needs that you
    need to satisfy in order to have them advance.
    
    Therefore, Citizens still need food. They will require fish, but they will 
    also want you to provide Spice. They will also need drink, company and faith, 
    but they will develop 2 new needs. They will want Clothing and Amusement. You
    need to develop a chain producing Linen to satisfy their clothing needs, and
    you need to build a Tavern to satisfy their amusement.
    
    You will not need to satisfy any requirements to start your Linen production
    chain, but you will need a total population of 355 citizens on your island 
    before you will be able to build a Tavern. 
    
    Spice is interesting, you will need to take over a southern island and start
    producing spice there, and then shipping it to your home base to make your
    citizens happy. Originally, a few farms, probably 4, is more than enough, but
    as your population grows, it won't be enough.
    
    Finally, when you satisfy all their needs, from Company to Amusement, they 
    will start to advance into the next class.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [4.03] Patricians
    
    The next class are the Patricians. Your Patricians are exceptionally 
    demanding. To upgrade from Citizen to Patrician, they will require 1 Wood, 1
    Tool and 4 Stone resources. This is another upgrade though, and their 
    houses will hold a total of 25 Patricians, which means even more money.
    
    Their needs are getting extremely sophisticated, and harder to get. They will
    developed a taste for new food, Bread. They will want new drinks, such as 
    Beer. They want new clothing in the form of Jerkins, a concept of property, 
    in the form of Books and Candlesticks. Their faith will require you to build
    a Church and security in the form of a Debtor's Prison.
    
    However, note that to advance to the next level, all the needs need to be
    taken care of, except for Candlesticks, you do not need to complete that since
    it is more of an Envoy requirement, but forget that, furfil the needs are
    required. 
    
    Bread will be available straight away, you need a chain, and bread is a three
    tier production chain. However, you need to have a total population of 510 
    patricians before you need to satisfy their beer and church requirement. You 
    need a total of 690 patricians before you can start a Jerkins chain. You will 
    need to have a population of 940 patricians before your Patricians start 
    demanding books. And finally, there will be a requirement of having a 
    population of 1190 patricians before you can build a debtor's prison. 
    
    Satisfy all that, and they will advance to noblemen. The reason why 
    Candlesticks are not originally counted is simply because you need to have a 
    population of 3000 NOBLEMEN before you can start building the necessary
    structures to build candlesticks.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [4.04] Noblemen
    
    This is the highest level for your northern islands, and they are the final
    developed forms of your humble peasants. They will require 1 Wood, 1 Tool, 3
    Stone and 3 Glass resources before they can upgrade their homes, and this 
    will have a total capacity of 40 people, which is rather handy, don't you
    think?
    
    Their needs get even more refined at this point. They will require new food,
    in the form of beef. They require new drinks in the form of wine. Clothing 
    gets even more complicated, they will want fur robes as well as brocaid 
    clothing. And finally, to top off their property requirements, they will 
    demand glasses, for some strange reason.
    
    Beef is the easiest one to take care off, it will be available to you straight
    away once the first nobleman moves in. However, you will need a total of 950 
    nobles before you will need to provide then with fur robes. A total of 1500
    nobles are required before they will start to demand wine from you. 2200 
    noblemen are required before you can start production of glasses. And 
    finally, you will need a total of 4000 nobles before they will need some new
    brocaid clothes.
    
    There are no more levels to advance from here on, so you can tax them a bit
    more harshly, enough so they new nobles will move in, but not so little that
    your economy takes a hit for providing their needs. Generally, tax enough so
    that they don't leave, and then lessen the tax when there is room for more
    nobles to move in. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [4.05] Nomads
    
    Nomads are basically the inhabitants of the souther, oriential islands. They
    will have their little huts, and they similar to the peasants of your northern
    islands. However, given the ranking system, you will require different 
    levels of reputation with the Grand Vizier before you can build some of the
    structures.
    
    The needs will appear after you have reached the building requirements in 
    terms of population, and this happens regardless of whether you have or not
    met the rank requirements, or reputation requirement of the Grand Vizier, 
    done through purchasing special diplomatic items from Northburgh and giving
    them as a gift to the Grand Vizier. 
    
    Your Nomands will start off requiring company, in the form of a Mosque and
    food, in the form of dates. However, they will soon demand property in the
    form of carpets, faith in the form of a Mosque and drink in the form of 
    milk.
    
    Company and Food you can satisfy straight away, but milk will require a 
    total population of 145 nomads before you can build a goat farm in which
    will provide milk. You will need to satisfy the need for carpets when you
    have a total of 295 nomads, but you will need to be at the second level
    with the Grand Vizier before you can purchase it. Finally, you will need to
    satisfy the need of faith, and you will need 440 nomads before you can build
    a mosque to gratify that need. However, you need to be a the third level 
    to satisfy that need.
    
    Satisfy all of those needs, and they will advance to the final level, which
    is also the second level, the envoy.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [4.06] Envoys
    
    Envoys are the second level of citizens in the orient, and they are the same
    as the citizens. They will require 1 Wood, 1 Tool and 4 Mosaic resource before
    they can build their houses, which will house a total of 25 envoys.
    
    These envoys have very advanced needs. They will need new food in the form of
    Marzipans, drink in the form of Coffee, property in the form of Perfume and
    Pearl Necklaces and amusement, which is provided in a Bathhouse.
    
    The first to be fulfilled is the Coffee need. It is available for you without
    any population requirement at Level 4, so that is easily taken care of. Also
    at level 4 is the Pearl Necklace need, but you will need a total of 1400 
    envoys before you will be able to take care of that need.
    
    The Bathhouse and the Perfume need will be taken care of both at Level 5, and
    you will need a total of 2600 envoys before you can build structures to 
    fulfil both of those needs. Finally, the Marzipan need, which is quite 
    complicated, and will require a total of 4300 envoys before you will be forced
    to provide that need AND you need to reach Level 6 with the Grand Vizier. 
    
    Again, they are the same as the noblemen, they are the final level in the 
    forms of population, and as such, you should do the same in terms of taxing 
    them. Tax them enough so that they will pay as much as they can without
    leaving the town, and adjust it when there is room for more envoys, and then
    change it back when they are fully occupied. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [4.07] Beggars
    
    Beggars are a whole different ball game. They are not citizens that they will
    pay tax. However, they are immigrants from a different land. A ship will
    arrive at your docks during the Citizen phase of your city, and in it will be
    a bunch of beggars. They will ask you if they can stay in your city, and it is
    up to you whether you make that choice.
    
    If you say yes, they will take up your city streets and beg for money, and 
    this will cost you money. However, say no, and they will leave, and they will
    return as pirates, attacking your ships, and that is something you don't want,
    or perhaps want as target practice.
    
    If you do let them stay in your city, you can, at the Citizen level, build an
    Alm house. It is similar to Peasant hut, they will require company in the form
    of a Marketplace, Cider, Fish and Faith. However, a Alm House will house a 
    total of 500 beggars. 
    
    What the whole point of letting beggars stay in your city is that it will 
    allow for your peasants to move up. With beggars being at the bottom of the
    social scale, they will increase the amount of peasants allowed to turn into
    citizens. 
    
    Don't understand? You see, the advancement system is a percentage scale. Only
    a percentage of your northern island population can be noblemen, the others
    patricians, citizens and peasants. With beggars, you are bumping up the number
    of people living in your northern cities, and as such, more peasants can 
    advance. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [5.01] Fertilities
    
    Fertilities are basically crops that can be grown on an island. Basically, an
    island, be it occidential or oriential, will have a maximum of 3 
    pre-determined crops that you can grow on the island, and there should
    normally be a single slot which you can determine by a special item, but more
    on that later. 
    
    Basically, the fertilities that are shown on right where the island name is
    are the crops that will grow. Any other fertility that can be grown but not
    listed will not grow. Therefore, this more or less forces you to expand your
    chain of islands. For a fully functioning island chain, you will need to have,
    ideally, 2 islands for the Occidential fertilities, and 2 islands for the
    Oriential fertilities, but more often than not, you will need 3.
    
    Now, the mysterious ? fertility. Basically, this allows you to purchase a 
    seed from Lord Northburgh that allows you to grow a fertility of your choice.
    Which makes it a lot easier, so you get choose a nice island to cover the 
    fertilities that you will need first, using the mysterious slot to boost 
    the number, giving you time to settle down and resources to expand. 
    
    Also, fertilities are specific to the northern or southern islands. Therefore,
    you cannot take spice seeds from the Orient and then grow them in the 
    northern Occidential islands. That isn't allowed. 
    
    Now, for the list of fertilities. I'll list them in the order that they are 
    needed by your citizens. 
    
    Occidential Islands
    
     1st - Cider
     2nd - Hemp
     3rd - Wheat
     4th - Herb
     5th - Grapes
     6th - Beeswax
    
    
    Oriential Islands
    
     1st - Dates
     2nd - Spices
     3rd - Indigo
     4th - Silk
     5th - Coffee
     6th - Sugar
     7th - Almonds
    
    Remember, to expand your empire, pay attention to what islands can produce
    what harvestable.
    
    Also, whilst the Occidential islands can have farms all over their islands
    due to the lush green fields, it is completely different in the Oriential
    islands, farms can only be built on land that is green. Since that is not a 
    lot, you will need to build norias, they will irrigrate the land around the
    noria, allowing you to build your farms there. 	
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [5.02] Deposits
    
    Deposits are basically the same as fertilities, but they can come in a large
    number. Deposits are all over the island, though they are typically found near
    mountain ranges. Basically, it looks like a mine, and depending on the 
    resource, you can either build a building on it or right next to it. 
    
    Again, the deposits available largely depend on what islands you are playing
    on, there are Occidential and Oriential differences, except for 2 resources,
    iron and coal. They are available on both sort of islands. 
    
    Deposits are distributed differently, unlike the fertilies where you can have
    a limit, it is not uncommon that you can have all the deposits you need on a
    single island. However, the amount of deposits for each resource maybe a bit
    different. Basically, the more valuable the resource is, the less of it there
    will be. 
    
    Below are a list of deposits found on the islands, and I'll list them in 
    from the most common to the rarest.
    
    Occidential Islands
    
     Common - Brine
            - Bear Cave
            - Stone
            - Iron
     Rarest - Coal
    
    
    Oriential Islands
    
     Common - Quartz
            - Reef
            - Stone
            - Iron
            - Coal
            - Copper
     Rarest - Gold
    
    It is a good idea to keep an eye out for deposits. Even though you may not 
    completely need all the deposits to make a fully functioning production 
    chain, you can sell of the excess for good bucks.
    
    And as a side note, it is possible to refill the amount of available 
    resources on a deposit. If it looks like one of your mines is running low
    on whatever they are gathering, for a small price on gold, you will be able
    to completely refill it back to 5000 of that resource. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [5.03] Production
    
    Production, this section will be basically what will make what. As you can 
    see, having a whole bunch of hemp sitting around will do basically nothing, 
    but having the correct buildings will transform that useless resource into
    something more useful, like rope. This section will outline all the different
    resources that you can acquire in the game, and how to obtain it. 
    
    --==Peasant Goods==--
    
    Resource    = Cider
    Obtained by = Cider Farm
    Requires    = Cider Fields
    
    Resource    = Fish
    Obtained by = Fisherman's Hut
    Requires    = Coastline
    
    Resource    = Wood
    Obtained by = Woodcutter's Hut
    Requires    = Trees
    
    
    --==Citizen Goods==--
    
    Resource    = Coal
    Obtained by = Coal Mine, Charcoal Burner's Hut
    Requires    = Coal Deposit / Trees
    
    Resource    = Hemp
    Obtained by = Hemp Plantation
    Requires    = Hemp Fields
    
    Resource    = Iron
    Obtained by = Iron Smelter
    Requires    = Iron Ore + Coal
    
    Resource    = Iron Ore
    Obtained by = Ore Mine
    Requires    = Iron Deposit
    
    Resource    = Linen
    Obtained by = Weaver's Hut
    Requires    = 2 Hemp
    
    Resource    = Rope
    Obtained by = Ropeyard
    Requires    = Hemp
    
    Resource    = Tools
    Obtained by = Toolmaker's Workshop
    Requires    = Iron
    
    
    --==Patrician Goods==--
    
    Resource    = Beer
    Obtained by = Monastary Garden
    Requires    = Wheat + Herbs
    
    Resource    = Beeswax
    Obtained by = Apiary
    Requires    = Bee Fields
    
    Resource    = Books
    Obtained by = Printing Press
    Requires    = Paper + Indigo 
    
    Resource    = Bread
    Obtained by = Bakery
    Requires    = Flour
    
    Resource    = Brine
    Obtained by = Salt Mine
    Requires    = Salt Deposit
    
    Resource    = Candles
    Obtained by = Candlemaker's Workshop
    Requires    = 2 Beeswax + Hemp
    
    Resource    = Candlesticks
    Obtained by = Redsmith's Workshop
    Requires    = 2 Candles + Brass
    
    Resource    = Flour
    Obtained by = Mill
    Requires    = 2 Wheat
    
    Resource    = Glass
    Obtained by = Glass Smelter
    Requires    = Quartz + Potash
    
    Resource    = Herbs
    Obtained by = Monastary Garden
    Requires    = Herb Fields
    
    Resource    = Hides
    Obtained by = Pig Farm
    Requires    = Pig Fields
    
    Resource    = Leather Jerkins
    Obtained by = Tannery
    Requires    = Hides + Salt, River Crossing
    
    Resource    = Paper
    Obtained by = Paper Mill
    Requires    = Wood, River Crossing
    
    Resource    = Potash
    Obtained by = Forest Glassworks
    Requires    = Trees
    
    Resource    = Salt
    Obtained by = Salt Works
    Requires    = Brine + Coal
    
    Resource    = Weapons
    Obtained by = Weapon Smithy
    Requires    = Iron
    
    Resource    = Wheat
    Obtained by = Crop Farm
    Requires    = Wheat Fields
    
    
    --==Noblemen Goods==--
    
    Resource    = Barrels
    Obtained by = Barrel Cooperage
    Requires    = 2 Wood + Iron
    
    Resource    = Brass
    Obtained by = Copper Smelter
    Requires    = Copper Ore + Coal
    
    Resource    = Brocaid Clothing
    Obtained by = Silk Weaving Mill
    Requires    = 2 Silk + Gold
    
    Resource    = Cannons
    Obtained by = Cannon Foundary
    Requires    = 2 Wood + Iron
    
    Resource    = Copper Ore
    Obtained by = Copper Mine
    Requires    = Copper Deposit
    
    Resource    = Cows
    Obtained by = Cattle Farm
    Requires    = Cattle Field
    
    Resource    = Fur
    Obtained by = Trapper's Lodge
    Requires    = Bear Cave
    
    Resource    = Fur Coats
    Obtained by = Furrier's Workshop
    Requires    = 2 Fur + Salt
    
    Resource    = Glasses
    Obtained by = Optician's Workshop
    Requires    = Brass + Quartz
    
    Resource    = Gold
    Obtained by = Gold Smelter
    Requires    = Gold Ore + Coal
    
    Resource    = Gold Ore
    Obtained by = Gold Mine
    Requires    = Gold Deposit
    
    Resource    = Grapes
    Obtained by = Vineyard
    Requires    = Grape Fields
    
    Resource    = Meat
    Obtained by = Butcher's Shop
    Requires    = 4 Cows + Salt
    
    Resource    = Provisions
    Obtained by = Provision House
    Requires    = Varies
    
    Resource    = War Machines
    Obtained by = War Machines' Workshop
    Requires    = Wood + Rope
    
    Resource    = Wine
    Obtained by = Wine Press
    Requires    = 3 Grapes + Barrels
    
    
    --==Nomad Goods==--
    
    Resource    = Carpets
    Obtained by = Carpet Workshop
    Requires    = Indigo + Silk
    
    Resource    = Clay
    Obtained by = Clay Pit
    Requires    = Clay Deposit
    
    Resource    = Dates
    Obtained by = Date Plantation
    Requires    = Date Field
    
    Resource    = Indigo
    Obtained by = Indigo Farm
    Requires    = Indigo Field
    
    Resource    = Milk
    Obtained by = Goat Farm
    Requires    = Goat Field
    
    Resource    = Mosaic
    Obtained by = Mosaic Workshop
    Requires    = 2 Clay + Quartz
    
    Resource    = Quartz
    Obtained by = Quartz Quarry
    Requires    = Quartz Deposit
    
    Resource    = Silk
    Obtained by = Silk Plantation
    Requires    = Silk Field
    
    Resource    = Spice
    Obtained by = Spice Farm
    Requires    = Spice Field
    
    
    --==Envoy Goods==--
    
    Resource    = Almonds
    Obtained by = Almond Plantation
    Requires    = Almond Fields
    
    Resource    = Coffee
    Obtained by = Roasting House
    Requires    = Coffee Beans
    
    Resource    = Coffee Beans
    Obtained by = Coffee Plantation
    Requires    = Coffee Fields
    
    Resource    = Marzipan
    Obtained by = Confectioner's Workshop
    Requires    = 2 Almonds + Sugar
    
    Resource    = Pearls
    Obtained by = Pearl Fisher's Hut
    Requires    = Reed
    
    Resource    = Pearl Necklace
    Obtained by = Pearl Workshop
    Requires    = Pearls
    
    Resource    = Perfume
    Obtained by = Perfumery
    Requires    = Roses
    
    Resource    = Roses
    Obtained by = Rose Nursery
    Requires    = Rose Fields
    
    Resource    = Sugar
    Obtained by = Sugar Mill
    Requires    = Sugarcane
    
    Resource    = Sugarcane
    Obtained by = Sugar Cane Plantation
    Requires    = Sugar Cane Fields
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [5.04] Production Ratios
    
    This is basically the ratios of what buildings you need to produce all of the
    goods. Not all resources are produced in one to one ratios, sometimes you will
    need for one unit of a resource will require multiple varying amounts of 
    lesser resources. And here are the ratios.
    
     1 Unit OF Requires = 
    
    --==Citizen Goods==--
    
     Iron               = 1 Coal + 1 Iron Ore
     Linen Clothing     = 2 Hemp
     Rope               = 1 Hemp
     Tools              = 0.5 Iron 
    
    
    --==Patrician Goods==--
    
     Beer               = 1 Herb + 1 Wheat
     Books              = 1 Indigo + 0.5 Paper
     Bread              = 1 Flour
     Candles            = 2 Beeswax + 1 Hemp
     Candlesticks       = 2 Candles + 1 Brass
     Flour              = 2 Wheat
     Glass              = 0.5 Potash + 0.5 Quartz
     Leather Jerkins    = 2 Hides + 0.5 Salt
     Paper              = 2 Wood
     Salt               = 1 Brine + 1 Coal
     Weapons            = 1 Iron
    
    
    --==Noblemen Goods==--
    
     Barrel             = 0.5 Iron + 1 Wood
     Brass              = 1 Coal + 1 Copper Ore
     Brocaid Clothing   = 1 Gold + 2 Silk
     Cannon             = 1 Iron + 2 Wood
     Fur Coats          = 1 Fur + 0.5 Salt
     Glasses            = 1 Brass + 1 Quartz
     Gold               = 1 Coal + 1 Gold Ore
     Meat               = 2 Cows + 0.5 Salt
     War Machine        = 2 Rope + 2 Wood
     Wine               = 1 Barrel + 3 Grapes
    
    
    --==Nomad Goods==--
    
     Carpet             = 1 Indigo + 1 Silk
     Mosaic             = 2 Clay + 1 Quartz
    
    
    --==Envoy Goods==--
    
     Coffee             = 2 Coffee Beans
     Marzipan           = 2 Almonds + 1 Sugar
     Pearl Necklace     = 1 Pearl
     Perfume            = 3 Roses
     Sugar              = 2 Sugarcane
    
    
    Now, to make it even easier, I'll write down the exact number of buildings 
    that you will need to build a successful chain. So for a chain for tools, I
    will write down what buildings you will need. Of course, some will not be
    practical, like salt mines, iron mines, coal, etc. 
    
     These Buildings REQUIRES = 
    
    --==Citizen Goods==--
    
     Ropeyard                 = 1 Hemp Plantation
     2 Toolmaker's Workshops  = 1 Coal Mine + 1 Iron Mine + 1 Iron Smelter
     Weaver's Hut             = 2 Hemp Plantations
    
    
    --==Patrician Goods==--
    
     Bakery                   = 2 Crop Farms + 1 Mill
     2 Glass Smelters         = 1 Forest Glassworks + 1 Quartz Quarry
     Monastary Brewery        = 1 Crop Farm + 1 Monastary Garden
     2 Printing Presses       = 4 Indigo Farms + 2 Lumberjack Huts + 1 Paper Mill
     Redsmith's Workshop      = 4 Apiaries + 2 Candlemaker's Workshop + 
                                1 Coal Mine + 1 Copper Mine + 1 Copper Smelter + 
                                2 Hemp Plantations
     Tannery                  = 2 Pig Farms + 1 Coal Mine + 1 Salt Mine + 
                                1 Salt Works
     Weapon Smithy            = 1 Iron Mine + 1 Iron Smelter
    
    
    --==Noblemen Goods==--
    
     Butcher's Shop           = 2 Cattle Farms
     Cannon Foundary          = 1 Coal Mine + 1 Iron Mine + 1 Iron Smelter + 
                                2 Lumberjack's Huts
     2 Furrier's Workshops    = 1 Coal Mine + 1 Salt Mine + 1 Salt Works + 
                                2 Trapper's Lodge 
     Optician's Workshop      = 1 Coal Mine + 1 Copper Mine + 1 Copper Smelter + 
                                1 Forest Glassworks + 2 Glass Smelters + 
                                2 Quartz Mines
     Silk Weaving Mill        = 1 Coal Mine + 1 Gold Mine + 1 Gold Smelter + 
                                2 Silk Plantations
     War Machines' Workshop   = 2 Hemp Plantations + 2 Lumberjack's Hut + 
                                2 Ropeyards
     2 Wine Press             = 2 Barrel Cooperages + 1 Coal Mine + 1 Iron Mine +
                                1 Iron Smelter + 2 Lumberjack's Huts + 6 Wineyards
    
    
    --==Nomad Goods==--
    
     Carpet Workshop          = 1 Indigo Farm + 1 Silk Plantation
     Mosaic Workshop          = 2 Clay Pits + 1 Quartz Mine
    
    
    --==Envoy Goods==--
    
     Coffee                   = 2 Coffee Plantations
     Confectioner's Workshop  = 2 Almond Plantations + 2 Sugar Cane Plantations + 
                                1 Sugar Mill
     Pearl Workshop           = 1 Pearl Fisher's Hut
     Perfumery                = 3 Rose Nurseries
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [6.01] Neutral Powers
    
    Neutral Powers are people that you can find on the islands, these are people
    you can interact with, and depending on the power at hand. What you need to 
    do in order to interact with them is that you need to settle on the island
    and then build a path, connecting your marketplaces with the building site.
    
    Note that you need to settle on the island relatively early on, if you do not
    act on it, islands with neutral powers, their buildings will turn into ruins
    and once they are gone, they are gone. 
    
    There are neutral powers for the Occidential and Oriential regions. And they
    are:
    
    --==Occidential Powers==--
    
    Cumo von Rembold / Excavation Site
    
    This guy runs the excavation site, where if you provide provisions and wood
    resources, he will run an excavation, and if you are lucky, he may find 
    something. You will note that there are three levels of provisions you may
    provide, the more you provide initially, the better your item that you will
    get in the end. 
    
    
    Barnabas / Robber Baron Castle
    
    This guy will, if you provide him with certain goods, he will authorise you
    to have a robber baron army. After you have their encampment, you will be able
    to use them in battle.
    
    
    Hekata / Old Tree
    
    This guy is only useful if you have the plague enabled. If you do, you will
    be able to get some items from him in which they will reduce the effects of
    the plague on your people.
    
    
    Brother Hilarius / Mountaintop Monastary
    
    This is a trader, if you link up with him, he will be able to sell you some
    goods, which can be useful if you need them in a pinch.
    
    
    Benedicta / Place of Pilgrimage
    
    This man will require the bread resource, which means you need a massive
    chain, since you need to feed your own people, but for this, you will be 
    getting some honour in return, which is useful if you need it.
    
    
    --==Oriential Powers==--
    
    Karim / Caravanserai
    
    This is the same as Brother Hilarius, he will trade you some goods at the 
    cost of some money. This is again useful if you need the resources in a 
    pinch. 
    
    
    Al Rashid / Assassin Fortress
    
    This is the same as the Robber Baron Castle, in which you provide some goods
    and they will allow you to build an assassin's encampment, and from there,
    you can send them into battle.
    
    
    Izmir / Alchemist Tower
    
    This guy is an interesting man, he will require you to bring him some goods
    and he will turn them into something else. Good if you have plenty of excess
    goods that you don't seem to need.
    
    
    Ibn al Hakim / Academy of Wisdom
    
    This is another interesting man, if you supply him with dates and milk for
    survival, he will speed up the construction speed of all your Big 3 projects,
    more on that later, and will sometimes give you some special items for your
    trouble. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [6.02] Ships
    
    Your ships will be the fighting force of this game, you will have little need
    for your army in this game, they are more of a weapon of self defence rather
    than an offensive weapon. Why?
    
    Because the main way of obtaining money in this game is through tax income, 
    and if your opponent has patricians and noblemen, you will be able to 
    effectively strangle your opponent. How?
    
    Because the upper class citizens will want some exotic goods, they want items
    like spice. If you build up a strong enough navy, you will be able to blockade
    your enemy's ships from the Orient and the Occident, and as such, you will be
    able to take out their tax money. 
    
    Basically, a normal enemy will have 2 islands with residents, one for the
    Orient, and one for the Occident. Those are the two islands that you will
    want to concentrate your navy on. If you manage to blockade their ports on
    those islands, you will be able to deny them the goods necessary to make their
    population happy, and as such, they will suffer a massive drop in tax money,
    and you will slowly kill them as they run out of money. 
    
    Ships are used in both their military and trading roles. Most ships have a 
    trade role, they can carry cargo back and forth, for trading in between 
    ports, selling and purchasing from Northburgh and the Grand Vizier, 
    resupplying the ports. But you'll figure that out in game. 
    
    The method of strangling your opponent isn't a quick one, but it is effective
    and brute force isn't required. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [6.03] Armies
    
    Armies are units that are on the ground. Except this is different. You can
    only build the encampments, the bases for the units. From there, you can 
    control what they do. 
    
    Basically, there are several encampments that you can build. From the 
    encampment, you can gain control of an army group, and you can send them 
    around the island, or send them onto a ship and transport them to the islands
    of your enemies.
    
    When they land, they will establish a castle, where you can defend your
    position with your troops until you can establish a front and spearhead an
    attack. Also, when you capture a market, you will take over all the 
    buildings inside the market's control, which gives you an upper hand. 
    
    Otherwise, your armies can only attack enemy armies and defensive structures,
    though cannons, sappers and trebuchets will be able to target all enemy
    buildings, which is far more useful. Sappers are different, they will tunnel
    through an enemy's wall, allowing you to send in units to take out the enemy
    within those walls.
    
    Finally, this is where the effects of provisions come in handy. If a nearby
    market has access to provisions, the army within the range of the market will
    heal twice as quickly with provisions on hand. 
    
    Ultimately, armies can do a lot of damage on the ground, but it is a costly
    exercise to send in troops, when your navy can do a much better job. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [6.04] Quests
    
    Quests are basically jobs that you can receive from other players, the Emperor
    and Lord Northburgh, the Grand Vizier and the Sultan, and from the Corsairs. 
    Basically, do something for them, and they will reward you. Basically, do
    the job they want you to do, and they will pay you in money, and in honour,
    with special items on the line as well. 
    
    Basically, it is in your best interests to do these quests. They normally
    pay well, and the quests are generally easy. And if you have a strong navy
    to play with, these quests are quite easy. They come in a variety of flavours,
    and I'll list down on how you will complete them. 
    
    --==Delivery Missions==--
    
    These generally require you to bring a set amount of goods to the quest giver
    or to a ship at sea. These are the easiest missions, as long as you have the
    necessary goods to deliver it. However, the time limit that you are given will
    be more than enough time to set up production to complete the quest. 
    
    
    --==Supply Missions==--
    
    This is a mission where you need to carry goods and deliver them to an island
    for a nice reward. This is another easy mission, sort of like the delivery 
    mission, but you generally need to deliver them to several islands. 
    
    
    --==Search Missions==--
    
    This is where you need to carry cargo on your ship, and search several islands
    to find a person or an item. This is one mainly on luck, you need to carry
    provisions to search 3 islands, but you might get lucky and get the item or
    person on your first try, which saves you some cargo. 
    
    
    --==Collect Cargo at Sea==--
    
    This is where you need to recover some items that are the signs of a wrecked
    ship. The game will mark out for you the items that you need to collect and 
    what area they are found in. This requires no real input from you, you just 
    need to tell your ship where to collect the cargo the quest requires. Then you
    deliver it to the quest giver.
    
    
    --==Sink Fleeing Ship==--
    
    A ship is fleeing and it is your job to stop the ship. You need to sink the
    fleeing ship and from there, collect the evidence that you sink the ship and
    deliver the item back to the quest giver for the reward.
    
    
    --==Sink Enemy Armada==--
    
    This is where there is an enemy fleet inbound, and it is your job to destroy
    all those ships. You need to sink all the ships, and collect the evidence to 
    present back to the quest giver. This is often harder, because you will lose a
    few ships. Often, you need to retreat some ships that are taking fire in order
    not to lose them. 
    
    
    --==Sink Enemy Blockade==--
    
    This is where a port is blockaded by an enemy, and it is your job to sink that
    blockade. This is the same as sinking an enemy armada, but the problem is that
    they are stationary, but the good thing is that they are often weaker and they
    are easier to sink, somewhat. And you can plan your attack more effectively.
    
    
    --==Protect a Ship==--
    
    The quest giver has a ship that needs to leave the map, however, it will come
    under enemy fire. You will need to assign a ship, or two, to protect the ship.
    The good thing here is that the enemy will normally attack the ship, they will
    ignore the ship that is attacking them, so you can use this to your advantage,
    bit remember that the ship you are meant to be protecting cannot take too much
    punishment before it is sunk.
    
    
    --==Find a Person / People==--
    
    This is a hard mission, not because you need to do hard work, you don't need 
    to deliver cargo or sink a ship, but rather, you need to search your city
    streets for a person or people. These people are required by the quest giver,
    so you need to find them, and from there, you need to click on them to send 
    them to your warehouse. Then send them on a ship and deliver them to the quest
    giver. 
    
    This is a hard mission because you need to comb the area outside the housing
    on your island, and look for them. They are highlighted in blue, so you can
    see them against other citizens. Remember to zoom in on your city streets, so
    you can get the best chance to find the people and click on them. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [6.05] Special Projects
    
    Special projects are buildings that aren't built immediately, rather, these
    take time to complete. Think of them as the Wonders from Age of Empires, or
    the Wonders from Civilisation. These are large projects that aren't built
    instantly, rather, you can plop down the foundations, and then provide the
    necessary resources and build up the structure.
    
    There are three special projects, 2 of them for the Occidential islands, and
    1 for the Oriential islands. These are the Historic Warehouse, Imperial
    Cathedral and the Sultan's Mosque. The first two are for the Occident, the
    latter is for the Orient. 
    
    The Historic Warehouse is important. It will boost the speed and cargo hold
    of ALL trading ships, which is exceptionally useful, as well as boosting
    the storage of the island it is built on by a nice 300 units. 
    
    The Imperial Cathedral and the Sultan's Mosque serve the same function. 
    They will act as a Marketplace, they will provide company and allow you to
    build housing around it. When completed, it will also provide all the needs
    of the citizens that are provided by buildings.
    
    For example, the Imperial Cathedral will provide the faith normally provided
    by a Church or Chapel, it will provide the Security from a Debtor's Prison and
    Entertainment from a Tavern. 
    
    The same applies to the Mosque, it will provide the faith from a normal Mosque
    as well as the entertainment from a Bathhouse.
    
    Those buildings will also allow you to talk to the Sultan or Emperor. The
    Imperial Cathedral will allow you to accept quests from the Emperor, whilst
    the Sultan's Mosque allows you to accept quests from the Sultan.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [7.01] Attainments
    
    Attainments are abilities that you can purchase at the cost of a little
    honour. These abilities will effect a variety of things, they can increase
    the trade capacity, access to new items, they have a large amount of effects.
    You need to look carefully, as they may have some requirements before you can
    access them. 
    
    There are 3 different classes of attainments, there are those available from
    Lord Northburgh, the Imperial class, there are those from the Grand Vizier, 
    the Arabian class, and those from Hassan, the Corsair class. Each have their
    own effect.
    
    There are 3 levels of attainments, Bronze, Silver and Gold. As you can guess,
    the better the colour, the more useful that attainment will be. 
    
    --==Imperial Attainments==--
    
    The Emperor's Trade Edict
    
     - Bronze Attainment
     - This basically allows you to purchase goods and cargo from Lord Northburgh
       for Citizen, Patrician and Nobleman goods. 
    
    
    Treasures of the Occident
    
     - Bronze Attainment
     - This is the same as the Emperor's Trade Edict, instead, it will allow you
       to purchase items at the Citizen, Patrician and Nobleman levels. 
    
    
    Imperial Merchant Fleet
    
     - Bronze Attainment
     - This attainment allows Lord Northburgh to have more ships in his trading
       fleet, which means that he has more ships to trade with you, as well as the
       ship carrying more gold coins, so he can purchase more cargo off you, 
       making you richer.
    
    
    Royal Armada
    
     - Silver Attainment
     - This attainment effects the auxiliary fleet that you can summon from 
       Lord Northburgh, which means that when you call for an auxiliary fleet, you
       will get stronger and more ships to play with.
    
    
    The Regent's Seal
    
     - Silver Attainment
     - This attainment will effect the abilities of Ingratiate and Intimidate
       that you can perform on the AI players, it will increase the reputation 
       gained or lost, and it will increase the probability of success of the
       action that you have chosen.
    
    Occidential Shipbuilding
    
     - Silver Attainment
     - This attainment will upgrade all small and large trading ships, it will
       increase the amount of cargo that they can carry, the amount of hit points
       that the ship has, making it harder to kill, and boost the speed of the 
       ship, making it faster on the map.
    
    
    Court Architecture
    
     - Gold Attainment
     - This nice attainment is useful when you are fighting, as it will boost the
       amount of hit points that all buildings, walls and towers will have, making
       them harder to destroy and they will need to take more damage before they 
       can be destroyed by the enemy.
    
    
    Imperial War Technology
    
     - Gold Attainment
     - This will increase the damage that all your armies of the Occident will 
       be doing, and this effects your small and large encampments, the 
       trebuchets and the robber baron armies. The higher this technology, the
       more damage that they will do. 
    
    
    Imperial Arsenal
    
     - Gold Attainment
     - This will increase the maximum number of ships that you can have in your
       fleet, the higher level this attainment is, the more ships you will be 
       allowed to have. 
    
    
    --==Arabian Attainments==--
    
    Extended Trade Treaty
    
     - Bronze Attainment
     - This will basically allow the Grand Vizier to offer you Citizen, Patrician
       and Noblemen goods at his port.
    
    
    Treasures of the Orient
    
     - Bronze Attainment
     - This will be the same as the Extended Trade Treaty, it will allow the Grand
       Vizier to offer you Citizen, Patrician and Noblemen items, rather than 
       goods, at his port. 
    
    
    The Grand Vizier's Merchant Fleet
    
     - Bronze Attainment
     - This is basically the same as what Northburgh has offered you, it will 
       increase the number of ships that the Grand Vizier can send out to trade
       with you, and each ship will carry more gold, which means you will get more
       business from the Grand Vizier and he will purchase more, which is a good
       thing. 
    
    
    Oriential Shipbuilding
    
     - Silver Attainment
     - This will upgrade all the Oriential ships, all the trading ships and the
       Caravel will have a larger cargo hold, they will have more hit points so 
       they can withstand more damage, and they will be faster, which is useful
       so that can flee a lot faster. 
    
    
    The Sultan's Naval Forces
    
     - Silver Attainment
     - This will increase the size of the Sultan's auxiliary force, he will give 
       you more warships when you ask for the auxiliary fleet to come in and give
       you a hand at the task at hand. 
    
    
    The Nomads' Secret
    
     - Silver Attainment
     - This will increase the amount of water that a Noria will store, and this 
       is quite useful for the smaller Norias, which cannot hold that much water,
       whilst it is not as useful, but still useful, for the large Norias, which
       means you don't need to worry about water too much. 
    
    
    Diplomatic Tact
    
     - Gold Attainment
     - This attainment will increase the chances of success when you are using 
       the Tribute diplomatic action. The probability of success is a bit higher
       and the hold that you will receive will be more as well, which is useful
       if you have a large fleet and a dwindling money supply.
    
    
    The Saracen Art of War
    
     - Gold Attainment
     - This will boost the Oriential encampments and the effectiveness of their
       armies on the battlefield. The Sappers / Miners, Oriential Encampments 
       and the Cannons will be stronger on the battlefield, which means that it
       will deal more damage on your enemies. 
    
    
    The Envoys' Favour
    
     - Gold Attainment
     - This is useful for ascension rights, those are the little things that say
       how many of each class you will have. As such, you don't need as many 
       envoys as before to allow for a citizen to advance into a patrician. This 
       is useful, which means that you can have more patricians with the same
       amount of envoys. 
    
    
    --==Corsair Attainments==--
    
    Secret Goods Storage
    
     - Bronze Attainment
     - This is the same first attainment as all the other factions, it will give
       you access to Citizen, Patrician and Noblemen goods, which can be useful
       in a pinch.
    
    
    Hassan bin Sabid's Strongroom
    
     - Bronze Attainment
     - This is the same as the one above, it will give you access to the Citizen,
       Patrician and the Noblemen items, rather than goods. The strange thing to
       note is that there are only 2 bronze attainments for the Corsairs, rather
       than the usual 3.
    
    
    Tacit Agreement
    
     - Silver Attainment
     - This is quite a useful attainment, if you have a treaty with the Corsairs,
       they will be able to trade with you, and as such, this attainment will
       increase the amount of trading ships that they have and the amount of gold
       that they carry, which means you will get more traders and more money as 
       a result.
    
    
    Blinding Handshake
    
     - Silver Attainment
     - As with the Bronze Attainments, there are only 2 silver attainments for 
       the Corsairs. Anyway, this attainment will reduce the price of all the 
       ships you purchase from the Corsairs by a set percentage, which is useful
       if you can't be bothered to call for an auxiliary fleet or build them 
       from your own shipyard. 
    
    
    Unconditional Loyalty
    
     - Gold Attainment
     - This will increase the amount of military units you can hold, and this
       is useful late in the game when you plan to take on your enemy with a nice
       large army. Of course, you do need to take into account the amount of money
       it will take in order to maintain your ground armies though.
    
    
    Dishonest Methods
    
     - Gold Attainment
     - This is a nice boost, it will upgrade all your warships, every single one
       of them and your flagship with more hitpoints, meaning it will serve you 
       better in battle, alongside with more damage, which is useful, for a 
       warship and more speed, to catch an enemy. 
    
    
    Beggar Prince
    
     - Gold Attainment
     - This is a very useful attainment. Why? Because it will mean you need less
       beggars to promote your peasants to citizens, and as such, you get more
       citizens, less peasants, at the same amount of beggars. The region why
       this is useful is that beggars come in large numbers, so with a decent 
       sized army of beggars, you will have literally no peasants, only citizens
       at the lowest level. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [7.02] Special Items
    
    Special Items are basically ability enhancers. There are basically two 
    categories of items, there are those that improve the ability of ships and
    there are those that are used in the warehouse.
    
    Items that are used by ships will improve the ship. You will notice that there
    are item slots, most ships will have 1, some will have 2. This will allow
    the ship to gain a variety of abilities. There are some that will increase 
    the damage, others will increase the amount of hit points that the ship will
    have. There are also some that will give your ship new abilities, like having
    a Boarding Crew that will allow you to take over another ship. 
    
    There are a couple of ones that will see quite often, and I'll list them.
    
    Crew based items are exactly that. They will provide many abilities, such as a
    skilled sailor, who will speed you up, or a master gunner, who will give you
    the ability to reload your guns faster. Or a boarding crew, which allows you
    to board another ship. 
    
    There are items that will boost the ship. Cannons will obviously boost the 
    amount of damage that you cannon will dish out, sails will boost the speed
    and new hulls which boost the amount of hull points that you have. 
    
    There are two specific items that I need to mention. The first is the Letter
    of Marque. This will allow you to attack and sink any ship that you will 
    see, regardless of what relationship you have with the other. So you can be
    completely at peace with the AI, and still sink their ships.
    
    The second item is a Treasure Map. This requires you to bring in some 
    provisions, which you will need, and there you will be able to somewhere,
    off screen, in the search for treasure, which basically is another item,
    which may be rare or not. 
    
    Now, the warehouse based items, again, there are a set few, and whilst you
    can store a lot in the warehouse, you will only be able to use a few. You
    need to choose which ones you want for your island. 
    
    There are items what will boost the productivity of an industry. Like how
    wooden vats will improve the output that the Cider farm will produce, or 
    how certain tools will increase the output of your mines. 
    
    There are other items, such as the tariff goods, which means when a person
    will trade with you, you will get some extra goods as a bonus, which is
    quite useful if you need more of that specific item. 
    
    Then there are seeds which allow you to have a new fertility, or those 
    which will increase the storage of your warehouse.
    
    Finally, there are the attacking and defensive items. There are new 
    cannonballs which improve the damage that your defensive structures can 
    dish out, weapons which improve the attacking strength of your armies,
    and armour which improves the defence of your armies. And that's about it. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [A.01] Building List
    
    Below is a building list, of all the buildings that are found in the game. 
    Of course, if there are upgrades, or in the case of special projects, more
    stages, they will be listed.
    
    Of course, given the style of this guide, it will be listed in the class
    structure. 
    
    --==Peasant Buildings==--
    
    Building               - Peasant House
    Cost                   
     Gold                  - 0
     Wood                  - 2 
     Tools                 - 0 
     Stone                 - 0 
     Glass                 - 0 
     Other Costs           - 0
    Upgrade To:
     Citizen House         - 1 Wood, 1 Tool
     Patrician House       - 1 Wood, 1 Tool, 4 Stone
     Nobleman House        - 1 Wood, 1 Tool, 3 Stone, 3 Glass
    Upkeep Cost            - 0
    Population Requirement - 0
    Function               - Provides basic housing for your citizens.
    
    
    Building               - Marketplace
    Cost                   
     Gold                  - 400
     Wood                  - 5
     Tools                 - 3
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 10
    Population Requirement - 0
    Function               - Provides Company for your citizens.
    
    
    Building               - Small Market Building
    Cost                   
     Gold                  - 200
     Wood                  - 2
     Tools                 - 3
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upgrade To:
     Medium Market         - 200 Gold, 3 Wood, 1 Tool, 3 Stone
     Large Market          - 300 Gold, 3 Wood, 1 Tool, 3 Stone, 2 Glass
    Upkeep Cost            - 10 / Medium = 20 / Large = 30
    Population Requirement - 0 / Medium = Citizens / Large = Patricians
    Function               - Serves as a warehouse, higher levels means more carts
                             to collect and deliver goods.
    
    
    Building               - Dirt Road
    Cost                   
     Gold                  - 5
     Wood                  - 0
     Tools                 - 0
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 0
    Population Requirement - 0
    Function               - Allows you to build paths that are necessary for 
                             your citizens to travel and carts to deliver goods.
    
    
    Building               - Fisherman's Hut
    Cost                   
     Gold                  - 100
     Wood                  - 3
     Tools                 - 2
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 15
    Population Requirement - 0
    Function               - Allows you to harvest and catch the Fish resource.
    
    
    Building               - Lumberjack's Hut
    Cost                   
     Gold                  - 50
     Wood                  - 0
     Tools                 - 2
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 5
    Population Requirement - 0
    Function               - Allows you to harvest and cut down trees for Wood
    
    
    Building               - Tree
    Cost                   
     Gold                  - 5
     Wood                  - 0
     Tools                 - 0
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 0
    Population Requirement - 0
    Function               - Makes the town a bit more pretty, it is a decoration
    
    
    Building               - Cider Farm
    Cost                   
     Gold                  - 100
     Wood                  - 5
     Tools                 - 1
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 1 Field costs 100 Gold
    Upkeep Cost            - 15
    Population Requirement - 60 Peasants
    Function               - Produces Cider for your empire. It requires fields to
                             function.
    
    
    Building               - Chapel
    Cost                   
     Gold                  - 1500
     Wood                  - 12
     Tools                 - 5
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 15
    Population Requirement - 90 Peasants
    Function               - Provides Faith for your citizens. 
    
    
    Building               - Village Fountain
    Cost                   
     Gold                  - 500
     Wood                  - 2
     Tools                 - 0
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 2
    Population Requirement - 90 Peasants
    Function               - It is a decoration to make your town more pretty.
    
    
    Building               - Small Warehouse
    Cost                   
     Gold                  - 300
     Wood                  - 3
     Tools                 - 2
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upgrade To:
     Medium Warehouse      - 150 Gold, 2 Wood, 3 Tools, 4 Stone
     Large Warehouse       - 350 Gold, 2 Wood, 1 Tool, 3 Stone, 2 Glass
    Upkeep Cost            - 10 / Medium = 15 / Large = 20
    Population Requirement - 0 / Medium = Citizen / Large = Patrician
    Function               - Gives a boost to your warehouse capacity, so you can
                             store more goods. 
    
    
    --==Citizen Buildings==--
    
    Building               - Hemp Plantation
    Cost                   
     Gold                  - 200
     Wood                  - 5
     Tools                 - 2
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 1 Field costs 200 Gold
    Upkeep Cost            - 20
    Population Requirement - 0
    Function               - Produces hemp from the fields. 
    
    
    Building               - Weavers' Hut
    Cost                   
     Gold                  - 400
     Wood                  - 5
     Tools                 - 3
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 25
    Population Requirement - 0
    Function               - Requires hemp and turns it into Linen Clothing.
    
    
    Building               - Stonemason's Hut
    Cost                   
     Gold                  - 400
     Wood                  - 2
     Tools                 - 2
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 20
    Population Requirement - 0
    Function               - Requires a stone deposit, and then produces Stone.
    
    
    Building               - Cobblestone Street
    Cost                   
     Gold                  - 20
     Wood                  - 0
     Tools                 - 0
     Stone                 - 1
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 0
    Population Requirement - 0
    Function               - Serves the same purpose as a road, but carts can
                             travel faster on them. 
    
    
    Building               - Ore Mine
    Cost                   
     Gold                  - 900
     Wood                  - 12
     Tools                 - 2
     Stone                 - 2
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 20
    Population Requirement - 240 Citizens
    Function               - Requires an Iron deposit and uses it to produce some
                             Iron Ore.
    
    
    Building               - Charcoal Burner's Hut
    Cost                   
     Gold                  - 250
     Wood                  - 3
     Tools                 - 2
     Stone                 - 2
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 10
    Population Requirement - 240 Citizens
    Function               - Requires trees nearby and burns them to make Coal. 
    
    
    Building               - Iron Smelter
    Cost                   
     Gold                  - 600
     Wood                  - 10
     Tools                 - 5
     Stone                 - 2
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 20
    Population Requirement - 240 Citizens
    Function               - Requires Iron Ore and Coal to produce Iron. 
    
    
    Building               - Toolmaker's Workshop
    Cost                   
     Gold                  - 500
     Wood                  - 8
     Tools                 - 5
     Stone                 - 5
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 20
    Population Requirement - 240 Citizens
    Function               - Turns Iron into Tools
    
    
    Building               - Ropeyard
    Cost                   
     Gold                  - 700
     Wood                  - 12
     Tools                 - 5
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 40
    Population Requirement - 240 Citizens
    Function               - Turns Hemp into usable Rope
    
    
    Building               - Small Shipyard
    Cost                   
     Gold                  - 680
     Wood                  - 10
     Tools                 - 5
     Stone                 - 4
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 10
    Population Requirement - 240 Citizens
    Function               - Requires a coastline. It will be able to produce
                             ships using specific resources.
    
    
    Building               - Fountain
    Cost                   
     Gold                  - 800
     Wood                  - 0
     Tools                 - 0
     Stone                 - 2
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 5
    Population Requirement - 240 Citizens
    Function               - Serves as a decorative items for the town.
    
    
    Building               - Harbour Master's Office
    Cost                   
     Gold                  - 1580
     Wood                  - 3
     Tools                 - 5
     Stone                 - 14
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 10
    Population Requirement - 355 Citizens
    Function               - Allows for more ships to dock at new piers, makes 
                             trading faster and more efficient. Built on the 
                             harbour.
    
    
    Building               - Quay Wall
    Cost                   
     Gold                  - 20
     Wood                  - 0
     Tools                 - 0
     Stone                 - 1
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 0
    Population Requirement - 355 Citizens
    Function               - Extends the size of the harbour for new buildings.
    
    
    Building               - Small Storehouse
    Cost                   
     Gold                  - 1020
     Wood                  - 4
     Tools                 - 4
     Stone                 - 1
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 15
    Population Requirement - 355 Citizens
    Function               - Increases the size of capacity that your warehouse
                             can keep. build on the harbour.
    
    
    Building               - Repair Crane
    Cost                   
     Gold                  - 1020
     Wood                  - 5
     Tools                 - 5
     Stone                 - 9
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 20
    Population Requirement - 355 Citizens
    Function               - Built on the harbour and is used to repair your 
                             ships when they are damaged.
    
    
    Building               - Harbour Defence Tower
    Cost                   
     Gold                  - 1520
     Wood                  - 2
     Tools                 - 8
     Stone                 - 12
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 30, 3 Military
    Population Requirement - 355 Citizens
    Function               - Used to defend your harbour area from enemy ships 
                             within range.
    
    
    Building               - Carpenter's House
    Cost                   
     Gold                  - 200
     Wood                  - 5
     Tools                 - 5
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 355 Citizens
    Function               - It is used when your town is hit by disasters and 
                             buildings need repairing. 
    
    
    Building               - Fire Station
    Cost                   
     Gold                  - 200
     Wood                  - 5
     Tools                 - 5
     Stone                 - 10
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 15
    Population Requirement - 355 Citizens
    Function               - It serves to put out fires when fires break out due
                             to emergencies.
    
    
    Building               - Tournament Arena
    Cost                   
     Gold                  - 2000
     Wood                  - 10
     Tools                 - 10
     Stone                 - 40
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 20
    Population Requirement - 355 Citizens
    Function               - It will allow you to gain honour in exchange of some 
                             goods. Honour is based on the amount of citizens on
                             your islands.
    
    
    Building               - Tavern
    Cost                   
     Gold                  - 2000
     Wood                  - 15
     Tools                 - 8
     Stone                 - 20
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 355 Citizens
    Function               - Built to provide Entertainment to your citizens.
    
    
    Building               - Large Statue
    Cost                   
     Gold                  - 1000
     Wood                  - 0
     Tools                 - 5
     Stone                 - 10
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 5
    Population Requirement - 355 Citizens
    Function               - Used as a town decoration. 
    
    
    Building               - Alms House
    Cost                   
     Gold                  - 200
     Wood                  - 5
     Tools                 - 5
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 0
    Population Requirement - Beggars in Town
    Function               - Houses 500 Beggars and puts them off the street.
    
    
    --==Patrician Buildings==--
    
    Building               - Crop Farm
    Cost                   
     Gold                  - 200
     Wood                  - 8
     Tools                 - 2
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 1 Field costs 150 Gold
    Upkeep Cost            - 5
    Population Requirement - 0
    Function               - Use the fields to produce Wheat.
    
    
    Building               - Mill
    Cost                   
     Gold                  - 800
     Wood                  - 8
     Tools                 - 4
     Stone                 - 4
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 0
    Function               - Used to gather Wheat and produce into Flour.
    
    
    Building               - Bakery
    Cost                   
     Gold                  - 700
     Wood                  - 5
     Tools                 - 5
     Stone                 - 5
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 0
    Function               - Uses Flour and produces it into Bread.
    
    
    Building               - Weapon Smithy
    Cost                   
     Gold                  - 1500
     Wood                  - 3
     Tools                 - 5
     Stone                 - 10
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 0
    Function               - Uses Iron and creates Weapons.
    
    
    Building               - City Wall
    Cost                   
     Gold                  - 100
     Wood                  - 0
     Tools                 - 0
     Stone                 - 1
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 0
    Population Requirement - 0
    Function               - Builds a nice wall to keep out enemy invaders.
    
    
    Building               - Watch Tower
    Cost                   
     Gold                  - 850
     Wood                  - 4
     Tools                 - 4
     Stone                 - 5
     Glass                 - 0
     Other Costs           - 5 Weapons
    Upkeep Cost            - 15, 2 Military
    Population Requirement - 0
    Function               - Defensive structure used to attack nearby enemies.
    
    
    Building               - Gatehouse
    Cost                   
     Gold                  - 1000
     Wood                  - 8
     Tools                 - 8
     Stone                 - 10
     Glass                 - 0
     Other Costs           - 7 Weapons
    Upkeep Cost            - 15, 3 Military
    Population Requirement - 0
    Function               - Used on Walls to set a gate allowing friendlies in
                             and keeping enemies out.
    
    
    Building               - Large Shipyard
    Cost                   
     Gold                  - 2120
     Wood                  - 20
     Tools                 - 25
     Stone                 - 4
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 20
    Population Requirement - 510 Patricians
    Function               - Built on the coastline to produce and build all the
                             Occidential ships. 
    
    
    Building               - Monastary Garden
    Cost                   
     Gold                  - 200
     Wood                  - 5
     Tools                 - 2
     Stone                 - 4
     Glass                 - 0
     Other Costs           - 1 Field costs 400 Gold
    Upkeep Cost            - 10
    Population Requirement - 510 Patricians
    Function               - Uses the fields to produce Herbs. 
    
    
    Building               - Monastary Brewery
    Cost                   
     Gold                  - 600
     Wood                  - 5
     Tools                 - 4
     Stone                 - 6
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 510 Patricians
    Function               - Uses Wheat and Herbs to produce lovely Beer.
    
    
    Building               - Keep
    Cost                   
     Gold                  - 5000
     Wood                  - 20
     Tools                 - 20
     Stone                 - 30
     Glass                 - 20
     Other Costs           - 15 Weapons
    Upkeep Cost            - 50, 10 Military
    Population Requirement - 510 Patricians
    Function               - Used to build encampments, effectively, train armies.
    
    
    Building               - Forest Glassworks
    Cost                   
     Gold                  - 500
     Wood                  - 6
     Tools                 - 4
     Stone                 - 8
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 510 Patricians
    Function               - Uses nearby trees to produce Potash.
    
    
    Building               - Glass Smelter
    Cost                   
     Gold                  - 1200
     Wood                  - 10
     Tools                 - 5
     Stone                 - 12
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 510 Patricians
    Function               - Uses Quartz and Potash to produce Glass.
    
    
    Building               - Church
    Cost                   
     Gold                  - 5000
     Wood                  - 30
     Tools                 - 10
     Stone                 - 40
     Glass                 - 25
     Other Costs           - 0
    Upkeep Cost            - 40
    Population Requirement - 510 Patricians
    Function               - Provides Faith for your finer citizens.
    
    
    Building               - Salt Mine
    Cost                   
     Gold                  - 800
     Wood                  - 11
     Tools                 - 4
     Stone                 - 5
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 20
    Population Requirement - 690 Patricians
    Function               - Requires a Salt Deposit and is used to produce 
                             Brine.
    
    
    Building               - Salt Works
    Cost                   
     Gold                  - 900
     Wood                  - 3
     Tools                 - 5
     Stone                 - 6
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 25
    Population Requirement - 690 Patricians
    Function               - Requires Brine and Coal to produce Salt.
    
    
    Building               - Pig Farm
    Cost                   
     Gold                  - 400
     Wood                  - 4
     Tools                 - 3
     Stone                 - 3
     Glass                 - 0
     Other Costs           - 1 Field costs 400 Gold
    Upkeep Cost            - 15
    Population Requirement - 690 Patricians
    Function               - Uses the fields to produce Hides.
    
    
    Building               - Tannery
    Cost                   
     Gold                  - 700
     Wood                  - 7
     Tools                 - 3
     Stone                 - 8
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 20
    Population Requirement - 690 Patricians
    Function               - Built on a river crossing, uses Hides and Salt to
                             produce Leather Jerkins.
    
    
    Building               - Pier
    Cost                   
     Gold                  - 540
     Wood                  - 2
     Tools                 - 2
     Stone                 - 2
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 10
    Population Requirement - 690 Patricians
    Function               - Allows for another ship to dock at your island and 
                             trade with you. Built on the harbour.
    
    
    Building               - Paper Mill
    Cost                   
     Gold                  - 1500
     Wood                  - 5
     Tools                 - 5
     Stone                 - 12
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 50
    Population Requirement - 940 Patricians
    Function               - Requires Wood and is built on a river crossing, and
                             produces Paper as a response. 
    
    
    Building               - Printing Press
    Cost                   
     Gold                  - 1800
     Wood                  - 5
     Tools                 - 5
     Stone                 - 12
     Glass                 - 10
     Other Costs           - 0
    Upkeep Cost            - 50
    Population Requirement - 940 Patricians
    Function               - Uses Paper and Indigo and produces Books in return. 
    
    
    Building               - Debtor's Prison
    Cost                   
     Gold                  - 7000
     Wood                  - 20
     Tools                 - 30
     Stone                 - 60
     Glass                 - 24
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 1190 Patricians
    Function               - Provides Security to your upper class Citizens.
    
    
    Building               - Magnificant Square
    Cost                   
     Gold                  - 100
     Wood                  - 0
     Tools                 - 0
     Stone                 - 1
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 0
    Population Requirement - 1190 Patricians
    Function               - Makes your town more pretty by upgrading Cobblestone
                             Roads but provides no speed boost beyond that. 
    
    
    Building               - Apiary
    Cost                   
     Gold                  - 500
     Wood                  - 7
     Tools                 - 3
     Stone                 - 9
     Glass                 - 0
     Other Costs           - 1 Field costs 600 Gold
    Upkeep Cost            - 15
    Population Requirement - 3000 Noblemen
    Function               - Uses fields to produce Beeswax.
    
    
    Building               - Candlemaker's Workshop
    Cost                   
     Gold                  - 1600
     Wood                  - 7
     Tools                 - 6
     Stone                 - 10
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 40
    Population Requirement - 3000 Noblemen
    Function               - Uses Beeswax and Hemp to produce Candles.
    
    
    Building               - Redsmith's Workshop
    Cost                   
     Gold                  - 1800
     Wood                  - 9
     Tools                 - 7
     Stone                 - 15
     Glass                 - 10
     Other Costs           - 0
    Upkeep Cost            - 60
    Population Requirement - 3000 Noblemen
    Function               - Uses Candles and Brass to produce Candlesticks.
    
    
    --==Nobleman Building==--
    
    Building               - Cattle Farm
    Cost                   
     Gold                  - 600
     Wood                  - 8
     Tools                 - 2
     Stone                 - 6
     Glass                 - 0
     Other Costs           - 1 Field costs 650 Gold
    Upkeep Cost            - 25
    Population Requirement - 0
    Function               - Uses fields to produce Cows.
    
    
    Building               - Butcher's Shop
    Cost                   
     Gold                  - 1000
     Wood                  - 5
     Tools                 - 7
     Stone                 - 8
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 50
    Population Requirement - 0
    Function               - Uses Cows and Salt to produce Beef.
    
    
    Building               - War Machines Workshop
    Cost                   
     Gold                  - 3000
     Wood                  - 3
     Tools                 - 5
     Stone                 - 10
     Glass                 - 8
     Other Costs           - 0
    Upkeep Cost            - 60
    Population Requirement - 0
    Function               - Uses Wood and Rope to produce War Machines.
    
    
    Building               - Coal Mine
    Cost                   
     Gold                  - 3500
     Wood                  - 12
     Tools                 - 10
     Stone                 - 16
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 0
    Function               - Built on a Coal Deposit and produces Coal in return.
    
    
    Building               - Surgery
    Cost                   
     Gold                  - 1500
     Wood                  - 5
     Tools                 - 15
     Stone                 - 20
     Glass                 - 7
     Other Costs           - 0
    Upkeep Cost            - 40
    Population Requirement - 0
    Function               - Built so that during a plague, it will decrease the
                             amount of casualties.
    
    
    Building               - Fortified Tower
    Cost                   
     Gold                  - 1100
     Wood                  - 0
     Tools                 - 8
     Stone                 - 10
     Glass                 - 8
     Other Costs           - 5 War Machines
    Upkeep Cost            - 30, 3 Military
    Population Requirement - 0
    Function               - An upgrade to a normal tower, where it can provide
                             fire support against enemies. 
    
    
    Building               - Fortified Gatehouse
    Cost                   
     Gold                  - 1200
     Wood                  - 0
     Tools                 - 16
     Stone                 - 20
     Glass                 - 16
     Other Costs           - 10 War Machines
    Upkeep Cost            - 30, 4 Military
    Population Requirement - 0
    Function               - An upgrade to a gatehouse, it will open and lock the
                             city gates, and is harder to knock down in return.
    
    
    Building               - Trapper's Lodge
    Cost                   
     Gold                  - 900
     Wood                  - 7
     Tools                 - 2
     Stone                 - 4
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 950 Noblemen
    Function               - Uses Bear Cave Deposits and produces Fur. 
    
    
    Building               - Furrier's Workshop
    Cost                   
     Gold                  - 1600
     Wood                  - 5
     Tools                 - 8
     Stone                 - 10
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 90
    Population Requirement - 950 Noblemen
    Function               - Uses a River Crossing to turn Fur and Salt into Fur 
                             Coats.
    
    
    Building               - Provision House
    Cost                   
     Gold                  - 10000
     Wood                  - 20
     Tools                 - 20
     Stone                 - 35
     Glass                 - 25
     Other Costs           - 0
    Upkeep Cost            - 15
    Population Requirement - 950 Noblemen
    Function               - Uses a variety of goods to produce Provisions. 
    
    
    Building               - Cannon Foundry
    Cost                   
     Gold                  - 6000
     Wood                  - 24
     Tools                 - 15
     Stone                 - 30
     Glass                 - 24
     Other Costs           - 0
    Upkeep Cost            - 100
    Population Requirement - 950 Noblemen
    Function               - Uses Wood and Iron to produce Cannons.
    
    
    Building               - Large Storehouse
    Cost                   
     Gold                  - 2030
     Wood                  - 0
     Tools                 - 4
     Stone                 - 6
     Glass                 - 4
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 950 Noblemen
    Function               - Used to increase the amount that your warehouses can
                             store. 
    
    
    Building               - Historic Warehouse
    Cost                   
     Gold                  - 25180
     Wood                  - 40
     Tools                 - 20
     Stone                 - 59
     Glass                 - 0
     Other Costs           - 0
    Upgrade To: 
     Timberwork            - 180 Wood, 120 Tools
     Masonry               - 300 Stone, 200 Tools
    Upkeep Cost            - 200
    Population Requirement - 950 Noblemen
    Function               - Mentioned Above
    
    
    Building               - Harbour Statue
    Cost                   
     Gold                  - 3000
     Wood                  - 0
     Tools                 - 5
     Stone                 - 10
     Glass                 - 5
     Other Costs           - 1 Weapon
    Upkeep Cost            - 10
    Population Requirement - 950 Noblemen
    Function               - A decorative item placed on the Harbour.
    
    
    Building               - Vineyard
    Cost                   
     Gold                  - 800
     Wood                  - 8
     Tools                 - 4
     Stone                 - 10
     Glass                 - 0
     Other Costs           - 1 Field costs 1000 Gold
    Upkeep Cost            - 25
    Population Requirement - 1500 Noblemen
    Function               - Produces Grapes from the fields.
    
    
    Building               - Barrel Cooperage
    Cost                   
     Gold                  - 1000
     Wood                  - 7
     Tools                 - 5
     Stone                 - 8
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 1500 Noblemen
    Function               - Produces Barrels from Wood and Iron.
    
    
    Building               - Wine Press
    Cost                   
     Gold                  - 1800
     Wood                  - 7
     Tools                 - 7
     Stone                 - 14
     Glass                 - 9
     Other Costs           - 0
    Upkeep Cost            - 50
    Population Requirement - 1500 Noblemen
    Function               - Prodices Wine from Barrels and Grapes.
    
    
    Building               - Cypress
    Cost                   
     Gold                  - 100
     Wood                  - 1
     Tools                 - 0
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 0
    Population Requirement - 1500 Noblemen
    Function               - A decoration for your town. 
    
    
    Building               - Princely Square
    Cost                   
     Gold                  - 200
     Wood                  - 0
     Tools                 - 1
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 0
    Population Requirement - 1500 Noblemen
    Function               - The best kind of road that can be built, but is only
                             as fast as a Cobblestone Road. 
    
    
    Building               - Imperial Cathedral
    Cost                   
     Gold                  - 50000
     Wood                  - 80
     Tools                 - 40
     Stone                 - 100
     Glass                 - 0
     Other Costs           - 0
    Upgrade To:
     Timberwork            - 300 Wood, 160 Tools
     Masonry               - 540 Stone, 360 Tools
     Windows               - 270 Glass, 720 Tools
    Upkeep Cost            - 300 / Timberwork = 500 / Masonry = 600 / Window = 750
    Population Requirement - 2000 Noblemen / Timberwork = 2000 Noblemen / 
                             Masonry = 2500 Noblemen / Windows = 3500 Noblemen
    Function               - Mentioned Above
    
    
    Building               - Hedge
    Cost                   
     Gold                  - 25
     Wood                  - 0
     Tools                 - 0
     Stone                 - 0
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 0
    Population Requirement - 2000 Noblemen
    Function               - Another decoration for your town. 
    
    
    Building               - Copper Mine
    Cost                   
     Gold                  - 1500
     Wood                  - 10
     Tools                 - 8
     Stone                 - 12
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 40
    Population Requirement - 2200 Noblemen
    Function               - Built on a Copper Deposit to produce Copper Ore.
    
    
    Building               - Copper Smelter
    Cost                   
     Gold                  - 1200
     Wood                  - 9
     Tools                 - 5
     Stone                 - 12
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 40
    Population Requirement - 2200 Noblemen
    Function               - Uses Copper Ore and Coal to produce Brass.
    
    
    Building               - Optician's Workshop
    Cost                   
     Gold                  - 1800
     Wood                  - 8
     Tools                 - 6
     Stone                 - 14
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 40
    Population Requirement - 2200 Noblemen
    Function               - Uses Glass and Brass to produce Glasses.
    
    
    Building               - Gold Mine
    Cost                   
     Gold                  - 2500
     Wood                  - 20
     Tools                 - 13
     Stone                 - 12
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 50
    Population Requirement - 4000 Noblemen
    Function               - Built on a Gold Deposit to produce Gold Ore. 
    
    
    Building               - Gold Smelter
    Cost                   
     Gold                  - 2000
     Wood                  - 14
     Tools                 - 11
     Stone                 - 16
     Glass                 - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 4000 Noblemen
    Function               - Uses Gold Ore and Coal to produce Gold Bars, not
                             gold that you can use. 
    
    
    Building               - Silk Weaving Mill
    Cost                   
     Gold                  - 1500
     Wood                  - 5
     Tools                 - 8
     Stone                 - 12
     Glass                 - 15
     Other Costs           - 0
    Upkeep Cost            - 80
    Population Requirement - 4000 Noblemen
    Function               - Uses Gold Bars and Silk to produce Brocaid Clothing.
    
    
    --==Nomad Buildings==--
    
    Building               - Nomad House
    Rank                   - 1
    Cost                   
     Gold                  - 0
     Wood                  - 1
     Tools                 - 1
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 0
    Upgrade To:
     Envoy House           - 1 Wood, 1 Tool, 4 Mosaic
    Upkeep Cost            - 0
    Population Requirement - 0
    Function               - Housing for your Oriential residents.
    
    
    Building               - Bazaar
    Rank                   - 1
    Cost                   
     Gold                  - 400
     Wood                  - 5
     Tools                 - 3
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 0
    Function               - Provides Company for your residents.
    
    
    Building               - Oriential Market Building
    Rank                   - 1
    Cost                   
     Gold                  - 700
     Wood                  - 8
     Tools                 - 5
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 0
    Upkeep Cost            - 25
    Population Requirement - 0
    Function               - Serves as a market building for the Orient. 
    
    
    Building               - Small Noria
    Rank                   - 1
    Cost                   
     Gold                  - 1000
     Wood                  - 5
     Tools                 - 3
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 0
    Function               - Uses water, that can be replenished, to create 
                             fertile ground to build farms. 
    
    
    Building               - Date Plantation
    Rank                   - 1
    Cost                   
     Gold                  - 200
     Wood                  - 3 
     Tools                 - 2
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 1 Field costs 125 Gold
    Upkeep Cost            - 45
    Population Requirement - 0
    Function               - Uses fields to produce Dates.
    
    
    Building               - Goat Farm
    Rank                   - 1
    Cost                   
     Gold                  - 200
     Wood                  - 5
     Tools                 - 1
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 1 Field costs 150 Gold
    Upkeep Cost            - 20
    Population Requirement - 145 Nomads
    Function               - Uses fields to produce Milk.
    
    
    Building               - Spice Farm
    Rank                   - 1
    Cost                   
     Gold                  - 500
     Wood                  - 5
     Tools                 - 2
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 1 Field costs 100 Gold
    Upkeep Cost            - 30
    Population Requirement - 145 Nomads
    Function               - Uses fields to produce Spice.
    
    
    Building               - Oriential Warehouse
    Rank                   - 1
    Cost                   
     Gold                  - 400
     Wood                  - 3
     Tools                 - 5
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 0
    Upkeep Cost            - 20
    Population Requirement - 0
    Function               - Increases the storehouse capacity of your 
                             marketplaces.
    
    
    Building               - Silk Plantation
    Rank                   - 2
    Cost                   
     Gold                  - 350
     Wood                  - 5
     Tools                 - 2
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 1 Field costs 500 Gold
    Upkeep Cost            - 25
    Population Requirement - 295 Nomads
    Function               - Uses fields to produce Silk.
    
    
    Building               - Indigo Farm
    Rank                   - 2
    Cost                   
     Gold                  - 400
     Wood                  - 5
     Tools                 - 2
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 1 Field costs 500 Gold
    Upkeep Cost            - 20
    Population Requirement - 295 Nomads
    Function               - Uses fields to produce Indigo.
    
    
    Building               - Carpet Workshop
    Rank                   - 2
    Cost                   
     Gold                  - 400
     Wood                  - 5
     Tools                 - 3
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 0
    Upkeep Cost            - 60
    Population Requirement - 295 Nomads
    Function               - Uses Silk and Indigo to produce Carpets.
    
    
    Building               - Palm
    Rank                   - 2
    Cost                   
     Gold                  - 150
     Wood                  - 1
     Tools                 - 0
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 0
    Upkeep Cost            - 0
    Population Requirement - 295 Nomads
    Function               - Use this to decorate your Oriential paradise.
    
    
    Building               - Clay Pit
    Rank                   - 3
    Cost                   
     Gold                  - 800
     Wood                  - 7
     Tools                 - 4
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 0
    Upkeep Cost            - 15
    Population Requirement - 440 Nomads
    Function               - Built on an island with Clay to produce Clay. 
    
    
    Building               - Quartz Quarry
    Rank                   - 3
    Cost                   
     Gold                  - 1000
     Wood                  - 10
     Tools                 - 6
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 0
    Upkeep Cost            - 20
    Population Requirement - 440 Nomads
    Function               - Built near a Quartz Mine to produce Quartz.
    
    
    Building               - Mosaic Workshop
    Rank                   - 3
    Cost                   
     Gold                  - 1000
     Wood                  - 15
     Tools                 - 8
     Stone                 - 0
     Mosaic                - 0
     Other Costs           - 0
    Upkeep Cost            - 30
    Population Requirement - 440 Nomads
    Function               - Uses Quartz and Clay together to produce Quartz. 
    
    
    Building               - Oriential Shipyard
    Rank                   - 3
    Cost                   
     Gold                  - 3000
     Wood                  - 20
     Tools                 - 30
     Stone                 - 0
     Mosaic                - 20
     Other Costs           - 0
    Upkeep Cost            - 40
    Population Requirement - 440 Nomads
    Function               - Built on the Harbour to build ships. 
    
    
    Building               - Mosque
    Rank                   - 3
    Cost                   
     Gold                  - 3500
     Wood                  - 15
     Tools                 - 10
     Stone                 - 0
     Mosaic                - 20
     Other Costs           - 0
    Upkeep Cost            - 40
    Population Requirement - 440 Nomads
    Function               - Used to provide Faith to your Nomads.
    
    
    --==Envoy Buildings==--
    
    
    Building               - Large Noria
    Rank                   - 4
    Cost                   
     Gold                  - 2500
     Wood                  - 0
     Tools                 - 8
     Stone                 - 0
     Mosaic                - 30
     Other Costs           - 0
    Upkeep Cost            - 40
    Population Requirement - 1040 Envoys
    Function               - An upgrade to the small Noria.
    
    
    Building               - Coffee Plantation
    Rank                   - 4
    Cost                   
     Gold                  - 500
     Wood                  - 2
     Tools                 - 4
     Stone                 - 0
     Mosaic                - 6
     Other Costs           - 1 Field costs 1000 Gold
    Upkeep Cost            - 20
    Population Requirement - 0
    Function               - Uses fields to produce Coffee Beans.
    
    
    Building               - Roasting House
    Rank                   - 4
    Cost                   
     Gold                  - 1100
     Wood                  - 5
     Tools                 - 10
     Stone                 - 0
     Mosaic                - 15
     Other Costs           - 0
    Upkeep Cost            - 45
    Population Requirement - 0
    Function               - Uses Coffee Beans to produce Coffee.
    
    
    Building               - Pearl Fisher's Hut
    Rank                   - 4
    Cost                   
     Gold                  - 1200
     Wood                  - 14
     Tools                 - 7
     Stone                 - 0
     Mosaic                - 11
     Other Costs           - 0
    Upkeep Cost            - 40
    Population Requirement - 1400 Envoys
    Function               - Built near a Reef to produce Pearls.
    
    
    Building               - Pearl Workshop
    Rank                   - 4
    Cost                   
     Gold                  - 1800
     Wood                  - 8
     Tools                 - 8
     Stone                 - 0
     Mosaic                - 16
     Other Costs           - 0
    Upkeep Cost            - 70
    Population Requirement - 1400 Envoys
    Function               - Uses Pearls to produce Pearl Necklaces.
    
    
    Building               - Oriential Square
    Rank                   - 4
    Cost                   
     Gold                  - 200
     Wood                  - 0
     Tools                 - 0
     Stone                 - 0
     Mosaic                - 1
     Other Costs           - 0
    Upkeep Cost            - 5
    Population Requirement - 1040 Envoys
    Function               - Built as an upgrade to dirt paths, fast as 
                             Cobblestone paths. 
    
    
    Building               - Oriential Statue
    Rank                   - 4
    Cost                   
     Gold                  - 5000
     Wood                  - 0
     Tools                 - 5
     Stone                 - 0
     Mosaic                - 10
     Other Costs           - 0
    Upkeep Cost            - 5
    Population Requirement - 1040 Envoys
    Function               - Used to decorate the town. 
    
    
    Building               - Oriential Fort
    Rank                   - 5
    Cost                   
     Gold                  - 4500
     Wood                  - 20
     Tools                 - 20
     Stone                 - 0
     Mosaic                - 15
     Other Costs           - 15 Weapons
    Upkeep Cost            - 50, 10 Military
    Population Requirement - 1400 Envoys
    Function               - Used to create encampments for an Oriential army. 
    
    
    Building               - Oriential Fountain
    Rank                   - 5
    Cost                   
     Gold                  - 800
     Wood                  - 0
     Tools                 - 0
     Stone                 - 0
     Mosaic                - 2
     Other Costs           - 0
    Upkeep Cost            - 5
    Population Requirement - 1400 Envoys
    Function               - Used to pretty up the town. 
    
    
    Building               - Rose Nursery
    Rank                   - 5
    Cost                   
     Gold                  - 900
     Wood                  - 10
     Tools                 - 5
     Stone                 - 0
     Mosaic                - 12
     Other Costs           - 1 Field costs 1500 Gold
    Upkeep Cost            - 30
    Population Requirement - 2600 Envoys
    Function               - Uses fields to produce Roses.
    
    
    Building               - Perfumery
    Rank                   - 5
    Cost                   
     Gold                  - 2500
     Wood                  - 12
     Tools                 - 9
     Stone                 - 0
     Mosaic                - 24
     Other Costs           - 0
    Upkeep Cost            - 60
    Population Requirement - 2600 Envoys
    Function               - Uses Roses to produce Perfume.
    
    
    Building               - Bath House
    Rank                   - 5
    Cost                   
     Gold                  - 6000
     Wood                  - 40
     Tools                 - 17
     Stone                 - 30
     Mosaic                - 25
     Other Costs           - 0
    Upkeep Cost            - 50
    Population Requirement - 2600 Envoys
    Function               - Used to provide Entertainment to your Citizens.
    
    
    Building               - Sultan's Mosque
    Rank                   - 6
    Cost                   
     Gold                  - 50000
     Wood                  - 40
     Tools                 - 80
     Stone                 - 0
     Mosaic                - 100
     Other Costs           - 0
    Upgrade To:
     Timberwork            - 144 Mosaic, 180 Wood
     Floor                 - 432 Mosaic, 240 Tools
     Window                - 648 Mosaic, 270 Glass
    Upkeep Cost            - 300 / Timberwork = 300 / Floor = 350 / Window = 400
    Population Requirement - 1740 Envoys / Timberwork = 1740 Envoys / 
                             Floor = 3840 Envoys / Window = 5240 Envoys
    Function               - Mentioned Above
    
    
    Building               - Sugar Cane Plantation
    Rank                   - 6
    Cost                   
     Gold                  - 800
     Wood                  - 5
     Tools                 - 3
     Stone                 - 0
     Mosaic                - 9
     Other Costs           - 1 Field costs 500 Gold
    Upkeep Cost            - 35
    Population Requirement - 4300 Envoys
    Function               - Uses fields to produce Sugar Cane.
    
    
    Building               - Almond Plantation
    Rank                   - 6
    Cost                   
     Gold                  - 500
     Wood                  - 4
     Tools                 - 6
     Stone                 - 0
     Mosaic                - 10
     Other Costs           - 1 Field costs 600 Gold
    Upkeep Cost            - 15
    Population Requirement - 4300 Envoys
    Function               - Uses fields to produce Almonds.
    
    
    Building               - Sugar Mill
    Rank                   - 6
    Cost                   
     Gold                  - 800
     Wood                  - 7
     Tools                 - 6
     Stone                 - 0
     Mosaic                - 10
     Other Costs           - 0
    Upkeep Cost            - 40
    Population Requirement - 4300 Envoys
    Function               - Uses Sugar Cane to produce Sugar.
    
    
    Building               - Confectioner's Workshop
    Rank                   - 6
    Cost                   
     Gold                  - 1500
     Wood                  - 5
     Tools                 - 12
     Stone                 - 0
     Mosaic                - 24
     Other Costs           - 0
    Upkeep Cost            - 100
    Population Requirement - 4300 Envoys
    Function               - Uses Sugar and Almonds to produce Marzipan.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [A.02] Ship List
    
    Below is a list of all the ships, and all the starting stats of all the
    ships.
    
    Ship Name       - Small Trading Ship
    Built At        - Small Shipyard
    Build Cost      - 1500 Gold, 15 Wood, 20 Rope
    Ship Limit Cost - 1
    Naval Upkeep    - 20
    Cargo Hold      - 3
    Items Held      - 1
    Attack          - 0
    Hull Strength   - 400
    
    
    Ship Name       - Small Warship
    Built At        - Small Shipyard
    Build Cost      - 2000 Gold, 30 Wood, 30 Rope, 20 Weapons
    Ship Limit Cost - 1
    Naval Upkeep    - 30
    Cargo Hold      - 1
    Items Held      - 1
    Attack          - 6
    Hull Strength   - 500
    
    
    Ship Name       - Large Trading Ship
    Built At        - Large Shipyard
    Build Cost      - 4000 Gold, 60 Wood, 60 Rope
    Ship Limit Cost - 2
    Naval Upkeep    - 50
    Cargo Hold      - 6
    Items Held      - 1
    Attack          - 0
    Hull Strength   - 1000
    
    
    Ship Name       - Large Warship
    Built At        - Large Shipyard
    Build Cost      - 4500 Gold, 70 Wood, 70 Rope, 20 Cannons
    Ship Limit Cost - 2
    Naval Upkeep    - 60
    Cargo Hold      - 2
    Items Held      - 1
    Attack          - 14
    Hull Strength   - 1200
    
    
    Ship Name       - Caravel
    Built At        - Oriential Shipyard
    Build Cost      - 2500 Gold, 30 Wood, 20 Rope
    Ship Limit Cost - 1
    Naval Upkeep    - 10
    Cargo Hold      - 3
    Items Held      - 2
    Attack          - 0
    Hull Strength   - 300
    
    
    Ship Name       - Large Oriential Trading Ship
    Built At        - Oriential Shipyard
    Build Cost      - 4000 Gold, 50 Wood, 50 Rope, 15 Cannons
    Ship Limit Cost - 2
    Naval Upkeep    - 50
    Cargo Hold      - 5
    Items Held      - 2
    Attack          - 6
    Hull Strength   - 800
    
    
    Ship Name       - Large Oriential Warship
    Built At        - Oriential Shipyard
    Build Cost      - 4500 Gold, 80 Wood, 80 Rope, 30 War Machines
    Ship Limit Cost - 2
    Naval Upkeep    - 60
    Cargo Hold      - 2
    Items Held      - 2
    Attack          - 10
    Hull Strength   - 1000
    
    
    Ship Name       - Flagship
    Built At        - Not Built
    Build Cost      - Not Built
    Ship Limit Cost - 0
    Naval Upkeep    - 0
    Cargo Hold      - 4
    Items Held      - 2
    Attack          - 6
    Hull Strength   - 600
    
    
    Ship Name       - Corsair ship
    Built At        - Corsairs 
    Build Cost      - Not Built
    Ship Limit Cost - 1
    Naval Upkeep    - 25
    Cargo Hold      - 2
    Items Held      - 2
    Attack          - 4
    Hull Strength   - 500
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [A.03] Army List
    
    The final appendix, the armies. This will be detailing the cost of each 
    army, well, their encampment cost, their upkeep, attack strength and the 
    amount of hit points that they have.
    
    Army Name       - Small Encampment
    Type            - Occidential
    Cost            - 1000 Gold, 10 Weapons
    Upkeep          - 20
    Military Upkeep - 3 
    Attack Strength - 3
    Attack Type     - Melee
    Hit Points      - 1800
    
    
    Army Name       - Large Encampment
    Type            - Occidential
    Cost            - 3000 Gold, 30 Weapons
    Upkeep          - 60
    Military Upkeep - 6
    Attack Strength - 6
    Attack Type     - Melee
    Hit Points      - 3300
    
    
    Army Name       - Trebuchet
    Type            - Occidential
    Cost            - 2500 Gold, 25 War Machines
    Upkeep          - 40
    Military Upkeep - 4
    Attack Strength - 5
    Attack Type     - Ranged
    Hit Points      - 2000
    
    
    Army Name       - Robber Baron Camp
    Type            - Occidential
    Cost            - 2000 Gold, 15 Books
    Upkeep          - 20
    Military Upkeep - 3
    Attack Strength - 2
    Attack Type     - Melee
    Hit Points      - 2400
    
    
    Army Name       - Oriential Encampment
    Type            - Oriential
    Cost            - 750 Gold, 15 Weapons
    Upkeep          - 20
    Military Upkeep - 3
    Attack Strength - 4
    Attack Type     - Melee
    Hit Points      - 1200
    
    
    Army Name       - Cannon Position
    Type            - Oriential
    Cost            - 3000 Gold, 15 Cannons
    Upkeep          - 40
    Military Upkeep - 4
    Attack Strength - 7
    Attack Type     - Ranged
    Hit Points      - 1400
    
    
    Army Name       - Miner Position
    Type            - Oriential
    Cost            - 400, 2 Wood, 20 Weapons, 15 War Machines
    Upkeep          - 40
    Military Upkeep - 4
    Attack Strength - 1
    Attack Type     - Tunnel
    Hit Points      - 400
    
    
    Army Name       - Assassin Camp
    Type            - Oriential
    Cost            - 1500 Gold, 5 Carpets, 10 Hemp
    Upkeep          - 20
    Military Upkeep - 3
    Attack Strength - 13
    Attack Type     - Melee
    Hit Points      - 200
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [A] Contact Information
    
    APPEARS IN g,a,m,e,f,a,q,s.c,o,m always. Remove the commas. Never on that
    c,h,e,a,t,c,c.c,o,m. Remove the commas.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !Before you Email me, read everything in this Contact Information section and!
    !check the guide. If the information is already listed, your email will be   !
    !promptly deleted. 							     !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    E-Mail Me, and for the love of all that isn't sacred, make sure that the title
    of the game is smacked into place. IF THERE IS NO TITLE ON THE MESSAGE, IT 
    WILL NOT BE READ, AND PROMPTLY DELETED. Also, email with courtesy. If you just
    hurl abuse, I will promptly hurl more abuse back, and save it so the entire
    world can abuse you and see your stupidity. 
    
    When you write the Email, you have to do so in English, and English only. No
    foreign languages allowed, Chinese, French, Spanish, Antarctic Penguin and so
    forth, mainly because I won't be able to understand it. 
    
    There will be absolutely NO INTERNET SPEAK IN ANY EMAILS. Seriously, I will
    not read emails full of lols, rofls or the like. No lazy English either. I 
    won't read crap like "Hw Tis in Gme" because it is lazy and inconsiderate. But
    that doesn't mean you send me a business letter detailing what information you
    want to know either. 
    
    Finally, if you see that there is something wrong in this FAQ, or something 
    that you think should be included in it, please send it in, the worse you can
    do is to have it rejected, but if I think it is a good addition, I'll add it
    with the next update as well as give you credit for the addition. Corrections
    are always welcome.
    
    I will also NOT RESPOND to the following:
    
     * Phishing Sites
     * Attempted Scams
     * Mass Spamming
     * Forward Messages
     * Advertising
     * Technical Issues
     * Illegal Activities
     * Unrelated Emails to the Game
     * Emails about Another Game
    
    All problems with technical issues to do with the gameplay such as bugs and
    glitches should be sent to the developer or publisher, or look for fixes or
    ways to avoid it. All technical issues with hardware should be sent to the 
    manufacturer of the piece of hardware in question. 
    
    The secret email address is:
    
    hillsdragon13 [at] [ho.tm.ail] [dot] [co.m]
    
    Now, the legend:
    
    [at]        = @
    [ho.tm.ail] = Remove the .'s
    [dot]       = .
    [co.m]      = Remove the .'s
    
    If you feel generous, you can send money via Paypal to that address. It is
    completely optional, but I'm curious to see how much I can milk, I mean make
    out of this. All donations are appreciated, seeing I have to pay for the 
    game this guide is for, and that does cost money, more since I'm faced with
    the outrageous prices found in Australia. 
    
    It may be a pain in the ass, but most smart people could figure out the real
    email address. The problem is that people would normally Ctrl+F to find the
    email address without reading the relevant guidelines, as well spamming sites
    which always find their way to my inbox. 
    
    Also, do not add me to your MSN, Yahoo or any other instant messaging system
    because you will be blocked and deleted permanently. Also, I will not accept
    invites to be your Facebook friend, or join any other social networking site
    because all invites will be rejected. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [B] Credits
    
    The credits section is where all the credits for the guides go. Anyone or
    anything that remotely helped out with this guide goes here, and that goes
    for all those people out there who have interesting information to send in.
    You know, your name could be on this list as well. 
    
    CJayC, The Creator of GameFAQs, thanks for all the memories
    SBAllen for administrating GameFAQs, keep up the good work
    You, no point of writing if no one is reading
    Ubisoft for the distribution of the game
    Sunflower, Blue Byte for developing the game
    ASCGen for their program making ASCII Art
    Me, for a shameless piece of self promotion
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [C] Webmaster Information
    
    This is where all the sites that this guide can appear on are listed. If the
    site name is not on this list, that means that either they are accepted by
    me but not listed, due to logistical reasons (this is the same copyright 
    section as all the other guides, and no point listing a Civ 4 site on a Sims
    game), or they are not allowed outright. 
    
    Anyway, POINT OUT ALL SITES NOT LISTED HERE. It will be up to me what site is
    allowed or disallowed.
    
    www.GameFAQs.com <Master Copy> 
    www.NeoSeeker.com 
    www.SuperCheats.com 
    
    NeoSeeker and SuperCheats will have the guides a full day after it appears on
    GameFAQs. This is because those two sites grab any new update from me from
    GameFAQs itself, so if you are itching for the newest version, please check
    www.GameFAQs.com first.
    
    It will NEVER BE ALLOWED TO APPEAR ON
    
    www.cheatcc.com
    
    Why? Because they stole some of my works before, and I will not forget that.
    No amount of goodwill will be able to repair what you have done. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [D] Copyright Notice
    
    This game is Copyright 2009 Ubisoft. All Copyrights are held by their rightful
    owners as well as any Trademarks used. 
    
    This document is protected by copyright laws in many countries, so please 
    don't steal. This FAQ can be used for personal use, which means you can store
    a copy on your home PC, your IPod, USB Drive, etc. You cannot use this FAQ to
    sell for your own financial gain. Doing so is fraud, and I will promptly have
    all the money gained wired for directly to me. 
    
    If you do sell it, and you are caught, I will launch court proceedings if 
    necessary. If a website steals this, I will have your site shut down, either
    through talking to your server, Internet Service Provider, and if you are a 
    big site, through your advertisers. It might start with a small email of 
    request, but I can snowball it. In fact, I will. 
    
    You also cannot claim this guide as your own. You are not allowed to use this
    guide and submit this to another website, claiming it as your own work. I will
    google search random phrases from my own FAQ just to ensure that it hasn't 
    been stolen or hijacked by other people.
    
    I am also not affiliated with any corporation, and I was not paid by any
    developer, publisher or distributor for the production of this guide. This was
    done solely out of my own free time and will, a dedication to the video gaming
    industry in general. 
    
    This document is Copyright 2009. All Rights were not shipped to the Orient.
    
    This FAQ uses the V2.03 Template. 
    
    <('.'<)~~~~~~~~~~~~~~~~~~~~~~~~~~~(>'.'<)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~(>'.')>
    END OF FILE              Watch In Awe, Aeria Gloris                END OF FILE

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