Emperor: Rise of the Middle Kingdom, FAQ/Walkthrough By Mike Jenista email@example.com Version 1.00 June 2008 ================= Table of Contents * ----------------- I. Introduction II. Basic FAQ (beginners start here) III. The Ministries (long section) IV. Housing Evolution V. Production Rates VI. Making Money and Bean-Counting VI+. Diplomacy (short) VII. The Bad Stuff and What To Do VIII. Space-Saving Strategies IX. Heroes X. Miscellaneous Tips XI. Campaign Walkthroughs XII. Legal Mumbo-Jumbo =============== I. Introduction * --------------- Emperor is one of many in the Sierra City Building Series, but this particular title is a cut above the rest. In particular, the precise control over economic activity and traffic flow makes it far better than several previous titles. Plus, I like the fixed grid and viewing angles that they threw away going into Caesar IV. The game is set in ancient China through several historical periods. They are alternately described by the Age (of metal available) and Dynasty. Although combat in this game is much the same as in previous Caesar titles, you can now launch attacks on other cities (although you do not direct these attacks in detail). Emperor also has a mutliplayer mode in which you can raise rival cities with friends and smash each other or cooperate against other cities. ============= II. Basic FAQ * ------------- Here are some easily answered questions if you are just skimming for basic info. Q: Why can't I build a city gate? A: The city gate is notoriously difficult to build if you don't know what has to be in place already. You need a straight stretch of road and a perpendicular stretch of city wall across the road. Then you can put the city gate down. Q: How do I pay homage? A: At the Religion ministry, there is no "homage" button--until you click on the actual word "religion" at the top of the ministry tab. Then all of your available gods for worship appear and you can click on one to give it a gift in homage. You can only do this once per month. While I'm at it, try clicking on the other ministry titles to see what secret info they have. There are a lot of sophisticated options in those title pop-ups. Q: Why won't my (commodity) go to the (place it's supposed to go)? A: Almost certainly because you have some permission set wrong. In Emperor, all of the places that can receive and distribute goods have settings for how that particular building will treat each commodity. So, for example, if you are trying to get appetizing food to your houses to evolve them, you need to make sure that 1) your market has set its MINIMUM quality for food to "appetizing"; 2) your mill will only accept a small amount of each type of food so that there is room for many types at once, and 3) that all of your buildings in this chain (mill, market, houses) are not really far apart. The market seller will wander about looking for houses, but they can be really dumb and go the wrong way sometimes. So try using a gate to keep market sellers near the houses. Q: Why won't the resources next to my monument get delivered? A: Monuments only receive goods in bundles of 4. So if you build a bunch of loggers next to a monument, say, then what usually happens is that the loggers deliver the wood to tax collectors and workshops even though you have a warehouse set to "get" a bunch of wood. To fix this, set the desired commodity to "stockpile" on the Commerce tab--the raw materials will now go right to the warehouse, and when you have more than 4 loads you can unstockpile the goods and the first load will go right to the monument. Q: How come my monument is taking forever? A: The monuments are supposed to take a lot of time--it often took generations and several rulers to finish the really big ones in our world. However, in the game you can speed up your monuments two ways. First, see the above tip on getting resources delivered faster. Second, if you are playing a scenario in which you can pay homage to Xi Wang Mu, do so. She makes the monument builders work about twice as fast as normal. Q: Why are some heroes so hard to please? A: Heroes need to have good coverage of their religion in order to feel good about your homages. The Confucian religion only applies to elites, whereas the others apply to all citizens. So you can't make Xi Wang Mu happy, for example, without putting Daoist shrines in your common neighborhoods. Q: Why does my trading post buy more than I allow? A: Because "limit" does not refer to how much you will buy in a year. It refers to how much space the trading post will devote to that commodity. You can not set a limit on annual trading except by refusing to buy when you feel you have too much. Q: Why do I have too much (commodity)? A: At first, demand for a commodity is high since no one has it. So if you build four kilns and they all produce a lot, the ceramics will initially get sold quickly. However, once your houses store up a lot of ceramics they won't buy so much anymore and the ceramics will start to pile up in your warehouses. So don't build too much production capacity until all of your houses have had a chance to evolve and stock up the commodity. Q: How can I get rid of too much stuff? A: Either pay homage to gods a lot or give extra stuff as gifts to other cities. But don't completely empty your warehouses this way or you might find that in a crisis you don't have what you need or someone requests an item that you just homaged to Nu Wa. Q: Why does my (random walker) not take care of (his job)? A: Random walkers (as opposed to deliverymen) will walk for somewhere between 30 and 40 road squares before returning to their building. During that time they follow a road straight until an intersection where they take a random direction and continue. They do NOT seek out their intended buildings. It is up to you to place their building near the intended targets and make your road system so that the walker will always walk the right way. I recommend heavy use of gates and roadblocks to keep walkers in the right place, especially since gates can be set to keep out some walkers and let others through. In particular, for Inspectors, you should always place them at the end of a road so that they must travel the same direction each time and pass by any buildings that you place along that road. You can also make a loop where the only way out is through a gate that doesn't allow the inspector to pass; then the inspector will travel through the whole loop (if it's not too long) no matter which way he starts walking. Q: I can't get cities to ally with me and I can't make them like me either. A: You are probably sending them lame items that they don't want. Look at what they buy and send them that as a gift (you can set the commodity to "stockpile" to keep it from going to the trading post). Or you can send cash--everyone loves cash. Once you do these things to raise their opinion, cities will start accepting alliances. =================== III. The Ministries * ------------------- Here I describe each ministry and its buildings. It is rare that you will be able to build all possible buildings in the Agriculture and Industry ministries, so work with what you have and import what you need. Each ministry has several overlay options that let you see the current status of a particular aspect of the game, e.g. you can check the likelihood of a fire breaking out by clicking the "hazard" button on the Safety ministry. When you do this, most of the graphics disappear and show you only the info (in the form of a meter near each relevant area or perhaps coloring scheme) and also the citizens that are relevant to altering that aspect (so with hazards, you will see the Building Inspectors running about). Also, there is some basic info displayed on the ministry tab, but for much more detailed information you can click on the ministry's title at the top of the tab to bring up a new window. For certain ministries, these are very important windows to use, such as Religion (paying homage) and setting the labor priorities in the Industry ministry. Also, I will reserve discussion of production rates to a later section. Population Ministry ------------------- You can build houses of two types: Common and Elite. The common housing ranges from huts to nice apartments, but I will describe more of this in the Housing Evolution section. You have to start with vacant lots and nurture them to higher levels, so you can only choose from the two types of lot. Common housing does not evolve into Elite, and Elite does not devolve into Common. Also, you need to have 1 unit each of ceramics and hemp to build an elite lot. On the Population pop-up, you can view population level history and also the distribution of your current population in terms of class (how many poor, how many middle class, how many elite, how many super elite, etc). Agriculture Ministry -------------------- You can build farms, fields, irrigation, orchards, and meat collectors here. With the exception of the Fishing Quay, none of these buildings needs to be inspected! The Agriculture pop-up tab has useful info on your food sources and how many people they support. Farmhouse (22 employees): The workers plant nearby fields, tend them, and then harvest them according to the seasonal needs of each field type. You can plant cabbage, soybean, millet, rice and wheat but the only real difference between these crops is what they sell for in trading posts. Your own people only care about the number of different types you feed them. It is generally good practice to either give a farmhouse multiple field types or to overlap farmhouses on the same kind of field. A single farmhouse can not fully plant, tend and harvest a maximum field of one type. If you only have one type of food, overlap the farms or just plot less than the full amount. Hemp Farm (18 employees): Like a farmhouse but only plants, tends, and harvests hemp. You should overlap these or plot less than maximum fields. Hunter's Tent (15 employees): The hunters go out and kill whatever game animal is on the map. You should build the hunter's tent close to the game's roaming area, but not so far that the hunters won't deliver the meat (it is really hard to be "too far" to deliver when talking about raw materials and food, so this probably won't come up). Fishing Quay (10 employees): Must be built partly on water and must have access to a Building Inspector or it will collapse. The fishermen go out and catch fish which they deliver to mills and warehouses. Silk/Lacquer/Tea Shed (12 employees): These sheds, like hemp farms, only tend to one plant type so make sure to overlap them or plant medium fields. However, these buildings never deliver to a mill. They deliver to artisans to create goods or to a warehouse for storage. Irrigation Ditch (no employees): The irrigation ditch must start at an irrigation pump and then can go anywhere on the same level of land. Any farm tiles within five squares of an irrigation ditch will have their fertility rating boosted. See Production Rates section for more. Irrigation Pump (10 employees): It must be placed partly in the water like a Fishing Quay. It supplies irrigation ditches with water. It seems that there is no limit to how long the irrigation ditch can be. Industry Ministry ----------------- These buildings will usually be the backbone of your economy; they collect raw materials and make them into finished goods. This is also where you can check the various labor statistics and set labor priorities. The Industry pop-up tab lets you set labor priorities (in general, the game sets good priorities, like safety first, but you can fiddle with this in an emergency). There is also a very important command here: Wages. When you increase wages you attract a higher percentage of your population as workers. So if you have high unemployment you can simply lower wages to reduce the workforce (although this does upset people!) and if you have a labor shortage you can increase wages to immediately increase the labor pool. However, if you are strapped for cash this will be expensive. On normal difficulty, the normal wage setting attracts about 40% of your population. Clay Pit (14 employees): Simply digs clay out of the ground and delivers to kilns or warehouses. Should be placed in good water table areas to make sure there is "enough" clay to dig at the maximum rate. Logging Shed (14 employees): Chops down trees and makes them into lumber which can be delivered to many different buyers: tax collectors (before paper is invented), lacquerware makers, monuments, military, etc. Also, your neighbors will often buy wood from you. You should place this very close to large forested areas (the tree stumps regenerate into new trees, unless you delete them), this will keep the shed full of wood since the loggers only walk a small distance. The delivery route might be long, though. Bronze Smelter (19 employees): The men mine copper (yellowish clumps in the rocks) and smelt it into bronze. Bronze is used by bronzeware makers and weaponsmiths, and later also by the Mint. It should be placed as close as possible to the copper ore itself. Iron Smelter (20 employees): Harvests iron ore and smelts it into ingots. The iron goes to the weaponsmith to make weapons better than bronze. Steel Furnace (21 employees): Like the iron smelter, but it also consumes a load of wood to turn iron ore into steel. This is the best metal type for your weaponsmiths. Stoneworks (15 employees): Harvests stone from a quarry to be used in monuments. Salt Mine (17 employees): Harvests salt from a salt marsh. Salt counts as an extra food type and is usually necessary to achieve Delicious food quality. Kiln (12 employees): Turns clay into ceramics. This is a staple commodity. Note that the kiln does not deliver to market shops directly, it has to go to a warehouse first where the shopkeep will purchase it. So build the kiln near the clay pit, and build warehouses midway between the markets and the kilns (this goes for most production intended for consumption). Weaver (11 employees): Turns raw silk into bolts of silk. This is a luxury commodity which you can sell for mega-cash, homage to heroes for a lot of goodwill, but which your own elite citizens will want to consume. Jade Carver (9 employees): Turns jade into carved jade. This sells for big cash but your elite citizens don't consume it. You do need to have it for some monuments and things, but usually you just sell it or homage it for big profits/goodwill. Paper Maker (10 employees): If you are in an advanced age, people want paper instead of wood to do things. So tax collectors use paper instead of wood, and most cities will want paper instead of hemp. It consumes hemp to make paper, not wood. Paper is also used by the wonderful Money Printer! Bronzeware Maker (12 employees): Turns bronze into bronzeware, a luxury item for your elite citizens and to sell/homage. Lacquerware Maker (11 employees): Turns lacquer and wood into lacquerware, another luxury item for elite citizens and to sell or homage. Commerce Ministry ----------------- You can generally build everything from this ministry since they are basic to every city's distribution. You can also set stockpiling orders and other good things here. Each building here has detailed orders that it can take. Right-click on the building to check current orders and change them as necessary. The Commerce pop-up tab lets you set prices for all your commodities at once, and the regular info tab lets you set a particular commodity to "stockpile" which is the best way to fill demands from other cities (you will get an automatic message when you have enough and the deadline is near--just remember to turn off the stockpile option). Mill (16 employees): A mill accepts foods and supplements (salt and spices) which are stored for purchase by shopkeepers. I will say more in the Housing Evolution section, but in general you want to limit each food type to 8 so that there is plenty of room for new food types which keeps your mill at a high food quality. Shopkeepers from the market will only buy food from ONE mill, so you can't have a "meat" mill and a "grain" mill and expect the market to buy from both and put them together. The mill should be built between the market and food sources, although I usually build it very close to the market because the farmers and hunters will deliver a long distance while the shopkeepers will generally walk a lot less. Market Square (4 employees per shop): A market square is where consumable goods finally get delivered to houses. Elite housing does not "need" the grand market version unless you are trying to evolve to a high level because the elites want more than four goods. You need to build a shop for each kind of good you are going to distribute, which generally means one of each. The shopkeepers will go to warehouses (or the mill) to buy their stock and then they will send out sellers. The sellers are random walkers so make sure to use gates and very few intersections to control their traffic flow. The most important thing about a market square is setting the food quality. When you set the desired quality, the shopkeeper will go to the mill and buy as close to that quality as possible. But when you set the MINIMUM quality, the shopkeeper will wait until it detects that the mill has enough food types to make that qaulity and THEN go buy it. So make sure to set the desired quality really high but slowly step up the minimum quality as your mill gets better access to food variety. Warehouse (6 employees): Warehouses can store anything that you can produce, harvest, or buy. In general, you don't want to let warehouses store anything that people will deliver. You want to have warehouses near markets that only accept consumable goods, you want to have warehouses near mills that only accept food (surplus food), and others near your factories that only store the relevant commodities. However, it is also a nice way to employ a few extra people to have a few surplus warehouses that will take anything so that deliverymen don't sit around with a full load and nowhere to go. You can also set the orders for a commodity to "get" if you really want them to have that thing (although make sure to set the maximum storage low or you will have a whole warehouse full of hemp). You should only set orders to "empty" if you are trying to move a commodity that doesn't seem to get to the preferred warehouse. I find that this happens with trading posts sometimes--the goods get delivered to a warehouse but the trading post doesn't have a "get" option, so you need to "empty" the warehouse to direct the goods to the trader. Trading Post (9 employees): These are only available after diplomatic agreements have been made. You can initiate these on the world map screen, but usually your neighbors will offer also. You sometimes have a few posts ready to be built because the city is a natural ally (like one you used to be the governor of). At the post, you can set orders for buying and selling with another city. This is a big way to bring in revenue, basically the most important way. Generally, you want to import an extra food type or two to help with quality and any raw material that you can convert into finished products to sell to other cities (buying jade and selling carved jade is one of the best!) You should export anything you can unless it is something you don't produce a lot of surplus for (you don't want to sell ceramics out from under your own people!). When caravans come by the trading post, they buy up the stuff that is on the platform (if the platform accepts it, the caravan buys it) and they also deliver a bunch of stuff that you pay for right then. Your own people probably won't buy directly from the trading platform, but I think they can. Some trading posts are for water routes and have to be placed like fishing quays. Safety Ministry --------------- You can always build the basic buildings here, but some of the more advanced health services are not available in early campaigns. The Safety pop-up tab lets you see reports of sickness, crime and hazards, but you should use the overlays to see this since you will also be able to see why your walkers are not taking care of the problem. Inspector (5 employees): Randomly walks about and zeros out a building's chance of setting on fire or collapsing. These chances will slowly rise again until another inspector passes. If a building catches on fire, the inspector finds a nearby well and uses it to put out the fire. If the well is far away, the fire will almost certainly spread. The good news is that the inspector stops being a random walker during a fire and will stay on the job until the fire is out. Watchtower (6 employees): When people riot or thieves appear, your watchmen will take them out when they run into each other. Otherwise they will roam around and keep disgruntled citizens from turning into muggers. They also pitch in to help when you are invaded, but they are not really a big boost to your infantry. I find that they are usually unnecessary because you should rarely be at the point where your people are going to riot. There are some scenarios in the game where they help out with things beyond rioters, so I will mention this in the walkthrough when it comes up. Usually this means catching spies, sometimes fending off dangerous animals. NOTE: If you have too many watchtowers, the people feel repressed and will be upset. This is so rarely a problem that I would hardly mention it, but the game's help menu says that you should have at most 1 watch per 500 citizens. Well (4 employees): The water guy randomly walks with his buckets--this is one of the most basic necessities of all housing and also the sources for fighting fires, so make sure to have a couple in each neighborhood. You can also put a few in each major area of your industry to help fight fires when they spread (or when rioters try to burn down the Admin City) Herbalist (7 employees): Randomly walks around to reduce sickness to zero. If sickness gets too high you will see green clouds and if these persist you will eventually see plague carriers who infect others who are otherwise in good health. The herbalist doesn't actually deliver an item, so houses can't stockpile medicine. Acupuncturist (8 employees): These are like herbalists, but rather than prevent plague they let you achieve a higher level of health that pleases your citizens. Basically, it's necessary for housing evolution. Government Ministry ------------------- The government ministry has two basic functions: tax collection and military support. The Government pop-up tab is very good--it describes the complete breakdown of your budget. In particular, you want to compare imports and exports, then taxes and wages. Both should be a net gain. The rest of your budget will most likely be building costs, but it also factors in gifts, bribes, exortions, etc. Administrative City (40 employees): This behemoth costs a lot to build and staff but it is worth it because you can now collect taxes and train armies. Tax Office (8 employees): Consumes either wood or paper depending on the age and uses this to generate tax collectors who randomly walk around and generate revenue when they pass houses. The fancier the house, the better the taxes. Too much taxation upsets your citizens. Palace (30 employees): The palace is generally just an aesthetics boost for your elite neighborhood. It allows an extra fort and can also collect animals for a menagerie, and these animals make EXCELLENT gifts to other cities. Mint (18 employees): Consumes bronze and coins money. It doesn't actually get delivered anywhere, it just appears in your treasury the way taxes do. Money Printer (16 employees): Once paper is invented, this replaces the Mint. It has a slightly better output. Ferry (no labor needed): If there are no suitable bridge locations to cross a river, you can put in a ferry. Whenever delivery men need to cross the river they just jump in the ferry and row themselves across. Bridge(no labor needed): A nice-looking river-crossing. Entertainment Ministry ---------------------- These buildings consume nothing and produce performers who go to market squares and theatres to entertain your people. The actual "entertainment" is delivered by a random walker who comes out of a market or theatre and passes by houses to let them know that there is music, acrobatics, and drama nearby. The Entertainment pop-up is a nearly useless description of the total number of entertainment buildings. Music School (8 employees): Trains musicians; generally only need one or two. Acrobatics School (9 employees): Trains acrobats; generally only need one or two. Drama School (10 employees): Trains actors for the theatres. Theatre Pavilion (7 employees): Unlike music and acrobatics, which both take place in the market squares, drama has its own building. However, the delivery method is still the same: a random walker announcing plays. Ergo, stick this in the elite neighborhood because that's who wants to see plays. Religion Ministry ----------------- These buildings are required to evolve housing and to keep the gods happy. All you need to know here is that happy gods = good for you, unhappy gods = bad for you. When gods are really happy, they come to your city and do good deeds around town for "free" (it costs a lot in homage to get them there!), although you also can order some to do things, like collect animals or help defend the city. The Religion pop-up is how you pay homage to particular gods. Keep in mind that although generally have plenty of food to give large homages, food is not a very luxurious commodity. You want to offer raw jade, carved jade, silk, ceramics, etc. Finished goods are much more desirable to gods and it will jack up their mood each time, whereas food and raw material will probably leave their mood unchanged. You also need to have good coverage of a religion in order for its hero's mood to increase (in particular, Daoist heroes need temples in common neighborhoods in order to have good coverage). If you use a hero to bless something, it will decrease the hero's mood, so don't bless everything in sight unless you want the hero to leave right away. See the "Heroes" section for detailed info on the gods. Ancestral Shrine (4 employees): The basic religion, it is all you have for a while. There are few ancestral gods so it is easy to keep them happy. Daoist Shrine (4 employees): Produces a single walker to spread the Dao de Jing. Daoist Temple (8 employees): Produces two walkers and is required for getting Daoist heroes in the city. Buddhist Shrine (4 employees): Buddhist version of Daoist Shrine. Buddhist Pagoda (8 employees): Buddhist version of Daoist Temple. Confucian Academy (12 employees): This building serves only the elites, and it also requires paper to spread the teachings of Confucious. Military Ministry ----------------- Exactly what you think; forts, walls, towers, weapons. You can't just build these at will though; your armies must be supported by government and elite citizens. You get one fort each from the Admin City and Palace, then each elite house at Lavish Siheyuan or better gives one more, and each Impressive Compound or better gives two extra forts. So if you have both government buildings, a Modest Siheyuan, a Lavish Siheyuan, and an Impressive Compound, that is (1+1+0+1+2)=5 forts you can build. The forts do not disappear if the support buildings are destroyed, but you can't build more until you get back on track. The Military pop-up is a mostly useless report on your military stats, but the regular tab has the very important "man the towers" button which sends men to the towers and along the tops of your walls to shoot at enemies (and also wild animals like tigers). Infantry Fort (20 employees): Consumes weapons and trains soldiers with them. Click on a fort to turn your cursor into a sword which you can use to rally the soldiers to a certain point. There are other orders available on the tab when you do this. Crossbow Fort (22 employees): Consumes two weapons and one wood for every two crossbow soldiers trained. Chariot Fort (18 employees): Consumes two wood and one weapon for each chariot built (four total). Cavalry Fort (16 employees): Consumes weapons to train cavalry (8 total); it replaces chariots. Catapult Fort (24 employees): Consumes two weapons and four wood per catapult built (4 total). These are generally necessary to invade enemy cities because they knock out gates and walls as well as attack enemy catapults and draw their fire away from your men. Weapon Smith (8 employees): Converts any metal into weapons for your forts. Tower (6 employees): Sends archers along walls to fire on enemies and dangerous animals. City Gate (9 employees): Entry points for city walls. They are a pain to build. You need to have the road already placed with walls coming in on the sides so that it looks like a solid wall with a road splitting it. Then the gate goes on top of that. Wall (no labor): Connects towers and city gates. Your tower watchmen will patrol these when you have the "man the towers" option on. Aesthetics Ministry ------------------- These help the desirability of housing areas and also your own eye. You don't need to put huge tracts of aesthetics everywhere; generally a single strip of gardens will make common housing better and a few statues with gardens and fancy roads makes elite housing better. The fancy roads can only be built over existing roads, and they are notoriously tricky to turn. When some normally undesirable buildings are near lots of aesthetics, they will evolve into fancy versions that are better for desirability. Wells, inspectors and watchmen (all safety buildings) all do this, and they send out two walkers instead of just one (they also become more desirable I think). A really important building here is the GATE. Gates allow you to control the flow of random walkers and you should use them a lot since you don't need to actually build a whole wall to go with them. The color does not matter. NOTE: I never pay much attention to Feng Shui, and even when my residents get upset and start complaining about Feng Shui, it turns out that there is some other problem you can solve that makes them happy and forget about the Feng Shui. But if you REALLY want to have good Feng Shui, only build when the marker for the building's foundation turns green. Each building desires some sort of element to be near in order to have good Feng Shui, like trees, rocks, water, etc. but it's not described well in the manual. Monuments Ministry ------------------ The buildings that support monument construction do not need inspectors, but you will want to put one near anyway because you will probably want to put a warehouse nearby to collect the raw materials required for a monument. Each monument takes labor, skilled labor, and materials to build. I will say what you need for a particular monument in each scenario walkthrough. Some monuments have serious quirks (bugs?) that I have some quick fixes for listed in the scenario walkthroughs. Also, don't fogret that monuments can only receive raw materials in batches of 4, so you need to stockpile goods periodically so that the nearby warehouse will have enough to make a delivery. Labor Camp (35 employees): They dig dirt to build the foundation and other menial labor. Ceramist's Guild (20 employees): They make ceramic components for the monument. They consume clay. Carpenter's Guild (25 employees): They consume wood to build parts of the monument, particularly the foundation's "mold." Mason's Guild ( ): Consumes stone to build parts of the monument. ===================== IV. Housing Evolution * --------------------- It is crucial to evolve your housing to make your use of land more effecient as well as to generate better taxes. Whenever a house has been visited by all the things it wants and perhaps has stored other things, it will evolve as many levels as it can with the things it has. Generally, you have to do this slowly because the workers needed to produce all these things haven't arrived to live in the evolved houses yet. The things that help evolve houses get consumed over time. Every house consumes things at basically the same rates: food is consumed at a rate based on the number of people in it, but also stores food based on the number of people, whereas all other consumables get used up at a rate of two per month. When a house runs out of something, it devolves to the highest possible house with the remaining resources it has. Any people that don't fit anymore have to leave the city. Common Housing -------------- Common houses can exist as mere shelters with nothing except Inspectors to make sure they don't set on fire. Every level needs everything that the previous level needed. All common houses store twice as much food as the number of people in them, and they store all other commodities (when they can use them) at a level of 10, although I think some of the gods can increase their stocks past the limit. Shelter (houses 7): needs nothing except safety inspections. Hut (houses 14): needs water. Plain Cottage (houses 22): needs bland food, ancestral religion and some appeal. Consumes 5 food per month. Attractive Cottage (houses 31): needs plain food and hemp. Consumes 7 food per month. Spacious Dwelling (houses 41): needs music and herbalist. Consumes 10 food per month. Elegant Dwelling (houses 52): needs ceramics and appetizing food. Consumes 13 food per month. Ornate Apartment (houses 63): needs acrobats and acupuncture. Consumes 15 food per month. Luxurious Apartment (houses 74): needs another religion (not Confucian) and tea. Consumes 18 food per month. Elite Housing ------------- In principle, elite housing is easier to maintain because it stores so much and consumes so little. However, it is harder to evolve because the goods it needs are more expensive and scarce. Elite storage is double the number of people for food and 10 for all other commodities. The exception is hemp and ceramics; when the house is first built, it comes with 1 load of each, or 100 units. So they start with these amounts and eventually come down to 10 where they stay. Note: elite citizens do not work, but they do pay taxes. LOTS of taxes. You can probably collect the wages for all your workers just by taxing the elites (assuming you are able to evolve the housing to a high level). Modest Siheyuan (houses 5): needs hemp, ceramics and food. Won't devolve to vacant lot, but may empty of population. Consumes 1 food or less depending on number of people. Can only be placed in attractive areas. Lavish Siheyuan (houses 10): needs ancestral religion, herbalists, music, acrobats, silk, and appetizing food. Consumes 2 food per month. Humble Compound (houses 15): needs tasty food, acupuncture and either bronzeware or lacquerware. Consumes 3 food per month. Impressive Compound (houses 20): needs Confucian Academy access and another religion. Consumes 4 food per month. Heavenly Compound (houses 25): needs tea and drama. Consumes 5 food per month. Buy it Early ------------ An easy way to quickly evolve housing is to buy the early needs (like hemp and an extra food type) from an early trading partner if you have one. There are actually many scenarios where you have to buy basic commodities because you can't produce them, so you should practice getting them early on (you will have lots of cash early on, just make sure you don't stockpile stuff that you are buying--stop importing if you have some in your warehouse and most people have some in their homes). Food Tips --------- By far, the food quality is the hardest thing to deliver. It doesn't matter how many food shops are in a market or how many mills you have. Each market will send buyers to one mill and buy whatever food quality your market orders dictate. So make sure to set the mill's orders to accept small amounts of lots of food and set the market's orders to take a high "desired" quality but a "minimum" quality that corresponds to your level of housing or the next level of housing. This makes sure that your mills always have a good variety available and that your market buyers will only go to the mill when they can buy good quality. Now, multiple mills CAN help if you set each one to take slightly different types of food combinations. This means that you can keep high food quality available year round even if a particular mill doesn't have high food quality all the time. You can even help mills keep their variety up by putting a warehouse nearby that "gets" food types (with small maximum allowances) and accepts no other goods. Then when the mill sells its last haunch of meat, it has a nearby source of other food to quickly replace it. This obviously doesn't work if you don't produce a food surplus. I find that one mill is suffecient for anything less than 2000 people. Some Other Tips --------------- Generally, once you have started to produce a particular commodity to help your houses evolve it takes a while for that stuff to reach them all. So don't make a whole bunch of production capacity because you will have to stockpile the extra produce and you won't know what to do with it. Also, plan out where you want a neighborhood to be and put the road down for it. Then put in the essentials like wells, inspectors, and the market on one side and put the vacant lots on the other side. Leave room for more buildings. Put a gate on the road leading to the rest of your city and make sure that none of the random walkers can pass it (the default setting is to keep everyone in). From here, keep tabs on your houses to see what they need next and add it in if it a service or figure out how to produce it for the market. I find that the best way to control the traffic of your walkers to keep them near your houses is to make a road system into a loop or one long snake. With a loop, put the services that produce walkers anywhere. On a snake, put the services on one end of the road so that they always walk the length of the road and hit all the houses (and make sure the total road length is less than 40). In general, AVOID INTERSECTIONS IN NEIGHBORHOODS. There are more tips in the space saving section. Finally, you can keep a warehouse near your market (but AWAY from your houses!) to accept extra commodities nearby for your shops; just make sure to keep your maximum stocks down and don't accept goods that won't get sold in the shops. =================== V. Production Rates * ------------------- The various buildings in the Industry ministry produce materials and goods at fairly constant rates under "ideal conditions." This means that they are fully staffed, resources are very close, and delivery routes are not long. In general, raw materials get produced at between 10 and 12 loads per year, while goods get produced at 6 loads per year. So in general, one raw material producer can support two artisan/workshops. If you find that you have too much raw material (or not enough), find a producer (or consumer) and turn off one of the buildings. This will equalize the production/consumption. If delivery routes are very long or there is no space, deliverymen will delay further production from the building and drive down the annual output. You can check this information at the Commerce Industry, but you should know how much you want to produce and set your building plans accordingly. A good rule of thumb is to produce slightly too much stuff. You can easily get rid of cluttered goods by gifting them to cities or paying homage, and you can also stockpile effeciently if surplus trickles in rather than rushes in. Surplus production is good for unemployment but bad for space and budgets if you have no control over it, so keep your eyes peeled. Note that you should consider trading posts as consumers. *** Agricultural Production Rates *** ------------------------------------- Your Fishing Quays and Hunter's Tents produce about 6-7 fish/meat per year, so they are like a workshop in terms of production. But your farms and orchards are another matter. I have tested farm production heavily and I have determined that your yield is given by a formula like this: Yield = (# of farm tiles)*(fertility rating)*(effeciency) Fertility ratings for ideal farmland is 65% (or .65) but it goes up with irrigation and each new type of metal (so you can't achieve 100% until you have steel and irrigation). Less arible land (marked by less grass) can not be irrigated to the best fertility. Note that it does not actually tell you the new rating, but it merely says "irrigated." Even though it says 65%, the "irrigated" info tells you that it is bumped up. I assume the bump is like 15% and then each new metal adds 10% at all times to fertility. What is "effeciency?" Even when you have a very very small amount of land with a whole farmhouse to tend it, each farm tile will not produce a whole load of food. So I have experimented and found that the various crop and orchard types have innate yield ratios. I hope to make these more solid in the future, but as of now, I have determined these effeciency ratings: Rice, soybeans, cabbage, wheat, millet: 66% (.66) Hemp: 40% (.4) Lacquer Trees: 77% (.77) Mulberry Bushes: 95% (.95) Tea Bushes: 90% (.90) It is possible that different maps have different effects on the effeciency of each crop as regional soil and weather would affect these things, but I have not seen any evidence of this yet. To be safe, if you are trying to estimate your own crop yields, use a low rating like 50%-60%. If you want to estimate the size of farmland you need to produce a desired yield then use this formula: Necessary farmland = (desired yield)/(fertility rating*effeciency) I have performed some of these calculations in the "Bean-Counting" section. Note that tea and mulberry bushes are harvested more than one time per year, so the actual crop effeciency is much lower per harvest, but the total effect is to have more product come out per year. ================================== VI. Making Money and Bean-Counting * ---------------------------------- It is easy to balance out most of the game aspects because all you have to do is spend a little money. Which means that money is a difficult thing to balance because you are using it to manage the rest of your city. Here are good ways to keep your cash rolling in: * For large cities, you want to offset payroll expenses with taxes. Build the Administrative City and then put a Tax Office in each neighborhood. Make sure to adjust the taxes to keep up with the city's mood (you can jack up taxes when they are really happy). Remember that effeciency is the key--you can squeeze the same amount of people into better housing and their wages stay the same. But then they pay much more taxes. And when you can build the Money Printer, things get really nice! * Look for trading partners who give you a raw material you don't have but which you can process into goods and then look for another partner who will buy the product. This middle man strategy works VERY well with jade and silk since they sell for so much. However, I should mention that it is a slow process to start up because it can take a while to get the two trading posts established. * If you have a mighty military, consider extorting wimpy cities for money. Just demand cash and if they don't agree, crush them. * If you have at least 1000 cash and a little unemployment, consider starting an industry just to sell to a trader, even if the commodity is cheap. It will be a net plus in no time and every little bit helps. * You will inevitably waste a lot of money. So to "make more" you can also just save more. I find that the biggest expenditures are buying too much from your trade partners and having too many people in your city that you need to employ; they just end up producing surplus stuff which you end up gifting away or paying homage with. Also, you should consider not holding festivals if you are low on money but popular with the people. If you have unemployment you can easily fix that AND save money by reducing wages! How can you save money best? By planning ahead. Knowing your consumption needs per year can help you to build just the right amount of production capacity so that you are not paying people to stock your warehouses with useless stuff. Industrial production and consumption is easy to predict (see the production rates section), but consumption of food and finished goods is trickier to do because it is not a simple "one raw resource for two artisans" principle. For consumable goods, any house of any type will consume two units per month (remember that a single load is 100 units). So if you have twenty houses, you will need (20 houses)*(2 per month)*(12 months) = 480 units per year. So if we are talking about ceramics, we need 480 units = 4.8 loads. A single kiln will meet that demand in a year, so you don't need to build two or four unless you intend to sell it. Suppose you have the same demand and you have a trading partner who buys 24 loads of ceramics per year. Then you need 28.8 loads per year, which means you need five kilns (six pear yer per kiln). By carefully identifying your consumption needs you can avoid building too much capacity. In the "production rates" section I describe how to estimate the number of farm tiles needed to achieve a desired yield; use that to help you plot the right amount of farmland, but remember to overlap farmhouses and use multiple crop types per farm to maximize worker effeciency. Whenever possible, use fish and game meat since they cost less and produce far more reliably. Also, since I typically use the same size neighborhood every time, here are the needs for a common neighborhood of 25 lots: +-----------------+-----------+------------+----------+-----------------------+ | Level | Cost | Net Workers|Total Pop |Annual Food Consumption| +-----------------+-----------+------------+----------+-----------------------+ | hut | 416 | 131 | 350 | eats no food | +-----------------+-----------+------------+----------+-----------------------+ | plain cottage | 1140-1547 | 174-184 | 550 | 1500 bland food | +-----------------+-----------+------------+----------+-----------------------+ | attr. cottage | 1460-1917 | 222-247 | 775 | 2100 plain food | +-----------------+-----------+------------+----------+-----------------------+ |spacious dwelling| 1590-2397 | 287-312 | 1025 | 3000 plain food | +-----------------+-----------+------------+----------+-----------------------+ |elegant dwelling | 1835-2997 | 351-376 | 1300 | 3900 appetizing food | +-----------------+-----------+------------+----------+-----------------------+ |ornate apartment | 1945-3107 | 444-469 | 1575 | 4500 appetizing food | +-----------------+-----------+------------+----------+-----------------------+ |luxury apartment | 2280-3442 | 538-563 | 1850 | 5400 appetizing food | +-----------------+-----------+------------+----------+-----------------------+ "Cost" refers to how much it costs to build the houses, aesthetics, and support buildings to achieve that level. The variation comes from how you choose to supply food - farms versus meat and fish (which are cheaper to make than farms). Note that these are TOTAL costs; so to build a neighborhood of 25 houses and get them up to Luxurious Apartments should not cost more than $3500 (in building costs--labor and possibly imports will affect these numbers). "Net Workers" means how much labor a neighborhood will produce beyond the labor needed for the markets, inspectors, wells, shrines, etc that support the houses. You can increase or decrease these numbers by adjusting wages. The net workers also vary according to food production (farming uses more labor). I choose neighborhoods of 25 houses because the annual consumption for all goods is 12*25*2 = 600, which is the same as 6 loads, which is how much workshops and artisans produce, so I only need one of each of these dedicated to supplying a single neighborhood of commoners with each commodity that is not grown on a farm or orchard. Finally, remember that to produce 100 food units, you need 1 food load. So if you want to supply a neighborhood with 3900 appetizing food units, you need 39 food loads in three varieties. Fishing and hunting provide a solid 6-7 loads per year, and you can use the formulas in the "production rates" section to figure out how much you need to plant. I am not sure if salt and spices actually contribute to the loads or if they are simply bought with food loads and then bump up the quality. ============== VI+. Diplomacy * -------------- Diplomacy is pretty easy to figure out, but there are a few things you might not notice. First, it costs 100 cash to send a diplomat on any kind of mission. Second, the little shields on the top-left of a city on the map denote an estimate of the city's military strength. Spies cost big bucks but are worth it. Sabotage is great! To find spies in your own cities, build watchtowers or attract Sun Tzu to your city; he reverses the spy to work for you! Finally, make sure that an ally or rival city REALLY likes you before you make any demands of them (unless desperate). Allies that like you will automatically send you cash when you get in debt, but they like you less if this happens too much (so make sure to send them cash back!). Keeping those things in mind will help you save money in this area as well. ================================= VII. The Bad Stuff and What To Do * --------------------------------- Bad stuff happens. Earthquakes, invasions, etc. They can terribly disrupt your city and devolve all your housing and totally ruin you; so here is what to do: Minor Stuff ----------- Labor Shortages: Turn off a few non-essential buildings or set the labor priorities to achieve the same effect (which also automatically turns off and on as labor shortages come and go). If you have tons of cash, increase wages. Unemployment: Having low but nonzero unemployment is good; it means you will quickly staff new buildings. When unemployment gets too high, people will get mad or just leave which messes up your city. You should not build random buildings to employ people; it clutters your city and costs payroll. First, press the 'P' key to pause the game. Look at your trading partners to see if you can make something new that they will buy, and if so employ some people doing that. If you have a LOT of unemployed people, think about starting up the Admin City and tax offices. These pay for themselves! If you already have the Admin City, think about starting three or four elite houses and taxing them. This employs people, but probably is not going to be a revenue plus until the taxes start rolling in. If you already have elite houses, think about more or about adding some military forts. If your wages are above normal, lower them. You can go below normal, but not for long--it will lead to emigration and maybe crime. As a last resort, build extra workshops (not raw material harvesters). This will employ more people but won't make a bunch of surplus stuff to store. If you simply have no money to spare, delete a few houses to reduce your population. Disease: Build an herbalist nearby; if you see plague carriers you need to get on top of this fast to contain the epidemic. Really, this should never happen because you should have good health coverage. Fire: If too many buildings get destroyed before your inspectors put out a fire, you should go back to an earlier save. Fires are things that you should never allow to happen through good inspection coverage. Rioters: However, fires DO happen even with good inspection coverage because unhappy rioters will go to important buildings and torch them. The big government buildings are first, then the mill, etc. It's bad. If you sense that unrest is rising, start placing watchmen around the neighborhoods--as rioters appear, your watchmen will take them down AND your watchmen will probably prevent rioters from appearing anyway. Unhappy Gods: Give them a big generous gift next month. You can stay ahead of this by just giving small gifts most of the time to keep them contented or pleased. Only the three ancestral heroes get mad; the others have a minimum of "contented." Drought: There is nothing you can do about this--it just sucks for a year. Tigers: Military units, watchmen and wall gaurds will all attack tigers. And Tigers WILL attack your people, which SUCKS. Use walls to keep tigers away from people and man the walls so that tigers will get killed if they come near your city (I mean city walls, not dinky residential walls). Debt ---- You can have negative money and still operate normally for a while. If you hit -2000, you can not build anything or buy from traders until the balance is restored. Basically the only way to get back above -2000 is to wait for traders to buy things or demand cash from other cities (which may not give you a dime), or, if you are not too deep in debt you can just jack up your taxes to get out really quick. I say not too deep in debt because it would make you very unpopular if you jack up taxes while citizens are not being paid. You had better have watchmen in your city to put down any rioters if you try this method. The big problem with debt is that your workers are not getting paid and if the debt runs a long time (even -1 cash!) they will start leaving and then your problems start to cascade. You usually end up in debt when you are trying to expand in a major way, like starting a military or elite neighborhood, then some kind of trade interruption decreases your trade profits and you end up sitting at -1000 cash for a year and things get bad. Try to stay above 1000 cash at all times--i.e. don't expand your city if you don't have the cash yet. Major Stuff ----------- Earthquake: You just have to deal with this. Pause the game and see what sorts of things you are dealing with. Did a whole industry get knocked out? Are there still enough inspectors for the remaining buildings? Your first priority is to keep your houses from devolving, so look to which industries are interrupted and replace what you can afford or import the stuff temporarily. Slowly put your main revenue sources back together once your houses are stabilized. From there, fix things as you can afford it. Earthquakes are actually easy to avoid in small cities because chances are that the epicenter will not be near your city and very few things will collapse. Flood: Ditto the earthquake stuff, but you can help prevent large damage by always keeping your housing away from coasts. You can easily replace factories and fishing quays, but if neighborhoods get drowned you are in big trouble. These aren't so bad if you plan ahead--the only things that must be on the river are fishing quays, trading quays, and pumps for irrigation. Easily replaced! If you have space, use city walls to keep flood waters from coming up to your buildings (won't work with coastal buildings). Invasion: If you know exactly where your enemy is going to come, build walls and towers and things to delay them so you can move armies into position for the defense of your city. For the campaigns, I have described individual strategies for repelling the invasions. There are several heroes that will lead your armies in battle and these are noted in the walkthrough. ============================= VIII. Space-Saving Strategies * ----------------------------- These are a few tips to help you save space in the very cramped maps. * Common housing generally only needs a few squares of gardens to be happy, so don't build tons and tons of aesthetics (in particular, never build them fancy roads). In fact, a strip of gardens and a residential wall around the whole neighborhood keeps most houses happy. The easiest way to save space with aesthetics is to keep undesirable buildings away. * If you are going to use loops in your neighborhoods, make sure to make them long and skinny as opposed to square--you don't want to waste the middle. I usually make them six squares wide so I can fit two rows of housing on the inside with gardens in between. Also, don't place houses on the inside corners of loops; leave these spaces for temples, herbalists, or wells. A house in a corner with two neighbors will not be adjacent to any gardens and won't evolve to the fullest level. * PLAN AHEAD. Think where you want your farms, put warehouses and factories on dry land (to save the water table for farming and housing), and leave a few gaps between buildings in your industry area. The gaps can lead to new road sections behind a row of factories. * Lay down roads and gardens for a neighborhood even before you put all the plots in--this helps you to remember that certain space is reserved for housing AND when you need more people you can just fill in the rest of the land with vacant lots and bring them in. * If you extend a road, examine your inspectors. You want inspectors to be at the end of roads, so it is usually a good idea to delete the old inspector and put a new one at the extended end of the road. * When expanding industry, don't just throw it anywhere--make sure to place it between the materials it needs and the destination it will deliver to. This saves time rather than space... * Here is a pretty decent design for neighborhoods. It works best when you have a long stretch of flat land next to a hill or city wall. The advantage of this design type is that it shares the market between two neighborhoods, saving a little space and labor. So for a VERY large city, consider using this design. You can also adapt this to make a mixed common/elite neighborhood, but then you need a Grand Market and the higher food quality is generally wasted on the commoners. GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG $$$ H H H H H H H GG W GG H H H H H H H $$$ -----------------+H G W G H+---------------- G G G G G G G G G|H G W G H| G G G G G G G G G G H H H H H H H|H G W G H| H H H H H H G G G H +------------+H G W G H+-----------+ H G G H | H H H H H H G======GG H H H H H H| H G G G +--------------Market+-------------+ H G G G H H H H G G G G======| G G G G G G G G G | neighborhood exit So this is two 'S' shaped roads surrounded by gardens, split by a wall (the W's) with a market connecting them near the exit to the neighborhood. The houses are crammed in between the roads with a row of garden here or there to help with appeal. The $'s mark where you should put the services like religion and inspectors. This way, they will walk from the end of the road past all your houses (make sure that each 'S' is only about thirty to thirty five squares long). I generally leave open squares near the market so I can put in some building that I forgot or sometimes don't need (tax collector, watchman). I made the diagram big, but you should note that you will not have enough space to put the same number of houses that I have 'H's in that diagram. If your population needs are not humongous (like 2000 or less people), then I always use a single-loop neighborhood that fits just about 25 houses if you plan the space right. ========== IX. Heroes * ---------- When you get a hero in your city (you can only have one at a time) you can give them a variety of commands. Usually, you just set them on patrol and they act like an inspector or herbalist or something to keep your city happy and working. However, there are advanced commands. You can make the hero go to a particular spot (usually military in nature), bless buildings, rally troops, and whatever else they have. One of the very important abilities is capturing animals for the managerie. Just left-click the hero or the home building banner to bring up the command window. All heroes boost your popularity, and the blessings are always the obvious thing like boosting production for farms, filling the stocks of workshops, evolving safety buildings, etc. Here are descriptions of the gods as they appear in the Emperor fact sheet (not the manual): Reduced | Walker | Captures| Blessing | Fights?| Other Costs | Function | Animals?| | | Effects Ancestral | | | | | -----------------------+----------+---------+----------+--------+-------------- Nu Wa claypit, quay | inspec., | | same as | | makes it hunter, music | musician,| yes | reduced | no | difficult for school, insp. | diviner | | cost | | enemies to tower, | | | buildings| | burn your irrigation | | | | | buildings -----------------------+----------+---------+----------+--------+-------------- Shen Nong crops,farms |herbalist,| | all farms| | fills rival herbalist, | diviner | no | boost | no | requests for market, food | | | output | | food shop, mill | | | | | -----------------------+----------+---------+----------+--------+-------------- Huang Di kiln, mulb. | acupunc.,| | silkshed,| | boosts chariot tree, silkshed| diviner, | no | kiln | yes | morale and weaver,acupunc| adds 1 | | boost | | fills rival chariot fort | ceramics | | output | | request for | to houses| | | | ceramics -----------------------+----------+---------+----------+--------+-------------- Reduced | Walker | Captures| Blessing | Fights?| Other Costs | Function | Animals?| | | Effects Confuscianism | | | | | -----------------------+----------+---------+----------+--------+-------------- Confuscius music sch.,| diviner, | |tax office| | boosts tax ances.shrine| taxer, | no | fills w/ | no | revenue, tax office, | musician,| | wood | | satisfies 1 aesth. road | scholar | | | | burial type -----------------------+----------+---------+----------+--------+-------------- Sun Tzu all forts, | scholar | | forts | | boost morale fortifications| | |train fast| | of infantry, | | yes | | YES | army travels | | | | | fast, spies | | | | | cost less and | | | | | reverses rival | | | | | spies -----------------------+----------+---------+----------+--------+-------------- Mencius warehouse, | scholar | | traders | | traders come trader, market| | no | give more| no | more often | | | profit | | -----------------------+----------+---------+----------+--------+-------------- Reduced | Walker | Captures| Blessing | Fights?| Other Costs | Function | Animals?| | | Effects Daoism | | | | | -----------------------+----------+---------+----------+--------+-------------- Xi Wang Mu guilds, | priest | |jadecarver| | speeds build jade carver,| | yes | fills w/ | no | time for sculptures | | | jade | | monuments -----------------------+----------+---------+----------+--------+-------------- Zao Jun houses, food | priest, | | food shop| | free New Year shop | adds 1 | no | boosts | no | festivals | delic. | | quality | | | food to | | | | | houses | | | | -----------------------+----------+---------+----------+--------+-------------- Guan Di all forts, | watchman,| | mill,fort| | boosts morale weaponsmith, | priest, | no | warehouse| YES | of cavalry, watchtower | scholar | | academy | | prevents all | | | fill w/ | | criminals | | | stuff | | -----------------------+----------+---------+----------+--------+-------------- Reduced | Walker | Captures| Blessing | Fights?| Other Costs | Function | Animals?| | | Effects Buddhism | | | | | -----------------------+----------+---------+----------+--------+-------------- Guan Yin wells, trees| waterman,| | evolves | | boosts health, gardens, all | monk | no | well,ends| no | halves bribes parks | | | unrest | | and tributes -----------------------+----------+---------+----------+--------+-------------- Bodhidharma tea bush | guard, | | tea shed | | fills rival teashed, tea| monk, add| no | ups prod,| yes | request for shop, watch- | 1 tea to | | watchman | | tea tower | houses | | evolves | | -----------------------+----------+---------+----------+--------+-------------- Sun Wu Kong stoneworks| acrobat, | | weapons, | | emmisaries weaponsmith,| actor, | yes | stonework| yes | are free and acrobat, drama| monk, | | boost | | travel fast school, daoist| priest | | output | | shrine,theatre| | | | | pavilion | | | | | -----------------------+----------+---------+----------+--------+-------------- ===================== X. Miscellaneous Tips * --------------------- * You don't have to make everything right away; set up basic food and tradeable goods to help your economy. If you need quick evolution, it is faster and possibly cheaper to buy new commodities from trading partners. * Don't set up an industry that depends on trade UNTIL you have the trading post in the city. I have often screwed up a city by buying jade and carving it and then getting rejected by the city that buys carved jade. * You do not have time to build an army to defend your city if you start from scratch when notified of an invasion. So I recommend that if you can stockpile weapons by either making or buying them you should do it. You don't need forts to stockpile weapons. When you hear of invasion, you can quickly build a fort or two (for your government buildings) and the weapons will be ready to train soldiers. In general, you should not wait to build an army. Invasions are never part of planning unless you are doing it! * Save at the beginning of a level, save before any big expansion, and save after safely getting through a crisis. Always use different save names so you can backtrack to better days if things get rough. * Use the 'P' key often to examine problems without allowing them to get worse. Always use 'P' when making major expansions (you will sometimes need to unpause briefly to let mistakes disappear or to let farms staff up before you can plant fields). * If you have trouble in a level, think about how a hero might help you, like boosting your ceramics or hemp production, or halving the cost of starting an entire industry. There's no reason to let those gods take your gifts without working for you a little! ========================= XI. Campaign Walkthroughs * ------------------------- ~~~~~~~~~~~~~~~~~~~~~~~ Xia Dynasty (Tutorials) * ----------------------- 1) Banpo - Goals: 150 in Plain Cottage or better. Build a neighborhood that is serviced by a market with a food shop. Build a mill and a hunter's tent to supply it. This is all you need. Once people start clamoring for "appeal" you can just add in a shrine and you win. 2) Banpo - Goals: 250 people in Attractive Cottage or better. Add some gardens to help appeal, then build one of each type of farm. This provides hemp and a better quality of food. Make sure to add the hemp shop to distribute that to the houses. You will need a warehouse as well. 3) Banpo - Goals: 400 people in Spacious Dwelling or better, 2 months of heroes. Simply add an Herbalist and Music School to upgrade the housing. Build a clay pit and two kilns to start producing ceramics and use these to pay homage to Nu Wa until she comes to your city. Build more clay pits and kilns to absorb unemployment. 4) Banpo - Goals: 500 people in Elegant Dwelling or better, get 1 trading partner, and produce 4 jade carvings in one year. You already have ceramics going, so just build the shop to distribute the goods to your houses. To finish the housing evolution, you need to plant another food type (remember to mix field types on farms to help keep harvesting at the maximum!). Soon, Hemudu offers to trade with you. Once they do, start buying jade and carving it (two carving studios is good). Also sell ceramics to keep your cash up. When you make the carvings, you don't need to keep them to fulfill the goal so you might as well homage them to gods for lots of goodwill. Don't forget to examine your warehouse permissions to allow for all the new commodities you are getting. 5) Erlitou: 40 people in Lavish Siheyuan or better, make 5 bolts of silk in one year. You need about 1200 people to support the city that will make silk and evolve elite housing. Your maximum common housing level is Elegant Dwelling because you still can't get acrobats or acupuncturists. So 1200/52 is about 25 common housing plots. Plan your common areas for that much space, but leave that hilltop for your elite housing (of which you need only four plots). You can trade with Banpo and Hemudu, both of which buy silk, so go ahead and make plenty of orchards and weavers (I would say four weavers max, which means four or five overlapping orchards). You have all the other resources to evolve your common housing on your own, but it helps to import another food because your wheat farms will produce food in big clumps rather than steady streams. Once the common housing is mostly evolved and your silk is making you rich, start building the four elite plots. You need to make fancy roads and lay down gardens around the intended plots to make the appeal worthy of elite houses, and you need a load of hemp and ceramics to help build them to begin with. To evolve the Modest Siheyuan to Lavish, you have to import food types so just start buying millet and rice from your neighbors. You already make silk, so make sure to put a silk shop in your grand market near your elite houses and you're golden. 6) Erlitou - Goals: Population of 1500 or more, produce 20 racks of weapons in a year. You now have 3 gods to appease, still no acupuncturist, and you have the new industry options of logging wood, carving jade, and smelting copper into bronze. No one buys the jade, so only carve it if you want to make the gods really happy (you can also just buy the jade and use that for homages). Instead, start several bronze smelters and logging sheds. Build an Admin City and Tax Offices when you have enough labor handy and this uses your wood and allows you to build the weapons makers and forts. It takes several smelters and weapons makers to produce 20 racks of weapons in one year, so I would build three or four smelters and double the number of weapons makers. You can build at least one fort, and also a few more if you feel like it and still have Lavish Siheyuans. If you take a LONG time to make the weapons you will eventually get attacked, so you want to have those forts handy to repel the invasion. ~~~~~~~~~~~~~ Shang Dynasty * ------------- 1) Bo - Goals: 600 in Spacious Dwelling or better, make 12 crates of ceramics in one year. Cash: 5000 Resources: millet, hemp, clay, game meat Cities: Hsiang (Buys: wood, hemp, ceramics, carved jade) (Sells: millet) Start planting hemp right away and hunt game, but import millet to get an immediate boost in food quality (you can plant your own when you have plenty of labor). You want to leave a big space in the middle of the map for a future mission, so build your neighborhood at the base of the hill in the northwest. Your primary economic goal is to create a ceramics industry to sell to Hsiang and to fulfill the 12 crate goal. Not a tough mission. 2) Baoji - Goals: 4 trading partners, make a 1200 cash profit in one year. Cash: 8000 Resources: fish, wheat, hemp, clay, copper, wood Workshops: kilns, bronzeware makers, jade carvers Cities: Hsiang (same as previous mission) Bo (Buys: rice, bronzeware, carved jade) (Sells: wood, hemp, ceramics) Qufu (Buys: wood, bronzeware, hemp, silk) (Sells: jade, ceramics, clay) Nomad Camp (Buys: silk, wheat) (Sells: game meat, jade) You have everything you need to evolve your own houses, so get started. You will want to make bronzeware before ceramics because it sells for a lot and Bo will be an early trading partner. Also, some cities will make demands for bronzeware so you want to have it ready. The two cities that sell raw jade are hard to woo, so give them gifts of WHAT THEY WANT or just plain cash. Once you have them as trading partners you can start buying jade and turning it into carved jade for a big profit (which will pretty much take care of the profit part). If you want to evolve your houses all the way to Elegant Dwelling, you need to import millet from Hsiang for a third food type. 3) Bo - Goals: 9 months of heroes, 1000 people in Elegant Dwelling or better, build the Great Temple. Cash: 9000 New resources: cabbage and wood New City: Baoji (Buys: cabbage, ceramics, rice) (Sells: fish, wheat, bronze, bronzeware) You are now back in Bo where things are good. Convert some of your current fields to cabbage to boost your food quality. You should also immediately start a large wood industry (at least four loggers). You can use it to tax your people, you can sell it AND you need tons of it for the Great Temple. To seriously improve your export profit, you can import bronze and make bronzeware. Keep in mind that you need to build an extra claypit or two to support bronzeware makers. You should have all the population you need once you evolve your houses, so if you find yourself short of labor it is a better idea to just increase wages or turn off a few buildings to free up workers for the monument. The Great Temple needs labor, wood, and a carpenter's guild right away. This will be around 100 laborers if you want to build fast. Once they build the foundation, you can build the ceramist's guild and turn off the labor camp to convert workers to the final stages of the temple. To get and keep a hero happy, buy a stock of jade and give big gifts to get a god in the city. Then give small to medium gifts to keep the hero happy for nine months. The temple takes a long time so keep your eyes open for any problems that start to crop up. Some particular problems would be unemployment, interruption in food quality (and thus housing devolution), and if you are not careful about your commerce you could run a trade deficit and come close to zero cash or debt. Since you already built most of the city, the 9000 cash you start with is going to give you lots of freedom. 4) Zhangzhou - Goals: 20 people in Modest Siheyuan or better, gain 1 allied city and raise a population of 1300 or more. Cash: 12000 Resources: cabbage, millet, wheat, fish, silk, wood, clay, bronze Workshops: jade carver, bronzeware maker, weaver, kiln, weapons maker Cities: Bo, Qufu, Baoji, Nomad Camp (all with same buying/selling stats as in previous missions) Okay, there are many competing priorities and the city walls cramp up your space. I usually design two common neighborhoods on the smaller plot inside the walls, an elite neighborhood across the road on the good water table, and then I use the dry corner for mills, warehouses, and a few other buildings that you want close by. You might not think you can build the elite housing right away, but that is wrong--you only need ceramics and hemp to get Modest Siheyuan. Build them soon so that they can pay taxes early on. You will need around 400 workers max to run all the industry beyond the support for housing, so according to my calculations this will take around 30 common plots at normal wages on normal difficulty. These will easily fit inside the walls, but not in a single neighborhood. I have sometimes made two neighborhoods, one common and one mixed with the four elite plots and then the remaining common houses needed to fill the labor requirements. The big X-factor in this mission is that you have to buy hemp, and the only seller (Bo) has a maximum of 12 per year. Your level of hemp consumption should be around 8 or 9 units per year once your houses get stocked up, so be aware that when you decide to build the four elite plots you need for the mission goal, you want to have MORE than the amount of hemp it takes to build them (1 load each, 4 total). Also, never sell or gift your hemp stocks--you need that stuff for your own people! As for resources, you have all else you need to evolve your own houses and run the city. You should start two or three bronze smelters when you have the labor, then add in weapons makers and bronzeware makers. Start a silk industry even if you can't sell the stuff because it makes great gifts for gods and Qufu will probably demand it. Also, you will almost certainly not be able to trade with the Nomad Camps because they are programmed to invade your city if you take a long time in this mission (even one infantry fort is enough to defeat them, so don't sweat that). You do not need to plant a lot of fields since you have so many varieties of food. Build three farmhouses, two hemp farms and give the food farms a good mix of your fields. Also build a few fishing quays to provide a regular influx of meat. *** FARM NOTE *** Your farms will probably be on the plain below your walled-in hill. You will notice there are lizards prowling around down there. They are not vicious predators--they will not stalk your people and can even walk very close without killing them. In fact, I think they only attack when a worker walks on top of it. But anyway, residential walls will not keep them out. Make a road on the edge of your farm and put a Watchman (and inspector on that road) to patrol and kill any salamanders. If you feel like spending big dough, you can build city walls and towers near your farms and set the military toggle to "manning the towers." Your wall gaurds will shoot arrows at the lizards and kill them. *** END FARM NOTE *** Once your housing is fully or nearly fully evolved, you will probably be close to no money after all the building. If you have enough money to build the Admin City (and the labor) do that and tax the elites for big money. If not, adjust your trade to make around 1000 cash in your treasury and then build the Admin City. Also build the Palace when you have the cash. Now, you should have plenty of weapons stocked up so once your two government buildings are in place you can start two forts (remember, they don't need an inspector). Convert some of your bronze labor into silk if you can trade it, and then just start managing the city to run a profit. The two forts will easily repel the nomad invasion, so no big deal there. The hard part is getting an ally. Find a trading partner that buys something you make plenty of, then stockpile that commodity rather than sell it. Send large gifts of that commodity until the city's mood is good and propose an alliance until they accept. It won't take long probably, but you may not be able to start sending gifts until your trade profits bring your treasury back from the big building drain. Alternatively, if you have spent very wisely and have plenty of cash, just send that. It cheers up potential allies pretty fast. 5) Yin - Goals: 1500 people, 40 in Lavish Siheyuan or better, 1100 in Elegant Dwelling or better, produce 10 bronzeware in one year. Cash: 12000 Resources: millet, wheat, fish, hemp, wood, silk, bronze (NO CLAY!) Workshops: NO KILNS, weaver, bronzeware maker New Cities: Zhengzhou (Buys: rice, hemp, bronze) (Sells: ceramics, wood, wheat, silk) The cities in this scenario are pretty cranky, especially Qufu and the Nomad Camps. Make as much of an effort as you can afford to keep them happy in order to open trade and then keep them from getting angry. Qufu and the Nomad Camps will make demands of you occasionally, so if you meet these you can help your popularity with the two cities. Okay, first off, you absolutely need Qufu for clay to stock your bronzeware makers. However, other cities like Bo can supply you with ceramics so you don't need Qufu right away. I make about 30 common plots; 25ish in a normal neighborhood and then an additional handful in the elite neighborhood once I get around to building it. I make my food with 3-4 fishing quays and 3 farmhouses with overlapped maximum field plots. You can import a fourth food type if you feel you are not keeping food quality high through the winter, but I usually don't need this. Note that you have acrobats but not acupuncture, so you get to Lavish Siheyuan, but not ornate apartment. Hemp and silk are your best sellers, so make them as early as you can. The Nomad Camps will try to invade you at some point (1377 for me), so make sure to build at least two infantry forts. Baoji is pretty friendly and should ally with you in no time. This mission is not terribly hard, it's just that the 10 bronzeware can be a pain in the butt. So if you have all the other requirements, do this: stockpile clay from Qufu and stockpile your own bronze plus some more bought from a trade partner. Then build more bronzeware makers so you have at least four (make them close to the stockpiles of materials). Once January hits, stop stockpiling and let those materials go to the workshops (make sure that you don't have weaponsmiths working; you want all that bronze to go to the right place). You should easily produce the ten bronzeware. pssssst... to make your life easier, make sure that you have at least six elite plots instead of the minimum 4 needed to win this scenario. This will pay off at the end of this campaign. 6) Panlongcheng - Goals: produce 40 rice in a year, build the splendid temple, have 800 in ornate apartment or better. Cash: 8000 Resources: fish, game, rice, hemp, wood, clay Workshops: kiln, bronzeware maker, jade carver New Cities: Yin (Buys: rice, wood, ceramics) (Sells: silk, bronzeware, weapons) This mission is easy. You will need only one common neighborhood to support this city, and you also have all the resources you need to make a small neighborhood of elites for tax purposes. You can import silk to evolve them, but it's not necessary since you can make money with the jade trade. You have acupuncture now, so you can evolve your commoners to a very high level and cram in tons of laborers (plus the taxes they pay in the Ornate Apartment are pretty good). Yin will ally with you, and since they need wood and rice you can easily keep them happy. Also, the gods like rice so you should definitely over-produce this. You will quickly satisfy the requirements and simply have to wait on the splendid temple. 7) Yin (again) - Goals: build tumulus (tomb), 80 people in Humple Compound, 4 animal types in managerie. Cash: some left-over amount from end of scenario 5 New Stuff: acupuncture! New Cities: Panlongcheng (Buys: millet, wheat, bronzeware, ceramics) (Sells: rice, wood) Good news: you have a massive headstart. Bad news: the tumules takes a long time to build. 80 people in Humble Compound = at least 6 elite plots. If you planned ahead when playing this city the first time, you won't need to bulldoze anything to fit them in. Start buying rice from Panlongcheng to make tasty food available and pay homage to Nu Wa until she arrives; send her to capture the animals on the map (pandas and salamanders). Start gifting these away and other cities will start sending you other animals you don't have. This is the easy part. Once you put acupuncture in, your common houses will all evolve and you will have a bunch of new labor. But don't use all of it on the tomb; your neighbors will get a little rowdy soon and you want to have plenty of soldiers to repel the attacks. I find that four forts is good, but you can probably shift labor to support the max number (at least 8 once you have the six elite plots evolved). Anyhow, the tomb takes TONS of dirt, wood, and time (no clay). It also requires a few luxury goods to be buried with the coffin in the early stage of building, so you might want to put a warehouse nearby with orders to "get" the items you need (luxury goods; you probably have them already). Once Qufu and the Nomad Camps start attacking you and your neighbors, you should be well on the way to completing the tomb and you just need to fend them off until you win. An alternate strategy is to not bother building military stuff, put all the excess labor on the tomb, and use all your profits to bribe the invaders away. You will complete the tomb faster and hopefully you won't run out of money to bribe your enemies. ~~~~~~~~~~~~ Zhou Dynasty * ------------ 1) Hao - Goals: 1 allied city, rule 3 cities, 40 in humble compound Cash: 18000 Resources: cabbage, millet, wheat, hemp, silk, bronze, wood, clay Workshops: weaver, kiln, bronzeware maker, jade carver Cities: Anyang (Buys: wood, game, carved jade) (Sells: bronzeware, silk) Qufu (Buys: bronzeware, salt, millet) (Sells: stone, jade, clay) Wu (Buys: silk, wheat, weapons) (Sells: rice, fish, wheat) Pingyang (Buys: salt, weapons, silk) (Sells: bronzeware, cabbage, jade) Shu (Buys: bronze, bronzeware, salt) (Sells: rice, fish, silk) Nomad Camps (Buys: silk, bronze, wheat) (Sells: jade) You are going to need to build a large city because you want to build up a military very fast, which means lots of workers for the forts and the bronze/weapons industry. I build two common neighborhoods (about 50 plots) and later 4 or 5 elite houses in their own place. You want well over the minimum needed for the scenario goal because you want lots of forts. You'll notice that you have trading posts available for Anyang and Qufu right away AND they are tribune cities--they pay you each year (not a whole lot, but it's nice). ALSO notice that one sells jade and the other buys carved jade! Start this cash cow any time you have the money to buy the initial jade stocks. As for housing evolution, you have everything you need in the city but you should buy extra food from Wu to keep your variety up when the farms are not planting. In particular, you can get fish and salt which will boost you all the way to tasty food. I usually build a second mill to make sure that there is plenty of stored food for all three neighborhoods. There will be a flood at some point, so don't build anything close to the river except the trading quays. Okay, so once your houses are evolved into dwellings or apartments you will have lots of extra labor--put all of this toward the production of weapons for forts. You should have at least six forts, and I like to go with seven or eight so that I can send six and keep some at home. You will easily be able to get the ally because you make so much stuff to give away to cities that need it. Once you have six fully manned forts (I like one or two of these to be chariots) send them to conquer Shu--you might also want to send spies to sabotage the city and make it easier to take over. Keep an eye on Anyang and Qufu--they might rebel if you are running long and they haven't been nurtured. 2) Anyi - Goals: produce 28 canisters of salt in one year, make an annual profit of 1500, and have 13000 in your treasury. Cash: 11000 Resources: cabbage, millet, hemp, game meat, wood, salt Workshops: bronzeware maker, jade carver New Cities: Hao (Buys: silk, salt, wheat, rice) (Sells: bronze, wheat, wood, ceramics) Good news: most of the cities buy salt, so you can make a lot of money in that market. Bad news: Only one city will sell you ceramics at a maximum of 12 per year. This limits your city to 50 plots (split up between elite and common). I find that this city can be quite small so I usually make one common neighborhood of 25-30 plots and then a mized neighborhood for taxation consisting of four to five elite plots and as many commons as I can sneak in the cracks. This leaves you well within the limit of that ceramics import. Okay, your first priorities should be food quality and hemp because you can buy the ceramics at any time. You should start the jade business right away or wait until you are making solid money--nothing messes up your budget more than buying the first jade shipment with 100 cash left and sitting in debt for a year or more. Meat should be your staple food, and you should probably wait until the next year to plant crops in order to save labor for other industries. Start salt as soon as you get to a medium level of housing. There is a very tricky aspect to this level--the salt marshes are so far away that you need to either build your whole city on the slopes (DON'T DO THIS) or you need to be very effecient with your deliveries. The best thing to do is to tell your mill NOT to accept salt. This means your food quality goes down, but it will still be Appetizing with your other food sources and you can buy wheat to help. The reason you should not let the mill take salt is because the salt mine deliverymen will walk all the way to the mill FIRST even if it has no more room for salt and even if warehouses are trying to "get" salt. This drastically reduces your salt output because the miners wait until the delivery is made to start again. With the mill refusing salt, you should also set up a warehouse near the marsh. Now the deliveries will be fast to this warehouse and the trading posts will make the walk to pick it up. This distributes the delivery time to many different buildings and makes things run faster. Don't build any of your city near the salamanders; there is plenty of room to avoid them and you don't want to waste labor on killing them. You should buy silk to evolve the elites to Lavish Siheyuan. You will recoup the cost of the silk in taxes and you can stop buying most of the time because the silk gets consumed so slowly. To win, you will eventually need to put every extra man on making things to sell--principally this means six or seven salt mines, but also you can sell game meat, millet, and wood for little effort. If you still have extra labor, buy bronze and make it into weapons to sell. You can buy clay AND bronze to make bronzeware, but this is sketchier because clay and bronze don't come in the same amounts per year and it is just more of a hassle. Build up your treasury by sitting back and doing nothing once your city is stable and you have already produced the 28 canisters of salt. One of those years will be a 1500+ year and you will win (I have around 4000 profit each year once I sit back and do nothing). An alternate strategy to accelerate your earnings is to go ahead and buy bronze and clay to make bronzeware but sell it to your own elites first and to traders second. This way you can evolve your elites to Humble Compound which will provide you with bigtime taxes. This works best if you can open trade with Shu (I usually don't bother) and even out the import of clay and bronze. 2) Yulin - Goals: population of 2000, 1500 in Elegant Dwelling or better, make 10 racks of weapons in a year Cash: 13000 Resources: clay, bronze, salt, hemp, millet, game, irrigation Workshops: bronzeware maker, jade carver, kiln New Cities: Anyi (Buys: rice, ceramics, bronzeware, carved jade) (Sells: salt, wood) Okay, the bad news is that you can not build elite housing, and of course there is little fertile land. However, this mission is still easy. First off, Hao allies with you. This gives you three trade partners and Hao will send you cash if you go into debt (you should win pretty fast so Hao won't have time to get mad about the money). For a population of 2000, you want 40 plots of housing. Build them in two neighborhoods, and make sure that you start the neighborhood by building the well next to water and then expanding from there. You can't have a good neighborhood without a deep well! Because food is so scarce here, I import most of mine to achieve the appetizing level. Also, I build lots of extra hunters to export game meat. As soon as you have workers to spare from your neighborhoods, set them mining salt and bronze. Like last time, use a warehouse between the salt and the trading posts to keep the salt production up to speed. Now, there are ferocious bears near the salt and copper. In particular there is one bear that spawns right in the middle of the copper. Build city walls to enclose this area as much as possible and put two or three towers there to kill the bear constantly. Build more walls to keep the other bears (on the desert edge of your map) away from the city. Irrigation boosts fertility in a five-square radius, so you should be able to use a single row of irrigation parallel to the stream to boost the fertility of your available land. Don't bother training soldiers--just sell the weapons! A bronzeware industry can soak up the extra employees and offset your expenses. And of course the jade trade is a given cash cow. As long as you can keep the bears away from your miners you should have no trouble producing bronze to supply four weaponsmiths and making the 10 racks of weapons. 4) Loyi - Goals: 3200 people, 50 in Humble Compound or better, build the Temple Complex. Cash: 17000 Resources: soybeans, wheat, hemp, silk, fish, clay, stone, bronze, wood, and irrigation Workshops: kiln, bronzeware maker, weaver, jade carver New Stuff: Mint, Crossbow Fort New Cities: Yulin (Buys: wood, wheat, silk, weapons) (Sells: salt, bronze, game) First off, notice that Hao is destroyed! Second, take a look at the nice little setup you have been given. If you want an aesthetic city, save one of the big squares for the Temple Complex (it is BIG). If you want to build the Temple Complex faster, build it outside the city walls wherever you want (you can probably overcome the transport times incurred by having the complex inside the city--just make sure to have only ONE entrance to the complex by road and set your laborer/guild sites as close as you can). Now, you need a large population and you need at least four elite plots. I usually use the long row of space on the opposite end from the river to put my elite houses and all of their support buildings, then use the two big squares nearest to the river for two common neighborhoods. You have to plan the space out carefully! Then I use one big square for the Temple Complex (closest to the Stone Quarry) and the final big square for a combination of elite support and a third common mini-neighborhood. This should satisfy all your population needs. As for the general management of your city, you should build nothing near the river except trading quays and fishing quays because there will be a flood (the city walls block the flood). You will need two mills to keep a steady stream of high quality food available, and in general you will have lots and lots of industry. All farming should be done right outside the city walls, using the streams there supply irrigation ditches. There is plenty of room inside the city walls for most of your trading posts and even a lot of industrial capacity. I would put all non-bronze related industry inside the walls. As for bronze, there are two sites for it. Use one to supply bronzeware makers and the mint (which really makes your revenue soar--build it as soon as you can!) and use the other to supply weapons makers. Most of the trading cities are unhappy with you, so you will need to cajole them with needed goods, or more likely cash since you will have a lot of it. Finally, get those elite houses up to at least Lavish Siheyuan so you can support a half dozen forts. You want them trained up in case your vassal cities decide to rebel, and eventually the nomads will invade. By the time they do, you should have a massive army, like eight forts. They will be no match for you. This mission is not terribly difficult, it is just long because the Temple Complex is so huge and the resources are far away from the site. 5) Ying - Goals: 24 months of heroes, 100 in Impressive Compound Cash: 13000 Resources: cabbage, rice, hemp, clay, silk, fish, game, wood Workshops: kiln, bronzeware maker, weaver, jade carver New Stuff: Daoist Shrine, Confucian Academy New Cities: Loyi (Buys: salt, rice) (Sells: silk, soybean, bronzeware, stone) This mission is not hard. You won't get threatened by anyone and you have almost everything you need to support your population (just need to import bronzeware). The difficult part of this mission to me is the space available. There is a huge river (which you can ferry across if you want, but there is just a little more game over there, hardly worth it), and a little river that splits the useful land in two. Moreover, there is this little mesa of land right near the entrance/exit points on the map which makes it difficult to use that side of the map for housing unless you really squeeze your neighborhoods. So what I do is build my common neighborhood and elite neighborhood on the "low" land farthest from the road in and out of town. Then I build my mills and warehouses (for hemp, ceramics, and other residential needs) right near the river. Across the river I build all the industry and farming, as well as the government buildings (you won't need the Palace unless you want to fulfill other cities' requests for animals). Finally, along the initial road segment I place my trading posts so that traders can get in and out of town quickly. Obviously, you should build your hunter's tents and fishing quays as close to the prey/fish as possible. Once your elite neighborhood is evolved to the desired level, your tax revenue will be so huge you won't have to worry about money. And if someone does invade you (unlikely on normal difficulty), you will have the money to bribe them probably. Also, I am pretty sure that the 24 months of heroes do not have to be consecutive but I never get interrupted once I have the production capacity to start honoring them, so I never checked it out. 6) Handan - Goals: produce 10 iron in a year, rule one city, build earthen wall Cash: 17000 Resources: game, fish, soybeans, wheat, hemp, silk, clay, wood, iron Workshops: kiln, weaver, jade carver New Stuff: Iron! boosts weapons and farming New Cities: Ying (Buys: salt, bronze, bronzeware) (Sells: rice, fish) Ji (Buys: iron) (Sells: soybeans) First off, you will get lots of demands for iron, and Ji is an agressor that will attack you. So you want to use your initial labor pool to get iron started and some of your initial cash to help get some elite housing evolved (i.e., buy an extra food type and bronzeware). I like to build my main city at the base of the hill, but because you will want four neighborhoods or more (to speed up wall construction) you need to use some of the space across the river for either farming, industry, or military. Ultimately, you will end up with lots of money through trade and taxes, so you can buy friends and crush enemies. You just have to make sure to get your elite neighborhood up and running so you can get the rest of your city together before Ji attacks. The earthen great wall needs tons of lumber and dirt--but because the hill paths are ziggy-zaggy it is very possible that some of the forests are much too far for delivery. If you need to build lumber mills for remote forests don't build them right next to them like usual--you will need to compromise a little to make the delivery route short enough. Or you can use warehouses as a stop in between. 7) Lingshou - Goals: produce 18 lacquerware in a year, collect 3 animals for the managerie, 12 months of heroes, build the Grand Temple Cash: 17000 Resources: soybeans, millet, wheat, hemp, lacquer, silk, clay,wood,iron Workshops: kiln, lacquerware maker, weaver (no jade carver!) New Stuff: catapult fort, daoist temple New Cities: Handan (Buys: ) (Sells: ) Okay, you will need two neighborhoods to fill your labor needs and one elite neighborhood for taxes and a palace to put animals in. You won't need a military, but you can build one for fun. You will get lots of requests for iron and lacquer/lacquerware so make sure those industries are early priorities. Qufu is an excellent trading partner because they buy your stuff and they can sell you stone when you are ready to finish the temple. The Grand Temple needs wood, clay, and stone. Because the lacquerware makers and tax collectors also use wood, you might not see wood go to the construction site for a while. You can remedy this by building a lot of lumber mills which is good just to make the Grand Temple go faster. Finally, because you can't carve jade for trading cash, you will need to watch your early budget until the elite taxes start rolling in. ~~~~~~~~~~~ Qin Dynasty * ----------- *********** NOTE: Xi Wang Mu is a REALLY great hero to attract in this dynasty because so many levels involve building monuments. 1) Huanxian - Goals: build Grand Canal, produce 18 bars of iron in a year Cash: 15000 Resources: cabbage, wheat, game, hemp, iron, stone, clay Workshops: kiln Cities: Yong (Buys: cabbage, lacquer, iron) (Sells: millet, weapons) Linzi (Buys: rice, silk, ceramics, iron) (Sells: soybeans, wood) Wu (Buys: iron, cabbage, millet, lacquerware) (Sells: fish, rice, jade) Ying (Buys: iron, wheat, salt, lacquerware) (Sells: rice, silk, hemp) Shu (Buys: salt, ceramics, iron, carved jade) (Sells: rice, lacquer, hemp) Nomads (Buys: silk, wheat) (Sells: jade) Anyi (Buys: silk, rice, lacquer) (Sells: salt, iron, millet) First, notice that you can't build acrobat schools, elite houses, or a palace. But you wouldn't have room to build a big city anyway! The map is small and cluttered. Two neighborhoods will be more than enough labor, but you might not want to evolve them all the way in order to keep your labor pool fully employed and also to keep labor costs down (without decreasing pay!). This mission is easy, especially if you budget well and can buy some extra food types to help evolve your houses. Most of your labor should be devoted to a massive iron industry (for sale) and a stone industry. The canal is easy to build because it only needs laborers and stone deliveries--and the stone quarries are right there! Easy mission. 2) Xiangyang - Goals: build Large Palace, 200 in Impressive Compound or better Cash: 23000 Resources: soybeans, millet, wheat, hemp, silk, fish, wood, clay Workshops: kiln, lacquerware maker, jade carver, silk weaver New Cities: Huangxian (Buys: lacquerware, weapons, lacquer, rice) (Sells: iron, cabbage, stone, wood) Yong is gone Okay, you are going to need at least 10 elite plots, which will require a lot of space for the plots and support buildings. I also like to build the Large Palace and regular palace nearby, so find a BIIIIG plot of land to reserve. You will need no more than two common neighborhoods, and less if you don't care about military stuff (you can afford to bribe the nomads by the time they attack). As you can see, you have tons of room, plenty of money, and all the basic resources you need. You need to import lacquer or lacuqerware, some stone (although you only need a little bit for the monument, so don't stockpile a ton of it), and you will need to buy iron if you want to make weapons. The problems you will encounter are nomad invasions, a Shu rebellion, and demands for silk. But within two years you will be chugging along because you have so much going in your favor already. Note that your Large Palace might take a while to receive the first wood shipment because your lacquerware business and military forts will also consume wood--far more than the usual tax collectors. So if you don't have a ton of unemployed people to put to work cutting wood, don't try to build a zillion wood mills. 3) Xiangjun - Goals: 1800 population, 1000 in Ornate Apartment, produce 16 casks of lacquer in a year, produce 12 jade carvings in a year Cash - 16000 Resources: rice, lacquer, fish, game, wood, clay Workshops: kiln, jade carver, lacquerware maker New Cities: Xiangyang (Buys: carved jade, iron, lacquer, stone) (Sells: lacquerware, weapons, wood, hemp) Kingdom of Namyue (Buys: ceramics, silk) (Sells: rice, jade) Easy mission; you can buy hemp right away so do it. You need to give a cash gift ASAP to the Kingdom so that they will trade with you; you need their jade to start selling carved jade. I find that one neighborhood plus a small shanty town does the trick in this scenario. The neighborhood easily gets to 1000 in Ornate Apartment but might not make it to 1800 people. A shanty town fixes this, and is cheap. You will get a gift of weapons after the first year if you are doing "well" (I've never been denied this gift...) but I never use it to train soldiers--I just give it to the gods since I have so few resources after the first year. You can sell rice and lacquer to several cities, so overproduce. If you end up with unemployment, build a small mini-fortress of city walls on the other side of the river with towers to kill tigers; then you can actually hunt over there for extra meat. 4) Badaling - Goals: build Earthen Great Wall Cash: 18000 Resources: soy, millet, wheat, hemp, game, clay, wood, iron Workshops: kiln, jade carver New Cities: Xiangjun (Buys: wheat, weapons, millet, hemp) (Sells: rice, fish, lacquer, carved jade) Note that you have no accupuncture or palace available. This limits you to modest levels of both normal and elite housing, but the elite taxes are still worth it if you have trouble with budgeting. You only need to build enough to support the labor pool for the monument plus whatever industry you need to keep your treasury full. The best industry you have for sale is iron. You don't need to build a military because you can easily bribe the very few attacks you will suffer, but without a military you won't be able to suppress any rebellions your vassal cities start. You will get demands for iron and even weapons. The Earthen Great Wall sometimes has one or two squares left that need work, but the monument worker won't go. I just save, start new game, and load that save. The monument worker then goes right to it. 5) Xiangyang - Goals: build Underground Vault, Grand Tumulus, collect 8 animals, and amass a treasury of 150,000 New Cities: Badaling (Buys: weapons, silk) (Sells: millet, soybeans, wheat, carved jade) Okay, you probably have plenty of space, but if you saved space in the city to make the new monuments look like a part of it, that's cool. Your old monument labor carries over to help with one, but not two new monuments, so build a new neighborhood (again, much easier to do if you already planned the space in). Your new trade partners buy silk and ceramics, so keep on selling. If you haven't caught a pheasant yet, do that. Then start gifting that animal and any new ones. Eventually you will get the animals. These two monuments are pretty long, so just settle in and be patient. Also, the Grand Tumulus requires finished goods to be buried with the coffin, and the easiest way to get them is to just stop selling all the required goods. Since you probably produce a ton of them, the goods will get delivered quickly. ~~~~~~~~~~~ Han Dynasty * ----------- 1) Chang-an - Goals: population of 3000, 32 months of heroes, annual profit of 4500 Cash: 19,000 Resources: cabbage, millet, wheat, hemp, silk, fish, iron, clay, wood Workshops: kiln, weaver, jade carver Cities: Yin (Buys: lacquerware, ceramics) (Sells: bean curd, millet, hemp) Xiongnu Empire (Buys: silk, millet) (Sells: jade) Chengdu (Buys: wheat, weapons, salt) (Sells: rice, silk, lacquerware, wood) Fuzhou (Buys: silk, iron, weapons, lacquerware) (Sells: rice, salt, wood) Guangzhou (Buys: iron, carved jade, wheat, bean curd) (Sells: rice, salt, weapons) Build up your raw resources fast because you will get a lot of requests for food and wood. You'll get a few requests for silk as well, but that will be much easier to fill since you don't consume it yourself much. Build two neighborhoods (kind of tricky with all the rocks), and put most of your labor into iron, weapons, and silk. If you end up with a lot of left over labor, grow more food to sell and if you STILL have left over labor build some forts. Getting the 32 months of heroes is a pain, but if you get Confucius to come to your city then he will boost your tax income and get you closer to the profit goal. Use your excess money to make your neighbors happy. HINT: You will come back to this city and need to build a monument and add a new common neighborhood, so leave room when you build. 2) Jiaozhou - Goals: 30 months of heroes, 2500 in Ornate Apartment or better, 80 in Impressive Compound or better Cash: 16000 Resources: rice, hemp, fish, game, lacquer, wood, clay Workshops: kiln, lacquerware maker, jade carver New Cities: Chang-an (Buys: carved jade, rice, lacquer, spice) (Sells: lacquerware, silk, wheat, iron) Kingdom of Nanyue (Buys: fish, weapons) (Sells: rice, wood, jade) Okay, this scenario is not too difficult. You need four elite plots to satisfy the elite goal, and two neighborhoods will do fine for commons. Lacquerware is your big seller, and the Kingdom of Nanyue is your new source of jade. You don't have city walls, so you can't use towers to kill the alligators, but you won't need to since there are two fish spots far from those beasties. You should import iron when you can afford it to build a few forts and then sell the weapons after that. You should attract Confucius to your city for the heroes goal because he will boost your tax revenue simply by being in the city. I say this because you will probably have to buy other foods even early on, and you want to make that money back with big time tax revenue. 3) Chang-an - Goals: build Grand Tumulus, amass 150,000 in treasury, collect seven menagerie animals, population of 4500 Cash: whatever you had before Workshops: same as before, plus lacquerware maker New God: Mencius (increases trade revenue by blessing trading posts) Okay, most of your work is already done. Just build a new common neighborhood to boost your population and workforce. The menagerie animals shouldn't be hard to get; you can catch pandas and pheasants on your own map, plus you probably got a Gobi bear in the first mission. You might want to get Mencius for the increased revenue, but since you need to build a monument you will have plenty of time to build up to 150,000. You need to take care of the Xiongnu Empire; if you built up an army before, use it right away while the enemy is weak. Otherwise, get cracking. Get Xi Wang Mu to speed up the Tumulus. Long mission, but no sweat. 4) Lo-lang - Goals: build Great Temple, 36 months of heroes, produce 25 racks of weapons in a year Cash: 18,000 Resources: soybeans, cabbage, fish, hemp, salt, wood, clay Workshops: kiln New Cities: Hanan (Buys: weapons) (Sells: wood, ceramics) NO ACCUPUNCURIST, NO ACROBAT, NO CONFUCIAN ACADEMY Pretty much the only thing you can sell are salt and weapons, so make as much salt as you can and import iron to make weapons. The Great Temple will be easy since it is so small, the 25 racks of weapons should be no sweat, but the heros can be a pain. First, your neighbors are demanding a lot of stuff, second you probably are just making ends meet as it is for a while. It could be very long before you can actually spare regular homages to keep a hero around. There is an earthquake in 105, but your city is small so it will probably miss you. Try reloading if it wipes out too much. Hanan tries to invade you, but their force is wimpy and easily thrown back even with your puny single fort. Use city walls and towers to bolster your small defensive force. Not too tough, just tedious to get those heroes. 5) Loulan - Goals: population 1600, 5 trading partners, 2500 annual profit Cash: 14,000 Resources: millet, wheat, game, clay, salt Workshops: kiln, jade carver New Cities: Lo-Lang (Buys: rice) (Sells: weapons, bean curd, fish, salt) NO ELITES, NO ACCUPUNCTURIST, NO ACROBAT, NO WEAPONSMITH, NO CONFUCIAN ACADEMY Your level of housing will be modest here, so you really have to cram your plots in around the waterhole. You need at least 31 plots; I use 35 just in case some don't evolve fully. Make one neighborhood that snakes around the back of the waterhole with two markets--one on either end. Divvy up the service buildings between the two ends. Make sure to leave room for two clay pits. Now use all the rest of the grassland for farms. You will still want to buy food to ensure the maximum quality, but your salt and three food types will mean a minimum of extra food is needed. You do have to buy hemp, but that's no big deal. Don't bother importing wood--you really only need it for taxes and the money you make back isn't enough to justify it. Sell salt and carved jade for the base profit and as much of your extra food as you can. Once your city is stable, it will be easy to sit back and watch your annual profit go over 2500. You should easily get the five trading partners right away, and the 1600 population won't be trouble if you make a nice neighborhood. 6) Luoyang - Goals: population 4000, 120 in Impressive Compound, 2500 in Ornate Apartment Cash: 21,000 Resources: bean curd, wheat, hemp, silk, clay, wood Workshops: weaver, kiln, jade carver, lacquerware maker New Cities: Loulan (Buys: cabbage, wood, rice, silk) (Sells: salt, steel, carved jade) All of the buildings are back so you can build a high-level city. Two and a half neighborhoods are needed to get up to 4000 people, but you may consider not developing the halfhood--employing more than 4000 people will be tedious. Don't wait too long to establish the elite neighborhood--you will need to develop a military to defend your buddies and repel a couple of invasions. Sell silk to finance most of your affairs. Elite taxes and carved jade will add a big boost and then whatever else you sell is just gravy. You can really accelerate your military growth by buying steel to make weapons AND buying weapons directly. With about five forts you should be able to handle the invaders, but you will want extra to send to your ally's defense. If you have a ton of unemployed people, consider adding farms to help the existing farmland. This will not improve the crop yield or harvest time, but it will mean that the harvest gets divvied up into more farms and the extra deliverymen will make sure that everything gets to the mills and trading posts quickly. If you are really in a bind, build a ton of towers on your city wall, and at last resort, just lower wages (remember that this angers your people!) 7) Jiayuguan - Goals: annual profit of 2000, 4 trading partners, build Earthen Great Wall Cash: 15,500 Resources: millet, wheat, hemp, game, steel, salt, clay Workshops: kiln, jade carver New Cities: Louyang (Buys: rice, spice, steel, carved jade) (Sells: silk, wood, wheat) You don't have acrobats, so you can't really get anything out of your elites--and there isn't space for them anyway. So you will only be able to build one fort. The good news is that there are no demands or invasions, so you can just focus on growing your labor force. I recommend a small neighborhood or two in the grassy area, but use at least half for crops. A couple of slums (water, inspector, watchman, and as many houses as you can cram) near the smaller oases will give you all the workers you need. You need to buy tons of wood not just for the wall, but also to run the steel furnaces. The economic situation is tight unless you can get the Xiongu Empire to trade with you; then you can sell a ton of carved jade to keep you afloat. 8) Luoyang - Goals: build Temple Complex, make 24 reams of paper in one year, 8 menagerie animals, 42 months of heroes, treasury of 85,000 New Stuff: paper maker, money printer, Buddhism New Cities: Jiayuguan (Buys: carved jade, wood, rice, paper) (Sells: hemp, stone, steel) First, make sure to allow stone and paper to enter your warehouses. Also have one warehouse stock up on paper to satisfy demands promptly. You will only need four paper makers probably. Build the money printer right away to increase cash flow. Xi Wang Mu captures animals and speeds monument construction--GET HER. You can get pandas and start building the complex quickly. The money and paper goals take care of themselves, while Xi Wang Mu helps the monument for long enough to get 42 months of heroes. Just send out your pandas to other cities and keep trading animals until you get enough. ~~~~~~~~~~~~~~~~ Sui-Tang Dynasty * ---------------- 1) Chang-an - Goals: 1700 in Luxurious Apartment, build the Grand Pagoda, 36 months of heroes Cash: 20,000 Resources: soybeans, wheat, millet, hemp, tea, silk, fish, steel, stone, wood, clay Workshops: kiln, weaver, paper maker Cities: Yen (Buys: tea, lacquerware) (Sells: soybeans, stone) Kashgar (Buys: silk, lacquerware, tea, salt) (Sells: spices, jade) Chengdu (Buys: silk, millet, cabbage, salt) (Sells: lacquer, weapons, tea, paper) Guangzhou (Buys: millet, lacquerware, wheat, tea) (Sells: rice, weapons) Changzhou (Buys: wheat, millet, silk, tea) (Sells: lacquerware, lacquer, rice) NOTE: Lhasa will be discovered, but won't become available until the fourth mission. Okay, first off, you should plan ahead because you will come back to this city near the end of this dynasty. You want to leave yourself a nice big space where you can build a very large (eight plots!) elite neighborhood. I build my Grand Pagoda on a corner of this neighborhood- to-be and also leave a ton of room for the Large Palace (which will be built in the sequal mission). Of course, having Xi Wang Mu speeds up the monument and knocks off your hero requirement. It is a good idea to start filling in the elite neighborhood in this mission just for the taxes and the boosted military capability. You are going to need a LOT of stone and wood for the monument, and your steel furnaces will take some of that wood, so make sure to use the stockpile trick to get wood delivered regularly to your monument (see the beginning FAQ list). Also, because silk sells for so much more, start that industry before tea. You will have plenty of time to make tea to supply your common neighborhood. A single 25-plot neighborhood will satisfy your population requirement, but some of them might evolve all the way due to aesthetics, and you may need more labor. Two neighborhoods allows you to build huge industries in steel, weapons, silk, and tea. 2) Lanzhou - Goals: produce 35 cabbage, 45 wheat, and 38 millet in a year (does not have to be the same year), population of 2000 Cash: 18,000 Resources: soybeans, cabbage, millet, wheat, hemp, lacquer, steel, salt wood, clay Workshops: kiln, lacquerware maker, paper maker New Cities: Chang-an (Buys: carved jade, rice, paper, lacquerware) (Sells: silk, stone, tea, weapons) This mission is easy. Space is tight, so be a little careful about leaving yourself some road space. Build two neighborhoods, but not very large ones. You can easily get both neighborhoods up to Ornate Apartment which will get you well above the requirement. Use as much space as you want for crops, and stick some other industries in if you want to boost your economy. This mission should take three or four years tops. 3) Yangzhou - Goals: build Grand Canal section, 100 in Heavenly Compound Cash: 20,000 Resources: cabbage, rice, hemp, fish, tea, wood, stone, clay Workshops: kiln, paper maker New Cities: Lanzhou (Buys: silk, tea, rice, carved jade) (Sells: salt, cabbage, millet, wheat) Sabi (Buys: rice, tea) (Sells: soybeans, fish) You will need two regular neighborhoods to supply the workers for this city. You are going to plant tons of tea and also extra hemp for paper because these are your best sellers. The Canal only needs labor and stone, so you can just set up the labor and ignore it until it is finished. The tricky part of this mission is waterfront space and the elite neighborhood. You don't have a whole lot of space on the waterfront and you need to put three trading wharfs there plus as many fishing quays as you can jam in. I would recommend putting the wharfs on coast spots that are only wide enough for one building and then save the long stretch for fishing quays. You can always delete some fishing quays to make room for the trading wharfs when they become available. Also, you will want to have an irrigation system--I sometimes use the coastal spot all the way near the southwest corner of the map (still on the south side of the canal) to supply my ditches with water. This leaves an extra spot on the waterfront. The elite neighborhood has two problems: unless you want to build two neighborhoods or a neighborhood far away, space will be tight. The other problem is desirability. Statues and gardens are usually not enough to boost the desirability to Heavenly Compound. So I use only flowering trees plus some grand roads. This usually does the trick. You need four plots to get the 100 people you need; I highly recommend planning this out in detail before you start building it or anything around it. You will probably want to raise taxes to help pay for the stuff you have to buy (weapons, silk, lacquerware, extra food types). Once your elites are fully evolved, they will pay really good taxes, so you can ease off, especially since you won't buy weapons, silk, and lacquerware continuously. Your allies will ask you for military help, so be ready with three or four forts (and more to defend yourself). 4) Liangzhou - Goals: build Stone Great Wall, get 5 trading partners Cash: 18,500 Resources: millet, wheat, hemp, game, stone, clay, salt Workshops: kiln, jade carver New Cities: Lhasa (Buys: silk, wheat, millet) (Sells: nothing) Yangzhou (Buys: lacquerware, weapons, carved jade) (Sells: tea, rice) Build one common neighborhood, one elite strip later, and as many slums as you need to bring up your labor supply. You won't need a military, but it's fun to build one during the LONG build time of the wall. The elites are really to boost your taxes. Grow as much wheat and millet as you can cram on to the grassland to sell for cash. Put a warehouse halfway between the quarry and the wall site so that the deliveries can be split up between the stoneworks and the warehouse. Make sure to set that warehouse to receive only stone and set all others to NOT ACCEPT stone. Also, make sure not to build anything really close to the wall site; if you build something there, the laborers might get stuck trying to push their carts (they don't just walk along the wall site like the masons will) and that wastes precious time. Not a huge challenge-just long. 5) Niya - Goals: population of 2100, 1500 in Luxurious Apartment, 15 months of heroes Cash: 18,000 Resources: cabbage, wheat, millet, hemp, game, clay, salt Workshops: kiln, jade carver, paper maker New Cities: Liangzhou (Buys: silk, tea, paper) (Sells: stone, salt) You need around 30 plots if you want to get all 2100 in the maximum housing--otherwise, you only need between 20 and 25 to get the 1500 in the maximum and you can build slums to get the other 600. There is plenty of space, but using slums means you only need one market and you can put your mill right near it. Anyway, this level is fast and easy; it is even faster if you can make Shen Nong happy very quickly (I give him raw jade to boost him fast) and then just keep him happy enough to stay once he arrives. You can sell paper, salt, and LOTS of millet and wheat to keep your treasury up. 6) Luoyang - Goals: build Temple Complex, population of 3500, 5 menagerie animals, 150 in Heavenly Compound Cash: 24,000 Resources: soybeans, cabbage, wheat, hemp, silk, steel, wood, clay Workshops: kiln, weaver, paper maker New Cities: Niya (Buys: wood, cabbage, silk) (Sells: salt, carved jade, paper) Since the iron ore is on the far side of the river, build your lumber mills over there; since your lumber will already be on that side, also build the monument over there. I like to build my elite neighborhood around the Temple Complex, but it can be a squeeze. You will only need two common neighborhoods, and your first trading commodity needs to be silk (no jade carver!). You can sell paper once you have excess hemp, but you won't be able to sell very many weapons. You will get requests for weapons, and for some reason lacquerware (I just let that city get mad at me rather than buy it). Niya will be attacked and ask for military aid if you want to help, but you won't be invaded. Xi Wang Mu is, as always, your best friend because she will catch your first menagerie animal and speed monument construction. Max out your common neighborhoods to get the population goal, then build the six elite plots whenever you want to get the elite goal. Earlier is always good so that you can get the tax revenue and increased military. 7) Chang-an - Goals: build Large Palace, 200 in Heavenly Compound, 8 menagerie animals Cash: whatever was left over from before New Cities: Luoyang (Buys: lacquer, rice, tea, carved jade) (Sells: millet, weapons, silk) BUG ALERT: When I try to build the Lhasa trading post in this mission, the game crashes. I haven't downloaded the game patch, so that may solve the issue for you. Okay, you need to jam 8 elite plots into a neighborhood and get all the stuff they need in there as well. If you are like me and must put your monuments in the elite neighborhood, then space is tight. Otherwise, it shouldn't be a problem. Once you have the elite plots evolved, build a military to deal with the various threats and requests that pop up. The monument requires lots of wood, so it is worth it to put it near your steel mills just to speed this part up. Ultimately, this won't be a hard level because you are so rich you can buy your way out of anything. Get Xi Wang Mu to capture a panda for your palace and speed up the monument. Trade animals around until you get eight. No sweat. 8) Dunhuang - Goals: 5 trading partners, produce 10 bars of steel in a year, produce 10 canisters of salt in a year, population of 2500 Cash: 20,000 Resources: hemp, cabbage, millet, wheat, game, wood, clay, salt, steel Workshops: paper maker, kiln, jade carver Okay, this is hard if you do not go very fast, because in 778 Lhasa will start to attack frequently. At first the attacks are cheap to buy off and also easy to defend, but it will get worse. So pause immediately, and build two neighborhoods inside the walls. Space is tight, so you probably will only be able to fit about 33-35 plots in there. Make a bunch of slums outside the walls. Build two hemp farms right away. As the workers start pouring in, send out trade requests and build the trading posts so you can buy food and sell salt. As your houses evolve and workers REALLY start pouring in, build food farms, salt mines, and steel mills (four steel mills and five salt mines produced 19 bars of steel and 17 canisters of salt in their second year of operation for me) Basically, once these are up and running, you are hoping that the people show up and you meet the goals faster than Lhasa starts attacking. You will get a gift of weapons, so build the Admin City and a fort, then build a second once the steel mills are going. You should have two forts near full capacity by the time Lhasa starts attacking. You can ask your allies (if any) for military assistance, but early on they have very weak units (only a few soldiers per fort). In 778 there will be two attacks and more in following years, so win before that. ~~~~~~~~~~~~~~~~ Song-Jin Dynasty * ---------------- 1) Kaifeng - Goals: rule 4 cities, 36 months of heroes Cash: 25,000 Resources: hemp, cabbage, millet, wheat, silk, clay Workshops: weaver, kiln, paper maker, lacquerware maker, jade carver Cities: Pingyao (Buys: silk, tea, wheat, ceramics) (Sells: steel, stone, soy, game) Chizhou (Buys: wheat, cabbage, weapons) (Sells: rice, tea, wood) Chengdu (Buys: spices, wheat, fish) (Sells: salt, lacquer, jade, tea) Jiangling (Buys: wheat, cabbage, steel, weapons) (Sells: salt, tea, hemp, wood) Tanzhou (Buys: wheat, fish, lacquerware) (Sells: rice, silk, lacquer) Yuzhang (Buys: wheat, cabbage, steel) (Sells: bean curd, rice, tea) Guangzhou (Buys: silk, salt, tea, carved jade) (Sells: fish, rice, steel) Pingyao and Chizhou are your allies to start, and you will want to ask them for weapons early on to boost your initial military strength. You will come back to this city and need to bring the population up to 5000, so build two neighborhoods and leave room for a third. I build my elite neighborhood inside that central walled area. I also complete the city wall on all sides (even the river, to prevent flood damage-- this means I use the moat near the central walled area to supply my irrigation) You need to start silk very soon (second year at the latest) in order to get your economy moving and also to make it possible to evolve elite houses to Lavish Siheyuan. With this, you can have up to eight forts very early on. This is when you should ask your allies for some extra weapons. You should also attract Sun Tzu to your city to speed their training and to send with them on conquering missions. Don't ask your allies to send their own military units--they have very poor armies and will get mad at YOU if THEY fail. You can ask them to accompany you on your own attacks--look for their available units when you select forces to attack with (at the bottom in a separate list). Use spies to sabotage your enemies' military before invading--also make sure to place your own watchtowers in neighborhoods and around your industrial centers (don't need to place them around farms). For the first time, your enemies will make significant use of spies. I caught about ten spies before I conquered most of the cities; if you let those guys wander around they will make mischief. Make sure to send gifts to cities that you conquer so that they won't rebel--you have to go conquer them again if they rebel. I generally conquer Chengdu first and Guangzhou second--Chengdu because it means you can buy jade and lacquer, Guangzhou because then you can sell the carved jade and also buy more steel to make weapons. Then conquer whatever two of the other three you want. They will try to attack you when you send out your own forces, so make sure to leave three or four units behind to gaurd the city. 2) Pingyao - Goals: rule 2 cities, produce 20 blocks of stone in a year. Cash: 15,000 Resources: soybeans, millet, hemp, game, lacquer, wood, stone, steel Workshops: lacquerware maker, paper maker, jade carver New Cities: Liao Empire (Buys: silk, tea) (Sells: game, fish) Kaifeng (Buys: stone, weapons, steel) (Sells: ceramics, cabbage, wheat, silk) Lin'an (Buys: carved jade, lacquerware, weapons) (Sells: fish, salt) Jinyang (Buys: rice) (Sells: salt, wheat) Lost Cities: Chizhou, Tanzhou, Yuzhang In this mission, your budget will be tight. Don't start buying a bunch of food types right away--pace yourself. Make sure that you are selling stone and carved jade steadily before trying to buy ceramics and silk for your common/elite neighborhoods. You do need to get elites soon, though, because their taxes are your best income. Raise taxes one level and get Confucius to boost them even more. You will probably not make a profit off of trade until you start having more weapons than your forts can use to train soldiers. You will show a profit due to taxes, though, so don't worry about the drain from trade. I think that two stoneworks will be able to make the 20 stone you need, since they should each make 12ish stone a year. However, you will get a gift of stone and this may contribute to your production--I don't know. The hardest part of this mission is the year that you start buying ceramics--it is a big jump in expenses and it won't pay off until you build and evolve your elite houses. The budget will be tough in that and maybe even the next year. Your allies will bail you out if you get into debt, but this generally lowers their opinion of you. 3) Chengdu - Goals: produce 30 canisters of salt in a year, produce 30 sachets of tea in a year, rule 2 cities, population of 3000 Cash: 20,000 Resources: hemp, soybeans, cabbage, millet, rice, wheat, lacquer, silk, tea, steel, salt, wood, clay Workshops: kiln, lacquerware maker, weaver, paper maker, jade carver New Cities: Xia Xia Empire (Buys: silk, weapons, tea) (Sells: spices, jade) Jinyang disappears So this mission gives you EVERYTHING. But don't start all the different industries right away--start with silk. It sells for a very high price and is the first luxury commodity that your elite plots will need. Make sure to build the money printer, which you can finally build. Three tea sheds with 50-60 squares of tea bushes should do the trick for the tea goal, but the salt goal is tougher. Salt output is around 10 or 11 canisters per year under ideal conditions; in this case that means that the deliveryman doesn't have to walk far. This is hard to do because the first place they go to is the food mill, which you may not want all the way out by the salt marsh. So what I do is cram as many salt mines as I can on the marsh, then squeeze the roads in the cracks and use as many roadblocks and inspectors as I need to keep them from collapsing. An alternative strategy is to build a modest number (three or four), and for one year build a warehouse that accepts only salt right near the salt mines. Set all other warehouses, trading posts, AND mills to NOT ACCEPT salt. The deliverymen will have a very short route, and you should easily get the 30 canisters out in a year. Once you get it, return warehouse settings to what they used to be and empty out the special one. Two neighborhoods will be plenty for the population, plus you will need a small elite neighborhood in order to expand your military capacity. Since you are not building a monument and have no financial goals, get Guan Di to come to your city. He fights AND he fills the weapons storage in forts. This means that you can bless two or three forts to give them free weapons, then give Guan Di some massive homage to make him happy again, and repeat. It really speeds up your military growth to the point where you can conquer the two closer cities easily. 4) Kaifeng - Goals: build Clock Tower, 6 menagerie animals, population of 5000, 100 people in Heavenly Compound This is an easy mission. Especially if you took care of the population stuff in the first round of this mission. Xi Wang Mu is obviously helpful, but the Clock Tower is one of the fastest monuments. The tricky thing here is that several of the cities you used to buy food and other commodities from no longer exist (even thought the trader is still there). This means you should destroy any trading post that says it is not trading and adjust your others to fill in the gaps of commodities, like extra food types, tea, and lacquerware. 5) Zhongdu - Goals: build Large Palace, population of 3000, 4 trading partners, 50 in Impressive Compound Cash: 25,000 Resources: bean curd, cabbage, millet, wheat, hemp, silk, wood, clay Workshops: kiln, lacquerware maker, paper maker, weaver, jade carver This is the home stretch. You will come back to this city and need to reach a population of 6000 with 250 in Heavenly Compounds (10 elite plots!). This means you will need three common neighborhoods and two elite ones. You should definitely build some residential walls marking where these neighborhoods will be BEFORE you start the mission. I generally like to build all my neighborhoods surrounding the industrial/trading area and put farms on the outlying parts of the city. I find that there is just enough room to squeeze them in this way, although I do have to build one neighborhood a little further because of that pile of mini- mountains in the middle of the map. However you lay it out, you want to start growing silk ASAP and sell it to Guangzhou which buys a lot of it. Also build the trading post for the Xia Xia Empire so you can buy jade, carve it, and sell THAT to Guangzhou as well. Pretty much everyone is really happy with you (on normal difficulty) so just build the city at your leisure. And since the Large Palace will take a while, you might as well fill in all the neighborhoods and grow your military and economy to their maximum potential before the final mission. 6) Juyongguan - Goals: Build Stone Great Wall Cash: 15,000 Resources: cabbage, millet, hemp, game, wood, stone, clay, steel Workshops: kiln, lacquerware maker, paper maker, jade carver New Cities: Zhongdu (Buys: wood, weapons) (Sells: silk, ceramics, paper) Mongol Empire (Buys: silk, tea) (Sells: spices, game, jade) Even if you befried or conquer the Mongols, they are programmed to attack you, so be ready. They come from the other side of the wall obviously, so build any forts and walls/towers over there. Also, your allies (everyone else) will send you cash if you run out, so just spend it. Your best commodity to sell is weapons, so the only time you are going to really worry about money is when you are using all your weapons on your army. How many forts do you need? I think two would probably be enough, but to be safe you should build a couple of elite plots in one of your neighborhoods and make sure to have a Grand Market so you can sell them silk. That gets them up to a level where they allow more forts. In any case, devote as much labor as necessary to make weapons to keep your economy afloat, then put the rest into stone production and wall building. If you deliver stone quickly (you can buy extra from one of your allies) then you can build a lot of masons, and more laborers is always good. I have found that with some monuments, there is a limit to how many laborers will work at any one time, but the Wall is one where that limit does not exist. If you really want to make sure the Mongols are no threat, train a spy to sabotage their military. 7) Zhongdu - Goals: build Grand Pagoda, population of 6000, 250 in Heavenly Compound, 72 months of heroes. If you planned well, you are already done with the population goals. Just get Xi Wang Mu and start on the Pagoda. Only one trader sells stone, and if you buy a lot of other stuff from them the traders will only put a few of each item on the trading post. Which means stone trickles in. So try to buy only stone from them. The Mongols will attack you, and they will also send spies to wreak havoc. Use watchtowers to keep them from getting your stuff. As for the invasions, you will almost certainly have 12 forts by the time they arrive (again, even if you conquer or befriend them, they will attack). They should be no big deal, especially if you sabotage their military with a spy. Also, it will not take 72 months to build the Grand Pagoda, so you do have to sit around and make Xi Wang Mu happy for another two years or so, but whatever. Congratulations! You are a magnificent emperor! ====================== XII. Legal Mumbo-Jumbo * ---------------------- Copyright 2008, Mike Jenista This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
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