Campaign

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The Nebuchadnezzar Campaign takes you through ancient Middle-eastern history, the rise of many ancient cities of civilizations long lost.

as you go, you will open more building types, opening 3 types of population, 9 types of building type tab (+ destroy). each building type generally gains types as you progress, though some have different options on different maps. Industry & Monument particularly.

the first 5 maps are tutorial maps, giving the game basics. the game expands from there, granting access to larger, more complex maps & economies, with more types & deeper layers of production chains to finish each map.

the first 10 levels are relatively simple - space often gets tight, farmland/irrigation resources are your first limiting factor, with money & trade in the mid game. endgame should be simple, with abundant resources if you managed your map well. trading is usually easy, with 9 & ten having higher & more complex Prestige & Gift requirements to initiate trade - in map 10, choose your steps for trading partners carefully.

map 11 is where things take a turn: this is a survival start. you don't have any starting prestige & no open trade cities, & money is tight. develop a survival economy until you can develop enough Money & Prestige to open Trade

\*\*this is the campaign list as far the the writer/player has reached.

1) Pre-Pottery Neolithic A (10000 - 8700 BC)- Mureybet

1st basic training map, familiarising with basics of construction & food production. 1 house/Population type

2) Pre-Pottery Neolithic B (8700 - 6500 BC) - Tell Aswad

2nd training map, expanding into food distribution, deeper food economics & the beginnings of housing levels 1 house/Pop type

3) Ubaid period (6500 - 3500 BC) - Eridu

3rd training map, introducing industrial buildings & irrigation. 1 house/Pop type

4) Uruk period (4000-3100BC) - Uruk

4th training map - introduces Risks & Emergency Services (fire), Caravans, Monuments, Money. 1 house/Pop type

50 Jemdet Nasr period (3100 - 2900 BC) - Jemdet Nasr

5th & last training map - Prestige, Diplomacy & Trade. 2nd house/Pop type.

6) The Early Dynastic Period (2900 - 2350 BC) - Ur

Begin your first city. Build your first Monument. Trade & economy are fairly simple. 10 good types, 2 house/Pop types, 5 trading cities - 3 start accessible for a gift to open trade.

7) Akkad Empire (2334 - 2154 BC) - Akkad

Still a Simple economy - 13 good types, 2 house/Pop types, 6 trading cities - 3 start available to gift & open trade

8) The Third Dynasty of Ur (2112 - 2004 BC) - Nippur

The last simple economy. 16 good types, 2 house/Pop types, 7 trading cities - 2 open to gift.

9) The Ancient Babylonian Empire 91894 - 1595 BC) - Babylone

Medium economy. 20 good types, 3 types of housing, 3 house/Pop types, 7 trading cities - 2 open to gift, with Peasant or Townsfolk goods.

10) Kassites (1570 - 1155 BC ) - Dur-Kurigalzu

24 good types, 3 Pop Types. 7 trading cities, but the gifts for either accessible city require Townsfolk or Aristocratic goods.

Better to develop some prestige, then trade Peasant goods to the cities that make contact once you have enough prestige. Finding the correct next city to trade with to meet the next developmental need of your population is critical.

11) The Neo-Assyrian Empire, Sargon 2 (722 - 705 BC) - Dur-Sharrukin

28 good types, 3 Pop types. Limited funds. Huge map. 10 trade cities - 0 start available. Survive first, thrive second.

12) Neo-Assyrian Empire, Ashurbanipal (669-631 BC) - Nineveh
30 good types, even bigger map, slightly harder prestige requirements for trade. otherwise, see above.