recursal/Fanatic-Fandom huggingface dataset:
Cleopatra: Entertainment/ Pavilion

## Desirability

Pavilions provide three type of Entertainment service; Dancers from a Dance School, Musicians from a Conservatory & Jugglers from a Juggler School.

Pavilions provide more Entertainment Venues, but the Bandstand and Booth are important in raising your Cities Entertainment Rating as well as providing basic Entertainment to your working population. Pavilions are not so easy to fit into your city road network, so need to be planned for early in your cities development. Housing is its priority as this is where you need them.

### *Placement/Configuration*

The Pavilion must be placed on an intersection which cannot be used by another entertainment venue.

There are 12 configurations as depicted in the graphics to the right. One configuration is not valid; shown in a red footprint. At 'T' intersections the middle 7 configurations are used.

The 2 non-road tiles will become non-desirability garden tiles. A Right Click of the garden tile identifies it as 'Gardens', but it is merely a graphical tile of the pavilion.

The garden graphics may change, specifically short after placement and again when the Delete/Clear tool is used somewhere on the map, which corrects within a few game days.

### *Right Click Dialog*

Employment statistics

Days the current Entertainment will last; 64 days maximum after the last destination walker arrives of the type(Juggler, Musician or Dancer).

[?]information

[Overseer links]

## **Walker info**

The Pavilion can spawn Roaming Juggler: 10 Entertainment points, Musician: 20 Entertainment points & Dancer: 30 Entertainment points walkers with a reliable range of 35 tiles (unreliably about twice as far[~70tiles]). Sometimes this Roaming walker will 'vaporize'; other times it may return to the Venue that spawned it as a destination walker.

The Entertainment servicing lasts for 160 days(+32day grace period). If the loss of service should lower the Entertainment Points below the housing level threshold then expect the house to start devolving at the end of the grace period.

See Cleopatra: Entertainment/ Juggler School#Walker, Cleopatra: Entertainment/ Conservatory#Walker & Dancer for general info not specified here. The two walker types(roaming/destination) behave differently, but provide service coverage to housing they pass within 2 tiles.
Emperor: Ministry Tabs/ Industry/ Lacquerware Maker

## Desirability

D8 thru DX undesirability will "jump over"
Residential/Military Wall blocking effect

### Products & Usage:

Primarily for Elite housing and Tombs which use several loads. Being a high priced commodity, it can be used to quickly get a Hero "Into the City" with a Large Homage. A Small Homage can raise an Ancestral Hero a level or two, so restraint needs to be exercised for maintenance homaging.

Lacquerware Makers require Inspector service. It can be damaged/destroyed by nearby Fires, Floods, Military attack and Earthquake.

### Placement info

Lacquerware Makers prefer trees, grass & dirt, dislikes rocky areas & ore. Click the Infobox Feng Shui link for more information.

### Production info

Given full employment and a steady supply of Wood and Lacquer; will produce 1 load of Lacquerware Vessel every other month. To ensure full employment set Industry to a high priority in the Industry Dialog(Hotkey[3] pressed twice).

### Distribution info

There is only one Deliveryman for each Lacquerware Maker. Ensure the Deliveryman is able to deliver the product and return within 2 months. About 50 road tiles maximum one way, or 100 tiles total distance. The *Disconnected Industrial Block* is not recommended, but Players have devised methods.

### Warehousing Note

Technically, Warehouse storage for **Lacquer** is not needed as balanced *Lacquer Refinery* production will allow their deliverymen to maintain the yearly production in their carts for 2 years before they vaporize. When overproducing Lacquer, then Warehouse storage may be needed. Just check for Lacquer deliverymen before a harvest, if present and all Lacquerware Makers are full then some Warehouse storage may be needed until you balance-out the situation. Ancestral Hero maintenance homages of excess Lacquer is an option.

**Wood** is another issue. Some builds will allow direct delivery of Wood without issues, others may be problematic without Warehousing. It doesn't hurt to have 8+loads storage space; which will provide a place to deliver excess production, keeping the *Logging Sheds* accumulations low. Ancestral Hero maintenance homages of excess Wood is an option.

### Right Click Dialog

The dialog can be accessed by Right Clicking the Lacquerware Maker graphics in the City View Map area. Useful information is contained here.

* Percentage complete of the current processing.
* The amount of stored consumables available for processing (0-4each).
* Current number of Employees(# needed) & the **Working/Not Working** toggle button.
	+ The Button can be used to micromanage employment if desired. No sense in wasting employment for a preplaced structure. Feng Shui preservation is one reason to preplace structures. Just remember to turn it ON later to start producing.
Cleopatra: Municipal/ Personal Mansion

## Desirability

The Mansion must be placed partly on grassland (water overlay hotkey[W]).
Because of the desirability generated by a Mansion; they might be incorporated into a housing area.

A Mansion is not an essential structure. It allows the player to draw a salary, stored at the Mansion, which may be useful later. You are granted a salary based on your rank. The Salary can be adjusted, but beware of increasing it as your Kingdom Rating may suffer. The Family Savings can be gifted to the Kingdom to raise the Kingdom Rating or back to the City if debt(lowers Kingdom Rating) is a problem. Your Political Overseer(hotkey[2]) will manage the process of giving from your family savings.

The vault is susceptible to thefts if the player allows crime to become a problem.

### *Right Click Dialog*

Displays Current Family Saving.

Link-bar to adjust your monthly salary.

[?]information

[Political Overseer] links
Cleopatra: Municipal/ Courthouse

## Desirability

Courthouses are placed in housing areas that you desire to become scribe(not working class) housing or nearly so. Once placed, Police Stations could be deleted as Courthouses perform similar duties of crime abatement.

Up to ~6% of the City's funds is held at each Courthouse. The vault is susceptible to thefts if the player allows crime to become a problem.

### *Right Click Dialog*

Amount this vault hold of the city funds

Structures employment statistics

[?]information

[Overseer links]

## Magistrate

The walker has a reliable range of 43 tiles (unreliably/sporadically ~53 tiles). The servicing lasts for 160 days(+32day grace period); expect the house to start devolving at the end of the grace period.

The Coverage pillar overlay can be accessed by using Overlay: Administratioin | Courthouse. The Crime Overlay can be quickly accessed by using the Hotkey[C].

By use of a special road network and road connections, the walker may travel up to 500 tiles.
Emperor: Ministry Tabs/ Population/ Elite Housing/ Heavenly Compound

## Desirability

This housing is for the extremely rich. They have operated in the city as trading families, instructors, philosophers, managerial and bureaucratic staff. They have deep roots in the kingdoms as well as the cities development. Make no mistake; these residents are of the most influential families, who pay high taxes to peddle their influence, not your Socialist ideology.

The Theater Pavilion need not be placed in the Housing Block, but can be placed on the backside of the Market Square. Residential Gates can direct the Theater's Entertainment Announcer through the Market Square and into the Elite Housing Block. This may make the walk of Market Square Entertainment Announcer a little longer, but it is of little consequence since the Theater has Musicians and Acrobats as well. The Player may 'turn off' the Market Square Entertainment anyways to reduce the workload of the Entertainment Schools.
Emperor: Ministry Tabs/ Government/ Administrative City

## Desirability

D8 thru DX undesirability will "jump over"
Residential/Military Wall blocking effect

It require Inspector service. It can be damaged/destroyed by nearby Fires, Floods, Military attack and Earthquake.

### *Placement info*

It prefer grass, trees & ore, dislikes rocky areas & dirt. Click the Infobox Feng Shui link for more information.

It is required before the Mint and Money Printer become available for placement.

### *Misc info*

Once placed and has employees a Fort may be placed. The Fort will operate normally if the Admin City losses employment or is turned OFF(Not Working).

Desirability is radiated as a 2x2 structure in the Northern most corner rather then the full footprint of the structure. This makes it less useful for increasing Appeal of areas.

### *Employment info*

It must have some employees for Tax Offices, Mint & Money Printer to operate normally. To ensure full employment set 'Government' to a high priority in the Industry Dialog(Hotkey[3] pressed twice).

### *Right Click Dialog*

The dialog can be accessed by Right Clicking the Admin City graphics in the City View Map area. General information is contained here.

* Current number of Employees(# needed) & the Working/Not Working toggle button.
	+ The Button can be used to micromanage employment if desired. No sense in wasting employment for a preplaced structure. Feng Shui preservation is one reason to preplace structures. Just remember to turn it ON when needed.

## Emissary

The Emissary is a Cross Country Destination walker; whose assigned destination is the Entry Point. Emissary are used to open trade or make an alliance with a city, send gifts to another city and make request of another city.

It is generated from, in order of preference; Administrative City, Palace, highest evolved Elite house, highest evolved Common house. When more then one house qualifies it will come from the house with the lowest building slot number; usually the first housing placed.

Emissary are spawned in reverse order when many emissaries are requested. There spawn cycle time varies as well taking 8 days sometimes or as little as 1 day.
Emperor: Getting started

## Main Menu selections

The Game comes with a PDF which is worth a skim, but it has errors. There is also an 'In-Game Help System' worth checking out once you get to playing a city. The Help system has a decent navigation method; but tends to be brief and expects you to figure out the details by trial and error.

### **Single Player Campaign**

Launches you into Singleplayer mode, you first must choose an "emperor name", then you will be able to choose Historical Campaigns, Custom Campaigns or Open Play Mission. Patch includes a Custom Campaign so even if your not making campaigns yourself or downloading others there is one listed.
See Choosing an Emperor for the next step if clicked.

### **Multiplayer Scenarios**

Launches you into Multiplayer mode, you may get a Windows Firewall rule dialog, then you will be presented with an Interface for networked connections. There is a simple method to play Multiplayer Scenarios as an individual, one city at a time against the "?ComputerAI?", which doesn't try to win. As such, the challenge of multiplayer is "personal rules" and completing them in the shortest timeframe.

See Emperor: Multiplayer (individual) for the next step if clicked.

### **View High Scores**

Lists the Missions of Campaigns, not necessarily completed as implied, with the "emperor name's" highest score. A quick check for how you are improving, or compare against another for competitions. Periodically, screenshots of this Dialog Panel and its sub-dialogs can be made. The data can be recorded later in a text file. Thusly, you can keep track of the progress. For more accurate progress tracking, consider using the *End of Mission* Scoring information. A screenshot will provide a quick record to be transcribed later. The sub-dialogs have similar information as the *End of Mission* Score report, but View High Score only maintains the highest scored Mission.

See Emperor: Scoring System for more information.

### **Visit Website**

Antiquated link

(Not recommended but there may be a file alteration to make this point to relevant content)
### **Campaign Creator**

This switches from *Emperor.exe*, which is closed after a Securom check, to *EmperorEdit.exe*. The Editor will need to be customized a bit the first time it is run. Setting the resolution to 1024x768 is recommended as the "flags" of *EmperorEdit.inf* are not always set correctly.
See Emperor: Campaign Creator for more information.

### **Quit**

Closes *Emperor.exe*
Emperor can be closed anytime by pressing the [*Esc*] key on the keyboard, or *[Alt]+ X*. This generates a Dialog which asks if you are sure you want to leave Emperor. Clicking "Yes" exits without making a Save Point. Clicking "No" closes the Dialog, no harm.

[NOT recommended: *[Alt]+[F4]* Windows shortcut will bypass Emperor's safety Dialog]

Using Windows Menu "X" or Windows "close program" are OK as they are Program specific,
the other method may close another program if Emperor had lost focus.

Explore the wiki and have some fun Playing the game.
Emperor: Ministry Tabs/ Monuments/ Clock Tower

## **Structure**

 4 stacks of Wood(\*)
 4 stacks of Wood
 4 stacks of Wood
 4 stacks of Wood
 4 bars of Steel
 6 blocks of Stone
 Done(\*)one minor wood graphics issue displays 100units instead of 400units(OK)

## **Suggested Build**

Assumes reasonable distances for 'Perfect' Feng Shui.

*up to 6 Masons' Guild*

Needed at the end of the build. 1 is enough for the first phase.

The 3 extra Guilds spawn Masons after a Mason finishes its tasking and heads to the 'Monument Home Tile'. This reduces travel time delays, but some may not be needed when first 3 Masons' Guild are very close to the 'Monument Home Tile'.

*1 Carpenters' Guild*

There is only one needed throughout the build.

Note: Xi Wang Mu's presence may benefit by having a few more Masons' Guild at the end of the build.
## **Xi Wang Mu effect**

Masons are limited to 3 without Xi Wang Mu, but double with her.

Some task time is also halved, nice but not a great benefit.

Halving the Construction Time isn't realistic, maybe 75% depending on the build.

## Trivia

Defending Bing Custom Campaign includes some extremely long Customized Great Walls. Also has every Monument buildable, 2 per mission.
Emperor: Ministry Tabs/ Commerce/ Markets/ Bronzeware Shop

## Bronzeware Shop

The Shops target(maximum) supply is 400 Units. The Buyer may be sent out when their supply goes below 200 units.

### *Shop search*

The Shop searches a 35 tile radial area for a connected Warehouse that has the commodity available. The closest(radial distance) connected Warehouse will be chosen. A Trade Facility may be selected if its being traded.

### *Warehousing*

A Warehouse 'Accepting' 4/8 loads is sufficient. Elite Housing consumes it very slowly, if a distribution issue is resolved within a few months, no worries. Concern is warranted when Shop & Warehouse supply goes under 100 units. Problems are best addressed quickly at there root cause.

### *Getting Warehouse*

A Warehouse(set to 'Get') is sometimes needed to maintain a Supply for Elite Housing, especially when being sold(4loads) or Production Facility is Disconnected(8loads).

If a Housing Block is dependent on 'Getting' from Production Storage, then assign a minimum of 8+ loads so 'Getters' are encouraged to maintain a 400+ unit supply. There should be another Accepting Warehouse(4/8 loads) so a 'Getter' wont be guarding a load needlessly.

Don't Assign more than 2 'Gets' per Warehouse,
1 'Get' per Warehouse is best.

## Bronzeware Buyer

The Buyer is Spawned after the search algorithm has found a Warehouse. She will travel to the Warehouse and fetch the needed commodity. There is the possibility that the supplies may have been depleted while en route. The unfortunate Buyer will return to her Shop empty handed. Once there the search for a source Warehouse will begin again. If the Supply is in 'shortage' regularly, this may eventually cause the serviced Elite Housing to devolve.

When returning with her fulfilled Shopping List a number of Buyer Servants follow the Buyer, carrying the supplies to her Market.
Cleopatra: Religion/ Monuments/ Small Royal Burial Tomb

## info

Cleopatra: Industry/ Stonemasons' Guild
Cleopatra: Industry/ Artisans' Guild
Cleopatra: Industry/ Lamp Maker
Cleopatra: Commerce/ Storage Yard

 ?Suggested build?:
1 Stonemason Guild

```
+ 2 Lamp Makers
++ 2 Potters
++ Suffient Oil imports

```

1~2 Artisan Guilds

```
+ 1 Clay Pit each
+ 1 Paint Makers each
++ suffient Henna
+ 1 Lamp Maker each
++ as per Stonemason listing(about 4 total Lamp Makers & Potters)

```

1 Work Camps
 Entrance Stairway
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 Entry Hall
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 Room 1
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 Hall 1
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 Hall 2
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 Chamber 1 Entry
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 Chamber 1
2 Stonemason consuming

```
+ 2load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 C1 Side 1 Entry
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 C1 Side 1
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 Complete (errors may exist in listing, consumption totals-actual)
Cleopatra: Military/ Towers

## Desirability

Placed over double Walls. Must have road access to housing to employ the tower(Citizen road walker -> Sentry walkers on Walls).

## Tower Sentry

The Tower Sentry appears shortly after the Wall Sentry is generated from the recruiter. They stay within the Tower(standing still animation), their speed stat determining their animation rate which only noticeably changes when an enemy is within range(spear throwing animation).
Emperor: Ministry Tabs/ Agriculture/ Farmhouse/ Cabbage Field

## Cabbage Field

Fields can be destroyed by nearby Fires. Military attacks Farmhouse which is required for them to exist. Fields are invulnerable to Flood and Earthquake.

See the above table for growing and harvest months.

See Emperor: Ministry Tabs/ Agriculture/ Irrigation about irrigation.

See Emperor:\_Crop\_Yield\_Calculation for calculating yields.

See Emperor: Feeding the People for more information.

### Right Click Dialog-fields

The dialog can be accessed by Right Clicking a field graphic in the City View Map area. Useful information is contained here.

* The %Complete, Fertility % & if field tile is irrigated.
* The anticipated seasonal information; growing or harvesting month when it begins.
Cleopatra: Housing

## Immigrant

Spawned at Entry Point. Travels to Vacant Lot or Housing with vacancy.

## Homeless

Spawned at Housing with an over-capacity caused by de-evolution. Travels toward Exit Point, but can turn around and fill Housing that has a vacancy not assigned to an Immigrant or other Homeless person.

## Emigrant

Spawned at Housing that are dissatisfied with City conditions, usually high unemployment. Travels to the Entry Point, leaving the city. Immigration and Emigration are digital conditions that exclude the other, but the walkers can coexist on the map, passing one another as the Emigrants leave the city.

## Scribe

Scribes periodically spawn from Scribal Housing. They preform no duties; just eye-candy for the streets.

## Citizen

Sometimes referred to as 'Employment Seeker' as they are spawned from structures requiring employees. There purpose is to pass Housing which gives the spawning structure access to the labor pool of the city. If the citizen passes enough housing during their walk the structure may greatly reduce the frequency of Citizen spawning.

## Plagued Citizen

Very sick or diseased walker spawned from infected Housing; which can spread the disease
throughout the city. A Physician may remove the diseased walker in passing, but addressing the Public Health matters generally may quicken an end of the Plague situation. An ounce of prevention in forethought is better then Band-Aids during a disease disaster.
Emperor: Ministry Tabs/ Entertainment/ Theater Pavilion

## Desirability

It requires Inspector service. It can be damaged/destroyed by nearby Fires, Floods, Military attack and Earthquake.

### *Placement info*

It prefers grass, trees & ore, dislikes rocky areas & dirt. Click the Infobox Feng Shui link for more information.

Only place this when you know for sure that its services will be needed, soon. Its primary purpose is for Heavenly Compound Elite Housing Level.

### *Details*

The Theater Pavilion has Venues for Musicians, Acrobat & Actors. They generate an Announcer that conveys the Coverage of the current performers. The Announcer behaves as a Market Square employee so can be controlled via Residential Gates. When placed within the Housing Block this behavior may allow it to spend a portion of its walking distance uselessly inside the Market Squares.

Alternately, Placing it outside of the Housing Block so the Announcers travel from the Market Square into the Housing Block has advantages. It frees up space for an extra Elite House & prolongs its Announcers walk so it reliable covers the entire Block. This setup is more complicated requiring an effort beyond Casual Players.

Trivia: A Theater Announcer was originally planned with slightly different behaviors and graphics.
### *Employment info*

The only means to control employment is through the Industry Dialog(Hotkey[3] pressed twice), which can ensure full employment during worker shortages via setting Entertainment to a higher priority.

### *Right Click Dialog*

Displays the days left of each of the performances currently playing. All performances are 64 days long immediately after a performer/replacement arrives.

Note: There isn't a means to control Employees via the Working/Not Working toggle button.
Don't place this structure unless you are sure you need it's services soon.

## Elite CoupleQuon Zhun

Elite Couples are spawned from an Elite Housing. They will first walk randomly for about 24 tiles, then head for the nearest(radial) Theater Pavilion. There may be a 35 tile radial limit. Those that cant find a nearby Pavilion will vaporize. They stay at the pavilion for ~24 days then vaporize. Their placement position in the Pavilion is a randomly assigned xy coordinate of the 6 tile audience areas(2, 3 tiles each).

Elite Couples are just 'eye-candy' for the Elite Blocks.
Cleopatra: Religion/ Monuments/ Medium Royal Burial Tomb

## info

Cleopatra: Industry/ Stonemasons' Guild
Cleopatra: Industry/ Artisans' Guild
Cleopatra: Industry/ Lamp Maker
Cleopatra: Commerce/ Storage Yard

 ?Suggested build?:
1 Stonemason Guild

```
+ 2 Lamp Makers
++ 2 Potters
++ Suffient Oil imports

```

1~2 Artisan Guilds

```
+ 1 Clay Pit each
+ 1 Paint Makers each
++ suffient Henna
+ 1 Lamp Maker each
++ as per Stonemason listing(about 4 total Lamp Makers & Potters)

```

1 Work Camps
 Entrance Stairway
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 Entry Hall
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 Chamber 1
2 Stonemason consuming

```
+ 2load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 Chamber 1 addition
2 Stonemason consuming

```
+ 2load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 C1 Side 1 Entry
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 C1 Side 1
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 Chamber 2 Entry
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 Chamber 2
2 Stonemason consuming

```
+ 2load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 C2 Side 2 Entry
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 C2 Side 2
1 Stonemason consuming

```
+ 1load of Lamps

```

2 Artisans consuming

```
+ 1loads of Clay
+ 1loads of Paint
+ 2loads of Lamps

 Complete (errors may exist in listing, consumption totals-actual)
Cleopatra: Religion/ Monuments/ Large Mastaba

## info

Cleopatra: Farming/ Work Camp
Cleopatra: Commerce/ Storage Yard
Cleopatra: Industry/ Clay Pit
Grain Farm

 Requires: 76800 bricks(192loads actual)
 laborers clear 4 tiles each [36needed] grass removal
laborers clear 16 tiles each [9needed] dirt to bedrock
 Bricklayers 4 per guild calling for 7200brick(18loads)
 Bricklayers 4 per guild calling for 5600brick(14loads)
Cleopatra: Military/ Archers Fort

## Desirability

Very undesirable so insure placement 6 or more tiles away from housing areas.
Does not need a road tile.
Archers do not require weapons from the recruiter in training.
Not effective in direct confrontations, but can assist Infantry and Charioteers from a protected distance.

## Archer

### Notes:

stats not updated yet

Archers do not require weapons from the recruiter in training. If an Academy is present when spawned from the recruiter they will head towards the Academy to receive their 'touch base' Academy training.

Not effective in direct confrontations, but can assist Infantry and Charioteers from a protected distance.

Player's Archers lack the knife physical attack animation, though have the Physical skill; thus it is assumed they are using this lesser skill during direct confrontations, while using the bow/arrow animation.
Emperor: Ministry Tabs/ Population/ Elite Housing

## General Info

Elite Housing require an Inspector. They can be damaged/destroyed by nearby Fires, Floods, Military attack and Earthquake.

To the right, an animation of the progress a house might experience, as seen from the 'Right Click' Dialog. In the City Map area, right clicking an elite house will bring up this Dialog, which shows the Meals and Commodities distributed to it. Meals distributed is normally twice the current number of residents, which is enough for 8 months. Other commodities normally get distributed up to 10 units each, which is enough for 5 months. Some Heroes can distribute commodities in excess of 10 units/house or more food then normally available.

The middle of the dialog provides addition information; current number of residents, space for additional residents(updating delay is common), taxes collected & mood of current residents.

See Emperor: Ministry Tabs/ Population/ Common Housing about Inspector coverage. The Elite distrust the lower classes hygiene standards; Water Carrier servicing is not wanted. They don't need/want guards patrolling their neighborhood. Guards are something the lower classes need, maybe where the lower classes congregate outside of the Elite neighborhoods.
Emperor: Ministry Tabs/ Agriculture/ Lacquer Refinery/ Field

## Lacquer Tree

Fields can be destroyed by nearby Fires. Military attacks Lacquer Refinery which is required for them to exist. Fields are invulnerable to Flood and Earthquake.

See the above table for growing and harvest months.

See Emperor: Ministry Tabs/ Agriculture/ Irrigation about irrigation.

See Emperor:\_Crop\_Yield\_Calculation for calculating yields.

### Right Click Dialog-fields

The dialog can be accessed by Right Clicking a field graphic in the City View Map area. Useful information is contained here.

* The %Complete, Fertility % & if field tile is irrigated.
* The anticipated seasonal information; growing or harvesting month when it begins.
Emperor: Ministry Tabs/ Industry/ Weaver

## Desirability

### Products & Usage:

Primarily for Elite Housing with several loads being used by Tombs. Being a high priced commodity, it can be used to quickly get a Hero "Into the City" with a Large Homage. A Small Homage can raise an Ancestral Hero a level or two, so restraint needs to be exercised for maintenance homaging.

Weavers require Inspector service. It can be damaged/destroyed by nearby Fires, Floods, Military attack and Earthquake.

### Placement info

Weavers prefer trees, grass & dirt, dislikes rocky areas & ore. Click the Infobox Feng Shui link for more information.

### Production info

Given full employment and a steady supply of Raw silk; will produce 1 Silk Bolt every other month. To ensure full employment set Industry to a high priority in the Industry Dialog(Hotkey[3] pressed twice).

### Distribution info

There is only one Deliveryman for each Weaver. Ensure the Deliveryman is able to deliver the product and return within 2 months. About 50 road tiles maximum one way, or 100 tiles total distance.

### Warehousing Raw Silk

Technically, Warehouse storage for Raw Silk is not needed as balanced Silkworm Shed production will allow their deliverymen to maintain the yearly production in their carts for 2 years before they vaporize. When overproducing Raw Silk, then Warehouse storage may be needed. Just check for Raw Silk deliverymen before a harvest, if present and all Weavers are full then some Warehouse storage may be needed until you balance-out the situation. Ancestral Hero maintenance homages of excess Raw Silk is an option.

### Right Click Dialog

The dialog can be accessed by Right Clicking the Weaver graphics in the City View Map area. Useful information is contained here.

* Percentage complete of the current processing.
* Amount of stored Raw silk.
* Current number of Employees(# needed) & the **Working/Not Working** toggle button.
	+ The Button can be used to micromanage employment if desired. No sense in wasting employment for a preplaced structure. Feng Shui preservation is one reason to preplace structures. Just remember to turn it ON later to start producing.
Cleopatra: Health/ Mortuary

## Desirability

Placed in housing areas to improve Homestead worker housing, increase health and Culture Rating.
Manor level Scribal housing requires both Physician and Mortuary services.
Processes the dead so they don't cause problems.

### *Consumption note*

5 Linen @ Very Easy difficulty level per spawning of Embalmer walker.
10 Linen @ Easy
20 Linen @ Normal
40 Linen @ Hard
60 Linen @ Very Hard
Consumption will vary depending on coverage walk length per spawn cycle(8~11/year).

### *Right Click Dialog*

Amount of linen stored

Employment statistics

[?]information

[Overseer links]

## Embalmer

The walker has a reliable range of 26 tiles (unreliably/sporadically ~34 tiles). The servicing lasts for 160 days(+32day grace period); expect the house to start devolving at the end of the grace period.

The Coverage pillar overlay can be accessed quickly by using Overlay: Health | Mortuary.

By use of a special road network and road connections, the walker may travel up to 500 tiles.
Cleopatra: Entertainment/ Conservatory

## Desirability

A Conservatory can service up to 4 Entertainment Venues, though for reliability it is recommended to have a ratio of 1 Conservatory per 2 Venues(3 if travel distances are short enough).

### *Right Click Dialog*

Employment statistics

[?]information

[Overseer links]

## Musician

### Notes:

Bandstand & Pavilion servicing can suffer greatly at large distances; requiring more Schools but some players use a road network tailored to utilize the 'long-walk' method.

The Conservatory will generate Destination Musicians, that ignore roadblock restriction, traveling to connected Entertainment Venues. By use of a special road network and road connections, the destination walker may travel up to 500 tiles.

Destination walkers provide their coverage type(Musician service: 20 Entertainment points) to any housing they pass within 2 tiles.
{See Cleopatra: Entertainment/ Bandstand#Walker info for more info}
Emperor: Aesthetics

## Advise

### *Roadway Improvement*

Decorative Roadway can be made more cost effective by staggering them for road access(initial placement) and using gardens/small statues/flowering trees to fill in the gaps when needed.

Strategy was developed to lessen the impact of early Housing block construction cost while playing at Very Hard. 'Free Gardens' can be utilized to fill the gaps if not against 'Personal Rules' to make less confusing/ugly. Bonus is lower initial cost at a slightly lowered Desirability chain which can be compensated via backside Aesthetics or upgrading Grand to Imperial. Normally used for Common Housing where the slight difference didn't matter. Elite Housing normally gets the full chained Imperial Ways for the 4th tile desirability, eventually.

### *Residential walls & gates*

Residential walls are best used to block undesirability at the source. Lacking them in a custom mission that allows City Walls then the City Walls replace them for undesirability blocking effect. Never place them directly behind Housing as other Aesthetics are superior. They are otherwise just something to be added to pretty the visuals of the city.

Residential walls/gates block service provider coverage unless the provider is 'inside' the gated tile. 'Inside' means that the Gate is open to the walker and the walker is currently traversing that tile.

### *Recreation Areas*

Chained smaller structures(1x1 & 2x2 sculptures) may provide more benefit then placing a huge Recreation structure immediately behind housing. The total cost factor with smaller structures will likely be higher but they can be added as needed whereas the recreation areas may not provide enough desirability by themselves. If there is room and a little 'eye candy' is desired then go for it.

Elite Housing requires the desirability to fall-on the northern most tile, thus some orientations may benefit from differing arrangement combinations.

Caution should be observed by the Player to not 'over-do' Aesthetics. Placing greater then 100 points of desirability has no additional benefits. Even the 'tax-benefit' has limits and likely wont 'payback' on excessive desirability.
{add link to Tax article}
Emperor: Ministry Tabs/ Monuments/ Grand Pagoda

## **Structure**

10x10
up to 6 Masons Guild only needed at the very end; 1 will do until the fence is constructed.
1 Carpenters Guild
1 Ceramists Guild
24.75 stone, .25 clay, 20 wood
about 2.3 years
Sun wu Kong, Bodhidharma, Guan Di(not Yin)

## **Suggested Build**

Assumes reasonable distances for 'Perfect' Feng Shui.

*up to 6 Masons' Guild*

The 3 extra Guilds spawn Masons after a Mason finishes its tasking and retouches the 'Monument Home Tile'. This reduces travel time delays, but some may not be needed when first 3 Masons' Guild are very close to the 'Monument Home Tile'.

Note: Xi Wang Mu's presence may benefit by having a few more Masons' Guilds.
*1 Carpenter's Guild*

a second isn't necessary as commodity delivery time usually allows for regeneration time.

*1 Ceramist's Guild*

a second isn't necessary as commodity delivery time usually allows for regeneration time.

## **Xi Wang Mu effect**

Masons are limited to 3 without Xi Wang Mu, but double with her.

Some task time is also halved, nice but not a great benefit.

Halving the Construction Time isn't realistic, maybe 75% depending on the build.

## Trivia

Defending Bing Custom Campaign includes some extremely long Customized Great Walls. Also has every Monument buildable, 2 per mission.
Emperor: Ministry Tabs/ Agriculture/ Tea Curing Shed/ Field

## Tea Bush

Fields can be destroyed by nearby Fires. Military attacks Shed which is required for them to exist. Fields are invulnerable to Flood and Earthquake.

See the above table for growing and harvest months.

See Emperor: Ministry Tabs/ Agriculture/ Irrigation about irrigation.

See Emperor:\_Crop\_Yield\_Calculation for calculating yields.

### Right Click Dialog-fields

The dialog can be accessed by Right Clicking a field graphic in the City View Map area. Useful information is contained here.

* The %Complete, Fertility % & if field tile is irrigated.
* The anticipated seasonal information; growing or harvesting month when it begins.
Cleopatra: Industry/ Sandstone Quarry

## Desirability

Quarries must be placed adjacent to Stone/rocky outcropping.

They become available in a mission if needed for a monument or exportable to another city.

When Imported, even when Trade Route isn't available until later, the Quarry will be disabled. You must open the trade route to get the needed stone.

## Stone Deposits

### Consumers:

Gemstone Mine and Quarries

Stone Deposits are a *Resource* used by Gemstone Mines and Quarries. They are placed adjacent to Stone Deposit which are not depleted.
Cleopatra: Religion/ Monuments/ Mausoleum

## info

The 3 types are just Graphical variations; build is the same for each.

To the right are the different types central variations for Mausoleums 2 & 3 once completed.

Cleopatra: Farming/ Work Camp
Cleopatra: Commerce/ Storage Yard
Cleopatra: Industry/ Carpenters' Guild
Cleopatra: Industry/ Wood Cutter

Construction may vary slightly depending on support structure locations
 Requires: 240 blocks of sandstone to place
256 blocks for additional construction
 ~28 Laborers to clear grass
 6 Carpenters (only 2 requiring wood)
 ~28 Laborers to place decorative Plazas, Gardens and Statues
Emperor: Ministry Tabs/ Commerce/ Markets/ Hemp Shop

## Hemp Shop

The Shops target(maximum) supply is 400 Units. The Buyer may be sent out when their supply goes below 200 units.

### *Shop search*

The Shop searches a 35 tile radial area for a connected Warehouse that has the commodity available. The closest(radial distance) connected Warehouse will be chosen. A Trade Facility may be selected if its being traded.

### *Warehousing*

A Warehouse 'Accepting' 8 loads is sufficient. The Hemp Farm Deliverymen will guard their loads for at least 2 years, resupplying the Warehouse. Housing consumes it slowly, if a distribution issue is resolved within a few months, no worries. Concern is warranted when Shop & Warehouse supply goes under 100 units. Problems are best addressed quickly at there root cause.

### *Getting Warehouse*

A Warehouse(set to 'Get') is sometimes needed to maintain a Supply for Housing, especially when being sold(4loads) or Production Facility is Disconnected(8loads).

If a Housing Block is dependent on 'Getting' from Production Storage, then assign a minimum of 8+ loads so 'Getters' are encouraged to maintain a 400+ unit supply. There should be another Accepting Warehouse(4/8 loads) so a 'Getter' wont be guarding a load needlessly.

Don't Assign more than 2 'Gets' per Warehouse,
1 'Get' per Warehouse is best.

## Hemp Buyer

The Buyer is Spawned after the search algorithm has found a Warehouse. He will travel to the Warehouse and fetch the needed commodity. There is the possibility that the supplies may have been depleted while en route. The unfortunate Buyer will return to his Shop empty handed. Once there the search for a source Warehouse will begin again. If the Supply is in 'shortage' regularly, this may eventually cause the serviced Housing to devolve.

When returning with his fulfilled Shopping List a number of Buyer Servants follow the Buyer, carrying the supplies to his Market.
Cleopatra: Municipal/ Village Palace

## Desirability

The Palace must be placed partly on grassland (water overlay hot-key[W]).
Because of the desirability generated by a Palace; they might be incorporated into a housing area. But if Gold Mines are available; the player should ensure that the Palace is within the Gold Mines deliverymen distance for optimal Gold production.

A Palace is essential to collecting taxes and Gold Mining incomes. The Tax Collector's offices cannot be placed until a Palace has been placed. Tax income cannot begin until the Palace and Tax Collector Offices have enough employees. For these employment reasons, delaying the Palace and Tax Collectors Offices placements until unemployment allows, preferably after food production and other essential services.

The Palace holds the majority of the City Funds once placed, with each Tax Collectors Office(up to ~4%) and each Courthouse(up to ~6%). These vaults are susceptible to thefts if the player allows crime to become a problem.

### *Mouse-over Dialog*

A quick overview of some city statistics.

### *Right Click Dialog*

Current Vault holding

Tax rate adjuster

Structures employment numbers

[?]information
[overseer links]
Emperor: Ministry Tabs/ Agriculture/ Farmhouse/ Millet Field

## Millet Field

Fields can be destroyed by nearby Fires. Military attacks Farmhouse which is required for them to exist. Fields are invulnerable to Flood and Earthquake.

See the above table for growing and harvest months.

See Emperor: Ministry Tabs/ Agriculture/ Irrigation about irrigation.

See Emperor:\_Crop\_Yield\_Calculation for calculating yields.

See Emperor: Feeding the People for more information.

### Right Click Dialog-fields

The dialog can be accessed by Right Clicking a field graphic in the City View Map area. Useful information is contained here.

* The %Complete, Fertility % & if field tile is irrigated.
* The anticipated seasonal information; growing or harvesting month when it begins.
Emperor: Ministry Tabs/ Agriculture/ Silkworm Shed/ Field

## Mulberry Tree

Fields can be destroyed by nearby Fires. Military attacks Shed which is required for them to exist. Fields are invulnerable to Flood and Earthquake.

See the above table for growing and harvest months.

See Emperor: Ministry Tabs/ Agriculture/ Irrigation about irrigation.

See Emperor:\_Crop\_Yield\_Calculation for calculating yields.

### Right Click Dialog-fields

The dialog can be accessed by Right Clicking a field graphic in the City View Map area. Useful information is contained here.

* The %Complete, Fertility % & if field tile is irrigated.
* The anticipated seasonal information; growing or harvesting month when it begins.
Cleopatra: Military/ Charioteers Fort

## Desirability

Very undesirable so insure placement 6 or more tiles away from housing areas.
Does not need a road tile.
Requires Chariots to train Charioteers at the recruiter.

## **Walker**

The Elite force of military action, quick to travel to engagements. A terrible foe for their lesser types with superior missile and close combat capabilities.
Emperor: Empire Map/ Nationality/ Enemy Viet

## **Generally**

The Combat AIs and auto-resolve are dumb, nevertheless the simulation is acceptable for casual Players. Invading troops will stop to attack residential gates outside the city, delaying their arrival at the intended City Gate. When conquering another city the auto-resolver is unimaginative, choosing a numeric valuation favoring the player. More like playing tic-tac-toe with a child then chess or checkers; though a child learns from their mistakes.

## Viet Infantry

Infantry have 3 modes of attack. Their Primary attack mode uses a Polearm. The second attack mode is Battering a City Gate(normal target), Tower or City Wall(when trapped on map's edge), to breach it. The third mode of attack is Setting Fires by lobbing fire sticks a short distance.

Setting Fires is used when a specific target has been set as an Invasion option. Infantry is poor at this but the attack method is used when not otherwise engaged. Fire does a lot of damage, distracting the inspectors normal rounds.

## Viet Archer

They have 2 modes of attacking the city. Primary attack mode is Missile use. Flaming arrow is an option. Secondary(sword) is when the enemy gets too close.

Setting Fires is used when a specific target has been set as an Invasion option. Missile users are very adapt at this attack method. Fire does a lot of damage, distracting the inspectors normal rounds, with less risk of a defenders retaliation, provided they have distractors(infantry).
Emperor: Ministry Tabs/ Agriculture/ Farmhouse/ Wheat Field

## Wheat Field

Fields can be destroyed by nearby Fires. Military attacks Farmhouse which is required for them to exist. Fields are invulnerable to Flood and Earthquake.

See the above table for growing and harvest months.

See Emperor: Ministry Tabs/ Agriculture/ Irrigation about irrigation.

See Emperor:\_Crop\_Yield\_Calculation for calculating yields.

See Emperor: Feeding the People for more information.

### Right Click Dialog-fields

The dialog can be accessed by Right Clicking a field graphic in the City View Map area. Useful information is contained here.

* The %Complete, Fertility % & if field tile is irrigated.
* The anticipated seasonal information; growing or harvesting month when it begins.
Emperor: Interface/ Menu Bar - File

## Overview

In the upper left corner, the 'Menu Bar' shows 'File' first. Clicking it reveals its drop-down(image right). These dialogs are simple to navigate and may become instinctive to use with practice. Give them a try, going through the list to become familiar.

**Experiment:** Load 'Xia Dynasty' Campaign using *New game* and make a uniquely named Save Point, then let time pass really fast by holding the " ] " down for a few seconds. The " [ " key will slow the speed and "P" will Pause the game. Once a year or two has past make another uniquely named Save Point. Review the *Load game* listing. You can start the 'Shang Dynasty' Campaign using *New game*, and make another uniquely named Save Point collection for practice. You can use the *Delete game* to clean-up any experimental Save Points.

See Emperor: Game Hotkeys for more information.

## New game

This requests Emperor to leave the City and restart from Main Menu process.

The image to the right appears in the middle of the City Map Area. Its purpose is to insure the action is desired. Clicking **Yes** will leave the current game without making a Save Point. Any progress since the last Save Point will be lost. Clicking **No** allows you to return to normal play, no harm.

## Replay mission

This requests Emperor to reload the Mission from the 'pak'. It differs greatly then loading autosave\_replay, which is merely a Save Point. Replay Mission will reset the Mission and allow you to change the Difficulty Level. This is helpful when an error early in the Mission planning warrants a reset.

See Emperor: Basic Files for more information.

Warning message similar to above in appearance and interaction.

Note: *Replay mission* can cause peculiar results. The RAM state doesn't always reset properly. Best to Quit/restart Emperor if you want a clean game. Load *autosave\_replay* then use *Replay mission* if you must; or play from the *autosave\_replay* Save Point. Some exploits utilize Replay with the expectation of a known bad behavior.
## Load, Save & Delete

All are simular in appearance and interaction; appearing in the middle of the City Map Area. Using the image to the right(altered) as referance, The default(yellow) file listed in the top section can be change by clicking the desired file name in the lower section. If **Save game**, click the upper section and type in a unique name.

Note: Loading a Save Point from a Mission other then the one being played can cause peculiar Empire View or other results. The RAM state doesn't always reset properly.
If **Delete game**, the file will be permanently removed (no Recycle Bin safety). Clicking **Ok** loads, saves or deletes the upper section named Save Point. **Cancel** closes the dialog, no harm. Right Clicking the City Map Area will cancel the dialog as well.

## Exit game

Similar in interaction as 'New game', dialog is smaller. Simply put it closes Emperor or lets you back out. If you desire to Close Emperor there are many ways; Press the [Esc] key will initiate a nag safety dialog. But, clicking Windows close button(top right in windowed mode) will avoid a nagging safety dialog.