recursal/Fanatic-Fandom huggingface dataset:
Emperor: Empire Map/ Cities Control Panel

## Parts

The Left(lower city #) and Right(higher city #) arrows will change the Panel to the City #(defined by campaign designer). A quick method of examining all the Cities without the need to click on the Empire Map Area.

### *Climate Icons*

There are only 3 Climates; Arid, Temperate & Humid. The purposeful use of this is to know the type of Menagerie Animals that might be traded. If the designer utilized a logical commodity list for said climates or regions, then additional information might be inferred. Also helpful in determining your own Climate via Animals on the Map or darkened Icon. Temperate and Humid can sometimes be difficult to differentiate from the visual Map clues
(Water Table [Distance from water: 10 tiles for Arid, 40 tiles for Temperate & 60 tiles for Humid]).

#### Open Play assignment

Open Play uses a hardcoded grid, which corresponds to the 'color code' of the Empire Map used, to assign the 'Climate Icon'. This can have a strange effect with the 'Players Map'(random or preselected) not corresponding to the assigned Icon. The color code is; *darkgreen = Humid*, *lightgreen = Temperate* & *tanish = Arid*. The grid isn't perfect as there is wiggle room for bordering types. The hardcoded grid system isn't so simple as it contains trade route waypoint alterations for some regions, but simplifying enough that Water routes are not generated.

#### Campaigns assignment

Designers should not assign 'Unknown Climate' as it can have weird behaviors when first interacting with the Empire Map. 'Arid' seems to be the default until the player city or another defined city is highlighted. Eventually, they get defined as something but not consistently.

### *Orders Button*

Opens a Trade facility Dialog for the City if one has been placed. No need to switch the View and hunt down a trade facility. Click and make adjustments here.

### *City interactions*

The Thumbs Up/Down indicator is a general indicator of how their Favor was effected by an interaction. Only the two top icon are used; seems the idea of indicating various levels of favor change was cut or not implemented.

Not all Favor changing actions get listed, so its a poor method of estimating Favor Points. The Favor Level(under Tribute button) already indicates the range of Favor Points, so not all is lost if the Player doesn't keep good personal records for the City Favor System.

### *Traded Commodities*

The Commodities and quantity they buy and sell at. This list is also helpful in determining Commodity Gifts and Requests.

City must be contacted to see the list of Commodities that they currently trade. Trade must be opened for the Quantity to be seen.

### *Tribute Button*

Usually just a reminder of what Tribute has been set, but sometimes a Player doesn't think clearly during a Campaign and might end up making a Vassal of a city that they had previously built. When returning to that city they mistake the 'Overload' City for a 'Vassal' City. Normally, the City in question, when an Overlord, doesn't have the Vassal Icon.

### 1st Row of Diplomatic Buttons

 Conquer City

### 2nd Row of Diplomatic Buttons

 Break Alliance
Emperor: Feng Shui

## **Feng Shui linearized**

The Water Table(Hotkey[T]) defines the opposing elements of Water and Fire which allows us to linearize the representation. The remaining elements are placed so their opposing elements are adjacent. The columns list the terrains associated with the element. To get a green footprint put the structure over an 'acceptable' element areas influence, avoiding the negative effect of adjacent element types. Fire and Water are digital, fully over 'acceptable' grassy or dirt to be true. When overcoming a 'false' effect the structure must be closer to an 'acceptable' element to gain more influence.

The game's scheme allows 'Water' to be altered by Earth(- rocky areas), Wood(++ trees) and Fire(voids). The table information are from observations while using the Map Tool and dabbling with structure placement. There is a graphically fancy and longer explanation at Heavengames, but we're unaware if they explored the Emperor Map Editor fully, as some of the info is inaccurate. Also, there are typo's in their Rating table.

With each element being harmonious with itself; these simplified statements can be made.

Water structures prefer grass, trees & ore, dislikes rocky areas & dirt.
Earth structures prefer rocky areas, ore & dirt, dislikes grass & trees.
Wood structures prefer trees, grass & dirt, dislikes rocky areas & ore.
Metal structures prefer ore, grass & rocky areas, dislike trees & dirt.
Fire structures prefer dirt, rocky areas & trees, dislikes grass & ore.
The only means a player has to change Feng Shui is removing trees; but the player should preserve them until it is absolutely necessary, for their influence and blocking effect. Structures will remain 'green', regardless of removing trees afterwards. But, future placement of structures, dependent on trees, may become impossible. City planning is essential, if the player wants Perfect Harmony.

The City's Feng Shui Rating effects the Rulers Popularity, and to a small extent Unrest. Housing with a yellow footprint will experience a small increase(~1%) in their Unrest upticks. Simply put citizens living in the House will be a little less happy. A yellow footprint workplace will cause unhappiness to its Employees which gets tabulated at their residence. So, again the Unrest upticks at their home a small amount(~1%). At least they are employed which probably negates the effect. The real effect Citywide is on Popularity, which affect the Unrest downticks.

## **Feng Shui Sentiment**

The PDF incorrectly identifies Feng Shui effecting City Health instead.
Cleopatra: Military/ Walls

## Walls

Placed to provide restrictions of movement of walkers and as a defensive barrier from invasions.

## Wall Sentry

Wall Sentries require a recruiter to train, but do not peruse the Academy training(?). They head to the associated Tower as a destination walker. The
Tower gets a Tower Sentry that appears on the Tower shortly after the Wall Sentry spawns.
Emperor: Ministry Tabs/ Monuments/ Earthen Great Wall

## **Structure**

Great Walls are preplaced Monuments on a City Map(\*.map). Using the Campaign Editor a Designer can make Custom Maps placing 12 prefabricated Great Wall configurations.

## Earthen Great Wall

### Notes:

Huang Di & Sun Tzu will become 'Exalted' when completed.
Construction Time for a 40 section Wall is about 4.5 years without Xi Wang Mu.

## **Suggested Build**

Assumes reasonable distances for 'Perfect' Feng Shui. The Gatehouse is usually the best Monument Home Tile. The Home Tile will be the hub of Wood deliveries and workers.
*up to 6 Carpenters' Guild*

The 3 extra Guilds spawn Carpenters after a Carpenter finishes its tasking and heads for the 'Monument Home Tile', reducing travel time delays. Carpenters can perform up to 5 tasks.

*up to 6 Labor Camps*

Provides 8 working Laborers and 10 reserve Laborers.

Note: Xi Wang Mu's presence may benefit by doubling the number of above structures.
## **Xi Wang Mu effect**

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

Laborers are limited to 8 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/ Government/ Money Printer

## Desirability

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

### *Placement info*

Requires an Administrative City be placed before it becomes available.

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

### *Production info*

Given full employment and a steady supply of Paper; will produce 200Cash in 2 months(1200 Cash/year). To ensure full employment set 'Government' to a high priority in the Industry Dialog(Hotkey[3] pressed twice).

### *Distribution info*

Notes are transferred to the Treasury automatically upon completion of production cycle.

### *Right Click Dialog*

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

* Amount of Paper available for processing (0units to 400units)
* Percentage complete of the current process cycle
* Current number of Employees(# needed) & the **Working/Not Working** button.
	+ The Button can be used to micromanage employment. Just remember to turn it ON later to start producing.

## Notes

While placed under Government, it is displayed in the Industry Overlay(Hotkey[I]).
Emperor: Empire Map/ Nationality/ Enemy Khitan

## **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.

## Khitan Cavalry

Cavalry primary attack mode is Bow use. Fire setting with flaming arrows is an option. The third attack mode with Sword is used when defenders get 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.

## Khitan Infantry

Infantry have 3 modes of attack. Their Primary attack mode uses a Spear. 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.

## Khitan Catapult

Their Primary attack mode is Stone Missile use. Fireball use may be an attack mode in some Invasion Options to set fires. They breach City Gates when attacking, then attack structures to cripple the city.

Enemy Catapults are over-powered, they can demolish a City Gate in short order, so placing the City Gates away from entry/exit and suspected invasion points(map edge) is a good general strategy. Rows of Towers near City Gates is another good strategy. And, using the residential gate trick can be helpful in distracting/delaying enemy Catapults. When mopping up Catapults, Physical attacks are much better then Missile Troops; though they have to face a few boulders to get close enough, expect losses and wounded that die afterwards.
Cleopatra: Entertainment/ Senet House

## Desirability

The Senet House is only need be placed so its walker will cover Scribal Housing of Stately Manor or higher.

### *Consumption note*

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

### *Right Click Dialog*

Amount of Beer stored

Employment statistics

[?]information

[Overseer links]

## Senet Player

The Senet House can spawn a Senet Player:(40 Entertainment points), if there is sufficient Beer, 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.

While it may be possible to get the Senet Player to walk up to 500 tiles using a special connected road network, most players avoid it's use due to the vaporizing walker cycles.
{not normally a destination walker type + only one walker}
Emperor: Ministry Tabs/ Monuments/ Tumulus

## **Structure**

Note: Wood is incorrectly reported at the beginning. Also, notice the small(1x1) top doesn't appear in the 'Completed' graphic.
## **Suggested Build**

Assumes reasonable distances for 'Perfect' Feng Shui.

*up to 6 Carpenters' Guild*

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

*up to 5 Labor Camps*

Less if within 10 tiles of 'Monument Home Tile', or 1 more Labor Camps if most are over 10 tiles.
:Note: Xi Wang Mu's presence may benefit by having a few more of the above structures.

## **Xi Wang Mu effect**

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

Laborers are limited to 8 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.

## **Fix for '1x1' build phases error**

At the very end of "C:\Sierra\EmperorRotMK\Model/Mon\_Tumulus\_Subs.txt" lines number "< 27" thru "< 30" can be replaced with the following code. Save and the graphic is no more. Additionally, the construction time is reduced a few weeks.

`< 27, 0, 0, 4, 51, 28, 33,>`

`< 27, 0, 0, 52, 67, 33, 35,>`

`< 28, 0, 0, 4, 51, 31, 33,>`

`< 28, 0, 0, 52, 67, 36, 38,>`

`< 29, 0, 0, 4, 51, 33, 34,>`

`< 29, 0, 0, 52, 67, 38, 39,>`

Sorry, but the incorrect Wood isn't so easy of a fix. Way beyond the capability of most people and would violates the EULA. This fix reduces the Wood needed by 1 load, which isn't reported in the Infobox since were reporting the unmodified (version 1.0.1.0.) game.

## Trivia

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

## Population

Hotkey[1], second press will bring up the *Population Dialog*.

Clicking on Population(mouse-over turns white), at the top of the panel,
also brings up the #Population Dialog.

There are two buttons in the panel with a middle section and structures.

* Structures
* See Supplies
* See Walkers
* Middle Section

### Population Dialog

This shows a *History Graph* of population over time(monthly). Left side is the population scale. The first few years the 'bars' are discernable. Ideally, the graph should be upwards with plateaus. Any downward ticks would indicate problems that need addressing in future city planning.

The row of Zodiac Animals starts from the animal year the mission started. It is useful in planning for your Zodiac Gift year. See Emperor: Zodiac for detailed information.

At the bottom of the dialog, is a button that switches to *Society Graph* displaying bars that represent the various Common Housing and Elite Housing Levels. The left side is the population scale.

Near the bottom corners are the standard buttons; "?" help request and "ok" dialog dismissal. You can return to the History Graph by using the bottom button or right click to dismiss the dialogs.
Emperor: Ministry Tabs/ Entertainment/ Tab1

*See All Entertainment*(Hotkey[E]) shows the Housing and Venues for Entertainment. Entertainment Pillars are divided between the three Entertainment types. Three segments each type representing 60days of coverage per segment. Mini-Map highlight colors; Green=Housing without Entertainment issues, Red=Housing with issues.

*See Festivals*(Hotkey[L]) displays Overlay in the City Map Area hiding most everything but Housing and Festival Parade. Entertainment Pillars similar as above. Housing is highlighted in Red.

{need gif}
Cleopatra: Municipal/ City 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/ Soybean Field

## Soybean 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: Entertainment/ Juggler School

## Desirability

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

### *Right Click Dialog*

Employment statistics

[?]information

[Overseer links]

## Juggler

### Notes:

Booth 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 Juggler School will generate Destination Jugglers, 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(Juggler service: 10 Entertainment points) to any housing they pass within 2 tiles.
{See Cleopatra: Entertainment/ Booth#Walker info for more info}
Emperor: Empire Map/ Nationality/ Enemy Mongol

## **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.

Notice that Mongols have a very low *Morale before going defensive* which means they are nearly fearless in long battles. If possible, keep a few Forts as fresh reserves. Try not to let *Fort Morale* to drop so low that they will be useless; send them Home and let them recover for mop-up operations.

## Mongol Cavalry

Cavalry primary attack mode is Bow use. Fire setting with flaming arrows is an option. The third attack mode with sword is used when defenders get 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.

## Mongol 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.

## Mongol Catapult

Their Primary attack mode is Stone Missile use. Fireball use may be an attack mode in some Invasion Options to set fires. They breach City Gates when attacking, then attack structures to cripple the city.

Enemy Catapults are over-powered, they can demolish a City Gate in short order, so placing the City Gates away from entry/exit and suspected invasion points(map edge) is a good general strategy. Rows of Towers near City Gates is another good strategy. And, using the residential gate trick can be helpful in distracting/delaying enemy Catapults. When mopping up Catapults, Physical attacks are much better then Missile Troops; though they have to face a few boulders to get close enough, expect losses and wounded that die afterwards.

## Mongol 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 get 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).
Cleopatra: Municipal/ Tax Collector's Office

## Desirability

A Palace must be placed before a Tax Collectors Office is placed.

The Tax Collectors Office is placed in housing areas to extort money from your citizens.

Up to ~4% of the City's funds is held at each Office. The vault is susceptible to thefts if the player allows crime to become a problem.

### *Right Click Dialog*

Current Vault holding

Tax rate adjuster

Structures employment numbers

[?]information
[overseer links]

## Tax Collector

The walker has a reliable range of 35 tiles (unreliably/sporadically ~44 tiles).

The Tax Income Overlay can be quickly accessed by using the Hotkey[X].

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

## Desirability

Many uses include Monument Construction and Flood Plain Farming.

Each Camp can generate 4 walkers which usually vaporize when they complete all the tasks they can do. For monuments the number of tasks each walker can perform is 4, but hauling a load of stone or bricks expends all their tasks.

It takes about a week(8 game days), sometimes longer, to regenerate the laborer.
Emperor: Ministry Tabs/ Population/ Common Housing/ Vacant Lot

## Vacant Lot

### Notes:

Before dragging a block of housing, insure the Feng Shui has a green footprint over the entire area intended. Feng Shui doesn't show while doing an area drag.

Vacant Lots are the foundation of Common Housing. All Common Housing evolution will be from their placement. If housing should devolve it stops at an Unoccupied Shelter.

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

When Placing Vacant Lots it is essential that they be placed in harmony(green footprint) with the surrounding landscape. People want the elemental energy flow outside the House to be as good as the energy they will make inside. They may feel less Happy, if their house is Inauspicious(yellow footprint); thinking less of their governor.

Pointedly, Your Popularity may be reduced if the City isn't in Perfect Harmony. If there is Unrest, the yellow footprint houses may be the more troublesome. Migrant flow areas will also be trouble spots of unrest.

Tip: Rotating the City Map may allow you to place a House where it didn't have a green footprint before. Housing is the only structure this trick works with.
Cleopatra: Municipal/ Town 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]
Cleopatra: Industry/ Granite 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: Health/ Physician's Office

## Desirability

Placed in housing areas to improve Homestead worker housing, increase health and Culture Rating.

Manor level Scribal housing requires both Physician and Mortician services.

### *Right Click Dialog*

Employment statistics

[?]information

[Overseer links]

## Physician

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 | Physician.

By use of a special road network and road connections, the walker may travel up to 500 tiles.
Emperor: Ministry Tabs/ Industry/ Stoneworks

## Desirability

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

Excess Stone can be sold or used for Homage to maintain a good Ancestral Hero level.

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

### Placement info

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

### Production info

Given full employment and being within 25 Cross-Country travel tiles of the Quarry, can produce 1 load of Stone Blocks every month(12 Stone/year). To ensure full employment set Industry to a high priority in the Industry Dialog(Hotkey[3] pressed twice).

Warning: Sun Wu Kong blessing will convert 400units of Quarry Stone, into 400units of Stone Commodity; the next process completion cycle. If the Stoneworks has less then 400units then the *game crashes*.
### Distribution info

There is only one Deliveryman for each Stoneworks. Ensure the Deliveryman is able to deliver the product and return within 1 months. About 25 road tiles maximum one way, or 50 road tiles total distance.

### Right Click Dialog

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

* Amount of Stone Block being stored.
* Current number of Employees(# needed) & the **Working/Not Working** toggle button.
	+ The Button can be used to micromanage employment if desired. Just remember to turn it ON later to start producing.

## Quarryman

The Quarryman is a Cross Country Destination walker. When there are 300units of Stone left at the Stoneworks; it will generate a Quarryman. The Quarryman takes about 2 months of labor at the Quarry to generate a Quarry Block. This leaves a maximum of 1 month travel time for the Quarryman to get the Quarry Block back to the Stoneworks; before it has no Raw Materials to process.

## Quarry Block

### Consumers:

Stoneworks

The Quarry is a *Resource* that can be utilized by the Quarryman walker. The *Raw Material* of the Quarry Block is transported to the Stoneworks by the Quarryman for further processing into Stone Commodity.
Emperor: Ministry Tabs/ Monuments/ Masons' Guild

## Desirability

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

It doesn't require Inspector services. It can be damaged/destroyed by nearby Fires, Floods, Military attack and Earthquake.{testing needed}

### *Placement info*

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

Masons' Guild is very noisy, so the ugliness factor is greater then the Carpenters' & Ceramists' Guilds. This is where stone is shaped for fancier monument elements and planning is done. Thankfully, the bulk of stone chiseling is done at the monument.

Best placement is near the Monument Home Tile. It need not be connected via a roadway, just a single road tile with pathing to the entry/exit points.

The Masons are cross-country walkers that are able to walk through most structures.

### *Right Click Dialog*

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

Current number of Employees(# needed) & the Working/Not Working 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 when needed.

## Mason

They are cross-country walkers that are able to walk through most structures.

There is 1 Mason generated per Guild. They can perform 3 tasks.

### *Without Xi Wang Mu*

3 Guildsmen maximum generated at a time. When Finished with their tasking they head for the Monument Home Tile and another can be generated by a Guild that has one available. The Guild they come from will take a few days to regenerate the walker once he arrives.

(Standard build: 6 Guilds x 1 Guildsman = 6 Guildsmen, 3 working and 3 reserve)

### *With Xi Wang Mu*

6 Guildsmen maximum generated at a time. Task time is half as long, but traveling time remains the same. Player may place up to twice as many structures with her, if City employment allows, to gain full benefit.
Emperor: Ministry Tabs/ Military/ Fortifications/ City Walls

## City Walls

It can be damaged/destroyed by Military attack. Fires, Floods and Earthquake don't effect them.

### *Placement info*

1. Depress and hold Left mouse button on the starting tile location.(right hander instruction: lefties know the correct way).
2. Pull the mouse to a desired ending location.
3. Release the mouse button.

Be cautious around terrain elevation changes and Map Edge. We don't want an Invasion to spawn inside the city(~9tiles for safety's sake), nor block the pathing to the City Gates by walling off a roadway path for elevation changes.

They can be built for free by pressing the 'Esc' key before releasing the mouse button. Choose 'No' to the popup, then place a City Wall tile over an existing City Wall(clears the previous placement 'Undo' history) to lock-in the free City Walls.

### *Right Click Dialog*

The dialog can be accessed by Right Clicking a City Wall graphics in the City View Map area. General information is contained here, like which enemy troops are likely to breach the defense.

## Wall Sentry

Sentry have 1 mode of attack(crossbow) used when enemies are within range.

Note: The Combat AIs and auto-resolve are dumb, nevertheless the simulation is acceptable for casual Players.
Each Sentry has an ID#(name) which is displayed with a right click. When they die they are removed from the population and an opening becomes available at their former residence(Common Housing). Since the Towers/Gates can be 'Unmanned' it is unlikely the 'employees' are permanent/long term as with Military Forts.
Emperor: Ministry Tabs/ Industry/ Salt Mine

## Desirability

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

### Products & Usage:

Food type Condiment improving Food Quality 1 level without adding to the Quantity of meals.

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

### Placement info

Salt Mines prefer rocky areas, ore & dirt, dislikes grass & trees. Click the Infobox Feng Shui link for more information. Salt mines must be placed on a 3x3 Salt Marsh area.

### Production info

Given full employment and unhindered deliveryman; will produce 1 load of Salt Canisters in 1 month +4days(10.66/year). 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 Mine. Ensure the Deliveryman is able to deliver the product and return within 1 months. About 28 road tiles maximum one way, or 56 road tiles total distance. If the Mills are farther then 28 road tiles; then it is best to use a *Disconnected Industrial Block* for Salt production, or NOT use Salt for Food.

Salt is only good for increasing Food Quality by one level with 'Tasty Food' being the maximum Quality without Spices.

See Emperor: Feeding the People for detailed information.

### Feng Shui Note

A designer may have placed Salt Marsh over Trees, which will make a 'green footprint' difficult or impossible to achieve. The same designer could hide trees under elevation changes, which similarly alter the expected Feng Shui.

### Right Click Dialog

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

* Percentage complete of the current processing.
* Current number of Employees(# needed) & the **Working/Not Working** toggle button.

The toggle Button can be used to micromanage employment if desired.

## Salt Marsh

### Consumers:

Salt Mine

The *Resource* of Salt Marsh can be utilized by Salt mines. Few things can be placed over Salt Marsh; Salt Mine, Road and Road Block. The Salt Mine must be placed only on Salt Marsh tiles. The Salt Marsh is associated with the Fire element(voids Water Table) but doesn't project much beyond the tile, so is of little concern.
Cleopatra: Health/ Water Supply

## Desirability

Placed in housing areas to supply clean water, which is better then Well water.

Graphically upgrades with enough desirability which doesn't effect its operation.

Required for Cottages or higher housing.

### *Right Click Dialog*

[?]information

[Overseer links]

## Water Carrier

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 Water Coverage pillar is Blue(not tan as depicted) which can be accessed quickly by using the Hotkey [W] toggle.

By use of a special road network and road connections, the walker may travel up to 500 tiles.
Emperor: Ministry Tabs/ Monuments/ Grand Temple Complex

## **Structure**

up to 6 Laborers' Camps
up to 6 Carpenters' Guilds
up to 3 Ceramists' Guilds
up to 6 Masons' Guilds
78 wood, 3 clay & 15 stone(3 less then originaly reported)

## **Suggested Build**

Assumes reasonable distances for 'Perfect' Feng Shui.

*up to 6 Carpenters' Guilds*

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

*up to 6 Laborers' Camps*

A large monument so maxing the Laborers could be helpful.

*up to 6 Masons' Guilds*

Similar to Carpenters' Guild, but each Mason performs 3 tasks instead of 5.

Note: Xi Wang Mu's presence may benefit by having a few more of the above structures.

*up to 3 Ceramists' Guild*

There is a call for 3 Ceramists towards the end of the build.

## **Xi Wang Mu effect**

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

Laborers are limited to 8 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/ Monuments/ Stone Great Wall

## **Structure**

Great Walls are preplaced Monuments on a City Map(\*.map). Using the Campaign Editor a Designer can make Custom Maps placing 12 prefabricated Great Wall configurations.

## Stone Great Wall

### Notes:

Huang Di & Guan Di will become 'Exalted' when completed.
Construction Time for a 40 section Wall is about 5.5 years without Xi Wang Mu.

## **Suggested Build**

Assumes reasonable distances for 'Perfect' Feng Shui. The Gatehouse is usually the best Monument Home Tile. The Home Tile will be the hub of Stone deliveries and workers.
*up to 6 Masons' Guild*

The 3 extra Guilds spawn Masons after a Mason finishes its tasking and heads for the 'Monument Home Tile', reducing travel time delays. Masons perform up to 3 tasks.

*up to 6 Labor Camps*

Provides 8 working Laborers and 10 reserve Laborers.

Note: Xi Wang Mu's presence may benefit by doubling the number of above structures.
## **Xi Wang Mu effect**

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

Laborers are limited to 8 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/ Aesthetics/ Tab1

*See Desirability*(Hotkey[D])Switches the City Map Area to a color coding(bright yellow=good desirability, no color augmentation=neutral & dark reddish=bad desirability).

Mouse-over tiles under structures reveals generalized levels;

Most Appeal[100~71points]

Very Appealing[70~41points]

Some Appeal[40~16points]

Neutral[15~(-10?)points]

... plus worst undesirability names for the reddish coloring.

Mini-map color coding(bright yellow=good desirability to dark brown=bad desirability).
Emperor: Ministry Tabs/ Commerce

## Commerce

Hotkey[4], second press will bring up the *Commerce Dialog*.

Clicking on Commerce(mouse-over turns white), at the top of the panel,
also brings up the #Commerce Dialogs.

There is one button in the panel with a middle section and structures.

* Structures
* See Distribution
* Middle Section

### Commerce Dialogs

There are two Dialogs available. The bottom button of the Dialog switches between the two.

1. *Commerce ~ Commodities* has a means to manipulate various trade prices globally. It is unadvised to utilize these features. When raising commodity prices there is negative impact on all Cities Favor that "feel" the change. Best to do this at the Trading Facilities which will impact only that City. The Dialog is a good means to review the global price conditions when the player is manipulating prices from 'Standard' or when Price changes are being forced onto the Player by scripting.

See Emperor: Commodities#Commodity Order for details.

1(a). A sub-dialog for Commerce ~ Commodities Dialog is *Trade Status*(Import/Export).
Reviewing a Commodity "Trade Status" is a feature which should be explored. Both 'Import' and 'Export' buttons functions the same, providing the same info. Simple List of Cities that may/may not be trading the commodity, with an important feature. Clicking on the "cities name" will focus the City Map onto that Trade Facility(closing the sub-dialog). Red 'Yes/No' indication means the Trade Facility has NOT been placed or has STOPPED trading. If a white 'No' then you can change the commodity to 'Selling' at the Trade Facility.

2. *Commerce ~ Traders in the City* This dialog is always changing. Its more practical then hunting the City Map for Traders. At the top of the list are newer trades with information as to what they want or are trading currently at the Trade Facility. The bottom lists Traders on their way out of the City with what they traded.
Cleopatra: Enemy Military/ Libian

Note: The troop graphics seem borrowed from an American Indian cultural stereo-type(circa 1960's film), lol.

## Warship

### Notes:

2,900,500,300

Warships can maneuver at double their speed during some types of attacks.

Warships attack other Watercraft(Warships, Transports, Fishing Boats) excluding perhaps Ferry Boats(not witnessed yet).
Cleopatra:QotN

The long title of this Video Game is **Cleopatra: Queen of the Nile**. The wiki will cover the 2.1 version, but contributors are welcome to add notes of differences at the end of articles.

## Who was involved in making the Video Game

It was distributed in 2000 by '**Sierra Entertainment Inc.'**, under the '**Impressions Games City Building Series'** management umbrella, while '**Breakaway Games Ltd'** was contracted for program development. The 'in-game credits' list most of the people involved including volunteer testers. For the sake of privacy, we shall not duplicate the list here.

To Get started and learn some basics use the header title "Cleopatra" for links to topics or use the "Fandom Wiki search feature" at the top of every page(press the 'Home' key).

Other Category areas of interest may be

All Structures
All Walkers
Commodities
Want to help but cannot find the Templates or Policies for this wiki?
Emperor: Ministry Tabs/ Military

## **Military**

Hotkey[9], second press will bring up the Military Dialog. Clicking on **Military**(mouse-over turns white) will also bring up the Military Dialog.

There are two button in the Military Panel, a middle section and structures.

* Buttons
* Middle
* Structures

### *Military Dialog*

A quick overview of Military statistics.

The Dialog has 5 Sections; Infantry, Crossbow, Horsemen(Chariot & Cavalry), Catapult & Hero(fighters only).

Each of their names is a button, that when clicked will focus the City Map Area onto their current location.

The 'Men' displays the current number of troops of the Company named and their Status is in the final column.

Status can be; At Fort, At home, Going home, Marching, Still, Abroad, Fighting or Fleeing.

?these get displayed somewhere[partial listing from EmperorText.eng]?

?Forces in City, Forces Abroad, Demoralized Troops, Loaned Troops?

?Soldiers are fleeing, Soldiers are engaged in battle, Soldiers are currently serving abroad, Return to fort?

At the bottom is a synopsis of the total Troops and Company count, along with any Military Threat and Activity of note.

Note: Borrowed troops from another City will also be listed here.
Emperor: Ministry Tabs/ Military/ Tab1

There is one button at the top of the Military Panel for selecting the Security Overlay(Hotkey[V]). It hides most everything but Watchtowers, Weaponsmith, Forts, Military Towers/Gates & relevant walkers. Mouse-over the Forts will reveal the current number of troops.

The highlight color for Military structures is Red.

There is also a toggle button at the button of the panel that display the Military City Walls/Tower/City Gate settings "No Towers/Not Manning/Manning"

See Wall Sentry for info on the wall patrolling walker.

See Emperor: Ministry Tabs/ Military/ Fortifications for more information.

When a Fort is Selected this Panel changes to display the Fort Control Panel.
Cleopatra: Religion/ Monuments/ Medium Mastaba

## info

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

 Requires: 26400 bricks(66loads actual)
 laborers clear 4 tiles each [21needed] grass removal
laborers clear 16 tiles each [6needed] dirt to bedrock
 Bricklayers 4 per guild calling for 4400brick(11loads)
Cleopatra: Religion/ Monuments/ Small Mudbrick Pyramid

## info

Cleopatra: Industry/ Bricklayers' Guild
Cleopatra: Industry/ Stonemasons' Guild
Cleopatra: Industry/ Carpenters' Guild
Cleopatra: Industry/ Wood Cutter
Cleopatra: Industry/ Clay Pit
Grain Farm
Cleopatra: Industry/ Limestone Quarry
Cleopatra: Commerce/ Storage Yard

 Requires: 4800 bricks(12loads)
192 blocks of limestone(48loads)
 laborers clear 4 tiles each [16needed] grass removal
laborers clear 16 tiles each [4needed] dirt to bedrock
laborers clear 4 tiles each [16needed] groves
laborers clear 4 tiles each [16needed] watering
laborers clear 4 tiles each [16needed] marking removing water
laborers clear 4 tiles each [16needed] leveling
laborers clear 4 tiles each [16needed] filling
laborers clear 4 tiles each [1needed] crypt
 Bricklayers 4 per guild calling for 800brick(2loads)
& Stonemason 4 per guild calling for 24blocks(6loads)
Carpenter erects ramp with 1 wood
 Bricklayers 4 per guild calling for 800brick(2loads)
& Stonemason 4 per guild calling for 24blocks(6loads)
Carpenter erects ramp with 1 wood
 Bricklayers 4 per guild calling for 800brick(2loads)
& Stonemason 4 per guild calling for 24blocks(6loads)
Carpenter erects ramp with 1 wood
 Bricklayers 4 per guild calling for 800brick(2loads)
& Stonemason 4 per guild calling for 24blocks(6loads)
Carpenter erects ramp with 1 wood
 Bricklayers 4 per guild calling for 800brick(2loads)
& Stonemason 4 per guild calling for 24blocks(6loads)
Carpenter erects ramp with 1 wood
 Bricklayers 4 per guild calling for 800brick(2loads)
& Stonemason 4 per guild calling for 24blocks(6loads)
Carpenter erects ramp with 1 wood
 Stonemason 4 per guild calling for 8blocks(2loads)
Carpenter erects ramp with 1 wood
 Stonemason 4 per guild calling for 8blocks(2loads)
?Carpenter erects ramp with 1 wood?
 Stonemason 4 per guild calling for 8blocks(2loads)
?Carpenter erects ramp with 1 wood?
 Stonemason 4 per guild calling for 8blocks(2loads)
?Carpenter erects ramp with 1 wood?
 Stonemason 4 per guild calling for 8blocks(2loads)
 Stonemason 4 per guild calling for 8blocks(2loads)
 Stonemasons cut/polish limestone down to bottom
100% complete