Emperor: Empire Map

## **City Type**

 **Distant** | Primarily for 'Trade Parner' use that limits the interactivity of the city type. Normally, Distant Cities are not Militarily active. The assignment should be used for special commodity acquisition or sales which can be interupted as trade shifts. Political and Military activities within and beyond the Chinese Empire would be reasons for such shifts. (see below)
Trade is a form of alliance which 'Break Alliance' may be displayed for Distant Cities that are trading. Do not use the 'Break Alliance' as it is glitched. Trade will likely remain open but the negative Favor points are applied. Eventually, they may become 'Hostile' but no other repercussions. The Problem is small Favor adjustments that may be applied to Rival, Ally or Faction groups. Distant Cities are a bit strange; Favor Levels are reported using Rival Levels, but the 'Break Alliance' button issue demonstrates that the system considers them in an Ally or Special Faction grouping.[more testing needed] Scripted Trade events seem to work as expected.

### **Player City Icons**

 Player's City
 Another Player (Multi-Player) | Fortified

In a Campaigns the 'Player' will always see his current City designated using the two top graphics. In Multiplayer other Players(?not computer controlled?chinese?) are seen with the two lower graphics.

'Fortified' designation requires 100 Fortification points.

A completed 'Great Wall' constituted a Fortified City.

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

### **Nationality City Icons**

Fortified is a Campaign Designer designation.
?It cannot be changed via scripting.?
Testing is need to determine if Empire information file alters the status following a Players build. It is assumed not to at this time.

Links in table to the right for military unit compositions and any particles that might differentiate them further.

### **Distant City Icons**

The images show the blue dot center(trade alliance). The other form is red dot center(not trading). The orange/blue dotted lines marking any trade route is a more noticeable indicator.

## **City graphic sub-parts**

1 - 4999 or less Cash in Treasury
2 - 5000 to 9999 Cash in Treasury
3 - 10,000 to 19,999 Cash in Treasury
4 - 20,000 to 39,999 Cash in Treasury

### Shield Count specifics

initial buildup and recovery{formula in the works for recovery which is the same pace as buildup}

At 'Easy' and 'Very Easy', NPC do not gain extra shields beyond their assigned number.

For Open Play, NPC are not assigned 6 shields when playing below 'Normal' difficulty level.

#### *Auto-Resolve uses*

Invasion Decision% utilize auto-resolve to determine a winning situation. The actual number of troop, on both sides are compared, modified by the fortified status of the invaded. The level of hostility also modifies the decision. Randomization usually figures into the trigger month. Opportunistic(non-hostile) decision usually trigger immediately to take advantage of the temporary situation.

To be fair, When dispatching troops for a Player's invasion the final dialog will tell you of the expected outcome. It is fairly accurate, except when invading a 6 Shield assigned city, which incorrectly assumes that it can never be conquered. The Campaign Creator PDF make the same incorrect statement. Just knock the shield count down with spies or multiple invasions and they eventually crumple.

The auto-resolve secondary function is calculating the weapons booty and experience gained of surviving Companies. Experience is gained when enough units are lost from the Company. Using the Dispatch Troop dialog a Player can adjust the Companies assigned until they reach that 'sweet spot' of a win but with enough losses. Or, play it safe and just go for the WINs only.

## **Empire Units**

 33-64 Units
 65+ Units

 33-64 Units
 65+ Units

 33-64 Units
 65+ Units
 Requires further investigationUnit graphics has not been viewable by test players as of yet.Consensus is that the graphic images are part of Developer Testing Tool to track NPC movements that are hidden from Players.

 33-64 Units
 65+ Units
 Requires further investigationUnit graphics has not been viewable by test players as of yet.Consensus is that the graphic images are part of Developer Testing Tool to track NPC movements that are hidden from Players.

Invasion Force Icon is immediately placed over the City regardless of where the units are on the 'City View Map'. Emissaries and Spies have to reach the 'Entry Point' before they appear over the City. The next Month, the Unit Icon will begin to move toward the target city following the trade route(visible or not). Once the unit arrives on the target city, the following month the response(fighting/spying/request) will be processed.

### *Home*

Combined forces are the number of troops from each company sent.

Hero = 1 (though unit adds greatly to the force strength calculations)
Catapult or Chariot Fort = up to 4
Cavalry Fort = up to 8
Crossbow or Infantry = up to 16
Borrowed troops from an Ally are 25% of their Shield Count, each Shield representing 32 troops. There will be another graphic of the Borrowed troops heading to the target city but the total force will be represented in the Player's Unit Icon. Since the fighting is hidden, it is unknown if Other City Unit Icon represents an additional strength. By the number calculations of success/failure, the Other Units are "not real" just a graphical indicator.
Some Emissary types do not generate an Empire Map View - Unit Icon.

Request for Animal
--add more when known--
### *Other*

Other City troop mixture calculations are based on a percentage; Nationalality and ?Metal Age? defines the variations, but the Shields represent 32 troops each. When a Rival invades from a Random Decision%, they will send 50% of their Shield Count potential. Scripted Invasions define a specific number or range regardless of Shield Count. Beware the designer that caused Random Invasion(s) and huge scripted invasions to coincide. The total Troop Counts may well exceed the Shield Count potential.

Their Emissaries and Spies are never seen on the Empire Map View.