recursal/Fanatic-Fandom huggingface dataset:
Emperor: Getting started/ Profiles

## Choose an Emperor

You can Create Emperor and Delete Emperor(yellow highlight) playing Profiles here. It is advised to make a new Profile for each activity as Profiles maintain specific settings such as personal preferences, Empire Map data files, Continuation data files & Save Point files. Multiplayer is a default Profile, not listed here, specially for multiplayer activity. The Multiplayer Profile can be found at 'C:/Sierra/EmperorRotMK/Save'; along with any Profiles created. New Profiles will be added to that location when created.

See Emperor: Basic Files for more information.

You can Return to Main Menu or Proceed with selected (yellow highlight) "emperor name" Profile.

## Creating Profiles

By default the game offers "My Name" Profile in the top Text Box. Type a name into the Text Box or click **Choose a Historical Name**(2nd image) for a list of prefabricated Male and Female names. You may **Choose a Zodiac Animal**(3rd image) before completing this process. The default animal is the Rat. The Zodiac Animal is just a birth year cycle indicator, repeating every 12 years.
See Emperor: Zodiac for detailed information.

Profiles are helpful when playing different Campaigns in the same timeframe or desire to replay a campaign mission at a later date.

Examples:
"name1" for Historical Campaigns
"name2" for Custom Campaigns
"name3" for Open Play
"name4" for downloaded 'Save Points'
"name5" for playtesting your Custom Campaigns
"name6" for replaying a Campaign from a specific Mission
One method of creating a divergent history is to Create a new Profile and copy/paste just the files needed to replay from an interim mission. The Empire Map and other data files will not be overwritten since your using a new Profile and you do not have to replay the earlier missions. This method does take a bit of organizing on your part in maintaining Save Points and taking notes in a text editor. Some individuals zip files after each mission with a detailed text description enclosed.
See Emperor: Basic Files for more information.

You may click **Return to Roster** to cancel the process, or **Ok** to finish the process; of creating a new Profile. Either will take you to #Choose an Emperor.

## Deleting Profiles

The **X** will cancel the delete operation. The **check mark** proceeds with the delete. The Folder is permanently deleted; bypassing Windows Recycle Bin safety.
You are returned to #Choose an Emperor
Cleopatra: Health/ Apothecary

## Apothecary

Placed in housing areas near swampy areas to combat Malaria.

[?]information

[Overseer links]

## Herbalist

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 the Overlay: Health | Apothecary. The Malaria Risk overlay can be accessed by Hotkey[Y].

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

Fill in last. This be our temporary template.

## Chariots

Stats removed.

Egyptian Chariots have a frequency of 0%, meaning they are not seen in invasions. The assumption is that when invading an Egyptian city; the Player sending Chariots will have the advantage as the system will not create defending Chariots either.

## Transport

Frequency is listed as 33%, but the number of troops should determine the transport makeup? Assuming this 33% is for unscripted invasions to spawn a minimal(1?) number of Transports for Water Routes.

## Warship

### Notes:

4,800,600,400

Frequency is listed as 67%, but this would only apply to unscripted invasions as scripted invasions specify the number of Warships.

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).

## notes

further testing needed to determine "enemy" stat changes(addition/replace non-zero/xor etc). leaving common #s intact for now.
Emperor: Ministry Tabs/ Industry/ Clay Pit

## Desirability

Clay Pits have no Fire Risk, but Collapses if not attended to by an Inspector. It can be damaged/destroyed by nearby Fires, Floods, Military attack and Earthquake.

### Placement info

Clay Pits must be placed on areas that have a DarkBlue Water Table(Hotkey[T]). Clay Pits prefer grass, trees & ore, dislikes rocky areas & dirt. Click the Infobox Feng Shui link for more information.

### *Production info*

Given full employment Clay Pits produce 1 load of Clay Slabs each month. To ensure full employment set Industry to a high priority in the Industry Dialog(Hotkey[3] pressed twice).

It is common to overproduce Clay in the early years to fill up Consumer storage. Consumers consume Clay at half the rate Clay Pits produce. 1:1 to start, then 2 Clay Pits to 3 Consumers is common until Consumers have 3+ loads each. In later years, turning a Clay Pit 'Off', letting the Deliveryman guard the Clay until needed or adding additional Consumers, are options.

### Distribution info

There is only one Deliveryman for each Clay Pit. During the early years, ensure the Deliveryman is able to deliver the product and return within 1 month. About 25 road tiles maximum one way, or 50 road tiles total distance.
A *Disconnected Industrial Block* may be used, see Infobox **Consumers** for details.

### Right Click Dialog

The dialog can be accessed by Right Clicking the Clay Pit 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** 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.

## Notes

Resource & Raw Material is Moist Earth as defined by the placement criteria. Processing is inspection for/removal of grit/pebbles or other undesired material and packaging to keep it moist. {If R&R section is needed then cat it as such. Agriculture would likewise use the R&R as defined by the Water Table dependency for crop yield and Irrigation bonus}
Cleopatra: Municipal/ Police Station

## Desirability

Police Stations are normally placed in housing areas to detour crime. They can also be used to detour nearby predatory animals from wandering too close to your citizens, abate not as effectively as military solutions.

### *Right Click Dialog*

Number of Theft reported this year

Amount stolen this year

Structures employment statistics

[?]information

[Overseer links]

## Constable

The walker has a reliable range of 43 tiles (unreliably/sporadically ~53 tiles).

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/ Agriculture/ Irrigation

## Irrigation Ditch

The Irrigation Pump can be damaged/destroyed by nearby Fires, Floods, Military attack. It is invulnerable to Earthquake. Ditches are unaffected by disastrous conditions. Neither requires Inspector services.

### Placement info

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

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

### Misc. info

Irrigation is only effective in improving the growth of crops. The crop tile must be within 5 tiles of a water filled Ditch shortly before the harvest season begins. And, the ditch should remain water supplied until all harvesters have returned to their building. Check the crop tile by Right Clicking it, while the Ditches are water filled. The Dialog should mention "is irrigated", otherwise the field is not irrigated.

### Employment info

Insure the Irrigation Pump remains fully employed by increasing the priority of Agriculture buildings in the Industry Dialog(Hotkey[3] pressed twice). One Irrigation Pump can supply all connected Ditches, regardless of distances. There are rare situations, due to terrain obstacles, that more Pumps may be needed.

During non-harvest seasons the Pumps may be turned off by Right Clicking them to bring up a Dialog. Within the Dialog press the **Working** button to toggle it to **Not Working**. Reverse the process a month before harvest seasons begin. The expandable Table below list the Seasons.

### *Right Click Dialog*

The dialog can be accessed by Right Clicking the Irrigation Pump 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.
* May be turned OFF during non-harvest months. Just remember to turn it back ON when needed.

## Notes

Most Cross-Country walkers cannot travers Ditches unless a road is placed across. The exceptions are Heroes, some Predators and maybe Enemy military.
Emperor: Empire Map/ Nationality

Each Nationality has a set of Military Unit types available to them. The Chinese Nationality has the greatest diversity in military unit types. Borrowed troops(friendly-red suits) will most likely use Timeline Chinese Nationality makeup if not their own{testing needed to verify which is truer}.

Designers can fudge the timeline of Nationality presence, but the makeup is consistent through the timeline for non-Chinese nationality.

## Chinese

All Chinese Units invading the City will display the same Portrait.

The unit types makeup are dependent on Timeline%.

## Khitan

All Khitan Units invading the City will display the same Portrait.

Precursor ethnic group to the Mongol Empire, which disciplined the Xiongnu tribes into a fearsome force.

## Korean

All Korean Units invading the City will display the same Portrait.

Once, part of the Khitan Empire, but managed to break from their overloads as the Mongol Empire developed; the Mongol's western/European ambitions allowed the Korean to form tentative agreements with the Chinese.

## Mongol

All Mongol Units invading the City will display the same Portrait.

Mongol, and their precursor Khitan, are the only non-Chinese nationalities to use Catapults; making them China's greatest adversaries and the impervious Great Walls necessary.

## Tibetan

All Tibetan Units invading the City will display the same Portrait.

A peace loving people, but their neighbors desire to control the trade passages through the mountainous region forced their hands at times.

## Viet(Khmer)

All Viet Units invading the City will display the same Portrait.

The Cambodian Empire, comprised of many ethnic groups, was a jeweled crown of Asian cultures until fractured by Chinese jealousy.

## Xiongnu

All Xiongnu Units invading the City will display the same Portrait.

The original western desert peoples and China's antagonist; that integrated with Khitan people to form the Mongol Empire.
Emperor: Empire Map/ Nationality/ Enemy Tibetan

## **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.

## Tibetan 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.

## Tibetan 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.
Emperor: Ministry Tabs/ Commerce/ Markets/ Ceramics Shop

## Ceramics 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. 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.

## Ceramics 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.
Emperor: Ministry Tabs/ Agriculture/ Tab1

*See Agriculture*(Hotkey[G]) hides everything but Agriculture structures(see links in structure tab), their deliverymen, farmers and tenders. Images below demonstrate the City View Area differences.

Agriculture Mini-map highlight color is Purple and black dots are walkers. Last image shows a portion of the mini-map enlarged.
Emperor: Ministry Tabs/ Industry/ Jade Carver's Studio

## Desirability

### Products & Usage:

Principally an income source requiring #Jade to be procured and some Tombs require 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.

Jade Carver's Studios require Inspector service. It can be damaged/destroyed by nearby Fires, Floods, Military attack and Earthquake.

### Placement info

Jade Carver's Studios prefer rocky areas, ore & dirt, dislikes grass & trees. Click the Infobox Feng Shui link for more information.

### Production info

Given full employment and a steady supply of Jade; will produce 1 load of Jade Carving 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 Jade Carver's Studios. 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.

### Trade Income Note

Silk(225-65=160cash) and then Lacquerware(210-60-45=105cash) sales are more profitable, dependent on what materials are self-producible or require imports. Bronzeware probable less profitable where the limited resources may restrict the amount of sales after Elite housing usage.

Carved Jade has the #Jade procurement restriction(230-95=135cash or less). It is more equivalent to Weapons(120) sales making it an upper medium income option. High cost of investment and slow returns are its drawbacks.

When making profits the player has to work with what is available for trade and what can be self-produced. High volume of medium priced commodities may be the better option.

### Right Click Dialog

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

* Percentage complete of the current process cycle
* Amount of Consumable available for processing.
* Current number of Employees(# needed) & the **Working/Not Working** toggle button.
	+ The Button can be used to micromanage employment. No sense in wasting employment for a preplaced structure. Until Jade is purchased or Xi Wang Mu is in the city there wont be anything to process. Just remember to turn it ON later to move Jade into it's storage and start producing.

## Jade

### Consumers:

Jade Carver's Studio

Jade may be procurable through Trade.

Alternate source of Jade is using Xi Wang Mu blessing, which usually requires half of the Carved Jade production to be homaged back to her or an equivalent value of another commodity. Those blessings don't come cheap, but a good profit can be realized for the effort.
Emperor: Ministry Tabs/ Monuments/ Grand 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\_Grand\_Tumulus\_subs.txt" lines number "< 39" thru "< 42" can be replaced with the following code. Save and the graphic is no more. Additionally, the construction time is reduced a few weeks.

`< 39, 0, 0, 4,131, 44, 46,>`

`< 39, 0, 0,132,147, 49, 51,>`

`< 40, 0, 0, 4,131, 47, 49,>`

`< 40, 0, 0,132,147, 52, 54,>`

`< 41, 0, 0, 4,131, 49, 50,>`

`< 41, 0, 0,132,147, 54, 55,>`

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.
Cleopatra: Entertainment/ Bandstand

## Desirability

Bandstands provide two type of Entertainment service; Musicians from a Conservatory & Jugglers from a Juggler School.

Pavilions provide more Entertainment Venues, but the Bandstand is important in raising your Cities Entertainment Rating as well as providing basic Entertainment to your working population. They 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 Bandstand must be placed on an intersection which cannot be used by another entertainment venue.

There are 2 configurations as depicted in the graphics to the right.

The non-road tile will become a non-desirability garden tile. A Right Click of the garden tile identifies it as 'Gardens', but it is merely a graphical tile of the bandstand. 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 or Musician).

[?]information

[Overseer links]

## **Walker info**

The Bandstand can spawn Roaming Juggler: 10 Entertainment points & Musician: 20 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 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.
Cleopatra: Industry/ Carpenters' Guild

## Desirability

The Guild requires Wood to be processed into something useful for monument construction. This processing takes time, so each guild will only be ready for 1 task when called-on by the monument. Some tasks do not require wood though this is a rare exception.

## Carpenter

Carpenters will go cross-country if there is no roadway connect to the monument.
Cleopatra: Religion/ Monuments/ Abu Simbel

## info

Cleopatra: Industry/ Stonemasons' Guild
Cleopatra: Industry/ Carpenters' Guild
Cleopatra: Commerce/ Storage Yard

Takes about 66 months to complete
 4 Stonemasons
 1 Stonemason
 1 Stonemason
 1 Stonemason
 1 Stonemason
 2 Stonemasons
 4 Stonemasons
 1 Stonemason
 1 Stonemason
 1 Stonemason
 1 Stonemason
 4 Stonemasons
 Finished ~66months with 1500units of Wood consumed
Emperor: Ministry Tabs/ Agriculture/ Hemp Farm/ Field

## Hemp Field

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.
Emperor:RotMK

The long title of this Video Game is '**Emperor: Rise of the Middle Kingdom'**. The wiki will cover the 1.0.1.0 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 2002 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 "Emperor" for links to topics and sub-categories; 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
Commodity, Material & Map Resource Info
Hero Information
Want to help but cannot find the Templates or Policies for this wiki?
Cleopatra: Industry/ Limestone 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

## Era's

Note: A maximum of 3 monuments may be made available for each mission. The first monument chosen in the Mission Editor may eliminate some chooses for 2nd; and the 2nd may eliminate chooses for a 3rd monument.

a. Mutually excluding monuments are Bent Pyramid, Mudbrick Pyramid,
 Stepped Pyramid, (normal) Pyramid & Mastaba.
b. Mutually excluding monuments are Sun Temple, Sphinx, Obelisk & Mausoleum.
c. Only one Mausoleum or Sphinx may be available per mission.

## info

Most monuments can be disconnected from the city, not needing roadway connections.

Burial Provisions oversight:
 Missions with multiple monuments requiring Burial Provisions have only one Dispatch tally, since the Mission Editor doesn't individualize the requirements. Dispatch the commodities at your convenience, but remember it's best to dispatch all the commodities before the first monument 'Finishes'. A Cleopatra bug could cause you problems otherwise.

The Mission Editor Burial Provisions list is to the right. These are the commodities available for mission designers to assign as Burial Provisions. The designer may opt to assign no Burial Provisions by zeroing all input fields as displayed in the right image.

Burial Provisions once Dispatched have no value to the city, as they are removed from Storage Yards. But Tomb Robbers can steal the Provisions, which have to be replaced. Once all monuments requiring Burial Provisions have been finished then the dead/city should be safe from Tomb Robbers.

Stone Stock oversight:
 Monuments requiring a large stock of Stone, just to place the monument footprint; could be problematic as the Quarry 'safety check' isn't preformed. Workaround is another city Gifting the stone, allow the player to sell the stone commodity, or provide import opportunities.
Emperor: Ministry Tabs/ Population/ Common Housing

## General Info

Housing can be damaged/destroyed by nearby Fires, Floods, Military attack and Earthquake.

Risk of Fire and Collapse is reduced by Inspector coverage. A single Inspector traveling a 56 tile loop of a standard Housing Block will usually keep the Block safe at Very Hard difficulty. Improving the Housing Block's Inspector's Tower will cause it to spawn 2 Inspectors. Under normal conditions(no disasters), the Block will be extremely safe with 2 Inspectors. Just be extra careful when placing Housing on or near outside corners. Perhaps delay placing them until they will quickly evolve to a safer Housing level.

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 a common house will bring up this Dialog, which shows the Meals and Commodities distributed to it. Meals distributed is normally twice the current residents(8 month supply); example from forced devolution, thus the horde of food. Other commodities normal get distributed up to 10 units each, enough for 5 months. Some Heroes can distribute commodities in excess of 10 units/house or exceed normal food limit.

The middle of the dialog provides addition information; current number of residents, space for additional residents(small update delay is common), taxes collected & mood of current residents. Mood is heavily weighted on Employment and Pay. New residents will likely complain about these until someone gets a job.

Risk of Unrest is reduced by keeping the people Happy. The higher your Popularity the lower the Risk gets. Alternatively, you can place a Guard Tower in the Housing Block to manhandle the discontented. Better, provide Jobs enough to keep Unemployment around 5% and pay them Very High Wages. A House without an Income is a cauldron of trouble. Oh and, Taxes can be a problem if your not popular. Surprisingly, they don't mind Outrageous Taxes if conditions are great.

Diseases can infect a household. A high Health rating will reduce the Risk. To get a high rating you need to provide services. A Well helps, but Improving the Well helps more. The better the Food Supply the Healthier your population will be. Adding Herbalist and Acupuncturist reduces the Risk even more. Sadly, even a Perfect rating won't save the occasional house from disease. The people die and the House devolves to an Unoccupied Shelter; at least the disease was contained, no Diseased Walkers.

 NeutralSome AppealVery AppealingMost Appealing

The people want to live in a nice attractive neighborhood. No nearby polluting industry to ruin their daily life, at least try to disguise the obnoxious structures. Aesthetics are your friend, yes! Desirability figures are for any tile under the Common House. Checkout the *Mouse-over Desirability Codex*(right) for guidance.

## Troubled Walkers

Disease Carrier, Bandit, Mugger, Spy & Thief

## Beggar

Harmless walkers indicating some Unrest issues that need attention. They are not spawned until the population has reached 350 people.
Cleopatra: Religion/ Monuments/ Small Mastaba

## info

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

 Requires: 12000 bricks(30loads actual)
 laborers clear 4 tiles each [10needed] grass removal
laborers clear 16 tiles each [3needed] dirt to bedrock
 Bricklayers 4 per guild calling for 2000brick(5loads)
 Bricklayers 4 per guild calling for 2000brick(5loads)
Emperor: Ministry Tabs/ Monuments/ Temple Complex

## **Structure**

masons perform 3 tasks
Temple Complex calls for 1 extra stone not needed, 14 not 15
about 2.5 years without Xi Wang Mu

## **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 5 Laborers' 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.

*1 Ceramists' Guild*

A second Guild isn't needed, as the Clay delivery time gives the single structure enough time to regenerate a walker.

*up to 6 Masons' Guilds*

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

## **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.
Cleopatra: Religion/ Monuments/ Sun Temple

## info

Cleopatra: Industry/ Stonemasons' Guild
Cleopatra: Farming/ Work Camp
Cleopatra: Industry/ Sandstone Quarry
Cleopatra: Industry/ Wood Cutter

 Requires: 8 Wood for scaffolding
220 blocks of Sandstone to place
 1 Stonemason
 1 Stonemason
 1 Stonemason
 1 Stonemason
 ~16 Laborers for Plazas/Gardens(staggered between following tasks)
1 Stonemason for Gate(1Load[4blocks] of Sandstone)
36 Stonemasons for Walls(36Loads[4blocks each load] of Sandstone)
3 Stonemasons for Portico(3Loads[4blocks each load] of Sandstone)
Emperor: Ministry Tabs/ Military/ Fortifications/ Tower

## Tower

Usual Tower placement

Better Tower placement

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

### *Placement info*

Towers require a minimum of one City Wall tile to be placed. Sentries require more Wall tiles to be effective in patrolling an area in the Towers vicinity.

The graphics in the Infobox depict 2 methods of connected Towers. Note that when a Tower has been destroyed it may leave a Gap in the Cities defense, thus the reason for the second method which can be placed outside of the Walls protection but maintain 'connected status' without the need for an added road. When the second method Tower is destroyed the Walls protection integrity is maintained.

### *Employment info*

The usual means to control Employment are the 'Manning/Not Manning' Button in the Military Ministry Tab(Hotkey[9]) and adjusting the priority of 'Military' in the 'Workforce Allocation' Dialog(Hotkey[3]pressed twice).

Wall Sentries are sent out to patrol the vicinity when Towers are 'Manned'. Additionally there is a Sentry that 'Stands in the Tower'.

'Special Tower employment control method':

With Towers it is not necessary to be connected to the Main City Walls defenses. Sections/Strips of Towers can be placed with a single road tile to give each section road access. When an invasion occurs, it is simply a matter of deleting the roads for all unneeded Tower sections to conserve on the employment pool.

### *Right Click Dialog*

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

* Current number of Employees(# needed).

Towers have options as to control their employment. See above section for details.

## Tower 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/ Government/ Bridges

## Bridges

They have immunity from disastrous conditions, being important roadways. They don't require Inspector services.

### *Placement info*

Placement cost is per tile of the length. The requirements are terminating ends must be right angle to the bridge span.

### *Misc. info*

Hit Points is per tile of the length, but the entire bridge would be destroyed if any tile is reduced to 0HP. Never seen a Bridge fail in any case.

Prey and Predators can utilize Bridges. If undesired then use Ferry Landings instead.
Emperor: Aesthetics/ Residential Wall&Gate

## Desirability

It is invulnerable to Flood, Fire & Earthquake. It is a target for Rampaging Military Invaders.

4 visual eye candy options; red, grey, tan & brown.

distraction for rampaging invaders

used to block undesirability preferably at the root cause

not to be used directly behind housing as other aesthetics provide better desirability

otherwise just decorative visual eye candy for the player or their audience if shared.

Residential Walls placement can be chained; drawing out a line or counter-clockwise L's. They cannot be placed for free.

See Emperor: Aesthetics for more advise.

### *Right Click Dialog-Walls*

They block some sound and sight ugliness(undesirability), but is limited to eliminating only the first 7 D# tiles.

### *Right Click Dialog-Gates*

Dialog allows Gates to permit some walker types to pass thru. A fancy programmable roadblock for market employees, inspectors and least used religious walkers.
Emperor: Ministry Tabs/ Entertainment/ Tab2

*See Musicians/Acrobats/Actors*(Hotkeys[N]/[O]/[;]) displays Overlay in the City Map Area hiding most everything but Housing, Venues and related walkers. Each Entertainment type has its own Pillar with 9 segments. Each Segment represents 20 days of coverage. Mini-Map highlight color is Red for Housing & Purple for related structures and venues.
Emperor: Disasters

space holding

## Natural(scripted) & Hero caused

Some scripted disaster can blame the Ancestral Heroes when they are not the cause. The citizens have to blame something and it is usually the city managers fault that the Ancestral Heroes are Angry. Rumor mongering...

### Drought

Only  Agricultural cropland is affected by this disaster.
When the event fires correctly, a single crop structure is selected to have its % of completeness reduced and/or water table bonus removed. It doesn't always work. Regardless, this is the least damaging disaster. The reload save-point exploit can avoid the disaster if it hit hard on the city's supplies.

### Flood

Some structures are unaffected by this disaster;  Bridges & Monuments.
There are a few means to alleviate the damage caused by Floods. Build 10+ tiles away from water whenever possible. If City Walls and Gatehouses are available, fence in any structures too close to water. Can't do much about some structures that use the waterways so just expect to replace them or do the reload save-point exploit to avoid the damage.

### Earthquake

Some structures are unaffected by this disaster;  Farmhouse,  Hemp Farm,  Lacquer Refinery,  Silkworm Shed,  Tea Curing Shed,  Hunter's Tent,  Bridges & Monuments.
Potentially, the most damaging disaster.

## stuff happens

### fires & collapses

Normally this shouldn't be a problem if proper care is used in placing and managing Inspector's Towers. Don't place any structure too close to Predator wander areas unless you have a means to suppress their aggression. Avoid placing high risk structures on outside corners where they may not get full coverage of the inspector.

### invasion destruction

Invasions can overtax the 'normal situation'. Fires can throw the entire balance of Inspector servicing off, as inspectors head off to fight a distant fire. Having all Inspector's Towers 'Improved' lessens the chances that an area will become completely un-serviced.

If an invasion destroys a City Gate, the "Z-Guy" could be spawned which may disable an Inspector's Tower from spawning further inspectors if it not Improved. If multiple invasions occur even an Improved Tower may become non-operational. The "Z-Guy" clears the road to China, usually ineffectively so multiple Z-Guys could be spawn. The course of action is to clear the rubble yourself(reduce speed or pause) to avoid some of the Z-Guys. Eventually, delete/replace the affected Towers after each City Gate destroying invasion. Avoiding the Z-Guy altogether by ensuring multiple paths to the entry and exit points, or breaching your own walls in a pinch before the City Gate is destroyed.

Enemy Catapults, once they have breached the City Gate, like to target Residential Gates near Markets. Next favored target is usually Forts or Government buildings depending on the distances, but any building can get targeted within range which seems to be the preferred method for sprawled out cities. The 'targeted' structures of scripted invasions will always take precedence for the other troop types.

...maybe, talk about invasion types preferences and tricks to delay enemy...
Emperor: Ministry Tabs/ Industry/ Kiln

## Desirability

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

### Products & Usage:

Primarily for Housing with a few Tombs requiring several loads. Housing may consume 2 units/house each month if required.

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

### Placement info

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

### Production info

Given full employment and a steady supply of Clay; will produce 1 Crate of Ceramics 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 Kiln. Ensure the Deliveryman is able to deliver the product to a Warehouse and return within 2 months. About 50 road tiles maximum one way, or 100 tiles total distance.

### Disconnected Industrial Block

When the City produces Fish, it is common to build Clay Pits & **Kilns** in the same locale, called a *Disconnected Industrial Block*. The Block should NOT have a connecting roadway to the rest of the City. This utilizes the Fishing Quay's Inspector and distances the Kilns pollution from Housing areas. A Warehouse near the Market Squares, is assigned to 'Get' 8 loads of Ceramics(12|16). These 'Getting' Warehouses then moves finished commodities to the needed areas. Trading Station & Trading Quay should be part of the plan if any of the products are sellable.

### Right Click Dialog

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

* Percentage complete of the current processing.
* Amount of stored Clay.
* 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.

## Warehousing Note

Warehousing most of the yearly consumption is recommended. 12~16 loads is the usual storage for larger common blocks. The other half of the Warehouse can be used for Hemp/Paper. Homaging excess accumulations(hemp&ceramics) to an Ancestral Hero is a common sense practice.
Emperor: Ministry Tabs/ Entertainment

## **Entertainment**

Hotkey[7], second press will bring up the Entertainment Dialog. Clicking on **Entertainment**(mouse-over turns white) will also bring up the Entertainment Dialog.

*Cautionary note*: Paused building save points may reset Entertainment Venues when the save point is reloaded. To avoid this, unpause for a few days/weeks before making a final save point that you expect to reload. Sometimes this 'Venue reset' is desired, if Venue walkers are servicing farther venues then desired, neglecting closer venues.

There are 5 buttons in the panel with a middle section and structures.

* Enter. & Festivals
* Musician/Acrobat/Actor
* Middle
* Structures

### **Entertainment Dialog**

There are three parts to the Dialog.

*Schools* & *Venues* Just the numer of each so the Player can evaluate the ratio of Schools to Venues.

*Festivals*: Some basic information reporting the festival's cost.

Very useful information if the Player is interested in the Zodiac bonuses. Check this so your not surprised when the year turns.

See xxx for details about ???.
Cleopatra: Industry/ Bricklayers' Guild

## Desirability

Each Guild will spawn 4 Bricklayers that will wander about the roadways as roaming walkers, until a monument has something for them to do. They do not need roadway connections to the monument as they are cross-country walkers.

Bricklayers normally work in teams of two at the monument sites, with some exceptions. Each Bricklayer Task Team will call for up to 400units(4loads usual referred to as '1 load' in monument right clicks for the purpose of the Laborer Delivery Gang).

Bricklayers at the monument sites will issue orders for the materials they need for their current task. Laborer's at Work Camps will fetch the commodities from Storage Yards, going cross-country if the monument is not connected via roads.
Emperor: Ministry Tabs/ Military/ Weaponsmith

## Desirability

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

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

### *Placement info*

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

### *Production info*

Given full employment and a steady supply of metal; will produce 1 Rack of Weapons every other month. To ensure full employment set 'Military' to a high priority in the Industry Dialog(Hotkey[3] pressed twice).

### *Distribution info*

There is only one Deliveryman for each Weaponsmith. 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.

### *Disconnected Industrial Block*

It is advantageous to place the Weaponsmith in the same area as the Smelters/Furnace. Weapons would be stored at an accepting Warehouse; using Getting Warehouses to move the weapons to Fort locations.

Alternately, the metals may be moved to the Weaponsmith location if most or all Forts are centrally located.

### *Right Click Dialog*

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

* Percentage complete of the current processing.
* Amount of stored metal.
* 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.
Emperor: Ministry Tabs/ Government/ Ferry

## Ferry Landings

Ferry Landing can be damaged/destroyed by nearby Fires and Floods. Bridges are sturdier(unaffected by any disaster), but limited in their length of span and are less flexible then Ferry Landings.

They do not need Inspector servicing and are unaffected by Earthquake. Military Attacks are possible but unlikely.

Vital connect disruptions between Entry/Exit points will cause Havoc.

### *Placement info*

Landings are placed in pairs with a range of placement offset along the opposing shorelines. A green footprint range will be shown for the second pair. Landings can span huge distances with little care of intermediate islands as long as there is a valid waterway path to its pair.

Placement cost is per Landing, so twice what is listed.

### *Right Click Dialog*

This will inform the player if there are any issues with a set of Landings.

## Ferry Sampan

Deliverymen, migrants, Heroes and other Cross-country walkers may utilize the Sampan. If the deliverymen are Roadway Restricted types then connecting roadways must be used. If only Cross-country walkers will be utilizing the Sampan then a single road tile per Landing is enough.