recursal/Fanatic-Fandom huggingface dataset:
Emperor: Interface

## **City View**

We need to discuss some terminology. Terms used in the Game(and other places) may be a little different.

This is the **Emperor Program**(Emperor.exe) in Windowed Mode; which we will refer to as the 'Interface'. The Interface image above is showing the 'City View'. There are 3 basic parts to the 'City View'; City Map Area(large area displaying the city graphics and message dialog), Menu Bar(above the City Map Area) & Control Panel(right side of Interface).

### *City Map Area*

The **City Map**(city graphics) is displayed under the *City Map Area*. 'Dialogs'(popup boxes) are displayed over the **City Map**, providing information and a means to interact with the Program. Dialogs can be dismissed by 'Right Clicking' the City Map Area and/or sometimes they have a button to click. **City Map** is where you will be building the city.

### *Menu Bar*

The **Menu Bar** gives you access to 3 drop-downs; File, Options & Help. The remaining Menu Bar items are discussed in the Help link.

### *Control Panel* (aka Ministry Tabs+)

The **Control Panel** has the Emperor: Ministry Tabs(top portion), Mini-Map/Message Area(toggled display area) & *5 buttons*(bottom of Control Panel) which are useful and important.

The bottom of the *Ministry tabs* are 5 buttons too. These buttons are useful when building the City; whereas the *5 buttons* at the very bottom of the **Control Panel** are useful for more general activities. Clicking on the button that looks like a 'globe' changes the Interface 'City View' to 'Empire View'.

## **Empire View**

The Empire View is similarly made of parts and sections. **Empire Map Area** will have Dialogs pop-up over the *Empire Map*. The Menu Bar is the same as on the City View.

The **Control Panel** is divided into *City Relations* section(top third), *8 Buttons*(middle) used to initiate activities with other cities & lastly, the bottom 2 buttons; "?" = 'Help' button and 'To the City' button which will return you to the City View.

Other articles will explain things a bit more, linking to even more detailed information. For now, check out the blue links on this page. You can Right Click the Links and choose 'Open in a New Tab'; that way you won't loss your place here.

When you have finished exploring the Links here continue with some basic reading at Emperor: Getting started.
Cleopatra: Religion/ Temple Complexes/ Seth

## Temple Complex Upgrades

With a Temple Complex dedicated to Seth (Destruction); instills a fierce will in the city’s soldiers, granting them more experience and protecting them in battle.

### Altar of Anubis (Death)

Anubis blessing allows embalmers to use less linen to prepare bodies.

### Oracle of Sekhmet (War)

Sekhmet endows priests of Seth with the power to reduce the risk of crime in the houses that they pass and to apprehend criminals in the city.
Cleopatra: Industry/ Plain Stone 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.
Emperor: Ministry Tabs/ Entertainment/ Tab3

The middle of the Entertainment Panel has; Coverage Index reports for Music, Acrobat and Drama. Also the toggle button for throwing Festivals(Prompt/Automatic). 'Prompt' means being ask each year and Automatic will throw the Festival provided other conditions are met. The Entertainment Hero presence indicator is probably bugged/glitched as nobody recalls it displaying a name.

See xxx for details about ???.
Emperor: Getting started/ Types of Play

## Campaigns of "emperor name"

### **Historical Campaign**

This takes you to a listing of Historical Campaigns. The *1 Xia Dynasty* is referred to as Tutorial in nature, but the truth is each of the Historical Campaigns progressively introduce new concepts and difficulties. They should be played in the order listed; considering them as instructive.

### **Custom Campaigns**

There is only one listed but additional campaigns can be added. You can make your own Campaigns or download 'Custom Campaigns', which will be listed here once the 'pak' file is in *C:/Sierra/EmperorRotMK/Campaigns*.
 See Emperor: Basic Files for more information.

### **Open Play**

This can be a fun experience; once you get the basics of playing the game. A quick method of making a Custom Mission without the Campaign Creator hassles.
See Emperor: Open Play for more information

### **Load Saved Mission**

This takes you to the listing of Save Points made with this Profile. You should get in the habit of making uniquely named Save Points and SAVE OFTEN. By default, an 'Autosave' function will make a Save Point every Feb(1) and Aug(2), though the previous year's Save Point is overwritten in the process. If playing Open Play the 'Autosave' files names will be *autosave\_1* and *autosave\_2*. When playing Campaigns *autosave\_history\_1* and *autosave\_history\_2* will be used. *autosave\_replay* is re-created each time a new Mission is started, over-writing the previous Mission's file. For this reason, it is suggested to maintain interim copies of Campaign progress; if it is desired to maintain a personal history.
See Emperor: Basic Files for more information

The top(yellow) Save Point is the current selection which is loaded when **To the City** is clicked. Click one of the lower(white) Save Points, that is desired, to change it to the current selection. **Return to Campaign Menu** takes you back to this section's Menu dialog(Campaigns of "emperor name").

### **Resume Campaign**

Takes you to the newest Save Point of a Mission within a Campaign that was played. If a Save Point was not made before exiting the game then some of your efforts may have to be duplicated. The 'Autosave' function is helpful, but it is better to SAVE OFTEN using unique names.

## Choose a Campaign

The Historical Campaigns and Custom Campaigns are very similar(see large image). Select a Campaign, read the Campaign briefing, click **Proceed**(see below) to start playing the Campaign selected.

### **Return to Campaign Menu**

Takes you back to #Campaigns of "emperor name" in case you selected the wrong Campaign path.

### **Proceed**

Takes you to the 1st Mission briefing Dialog. Read the briefing, select or check the *Difficulty Level* then click **To the City** button.

There is no navigating back through the Menus, as you are now playing the Campaign. You have to click **To the City** and navigate via the Menu Bar - File if you goofed.
Cleopatra: Enemy Military/ Roman

## Generally

Roman troops have an advantage of 110%(50/60) of the designers assigned troop numbers. Seems balanced for the normal timeline considering the historic perspective. Even the slow movement rates can be justified as Roman defensive disopline.

## Warship

### Notes:

3,700,450,300

Warships can maneuver at double their speed during some types of attacks.
Cleopatra: Religion/ Monuments/ Small Bent Pyramid

## info

Cleopatra: Industry/ Stonemasons' Guild
Cleopatra: Industry/ Carpenters' Guild
Cleopatra: Industry/ Wood Cutter
Cleopatra: Industry/ Limestone Quarry
Cleopatra: Commerce/ Storage Yard

 Requires: 48 blocks of plain stone(12loads)
168 blocks of limestone(42loads)
 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
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) Plain Stone & 24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) Plain Stone & 24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) Plain Stone & 24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) Plain Stone & 24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) Plain Stone & 24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) Plain Stone & 24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
 Stonemasons 4 per guild(2 teams) calling for
 Stonemasons 4 per guild(2 teams) calling for
 Stonemasons cut/polish limestone down to bottom
Emperor: Ministry Tabs/ Population/ Common Housing/ Cottages

## Cottages

The population wants food security, hemp for new clothing or window coverings & basic Religious services. The residents begin worrying about the tax collectors even if there isn't one covering them. Best to have set the Tax Rate at 'None'(day1), which will alleviate this worry greatly. Still, those service people expect gratuities, so employment is something you need to provide to keep the flow of cash going round and round the city. Eventually, you can start taxing when it becomes worthwhile; these residents wont mind if city conditions are good.
Cleopatra: Religion/ Temple Complexes/ Ra

## Temple Complex Upgrades

With a Temple Complex for Ra (Kingdom); an increase in Kingdom Rating and a
lower interest rate on debt.

### Altar of Ma’at (Justice)

Through priests of Ra, Ma’at bestows a lower likelihood that the housing will unleash a criminal. The simple presence of the Altar reduces the city’s overall risk of crime breaking out.

### Oracle of Horus (Pharaohs)

This Oracle increases citizens’ dedication to Pharaoh and to the Kingdom, encouraging them to accept a lower wage without affecting their mood.
Emperor: Ministry Tabs/ Monuments/ Large Palace

## **Structure**

(.25) Stone= 1 load needed

(1.25) Clay= 2 loads needed

54 Wood [OK]

## **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.

*1 Ceramists' Guild*

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

*1 Masons' Guild*

There is only one Mason needed at the end of the build.

Note: Xi Wang Mu's presence may benefit by having a few more Carpenters' Guild & Laborers' Camps.
## **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.
Cleopatra: Enemy Military/ Persian

## Generally

Persian military get 110% of Archer/Infantry troops assigned. Unlike Assyrians they maintain Warship use and troop stats are better for Persian. Mitani invasions are easier then both.

All three ethnic groups mentioned here, tend to be Off-Map aggressors or traders, as their Empire centers were North-East of the Sea-ways.

## Infantry

Note: 'VE attack level' Stat may not have been properly balanced, or typo errors occured by the developers.

## Warship

### Notes:

3,700,450,300 / ??Normal-5,850,650,450??

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

Note: 'Normal' Stats may not have been properly balanced, or typo errors occured by the developers.
Emperor: Free Stuff Exploit

## Undocumented Features

 **Gardens**: The most expensive free item. Use caution during 'paused building' of a new city. Once you provide Ancestral coverage the penalty will be greatly reduced for prettying the city.

## Process

Preform the operation normal, except do not release the mouse button. Rather, press the [Esc] key. Release the mouse button now. Respond to the dialog with the "No" button. Perform the operation one addition time to clear the 'Undo' log. The end!

Examples: delete tool on clear terrain, garden on-top of a garden, road on-top of an road, city wall on-top of city wall

(minor graphic overlay glitches usually correct themselves or you can lay over them again completely).

(the hotkey[X] may work as well but fumble finger people should stick with the [Esc] key)
Emperor: Aesthetics/ Gardens

## Desirability

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

Gardens placement can be chained; drawing out a line or square block. Though inexpensive they can be build for free by pressing the 'Esc' key before releasing the mouse button. Choose 'No' to the popup, then place a garden over an existing garden(clears the previous placement 'Undo' history) to lock-in the free gardens.

See Emperor: Aesthetics for advise.
Emperor: Ministry Tabs/ Agriculture/ Tab3

The middle of the right panel provides statistics; estimate of maximum population sustained, number of food types stored at Mill, general assessment & months food stores will last. The last stat is based on population, food stored in housing(8months max), Food Shops and Mill. It doesn't account for Farmhouse, Warehouse or Deliverymen holdings(Farmhouse!).

Note: The image reports only 7 months of food stored; Food distribution may need attention.
Emperor: Ministry Tabs/ Population/ Common Housing/ Apartments

## Apartments

The population wants more visually stimulating entertainments. They also demand skilled body manipulation that alleviate the pains of their labor. The latter does reduce the unproductivity days ascribed to minor aches. About 2% more of the population covered may be available to work.

Eventually, there may be a desire for a stimulating drink called Tea to keep the wealthier residents awake, while being instructed in Buddhism or Daoist philosophies. Religion is the opiate of the masses. The wealthy have carried a heavy burden to achieve their status. Let them soothe their greedy conscience, while doubling their donation to the Socialist causes.
Emperor: Ministry Tabs/ Population/ Common Housing/ Shelter & Hut

## Shelter & Hut

Shelters do not Devolve nor do they require Consumables or Services, other then the Inspector. They assuredly desire things in order to Evolve. First thing needed is water delivered to them. They spent a lot of their time trudging around to get water and food. Then Food will be desired; and more complaining of a lack of beautifications. They got time to notice their surroundings, once water is delivered. With so few people in the household, they won't have any spare change for taxes, yet. Hopefully, at least a couple residents have jobs and won't be causing mischief or stirring up trouble.
Cleopatra: Education/ Scribal School

## Desirability

Placed in housing areas to obtain Scribal level housing.
Elegant Manor level Scribal housing requires both Scribal School and Library services.
Culture Rating is effected by number of employed Scribal Schools and Libraries, which may not need Papyrus except in Housing Coverage areas.

### *Consumption note*

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

### *Right Click Dialog*

Amount of papyrus stored

Employment statistics

[?]information

[Overseer links]

## Teacher

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 by using Overlay: Education | Scribe School.

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

## **Structure**

about 2 years without Xi Wang Mu.

## **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.

*1 Ceramists' Guild*

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

## **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/ Military/ Tab2

Crossbow
 ChariotCavalry
 Catapult
 Hero

The middle of the Military Panel displays City Map focus icon buttons for all the Fort Companies available. Up to 12 Forts may be placed with a maximum of 20 Companies.
Borrowed troops will also be represented here with a grand total of 42 Companies possible. Clicking the Company icon will focus the City Map Area onto the selected Company current location.
Emperor: Ministry Tabs/ Commerce/ Markets/ Lacquerware Shop

## Lacquerware Shop

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

### *Shop search*

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

### *Warehousing*

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

### *Getting Warehouse*

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

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

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

## Lacquerware Buyer

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

When returning with her fulfilled Shopping List a number of Buyer Servants follow the Buyer, carrying the supplies to her Market.
Emperor: Ministry Tabs/ Industry/ Paper Maker

## Desirability

### Products & Usage:

Paper replaces Wood for Taxation and Confucian Academy instruction. Printing paper money may be available for an additional income source.

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

### Placement info

Paper Maker prefer 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 Hemp; will produce 1 Ream of Paper 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 Paper Maker. Ensure the Deliveryman is able to deliver the product and return within 2 months. About 50 road tiles maximum one way, or 100 tiles total distance. The Deliveryman will deliver to connected Consumers first, so account for this when placing the structures. Warehouse storage of 8 loads or more is recommended.

### Right Click Dialog

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

* Percentage complete of the current processing.
* Amount of stored Hemp.
* 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. 8 loads is the usual storage for larger common blocks. The remainder of the Warehouse can be used for Hemp/Ceramics. Homaging excess accumulations(hemp&ceramics, maybe paper) to an Ancestral Hero is a common sense practice.
Cleopatra: Municipal/ Dynasty Mansion

## Desirability

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

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

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

### *Right Click Dialog*

Displays Current Family Saving.

Link-bar to adjust your monthly salary.

[?]information

[Political Overseer] link
Emperor: Empire Map/ Nationality/ Enemy Korean

## **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.

## Korean 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.

## Korean 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: Religion/ Monuments/ Medium Bent Pyramid

## info

Cleopatra: Industry/ Stonemasons' Guild
Cleopatra: Industry/ Carpenters' Guild
Cleopatra: Industry/ Wood Cutter
Cleopatra: Industry/ Limestone Quarry
Cleopatra: Commerce/ Storage Yard

 Requires: 216 blocks of plain stone(54loads)
336 blocks of limestone(84loads)
 laborers clear 4 tiles each [36needed] grass removal
laborers clear 16 tiles each [9needed] dirt to bedrock
laborers clear 4 tiles each [36needed] groves
laborers clear 4 tiles each [36needed] watering
laborers clear 4 tiles each [36needed] marking removing water
laborers clear 4 tiles each [36needed] leveling
laborers clear 4 tiles each [36needed] filling
laborers clear 4 tiles each [1needed] crypt
 Stonemasons 4 per guild(2 teams) calling for
32 blocks(8loads) Plain Stone & 40 blocks(10loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
32 blocks(8loads) Plain Stone & 40 blocks(10loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
32 blocks(8loads) Plain Stone & 40 blocks(10loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
32 blocks(8loads) Plain Stone & 40 blocks(10loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
32 blocks(8loads) Plain Stone & 40 blocks(10loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
32 blocks(8loads) Plain Stone & 40 blocks(10loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) Plain Stone & 24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) Plain Stone & 24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) Plain Stone & 24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
 Stonemasons 4 per guild(2 teams) calling for
 Stonemasons 4 per guild(2 teams) calling for
 Stonemasons cut/polish limestone down to bottom
Cleopatra: Enemy Military/ Phoenician

## Generally

Troops are reduced to 80%(40/40); compensation is meager. Considering the timeline of their Empire, the Naval capabilities make them a worthy adversary if attacking from waterways that the player city is dependant on.

## Warship

### Notes:

5,850,650,450

Warships can maneuver at double their speed during some types of attacks.
Cleopatra: Religion/ Monuments/ Obelisks

## info

Cleopatra: Farming/ Work Camp
Cleopatra: Commerce/ Storage Yard

 Requires: 100 Granite Blocks to Place
 6 Stonemasons to carve Granite; one stonemason at a time,
extra stonemasons vaporize upon arrival
Scaffolding vaporizes when unneeded

 Requires: 200 Granite Blocks to Place
 10 Stonemasons to carve Granite; one stonemason at a time,
extra stonemasons vaporize upon arrival
Scaffolding vaporizes when unneeded
Emperor: Ministry Tabs/ Government/ Palace & Menagerie

## Desirability

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

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

### *Placement info*

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

### *Misc info*

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

Desirability is radiated as a 4x4 structure in the Northern most corner rather then the full footprint of the structure. This makes it less useful for increasing Appeal of areas.

### *Employment info*

It must have some employees if it is to be used as a Menagerie. If it losses all employees the animals will escape. To ensure full employment set 'Government' to a high priority in the Industry Dialog(Hotkey[3] pressed twice).

### *Right Click Dialog*

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

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

## Desirability

Requires 500 Papyrus be in Storage Yards which is consumed/lost in placing the Library along with the Deben cost.

Placed in housing areas to obtain Scribal level housing.
Elegant Manor level Scribal housing requires both Scribal School and Library services.
Culture Rating is effected by number of employed Scribal Schools and Libraries, which may not need Papyrus except in Housing Coverage areas.

### *Consumption note*

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

### *Right Click Dialog*

Amount of papyrus stored

Employment statistics

[?]information

[Overseer links]

## Librarian

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 by using Overlay: Education | Library.

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

## Desirability

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

### *Placement info*

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

### *Misc. info*

Taxes are calculated towards the end of the month, but are only collected while the Tax Official Pillar shows the red 'X top'. Taxes not collected by the End of the Year will be lost.

It requires an employed Administrative City and a supply of Wood or Paper before it will spawn Tax Officials. If Paper is available in the mission then it must be used as Wood is not an alternative.

### *Employment info*

Given Full Employment a single Office will be able to service a 62 tile Housing Block. Even with 4 or 5 Employees it is likely to keep the Block serviced well enough. To ensure full employment set 'Government' to a high priority in the Industry Dialog(Hotkey[3] pressed twice).

### *Right Click Dialog*

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

* Amount of Wood(1 Official) or Paper(2 Officials) stored.
* Current number of Employees(# needed) & the Working/Not Working toggle button.
	+ The Button can be used to micromanage employment if desired. No sense in wasting employment for a preplaced structure. Feng Shui preservation is one reason to preplace structures. Just remember to turn it ON when needed.

## Tax Official

Tax Officials convey coverage to Housing passed, resetting the Tax Pillar. The housing will not need to be serviced again for ~3 months. The type of writing material effects the number Officials; Wood(1 Official) or Paper(2 Officials).

Taxes are collected automatically, after being calculated towards the months end, as long as the Tax Pillar is displaying a red top. The Officials are just coverage maintainers, having no part in the money transfers.

## Uncle Sam

The cheat(Ctrl+Alt+C) is activated by inputting "Uncle Sam" into the field. Tax official animations change into Uncle Sam.

Tax Officials convey coverage to Housing passed, resetting the Tax Pillar. The housing will not need to be serviced again for ~3 months. The type of writing material effects the number Officials; Wood(1 Official) or Paper(2 Officials).

Taxes are collected automatically, after being calculated towards the months end, as long as the Tax Pillar is displaying a red top. The Officials are just coverage maintainers, having no part in the money transfers.
Emperor: Ministry Tabs/ Monuments/ Laborers' Camp

## 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.

This structure is noisy 24 hours a day with rude behaviors exhibited. Families don't like the influences on their children, so it is undesirable near housing regardless of Residential Walls.

Best placement is near the Monument Home Tile. Other monument structures may take precedence being its a large structure. It need not be connected via a roadway, just a single road tile with pathing to the entry/exit points.

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

### *Right Click Dialog*

The dialog can be accessed by Right Clicking the Laborers' Camp 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.

## Laborer

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

There are 3 Laborers generated per Camp. Dirt movers can only perform 1 task. The Tampers are able to perform 7 tasks.

The Climber isn't used as far as we know.

### *Without Xi Wang Mu*

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

(Standard build: 5 Camps x 3 Laborers = 15laborers, 8 working and 7 reserve)

### *With Xi Wang Mu*

16 Laborers 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.
Cleopatra: Entertainment/ Zoo

## Desirability

The Zoo may be needed to increase Overall Entertainment Rating. It also can help Scribal Housing maintain high Entertainment Points to forestall devolutionary mishaps, particularly Estate Level Housing.

### *Consumption note*

20 each Straw & Gamemeat between Very Easy to Normal difficulty level per spawning of Zookeeper walker.
40 @ Hard
60 @ Very Hard
Consumption will vary depending on coverage walk length per spawn cycle(8~11/year).

### *Right Click Dialog*

Amounts of stored commodities(gamemeat & straw)

Employment statistics

[?]information

[Overseer links]

## Zookeeper

The Zoo can spawn a Zookeeper:(40 Entertainment points), if there is sufficient Straw and Gamemeat, 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 Zookeeper 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: Empire Map/ Nationality/ Enemy Xiongnu

## **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.

## Xiongnu 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.

## Xiongnu Infantry

Infantry have 3 modes of attack. Their Primary attack mode uses a Sword. 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.
Cleopatra: Municipal/ Family Mansion

## Desirability

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

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

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

### *Right Click Dialog*

Displays Current Family Saving.

Link-bar to adjust your monthly salary.

[?]information

[Overseer links]
Emperor: Ministry Tabs/ Government/ Tab1

*See Tax Income*(Hotkey[X]) hides everything but Housing, Tax Offices & Tax Officials. Housing will show a Pillar indicating when a Tax Official had last passed the House and. Also, a column of coins indicating the amount of taxes collectable for the current year. Mouseover text of the housing will be more specific.

Taxes are calculated towards the end of the month, but are only collected while the Tax Official Pillar shows the top red 'X'. Taxes not collected by the End of the Year will be lost. Mini-Map highlight color is Green.
Cleopatra: Religion/ Monuments/ Small Pyramid

## info

Cleopatra: Industry/ Stonemasons' Guild
Cleopatra: Industry/ Carpenters' Guild
Cleopatra: Industry/ Plain Stone Quarry
Cleopatra: Industry/ Limestone Quarry
Cleopatra: Commerce/ Storage Yard

 Requires: 48 blocks of plain stone(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
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) of Plain Stone
24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) of Plain Stone
24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) of Plain Stone
24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) of Plain Stone
24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) of Plain Stone
24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
8 blocks(2loads) of Plain Stone
24 blocks(6loads) of Limestone
 Stonemasons 4 per guild(2 teams) calling for
 Stonemasons 4 per guild(2 teams) calling for
 Stonemasons 4 per guild(2 teams) calling for
 Stonemasons 4 per guild(2 teams) calling for
 Stonemasons 4 per guild(2 teams) calling for
 Stonemasons 4 per guild(2 teams) calling for
 Stonemasons cut/polish Limestone casing
 Done
Emperor: Ministry Tabs/ Military/ Fortifications

## advise

Walls are not an impediment to missile fire. The arrows pass through structures like magic.

Fortifications can protect other structures from nearby flooding.

City Walls have the lowest Hit Points, but breaching troops(infantry and catapults) are programed to ignore this fact unless it is the only means they have to get to targeted structures. Caution should be exercised in placing City Walls, Towers and City Gates around the Map's border/edge. Sometimes this behavior can be used to the Players advantage by creating 'Traps' for a known spawn point or spawn behaviors.

There is a hierarchy to spawn point locations when there is no valid tile within range or no defined invasion points. The later case allows invasions to use the Entry/Exit points, which is sometimes the result of the former case(rarely happens except to experienced players armed with special knowledge or by accident).

### *What constitutes a Walled City for the Player's City?*

A City is designated 'Fortified' when it has 100 Fortification points.

City Wall tile = 1 point
City Tower = 4 points with the Walls it consumes no longer counted.
City Gate = 15 points with the Walls it consumes no longer counted.
Fortification check is recalculated most every month in the middle of month(day8 to day16). {Running at 100% speed might bypass it and the 'Undo' status may interfere with it}

Completing a 'Great Wall' also transforms an Unfortified City into a Fortified City. A Great Wall on the Terrain Map, but not listed as a goal is considered complete. By March or April the Empire Map City Icon would have changed to reflect a Fortified City.

A greater shield count is more of a deterrent to invasion. 'Fortified' may modify the Invasion Decision% by an equivalent of 1 or 2 Companies of military units(1 Company= 16 troops, 1 Shield= 32 troops).
Cleopatra: Municipal/ Police Station/ Criminals

These walkers run to their destination at twice the normal speed of other walkers. These walkers are spawned when a house's Crime Pillar is at it's highest level(red).

## Criminal

### Notes:

HP=5 on VE difficulty
HP=15 on VH difficulty

When spawned, the animation cycles a couple times(walking in place) while the system selects the nearest target Vault(Tax Collector Offices, Courthouses, Mansion or Palace). If no roadway connected target exist the animation will blink instead. In both cases the Crime Pillar is reset to its lowest level.

Constables have a small change(~25%) to capture/kill a passing criminal. When attempting to capture/kill a criminal; others will run past the constable unimpeded as he is busy with the first. The Spawn cycle for criminals is monthly, so there is a good chance multiple criminals spawning at the same time when high crime (orange/red pillars) is an issue.

When successfully at their theft; the targeted Vault will be diminished by 15%(rounding down).

## Tomb Robber

### Notes:

HP=5 on VE difficulty
HP=15 on VH difficulty

## Note: Pharaoh 1.x version

Thefts have been reported at a lower value of ~10%(rounding up).

Tomb robbers are a Cleopatra only issue.
Emperor: Ministry Tabs/ Commerce/ Markets/ Tea Shop

## Tea Shop

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

### *Shop search*

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

### *Warehousing*

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

### *Getting Warehouse*

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

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

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

## Tea Buyer

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

When returning with her fulfilled Shopping List a number of Buyer Servants follow the Buyer, carrying the supplies to her Market.
Emperor: Ministry Tabs/ Agriculture/ Farmhouse/ Rice Paddy Field

## Rice Paddy

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.