~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FAQ/STRATEGY GUIDE TO The Settlers: Rise of an Empire Game by Ubisoft Blue Byte This guide written by SOLDYNE Version 2.00 February 16, 2009 VERSION HISTORY: 1.00 - First creation February 1, 2009. 1.01 - Corrected a mistake with my explaination of trading buttons. Corrected my terrible spelling of batallion. Added some info about troops and dyes. 2.00 - Campaign section is complete. Added new section for extra stuff. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TABLE OF CONTENTS (TO GO TO ANY SECTION USE THE FIND COMMAND AND COPY/PASTE THE ENTIRE LINE OF THE SECTION YOU ARE LOOKING FOR) (DO NOT PASS GO DO NOT COLLECT $200) I. INTRODUCTION II. OVERVIEW III. BUTTONS AND INTERFACE [A] MAIN MENU [B] HOTKEYS and CONTROLS [C] SINGLEPLAYER [D] MAIN GAME INTERFACE [1] CITY INFORMATION BUTTON [2] TREASURY BUTTON [3] STOREHOUSE STOCK BUTTON [4] FOOD BUTTON BUTTON BUTTON [5] cLOTHING BUTTON [6] CLEANING SUPPLIES BUTTON [7] ENTERTAINMENT BUTTON [8] DECORATIONS BUTTON [9] PROSPERITY BUTTON [10] MILITARY BUTTON [11] MENU BUTTON [12] CHAT BUTTON [13] CONSTRUCTION PANEL BUTTONS [14] MINI MAP BUTTONS [15] BIULDING INFORMATION WINDOW [16] CURRENT QUEST DETAILS BUTTON [17] QUEST LOGS BUTTON IV. THE KNIGHTS [A] MARCUS [B] ALANDRA [C] ELIAS [D] KESTRAL [E] HAKIM [F] THORDAL [G] PROMOTIONS V. THE BUILDINGS [A] DEFENSE AND ROADS [1] WOODEN WALL/GATE [2] STONE WALL/GATE [3] TRAIL/STONE ROAD [B] RESOURCE GATHERING [1] WOODCUTTER [2] HUNTER [3] STONECUTTER [4] FISHER [5] IRON MINER [6] GRAIN FARM [7] CATTLE FARM [8] SHEEP FARM [9] BEEKEEPER [10] HERB GATHERER [C] RETAIL [1] BUTCHER [2] BAKER [3] SMOKEHOUE [4] DAIRY [5] TANNER [6] WEAVER [7] BROOM MAKER [8] SOAP MAKER [9] PHARMACY [10] TAVERN [11] BATH HOUSE [12] THEATER [13] BANNER MAKER [14] CARPENTER [15] BLACKSMITH [16] CANDLE MAKER [17] SWORDSMITH [18] BOW MAKER [D] MILITARY [1] SWORDMAN BARRACKS [2] BOWMAN BARRACKS [3] SIEGE ENGINE WORKSHOP [4] OUTPOST [E] SPECIAL [1] CASTLE [2] CATHEDRAL [3] STOREHOUSE VI. LIFE IN THE CITY [A] ECONOMY AND STRIKING [B] FESTIVALS AND FAMILIES [C] TRADING AND DIPLOMACY [D] RUINS AND SHIPWRECKS VII. THE MILITARY [A] BATALLIONS AND REPUTATION [B] THIEVES [C] SIEGE WEAPONS [D] EXPANSIONS AND OUTPOSTS [E] MERCENARIES [F] BANDITS [G] WILD ANIMALS VIII.THE CAMPAIGN [A] VESTHOLM [B] CHALLIA [C] GALLOS [D] NARFANG [E] DRENGIR [F] REKKYR [G] GETH [H] SEYDIIR [I] HUSRAN [J] JUAHAR [K] TIOS [L] SAHIR [M] MONTECITO [N] GUERANNA [O] VESTHOLM [P] ROSSOTERRES IX. EXTRA STUFF ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I. INTRODUCTION: Welcome to my guide on The Settlers 6: Rise of an Empire. I would first like to give Ubisoft and Blue Byte a grand "Thank You" for creating such a fun game with detailed graphics and great sound and music. I would like to say that this is my 4th FAQ/STRATEGY guide. I purchased the Gold Edition, so, I write this guide from that perspective (game version 1.6.4827). If anyone finds that any info in this guide is erroneous, my explainations are difficult to understand, or you just have some new info to add then drop me a line at [email protected] and have the subject read: ABOUT YOUR SETTLERS GUIDE! This is because I have many filters on my email account and this will let me know that your email is worth opening. I should not have to say this but, PLEASE make sure you computer is clean of viruses and such before sending me any messages. Thank You! Now for some legal stuff: This guide is Copyrighted under law and cannot be reproduced by others without express writen permission from me. You may not link directly to this document or display a copy of it on any website. I worked long and hard to get this information and I would like to be credited for my work. A Note About Pronouns: I will tend to use masculine pronouns throughout my document. This is not intended to disrespect or in any way ostrisize the female population. It is just how I write. Thank you for your understanding in this matter. OK, now onto the good stuff! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ II. OVERVIEW The Settlers 6: Rise of an Empire is best described as a real time strategy game with a mix of resource management and city building thrown in. there is a single player campaign mode and a multiplayer mode. I do not play multi- player mode very much for any game so this guide will concentrate its content on the singler player game and of course give general information about game mechanics. if you are interested in the multiplayer aspect of the game you are welcome to go to the official Settlers website at http://thesettlers.us.ubi.com/home.php and join the forum discussions. As I said previously, I purchased the Gold Edition. At first the Gold Edition seems to be without a manual, however, if you go into your install directory you can find an electronic .pdf manual buried in the Ubisoft game structure. I did not find it until after I beat the game, but, oh well! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ III. BUTTONS AND INTERFACE After installing and running the game you are presented with a long but very well done intro movie and some nice, fitting music. The intro movie can be skipped with a few mouse clicks, after which you will be presented with the main menu. [A] MAIN MENU Here on the right hand side of the screen you have 7 buttons: Singleplayer, LAN Game, Multiplayer, Profile, Options, Credits, Exit Game. Just below the final button you should see a number, this is the game version. Singleplayer will bring you to the main story of the game. LAN Game and Multiplayer will begin a multiplayer game (not discussed in this guide) Profile will bring you to another screen where you can edit, delete, create and select profiles. A profile is sort of a way of keeping different peoples games seperate from each other mainly for use during singleplayer. This way two or more people can play the main game without interferring with the other person's progress. If only one person is playing this game then this screen holds little use. Options will take you to the game settings like Video, Sound, Mouse Controls and it can show you all the shortcuts (hotkeys) that you can use in the game. We will go over a few of them shortly. The game should automatically configure itself for your systems requirements. If not, then you can alter them here. Credits will take you to a list of all the people that made this game possilbe. Exit Game will...well...cause you to exit the game. What more do you want? [B] HOTKEYS and CONTROLS I will not cover all the shortcuts here, you can easily read the list in the game yourself. In fact, most of the shortcuts have buttons in the game that do the same thing. What I will talk about are the most useful of the hotkeys: NOTE: It is best if you play this game with a mouse that has a mouse wheel. There are a few ways to move around the map you can either move your mouse cursor to the edge of the map or you can hold down the right mouse button and move the mouse. You can alter the speed of scrolling in the Game Options menu. You could also click on the mini map, but, this is not very accurate. To zoom in or zoom out you can spin the mouse wheel. To rotate the angle of the camera you can hold Control+mouse wheel. To rotate bulidings you can hold Shift+mouse wheel. [C] SINGLEPLAYER Once you have decided to start playing the game and have chosen Singleplayer you will see a second menu with buttons named Campaign, Custom Game, Load. Campaign will take you to the world map and will show you all the maps that you have unlocked on the current profile as well as any cinematic movies. Here you can replay any map that you have played before. Doing so will not affect the story in any way. Custom Game will allow you to play a map that is not linked to the main story in any way. These maps are one shot games that provide various levels of challenges and fun. The Gold Edition shiped with a map editor which will allow you to create your own custom maps. This editor is not supported by Ubisoft or Blue Byte and I have not used it myself so I will not cover it in this guide. If you are interested in making your own maps you are welcome to experiment and I am certain that someone on the official forums has plenty of advice for new map makers. Load Game will of course load up a previously saved game. [D] MAIN GAME INTERFACE When you start your singlplayer game you will see the world infront of you in full color, 3D graphics surrounded by lots of buttons all over place. Of course the manual can tell you what each button is but I will add my own experience to the descriptions here (as a supplement to the manual). Please note, that if you are starting from map 1 "Vestholm", then not all of the buttons will be available right away. This is due to two factors. One, the first few levels are tutorial levels so some aspects are locked out. Two, some buttons are for advanced cities which require you to upgrade your village before they become available. At any time during the game you can hover your mouse over just about anything and you will get a temporary popup that will give you a breif description of the item. We will start in the upper left hand corner and work our way around clockwise. [1] CITY INFORMATION BUTTON The first button which is always available is the City Information button. This button is followed by a progress bar which monitors your City Reputation (discussed later) which is measured as a percentage. To the left of the bar is 0% and the right is 100%. If you click on the City Information button you will get a drop down menu which shows your current and max population, your current and max number of families (called wives in the game)(To be discussed later), your current and max number of soldiers and your current reputation. Just below this button will be temporary icons that pop up during the game which show you different things which are affecting your cities reputation. If the icon is green it is a poitive effect, if the icon is red it is a negative effect. Also, after a festival, you will get a quick pop up under this button that shows how many new weddings you had (thus increasing the number of families/ wives in your city). [2] TREASURY BUTTON This Gold Coin button shows your currnent gold stock piles. If you click the button you will get a drop down that shows you your potential income due to taxes and your potential maintenance due to your military. These figures are not always accurate. For example, The estimated tax has to physically be collected by your tax collectors which can be killed by enemy soldiers. The tax is also determined by current retail income which can obviously change as settlers engage in commerce. Soldier's pay can obviously change if you recruit more troops or lose them in battle. Any time you gain or lose funds a temporary pop up box will be displayed with an icon showing the source. [3] STOREHOUSE STOCK BUTTON The wagon icon button is followed by your two most imporant resources, stone and wood. If you click on the button you will get an overview of your current storehouse's holdings on all of your resources (these will all be discussed later). at the very botton of this popup is your storehouses current total and max total storage capacity. [4] FOOD BUTTON The apple icon button shows the total amount of finished food product availabe for sale and eating in your entire village. If you click on the button you will get a detailed drop down of how much of each kind of food you have availabe (discussed more later). Food is required for your city so if you ever hit 0 then this button will have a red outline warning you of impending famine. [5] cLOTHING BUTTON The shirt icon button shows the total amount of finished clothing available for sale and use in your entire village. If you click on the button you will get a detailed drop down of how much of each kind of clothing you have (discussed more later). [6] CLEANING SUPPLIES BUTTON The brush icon button shows the total amount of finished cleaning products for sale and use in your entire village. If you click on the button you will get a detailed drop down of how much of each kind of item you have (discussed more later). This button is only available after town upgrades. [7] ENTERTAINMENT BUTTON The musical icon button shows the total amount of entertainment available for sale and use in your entire village. If you click on the button you will get a detailed drop down of how much of each kind of fun you have (discussed more later). This button is only available after town upgrades. [8] DECORATIONS BUTTON The decoration icon button shows the total number of buildings in your village that have been decorated. If you click on the button you can see how many buildings have been decorated which which decorations and you can see the total number of decoratable buildings in your village (discussed more later). This button is only available after town upgrades. [9] PROSPERITY BUTTON The treasure chest icon button will give you a drop down of your town's prosperity measured as a total number of rich or poor buildings as well as giving you a total number of taxable buildings in your city (discussed more later). This button is only availabe after town upgrades. [10] MILITARY BUTTON The crossed swords icon button will give you a drop down of your current military supplies such as number of swords and bows available. This button is not for current numbers of soldiers which can be found in the City Information drop down. [11] MENU BUTTON In the upper right hand corner is the Menu button. This will let you pause the game as well as access saving and loading features and exiting the game. [12] CHAT BUTTON below the Menu button is a chat button. this is only available if you are in a multiplayer game. This will let you send messages to other players during your game. [13] CONSTRUCTION PANEL BUTTONS On the right side of the screen you will see a list of buttons. Most of the button icons on this panel will match the button icons from the top of the screen. These buttons will open up side menus which let you build certain buildings. The Resource Gathering, Food production, and Clothing production buildings are available from the beginning. Cleaning supplies, entertainment, decorations and military support buildings require upgrades before they become available. The last two buttons are the Defense and Roads button and the Demolition button. The Defense and Roads button will let you build wooden or stone walls and gates as well as lay down trails or stone roads. All of these options are available from the start except stone roads which require upgrades. The demolition button will destroy most any building (except the castle, cathedral, and store house) as well as any trails or roads. [14] MINI MAP BUTTONS In the lower right had corner of the screen is the mini map and its associated buttons. The mini map will show you an overview of the entire map and all the territories you have explored. any areas which have not been explored will be covered in dark grey. Any areas you have explored but do not own will be shown in light grey. You can also see small icons on the mini map which correspond to locations of raw materials. This can be very useful for planning your expansion strategies later. If you hover you mouse over any territory you can see its name displayed below the mini map. This is very useful when you have a quest that wants you to go to a certain area. If you click on the mini map you can center your main view on the area you clicked on. This is not very accurate but it is much faster than scrolling around from one side of the map to the other. The blue button to the left of the mini map will alter the kind of map you see in the mini map screen. the default is a territory map which shows only the resource icons and the colored boarders of owned territories (both freindly and enemy). It will also show the gerneral position of buildings and military units. if you toggle this button it will show you a terrain map which gives you an idea of where cliffs, fertile ground, forests and rivers are located. The crossed swords button will select all of your military units inlcuding all swordsmen, bowmen, your knight, seige engines, and all of your thieves. If your military is spead out and you want to converge on a single spot, then this can be a very useful button. if your thieves or your knight are doing something useful then this might make things a little tricky. There will be a more in depth discussion of military units later in this guide. There will also be some buttons that appear to the left of the mini map when any military unit is selected: A Hand (stand ground), complex crossed swords (attack-move), wagon wheel (dismount segie engine). All of this will be discussed in more detail in the Military Chapter later. The face icon button is the button to select only your knight. When you do this you will get more buttons that appear to the left of the mini map. From top to bottom the new buttons are: The knights active ability (discussed later), Build an Outpost (only available if your knight is in an unclaimed territory) followed by the default military commands. The button on the top of the mini map is the Promotion Button. This tells you what rank you knight currently is, what requirements your knight needs to get promoted and if you meet the requirements and your knight is in the market place it allows you to promote your knight, thus upgrading your village. Details will be discussed later. The next button is your production menu. Clicking on this will open up a complex menu which lists all the possible buildings that gather resources, produce final products or have something to do with infrastructure. In any of these sub menus you can click on the icon and then select whether or not to allow this building to continue to produce, or to stop selling its wares and stockpile the equipment (either for a quest or just to stop using resources). This menu can also tell you how many of each kind of building you have in your city. For example, if you want to know why you are running low on wool, this menu might show you that you only have 1 active sheep farm, but, 3 active weavers, allowing you locate one of your weavers and replace it with a tanner for example. The production menu is much more useful in the later part of the story when your city has grown large or when you have specific quests that ask you to stockpile certain goods. The shaking hands icon button is the Diplomacy button. Clicking on this will bring up a menu that lists all the other factions on the current map and what your relationship is with each one and if you have any kind of trade relations with them. This menu is mostly just for show as you can easily see on your mini map what your relationship is with another faction. Allied territories are visible on the mini map and enemies are not. Trade will be discussed more later. The next button is the weather button. This button will show you what month and thus what season you are in. On many maps this is very important as some resources are not availabe in the winter, such as fishing, harvesting, and beekeeping. Also, rivers and lakes can freeze in the winter months allowing new tactics and strategies to be used in combat. The final button surrounding the mini map is the time button. pressing this button will alter the speed at which the game is played. The game defaults to the standard x1 speed. Clicking once will double this to x2 and clicking again will increase to x3. Clicking one more time will reset the speed to x1 again. To pause the game you should press the menu button. [15] BUILDING INFORMATION WINDOW This popup window will be displayed at the bottom of the screen whenever you click on a building. in this window you will see what needs and desires the settlers in this build have and how close they are to needing more of it. It can also show you what upgrade level the building is (and thus how many settlers call this building home) as well as what business this building does. To the right of this window are two buttons. The person icon button will center the screen on a settler who works in this building and will toggle through all the settlers who work in this building. The building icon button will center the screen on this building. The Castle, Storehouse, and Cathedral have different building information windows which will be discussed later. [16] CURRENT QUEST DETAILS BUTTON The Quest Details window will display a portrait of the person who is requesting the quest as well as a breif description of what the quest is. The arrow to the right of the portrait will replay the audio file associated with the quest (to refresh your memory). Depending on the quest you may see a magnifying glass button which will center your view, or put a ping on your mini map, to show you where to you need to go in order to complete the quest. Some quests require you to send goods. If so, then a cart with an arrow will appear to allow you to dispatch said goods. If you do not have enough to comply with the request this button will do nothing. [17] QUEST LOGS BUTTON Above the Quest Details window on the left hand side of the screen will be a bunch of buttons for other quests you might currently have. Clicking on any of these will display the current quest details for that quest. Clicking on the same quest again will minimize the current quest details and give you more visible map area. If you currently have no quests, then this area will contain no buttons. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ IV. THE KNIGHTS In this game you take the role of a king overseeing many lands. You don't directly rule every single village. That duty falls to your knights. Your knights double as both a powerful military unit and your representive to your subjects. They are your village mayors, your foriegn diplomats, and your army's general. All knights share certain abilities and responsibilities. Firstly, They are the only unit which can claim new territory. They do this by moving into an unclaimed land and then a button will become available next to the mini map which will allow you to spend gold and wood to build an outpost. The cost of the outpost is always different depending on the map and particular territory. Usually, territories with more resources cost more to expand to. Knights are also the only ones which can perform trade actions. To do this you must order your knight to move next to a freindly village's storehouse. When they are in position new buttons will appear which allow you to purchase certain goods that the village sells. If your knight moves too far away from the storehouse then the trade buttons disappear. Knights are also the only ones that can explore ruins and shipwrecks. If you order your knight to move next to a ruin (destroyed building with a hand icon) then a button should appear. Pressing this button will make a horse drawn cart appear which will carry gold to your castle. The amount of gold can range from 80-400 depending on which ruin you are exploring. Finally, your knight is sometimes required to interact with certain quest related events. This is done the same way as exploring ruins. This could be anything from breaking someone out of a prison, to digging a water well in the desert. All knights are essentially immortal. They are exceptional fighters and their strength is dictated by your cities moral. low moral means low strength, and high moral means high strength. If your knight every falls in battle they will be magically moved to the castle where they must heal. Once they are sufficiently healed they will reappear at the castle ready to head back out into the wilderness. Knights do not require any food, clothing, or supplies of any kind. They are your fastest unit and due to their regenerative abilities make for excellent, early spies (at least until you can make thieves). In addition to all of these abilities each knight has a certain set of abilities which makes them unique. Each knight has one passive ability which is always active and always provides some kind of boost to the village. Each knight also has an active ability which requires a button to be pressed and usually only affects a small radius around the knight. Active abilities need time to recharge after each use. [A] MARCUS Marcus is one of your initial knights. He is known as the Lord of Chivalry. Marcus' passive ability is to reduce the gold cost to recruit new soldiers. Marcus' active ability is to replenish troops torches without being near a castle or outpost My Rating: C Marcus' passive ability is not really a major benifit. If you follow my guide and build your settlement well gold will not be a major issue by the time you need to recruit a large army. His passive ability is nice. Being able to replenish torches can be useful sometimes, but, most of the time you will have enough troops with you to do what you need to, and, most of the time your target will be an outpost. Once you take the enemy outpost your troops torches will replenish anyway, so, this is just a small time saver and not really a must have ability. He is probably the best knight to use until you unlock Hakim. [B] ALANDRA Alandra is also one of your initial knights. She is known as the Lady of Healing. Alandra's passive ability is to increase the gold recieved from sermon collections by 20%. Alandra's active ability is to heal sick settlers in the village market place. My Rating: D A 20% boost to sermon income sounds like a great idea, but, holding a sermon also stops your settlers from working and early on the 20% boost is not really all that much. Later on when you can get a decent sermon income you will be rolling in gold anyway so there is no point to holding a sermon just for extra cash. Her active ability is completely worthless for the first half of the game. Settlers only get sick when the population is high or a quest activates a plague on a certain map. At that point you will have the ability to create medicine or purchase medicine from a trader or ally. The only good thing about this ability is that it saves time but not enough to matter. Personally, though, I like this character from a roleplaying perspective. She is the most paladin like of all the knights and seems to have the most noble of intentions for the most part (with the exception of certain story elements which will be discussed below). [C] ELIAS Elias is available starting with Map number 3. He is known as the Lord of Trade. Elias' passive ability is to increase the income from selling goods to your allies and decrease the cost of purchasing. Elias' active ability is to feed hungry striking settlers at your town square. My Rating: D His passive ability is pretty much worthless. By the time you have enough excess stock to sell to an ally, you wont need the money. When it comes to making purchases it does not happen all that often. His active ability may come in handy on one or two difficult maps, but, the point of this guide is to help you design your settlements so they are efficient and to avoid striking settlers and famine. Thus, if you follow the guide you won't need his active ability at all. In fact, I would say that if you do need his ability then you should restart the map and try again, and this time choose a different knight. [D] KESTRAL Kestral becomes available on map 4. Kestral is known as the Lady of Plunder. Kestral's passive ability is to increase the amount of taxes collected without negative effects. Kestral's active ability is to steal the full income of a building without any negative effects. My Rating: C Kestral's abilities are all about money. As per the story line she is a mercenary so money is very important to her. Her passive ability can be a great boon for any city just starting out which can help increase the speed at which new settlments grow. Her active ability is just a variation of her passive ability which pretty makes her a "one-trick-pony". Her rating would be higher if she could do something other than just steal gold. Ultimately, her skills become less useful as the city grows, but, on many maps getting started fast is more important than long term income. [E] HAKIM Hakim is available on map 5. Hakim is known as the Lord of Wisdom. Hakim's passive ability allows you to upgrade any building for less resources. Hakim's active ability is to cause a nearby enemy battallion to convert over to your side permenantly. My Rating: A+ Of all the knights this guy kicks major butt. Being able to upgrade all buildings for fewer resources is an amazing ability and can kick start a new settlement like nothing else. Fast growth of a city is key to many maps. His active ability is just amazing compared to everyone else. You could essentially have a full contingent of military forces on your side before you are even able to build them yourself and they cost no resources to gain. You still have to pay them of course. Many people think that using Hakim is almost akin to cheating! [F] THORDAL Thordal is available starting on map 6 and is the final knight. Thordal is known as the Lord of Song. Thordal's passive ability allows your settlers to gain more families after a festival (meet more wives). Thordal's active ability allows him to entertain settlers near him with his bard-like singing. My Rating: B Thordal's passive ability is quite nice. More families (wives) in your settlement will increase the overal efficiency which is one of your main goals on every map. I have never been able to max out families on any city so this ability actually has some use on every map. His active ability is much like Elias' ability. If your settlers can't find any entertainment, then you have designed your city poorly. His rating of a B just goes to show how useful I think his passive ability is. [G] PROMOTIONS Promoting your knight is the process which allows your city to be upgraded. All cities start out by only being able to build a few kind of buildings. Every pomotion allows you to build new building types and, most importantly, to build new military units. The early tutorial maps limit the number of promotions you can get, but, later maps have no limits. There is a point of dimishing returns however, when getting promoted gives your city no more benifits towards winning the map. To get promoted your settlement must meet various criteria at each level. When your settlement has achieved all the needed requirements you must move your knight to the marketplace and then press the promotion button next to the mini map (it should be glowing green). This will cause the promotion proclaimation to appear with a button at the bottom. Pressing that button will promote your knight and subsequently upgrade your settlement. Level 1 - Title - Lord/Lady Requirements - None Rights - All Resource Buildings All Food Retailers All Clothing Retailers Wooden and Stone Walls Trails Needs - Food Notes - This is the default level. The first thing you should do here is to build your woodcutters, food suppliers and retailers and one tanner. Also, you should be able to upgrade your castle right from the start of most maps. If you have a stone quarry in your first territory start minning it. Level 2 Title - Sheriff Requirements - 10 Settlers, 6 Clothes, Level 2 Castle Rights - Sword Smith, Sword Barracks, Cleaning Retailers, Thief Troop Salaries Needs - Clothing Notes - As soon as you are promoted you should build one soap maker and one broom maker. If you don't have any stone quarries then explore and expand to find one. Also, on maps with heavy military activity you should seek out an iron mine and start building your sword smith and barracks. Right before you get promoted you should start thinking about beekeepers and stocking honey. If you have decent stone income you should upgrade your storehouse and cathedral as high as you can. You will eventually want level 4 in all three of your special buildings and there is no reason not to have them early. Level 3 Title - Baron/Baroness Requirements - 30 Settlers, 12 Cleaning, Level 2 Castle/Storehouse/Cathedral Rights - Medicine, Bow Maker, Bow Barracks, Tavern, Festival, Stone Roads Needs - Cleaning Notes - Now you have Bowmen and are ready to take on the world...maybe. You also have access to the festival. I suggest holding one if you can afford it to help increase efficiency. by now you might be starting to stock up on some raw materials. This is when you should start thinking about building 2 of every building because it will help you get promoted to level 5, which is the hardest promotion to get. Level 4 Title - Count/Countess Requirements - 50 Settlers, 18 mead (2 taverns), level 3 Castle Rights - Baths, Siege Workshop, Battering Ram, Mounted Catapult ammo carts, Tax manipulation Needs - entertainment, wealth Notes - Build 2 bathhouses right away. If you are attacking any enemy forts with stone walls, the ram is your opportunity to do so. If you are being attacked you can build some stone walls and mount some catapults assuming you can afford them. The next level is the hardest to achieve because you need to have 20 buildings at the rich level. The best advice here is to put your taxes and your troop salary to 0. The no tax boost to reputation should counteract the no troop payment and so long as you don't hold too many festivals you should be fine for money until you are promoted again. All retailers will eventually become rich over time, the trick is to make sure you have at least 20 retailers (thus the 2 of each retailer idea). If you are close to the 20 mark but not quite there, then look at your storehouse and see what raw materials you are heavy on and build something that uses it. Unless you want catapults at level 6, then I recommend not bothering with your promotions any longer. Keep upgrading your special buildings though as they provide useful benefits beyond promotion requirements. Level 5 Title - Marquis Requirements - 70 Settlers, 20 Rich retailers, Level 3 Castle/Store/Cathedral Rights - Theater, Banner Maker, Siege Tower Needs - Decorations Notes - At this point in the game, the only real reason to get to level 5 or above is if you plan on attacking a lot of stone fortresses. In those cases, you will want catapults which are the next level. Otherwise, Level 5, 6 and 7 really don't offer anything that can help you win the map. Settlements can easily get by without decorations and the theater is not required to get the entertainment bonus to reputation. Level 6 Title - Duke/Duchess Requirements - 90 Settlers, 9 Buildings with Banners, Level 4 All Rights - catapults, carpenter, candle maker, blacksmith Needs - nothing new Notes - Ah, the elusive catapults. A few of these in your army and you can take down those stone walls in a matter of minuets. If you don't need catapults then this promotion offers nothing of use. The decorations are nice, but they don't help you win maps. Level 7 Title - Archduke/Archduchess Requirements - 150 settlers, 30 rich buildings, 30 fully decorated buildings, level 4 All Rights - none Needs - nothing new Notes - as you can see this promotion does absolutely nothing. the 150 settlers requirement is not only difficult to reach but it also seems to be the threshold for a "large" settlement where plague starts to break out regularly. 30 rich buildings is also absurdly difficult. the 30 fully decorated buildings is something that just takes time. Really, there is absolutely no reason to get this promotion except to say you did it at least once (I did!). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ V. THE BUILDINGS Except for the castle, storehouse and cathedral which are always built for you at the start of every map, all buildings must be built from the ground up and require some amount of wood or stone. Whenever you wish to build a building you will be able to place down a plot of open land which reserves this area for the building. A settler will then emerge from your storehouse pulling behind him the required materials to build the structure. When he gets to the plot he will begin constucting the building. Either he will build it from scratch or he will build on an extention if it is an upgrade. All plots can be rotated by holding down Control plus moving the mouse wheel. All plots will also try to automatically align themselves to any nearby trails or roads. Except for the castle, storehouse cathedral and walls, every settler that builds a building or upgrade will stay with the building as a new resident and becomes a permenant member of your settlement. All buildings have a set amount of health and all of them can be attacked by catapults or soldiers with torches. Even your Castle made of stone can be burned by a torch. If any of your buildings catch fire then they can continue to burn until their health is reduced to 0. Normally the residence of the building will respond automatically to the fire by running to the marketplace and grabbing a bucket of water. If you want to speed up the process or if your main buildings are on fire then you can click the burining building and select the new button that will call all nearby settlers to put out the fire. After a building is done burning, the residents will repair it automatically. You can speed this up by clicking on the damaged building and pressing the new button to call all nearby settlers to repair the building. As far as I can tell, repairing a building does not cost any resources. You can also repair damaged walls. [A] DEFENSE AND ROADS Walls allow you to defend your settlement much more easily than just with a loose grouping of troops. Without a wall, the enemy troops can just run right past your troops and burn down your storehouse, cathedral or castle. Putting up a wall can slow them down, cause them to use up all their torches, or just make them give up and go home without a fight. The gate will automatically allow all allies to pass in or out of the gate without hesitation but will not allow enemies through. If an enemy gets inside your gate either by destroying a piece of wall or with a siege tower then they can open the gate from the inside to let their allies in. When building a wall you can select either the end of a gate or the end of a wall and press the wall button that appears to drag more wall section to be built. If you build the wall section close to a cliff or impassible terrain then you will get a special icon that looks like a wall section with a red arrow pointing diagonally down. If you build the wall section when you see this icon then the wall will automatically meld with the impassible terrain making a seal at that point. If you dont make a seal then enemy troops may be able to walk around your wall. [1] WOODEN WALL/GATE The wooden wall is also known as a wooden palisade. The gate portion costs 10 wood. each section of wall costs 1 wood. The wooden palisade can be attacked by rams, catapults and soldiers with torches. Troops cannot stand on the wall. No weapons can be mounted on the wall [2] STONE WALL/GATE The stone gate costs 16 stone. The stone gate can be upgraded with a Stone Trap which costs 100 gold and 5 stone. The stone trap will cause damage to enemies that are trying to enter your gate. The stone wall costs 1 stone per section. The stone wall can only be attacked with rams or catapults. Troops (especially archers) can stand on the wall for extra defense. Wall towers (inbetween sections of wall) can be upgraded with mounted catapults. A mounted catapult costs 200 gold and 5 iron. These mounted catapults are able to attack any siege engine within a very large range. They come prebuilt with 10 stones of ammo and can be automatically resupplied by nearby ammo carts. a Stone Wall with one or two mounted catapults is pretty much invincible as it will be able to destroy any attacking catapult or ram before the siege engine can destroy the wall or gate. I have not been able to target a mounted catapult even with another catapult. The enemy AI will retreat most of the time when they see you have mounted catapults because they know it is a lost cause. I take that back...I did see the AI attack one of my catapults once, but, his catapult was destoryed at the same time mine was so it was a draw. I still have not been able to target one myself though. [3] TRAIL/STONE ROAD Trails are free to build and will increase the settlers speed by a visible amount. You can click and drag a straight section of trail almost anywhere that a settler could walk. If you click and drag short pieces in different directions you can make a curved trail. If the trail turns red that means there is some other object blocking it. trails will automatically delete any trees or small rocks that are in its way when you finalize your decision. The stone road requires town upgrades and costs 1 stone per section. The cost will be displayed as you are laying out the road. You can overlay a stone road on a trail to upgrade it. Stone roads impove the speed of travelers even more than trails so it is very useful to upgrade trails to your outter most buildings as soon as possible to increase the rate of resource gathering. [B] RESOURCE GATHERING All resource gathering buildings work the same way. They send out a settler from the building which travels to the nearest resource within a large radius of the building. The settler engages in some animation and then takes the resource back to the building. When the building is full of resources, one of the settlers living in the building will take the resources back to the storehouse where a retailer will use it to make finished goods. You will know what resources are within radius of your building because all acceptable resources within radius will be surrounded by a green highlight. If that highlight is not there then the resource is too far away for the gatherer to go. All resource buildings start at level 1. Each building can be upgraded to level 3. Each upgrade adds another settler/worker and also increases their efficiency, thus gathering and delivering raw materials at a faster rate. The storage of the building also increases as does the mode of transport. At level 1 the settler will transport the goods on their back and walk to the storehouse (slow). At level 2 the settler will use a cart (faster). At level 3 they will use a horse drawn cart (fastest and greatest capacity). There is rarely ever a reason not to upgrade a building to level 3. All resource gathering settlers only have 1 need; food. resource gathers will never have a need for clothing, entertainment, or cleaning supplies. As a general rule, you should always place resource gathering buildings on the outskirts of your village, away from the marketplace. the marketplace should be reserved for your retail buildings. [1] WOODCUTTER Level 1 - 2 wood 3 storage Level 2 - 3 wood 6 storage Level 3 - 4 wood 9 storage Wood is your primary resource in this game (not gold like other games). Most everything in this game requires some amount of wood to be built or upgraded. Those few things that don't need wood will need stone instead. Woodcutters obviously need trees in order to cut wood. One tree equals 1 unit of wood. Trees do grow back over time. It is possible to have too many woodcutters near each other and thus they deforest an area. The trees will grow back eventually, but, the key is to spread out your woodcutters so the growth rate is equal to the deforestation rate. most settlements can start with 3-4 woodcutters for early growth and then go down to 1 or 2 after the settlement is up and running. Trees do not have an icon on the mini map but are quite obvious to find. If you build a building or trail over a tree it will be gone forever even if you destroy the building or trail. You have been warned. Wood is also used by broom makers and carpenters, but, they use so little wood that you should not really notice it. [2] HUNTER Level 1 - 2 wood 3 storage Level 2 - 3 wood 6 storage Level 3 - 4 wood 9 storage Hunters are one of four sources of food for your settlers. They hunt wild game animals. The general icon for game animals is a Deer, but, the game animals could be moose, reindeer, boar, or anything else the designers think could make good eating. Regaurdless of the type of animal being hunted, the icon will always be the same. Game animals are used for Food (meat), Clothing (Hides) and Soap (animal fat). Unfortunately any one of these retail items will use up an entire animal carcass (1 unit of game animal). Most settlements of any size can be sustained with 3 hunters each with their own game animal resource. Game animals will repopulate themselves over time, but, it is possible to overhunt in an area. The general rule of thumb is to put one hunter per icon. [3] STONECUTTER Level 1 - 2 wood 3 storage Level 2 - 3 wood 6 storage Level 3 - 4 wood 9 storage Stone is your second most needed resource. It is needed to build stone walls which are the ultimate in city defense. Stone is also used to upgrade your three main buildings and to build roads. Stone quarries show up on the mini map. Stone does not replenish itself. Each quarry starts with 250 stone. Generally, one would put 2 stone cutters next to each quarry. This will double your stone income. This is important when your quarries are in outter territories. If your outter territories are taken over by the enemy then all of your bulidings in that area are destroyed. mining out a quarry quickly reduces the risk of losing the quarry to the enemy. Most of your settlements can get by with a single stone quarry for all of your upgrade needs. If you plan on building long stone wall sections or lots of stone roads then a second stone quarry should be mined. The only time you would need more stone is if you were using catapults or mounted catapults and needed to make stone ammo carts. once the stone quarry is depleted then you should destroy the stone cutter huts. There is no point in having settlers standing around doing nothing all day. [4] FISHER Level 1 - 2 wood 3 storage Level 2 - 3 wood 6 storage Level 3 - 4 wood 9 storage Fish is another source of food in the game. Fish are shown on the mini map by a fish icon. Fish are like game in that they can be over fished but they do respawn over time. On many maps, the water will freeze in the winter preventing the fishermen from getting to the fish. This is generally not a problem as the fishermen are very adept at gathering fish during the warmer months and you usually have enough supplies to last the winter. most settlements can get by with a single fishermans hut and even this may cause an excess of fish. Fish are only used by the Smokehouse as food. [5] IRON MINER Level 1 - 2 wood 3 storage Level 2 - 3 wood 6 storage Level 3 - 4 wood 9 storage Iron mines are just like stone quarries except they produce iron ore instead of stone. Iron has its own icon on the mini map. Iron does not replenish itself. Each mine starts with 250 iron. Generally, one would put 2 iron miners next to each mine. This will double your iron income. This is important when your mines are in outter territories. If your outter territories are taken over by the enemy then all of your bulidings in that area are destroyed. mining out a mine quickly reduces the risk of losing the mine to the enemy. Iron is used entirely for your military. Swords, Bows and Seige engines all use iron. Unfortunately, your military is expendable and thus requires replacement when they die in battle. This means that your iron needs will vary depending on how well you do in combat. The only exception to this is the blacksmith which makes decorations for your retail buildings. Even for the largest of settlements the blacksmith will use no more than 35 iron total. This retailer is only available on few maps and is not required for any purpose so it can be avoided if iron is running low. Generally, on most maps 1 or 2 iron mines will be sufficient, although, if you have access to more then it can't be a bad thing. once the iron mine is depleted then you should destroy the iron miner huts. There is no point in having settlers standing around doing nothing all day. [6] GRAIN FARM Level 1 - 3 wood 3 storage Level 2 - 4 wood 6 storage Level 3 - 5 wood 9 storage The grain farm falls into a slightly different catagory of resource gathering. Grain will not show up on the mini map because it does not exist naturally. When you build the grain farm building you must then select the farm and a button will pop up with a grain icon. Clicking this button will allow you to plant a grain field for 3 more wood. You can plant as many grain fields as you like with restrictions. First, you need enough wood to plant the field (I guess the wood is used for the fence). Second, you can only plant a field on fertile ground. For most maps this is not a problem, but, on the arid maps fertile ground can compete with trees. If you plant a field on top of trees then you might lose out on some wood, because, the trees will never grow back once you place down a field. When a field is ready to be harvested a settler will go out and collect the grain. Each field produces only 1 unit of grain. The field then needs time to regrow. you can watch the field regrow or you can hover your mouse over the field and see what percentage it is. On many maps, fields will not grow in the winter. You can see what season it is by clicking on the weather button next to the mini map. Generally, 3-4 fields can be handled by a single grain farm, Which can service 1-2 bakers. Bakers are the only retailer that can make use of grain. [7] CATTLE FARM Level 1 - 3 wood 3 storage Level 2 - 4 wood 6 storage Level 3 - 5 wood 9 storage The cattle farm works just like a grain farm with a few exceptions. When you place down a pasture (which costs 3 wood for the fence) you need fertile ground. The problem here is that cattle don't just pop up out of no where. Cattle come from 1 of 2 sources. You can either find wild cows (yes I said wild cows) in an unclaimed territory. When you claim the territory the wild cows will wander (ever so slowly) to your city and just mill about. If you have any empty pastures then the cows will automatically head to the open pasture where your cattle farmers will start carring for them. If you can't find any wild cows, then you must find a village that can sell you a herd. When you buy a herd of cows they will walk (very slowly) from the ally storehouse to your city (or open pasture). Once the cows are present, they need time to produce milk. Your settlers will travel to the marketplace and gather water to put in the cow trough. So, as long as the trough has water the cows will always produce milk. Each cow can produce 1 unit of milk. One pasture can hold 4-5 cows. 1 cattle farm can support 1-2 pastures of 8-10 cows which can support 1-2 dairy retialers (cheese makers). Cattle can be milked all year round. [8] SHEEP FARM Level 1 - 3 wood 3 storage Level 2 - 4 wood 6 storage Level 3 - 5 wood 9 storage The sheep farm works exactly like the cattle farm except you need sheep. Each sheep can produce 1 unit of wool. One pasture can hold 4-5 sheep. 1 sheep farm can support 1-2 pastures of 8-10 sheep which can support 1-2 weavers and 1 banner maker. Sheep can be shorn all year long. Note that a sheep pasture is different from a cattle pasture although they look similar. [9] BEEKEEPER Level 1 - 3 wood 3 storage Level 2 - 4 wood 6 storage Level 3 - 5 wood 9 storage Beekeepers work exactly the same as a grain farm. The bee hives need fertile ground and cost 3 wood each to build. They are much smaller than fields or pastures however and it can be tempting to put them all next to each other to conserve space. You need to make sure that your beehive are accessable otherwise you may have beekeepers with nothing to do. Beehives produce 1 unit of honey/wax each. A single beekeeper can work 3-4 hives. one beekeeper can support 2-3 taverns and 1 candle maker (and you still might have excess honey). Bees hibernate during the winter months on most maps. [10] HERB GATHERER Level 1 - 2 wood 3 storage Level 2 - 3 wood 6 storage Level 3 - 4 wood 9 storage Herbs won't become available until about half way through the game and only useful when your town gets a plague. Herbs have their own icon on the mini map. one herb gatherer can support a single pharmacy. Since disease is so rare and mostly event triggered it is not worth it to build these until your city is running smoothly. once you have gathered about 25-30 herbs in your storehouse and have 9 medicine stored in the pharmacy then I would suggest stopping production on the herb gatherer. People will only buy medicine if they are sick. If people don't buy medicine then the herbs will start to pile up in the storehouse taking up room for other more useful items. If a plague does break out then you can put your gathers back to work. Your pharmacy should have 9 bottles ready for sale and 25-30 herbs in the storehouse to make more. This should be sufficient for any sized plague that hits your city. [C] RETAIL Retial buildings take raw material from your storehouse and use it to make some kind of finished good which is then sold to other settlers in the village. The retailer will make some money off of this trade and then must pay some of that money as taxes to your tax collectors. When a settler is looking to satisfy a need or a want they will go to the center of town known as the market place. Here they will wait until a retailer has a finished product for them to purchase. Because of this, it is best to keep all of your retail shops as close to the marketplace as possible. None of these buildings are extreamly large so you should be able to fit all your buildings nearby. As with the resource gathering buildings each retailer can be upgraded through three levels. Each upgrade will add a new settler and will increase the overall efficiency of the shop. Only retailers which are not busy will go to festivals or sermons. While they are attending these activities they are not producing any wares. Retailers are more needy than resource gathers. Retailers will need food as well as clothing, entertainment, cleaning supplies and decorations for thier homes. These needs will develop as your city upgrades so you don't have to worry about all of them right away. [1] BUTCHER Level 1 - 4 wood 9 capacity Level 2 - 6 wood 9 capacity Level 3 - 8 wood 9 capacity This retailer uses a game animal carcass to produce a single unit of sausage. Butchers compete for materials with the Tanner and the Soap Maker. Most villages can have 2 of each butcher, soap maker and tanner (total 6) and can be supplied by 3-4 hunters. [2] BAKER Level 1 - 4 wood 9 capacity Level 2 - 6 wood 9 capacity Level 3 - 8 wood 9 capacity The baker uses grain to bake bread. 1 grain farm with 3-4 fields can support 2 bakers. There is no competition for grain. [3] SMOKEHOUE Level 1 - 4 wood 9 capacity Level 2 - 6 wood 9 capacity Level 3 - 8 wood 9 capacity The smokehouse turns raw fish into food. 1 fisherman can support 2 smokehouses. There is no competition of fish. [4] DAIRY Level 1 - 4 wood 9 capacity Level 2 - 6 wood 9 capacity Level 3 - 8 wood 9 capacity The Dairy turns milk into cheese. 1 cattle ranch with 1-2 pastures can support 2 dairies. There is no competition for milk. [5] TANNER Level 1 - 4 wood 9 capacity Level 2 - 6 wood 9 capacity Level 3 - 8 wood 9 capacity The Tanner turns animal carcasses into clothing. Tanners compete for raw material with Butchers and soap makers. 3-4 hunters can support 2 each of butchers, tanners and soap makers. [6] WEAVER Level 1 - 4 wood 9 capacity Level 2 - 6 wood 9 capacity Level 3 - 8 wood 9 capacity The weaver turns wool into clothing. The weaver competes for wool with the banner maker and the theater. 1 sheep farm with 1-2 pastures can support 2 weavers, 1 banner maker and 1 theater. [7] BROOM MAKER Level 1 - 4 wood 9 capacity Level 2 - 6 wood 9 capacity Level 3 - 8 wood 9 capacity Broom Makers use wood to make brooms. Wood is used to create and upgrade almost every building in the game. For a young settlement 3-4 wood cutters can support town growth and 1 broom maker. Later on 1-2 wood cutters can support 2 broom makers. [8] SOAP MAKER Level 1 - 4 wood 9 capacity Level 2 - 6 wood 9 capacity Level 3 - 8 wood 9 capacity Soap makers use animal carasses to make soap (from the animal fat). They compete with the butcher and the tanner for materials. 3-4 hunters can support 2 of each butcher, tanner and soap maker. [9] PHARMACY Level 1 - 4 wood 9 capacity Level 2 - 6 wood 9 capacity Level 3 - 8 wood 9 capacity Pharmacies turn herbs into medicine for plagues. Plagues are very rare, so, 1 herb gatherer can easily support a single pharmacy. See herb gatherer description above for more details. [10] TAVERN Level 1 - 5 wood 9 capacity Level 2 - 7 wood 9 capacity Level 3 - 9 wood 9 capacity Taverns provide entertainment in the form of mead made from honey. Taverns compete with candle makers for honey. 1 beekeeper with 3-4 beehives can support 2 taverns and 1 candlemaker. [11] BATH HOUSE Level 1 - 5 wood 9 capacity Level 2 - 7 wood 9 capacity Level 3 - 9 wood 9 capacity The Bath house uses water from your marketplace fountain to create nice warm baths to entertain your settlers. Cow and Sheep pastures compete with the bath house for water. A fully upgraded marketplace can easily support 3 cow pastures, 3 sheep pastures and 2 taverns with plenty left over. [12] THEATER Level 1 - 5 wood 3 capacity Level 2 - 7 wood 6 capacity Level 3 - 9 wood 9 capacity Theaters use wool to make costumes for plays. Theaters are a little different than other retailers. They don't sell their costumes, they save them up for a play which the sell tickets for. In order for a play to begin, you have to select the theater and press the "play" button which will start the show going and any villagers which want some entertainment will buy a ticket and see the show. Also, you need at least 6 costumes before you can start a play. At level 1 the costume capacity is only 3 so you must upgrade the theater to level 2 before it becomes useful. I do not use theaters in my cities at all. because they are not automatic they are more of a pain to use. Also, with 2 taverns and 2 bath houses your city should have plenty of entertainment and the theater will go mostly un-used. I suggest building one just to see the animation. After that, destroy it and never look back. It might be more useful if they sold their tickets as soon as they had enough costumes for the play. Oh well, maybe in settlers 7. [13] BANNER MAKER Level 1 - 6 wood 1 capacity Level 2 - 8 wood 1 capacity Level 3 - 10 wood 1 capacity The Banner Maker uses wool to create banners which decorate retail shops. The banner maker competes for wool with the theater and the weaver. Banner makers only make one banner at a time. Banners do not wear out over time so once a buildings is decorated it will stay decorated forever. Upgrading the banner maker will increase the speed of decorating the city and increase your population. Your city should only ever need 1 banner maker. [14] CARPENTER Level 1 - 6 wood 1 capacity Level 2 - 8 wood 1 capacity Level 3 - 10 wood 1 capacity The Carpenter uses wood to create benches which decorate retail shops. The Carpenter competes for wood with the broom maker. Carpenters only make one bench at a time. Benches do not wear out over time so once a buildings is decorated it will stay decorated forever. Upgrading the Carpenter will increase the speed of decorating the city and increase your population. Your city should only ever need 1 Carpenter. [15] BLACKSMITH Level 1 - 6 wood 1 capacity Level 2 - 8 wood 1 capacity Level 3 - 10 wood 1 capacity The Blacksmith uses iron to create decorations which decorate retail shops. The Blacksmith competes for iron with the sword and bow makers. Blacksmiths only make one decoration at a time. These do not wear out over time so once a building is decorated it will stay decorated forever. Upgrading the Blacksmith will increase the speed of decorating the city and increase your population. Your city should only ever need 1 Blacksmith. [16] CANDLE MAKER Level 1 - 6 wood 1 capacity Level 2 - 8 wood 1 capacity Level 3 - 10 wood 1 capacity The Candle Maker uses wax to create candles which decorate retail shops. The Candle Maker competes for wax with the tavern (honey). Candle Makers only make one candle at a time. These do not wear out over time so once a building is decorated it will stay decorated forever. Upgrading the Candle Maker will increase the speed of decorating the city and increase your population. Your city should only ever need 1 Candle Maker. [17] SWORDSMITH Level 1 - 8 wood 9 capacity Level 2 - 10 wood 9 capacity Level 3 - 12 wood 9 capacity The Sword smith is technically a retail building because it sells its swords to your barracks so you can recruit troops. Sword smiths use iron and competes with the bow maker, the seige engine workshop and the blacksmith. Iron is limited in quanity on all maps, but, 1-2 iron mines should be enough to make all the weapons you need to win most any map. Having more than 1 sword smith can increase the speed at which you can replenish your troop numbers. [18] BOW MAKER Level 1 - 8 wood 9 capacity Level 2 - 10 wood 9 capacity Level 3 - 12 wood 9 capacity The Bow smith is technically a retail building because it sells its bows to your barracks so you can recruit troops. Bow smiths use iron and competes with the sword maker, the seige engine workshop and the blacksmith. Iron is limited in quanity on all maps, but, 1-2 iron mines should be enough to make all the weapons you need to win most any map. Having more than 1 bow smith can increase the speed at which you can replenish your troop numbers. [D] MILITARY [1] SWORDMAN BARRACKS Level 1 - 8 wood 9 capacity Level 2 - 10 wood 12 capacity Level 3 - 12 wood 18 capacity The barracks are where you recruit new foot soldiers. In order to do this you will need a working swordsmith supplied with iron. When swords are available the barracks chief will purchase 3 swords at a time and bring them back to the barracks. Here he will set up gear to outfit swordmen. In order to recruit a unit of swordmen you must have a minimum of 6 sets of gear in the barracks and at least 90 gold in your treasury. Then a button will become available which will let you recruit your troops. Troops are recruited 6 at a time as a single unit. Military units will be discussed in more detail later. Upgrading the barracks will make the purchase of weapons faster and more importantly increase the capacity of gear. At level 1 you can only recruit 1 unit at a time. Level 2 permits 2 units and level 3 permits 3 units before the barracks chief must purchase more gear. As long as you have a sufficient supply of iron then 2 sword smiths can easily keep your barracks full of gear and ready to recruit new soldiers when you need them. The barracks itself is not a retail building as it does not make money for the barracks chief. The money is paid directly to the soldiers as a recruitment bonus. The barracks settlers do have desires for food, clothing, cleaning supplies, entertainment and decorations. [2] BOWMAN BARRACKS Level 1 - 8 wood 9 capacity Level 2 - 10 wood 12 capacity Level 3 - 12 wood 18 capacity The Bowman barracks is exactly like the swordman barracks except it recruits ranged troops instead of melee troops. Read the swordman barracks description above for more details. [3] SIEGE ENGINE WORKSHOP Level 1 - 8 wood 5 capacity Level 2 - 10 wood 10 capacity Level 3 - 12 wood 15 capacity The siege engine workshop is where you build...not surprisingly...siege engines. The engineer will gather iron from the storehouse and create sets of siege engine parts. Each type of siege engine will require 150 gold and 5 seige engine parts. Upgrading the workshop will increase the capacity of parts and the efficiency of the workers. More information on the different types of siege equipment will be discussed later. like the barracks, this is not a retail building but the settlers here will have desires for food, clothing, cleaning supplies, entertainment and decorations. [4] OUTPOST Level 1 - variable gold and 10 wood Level 2 - 100 gold and 10 stone The outpost is a military building which is used to claim new territory. To build the outpost you must first move your knight into an unclaimed area then use the Build Outpost button next to the mini map (see interface section above for more details). The cost of the initial outpost will vary depending on the relative usefulness of the territory. The more resources the territory has, the more expensive it will be to claim the area. Costs vary between 200 and 1000 gold. After a territory has been claimed you are free to build any other buildings you wish as well as trails and roads. Upgrading the outpost is always a fixed amount of 100 gold and 10 stone. Note that the first level requires wood and the second level requires stone. No one lives in the outpost directly and so building and upgrading it does not increase settler count. You can station a unit to guard the outpost by selecting the unit and then left clicking on the outpost. Archers are much better at defending an outpost then swordmen. So long as a unit is assigned to the outpost any damage will be repaired at no cost. If an outpost is captured by the enemy then they will gain control of the outpost as well as the territory and you will lose all buildings that were in the territory (they will be destroyed), this includes all walls and any troops on the walls. However, any troops on the ground will remain there, and could possibly take the outpost back (although you would still lose all the other buildings). Upgrading the outpost will increase its health allowing it to take more damage before it can be occupied by enemy forces. On some maps, upgrading the outpost is enough to keep the enemy from taking control because they run out of torches before they can take it over, giving you a chance to conduct repairs. [E] SPECIAL These buildings are all required for your city to survive. If any of them are destroyed for any reason then you lose the map. Each of these buildings requires a lot of gold and stone to upgrade. Each one of them provides a valuable service to the infrastructure and growth of your city. [1] CASTLE Gold Stone Troops Level 1 - - - 25 Level 2 - 150 25 43 Level 3 - 250 50 61 Level 4 - 500 75 91 The castle controls your troops and your taxes. From here you can decide (after your knight is promoted) how much to pay your troops and how much to tax your people. Changing these figures can alter your city's reputation which has a direct effect on how well your troops do in battle. Your Troops can be paid nothing, 2 gold each month or 3 gold each month. Your retailers can be taxed nothing, 50% or 100%. You can also hire a thief. Notice that if you subtract 1 from all the maximum troop numbers at each castle level you will have a number that is divisible by 6 which just so happens to be the number of troops in each fresh unit you recruit at a barracks. This is because they want you to have a full contingent of soldiers and a single thief. One is really all you need anyway. No one lives in the castle and it does not require any maintenance. A castle upgrade is required for your first knight promotion. [2] CATHEDRAL Gold Stone Sermon Seats Population Level 1 - - - 10 50 Level 2 - 150 20 15 100 Level 3 - 250 40 30 150 Level 4 - 500 60 60 200 The cathedral determines your city's maximum population and thus the maximum number of buildings and upgrades you can have. After your castle, this should be second building to upgrade as it can limit city growth if not upgraded soon. The cathedral is also able to hold a sermon. When a sermon is held settlers from your retail buildings will attend the sermon. after the sermon is complete they will leave the cathedral and donate a sum of money from their own pockets. This money is syphoned directly to your treasury (Don't worry, the priest in charge says that it's not a sin). If Alandra is your knight then the sermon donations will be 20% higher. While you are holding a sermon you retailers are not producing any goods. If you have a lot of buildings that are full of goods and no one is buying anything then taxes will be low. This is a perfect time to hold a sermon. If you are running low on finished products then you should hold off on the sermon to let your settlers produce their wares. Holding a sermon will also temporarily increase your city's reputation. One priest lives in the cathedral and counts toward your population, although, his pious nature means he has no desires to fill (he even grows his own food). [3] STOREHOUSE Gold Stone Capacity Water Level 1 - - - 250 15 Level 2 - 150 20 500 30 Level 3 - 250 40 1000 70 Level 4 - 500 60 2000 120 If the castle is the mind and the cathedral is the spirit then the storehouse is the body of you village. All your resources are gathered here. All your retailers come here to fetch raw materials to produce goods. Upgrading the storehouse will increase its capacity. In the beginning 250 capacity is quite small and you should upgrade as soon as you have the gold and stone, but, not before you upgrade the castle and cathedral. In my experiences I have never filled a 2000 capacity storehouse before, although I have gotten past 1000, mostly from emptying out iron mines and stone quarries early. Right in front of all storehouses is the market place and the fountain. Everytime you upgrade the storehouse you also upgrade the marketplace. Each upgrade will make the marketplace look nicer and the fountain will grow in size and capacity holding more fresh water each time. If you click on the fountain you can access the marketplace. Here you can see how much water you have available and ,if your knight is promoted high enough, you can hold a festival. Festivals will be discussed more later. The only time you should worry about water would be on a few arid maps which have quests that ask you to deliver water to allies, otherwise you should never have any water issues. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VI. LIFE IN THE CITY [A] ECONOMY AND STRIKING As with any city there is a system of checks and balances that allow a city to either grow or die. This game is the same way. The economy of Settlers 6 begins with raw materials (Wood, game animals, milk, grain, fish, iron and wool). These raw materials are collected by resource gatherers at various locations outside of your main city and when the gatherer has collected and stored enough of the material in their hut, they will bring it to the storehouse at the center of town. Stone is a raw material but there are no industries which refine it. Raw materals are pretty much useless to your settlers. You need retailers in your city in order for the raw materials to be made into useful objects. No one wants to eat raw fish or un-processed grain and that animal carcass will get pretty stinky if you wear it in the sun all day. Retailers will walk from their shop to the storehouse and bring back materials which they will use to create their wares. There are 7 catagories of finished goods: Food, Clothing, Cleaning Supplies, Entertainment, Decoration, Military, and Special. Food, Clothing, Cleaning and Entertainment are considered Needs. Settlers will strike if needs are not met. Decorations are considered wants. Settlers will not strike if their wants are not met, but, they can increase city reputation and make your city look nice (as well as increasing tax revenue). Below is a list of raw materials and their finished goods. Gatherer -> Raw Material -> Retailer -> Finished Product (catagory) Hunter -> Animal Carcass -> Butcher -> Sausage (food) Hunter -> Animal Carcass -> Tanner -> Leather(clothing) Hunter -> Animal Carcass -> Soap Maker -> Soap (cleaning supplies) Fisher -> Raw Fish -> Smokehouse -> Smoked Fish (food) Farmer -> Grain -> Baker -> Bread (food) Rancher -> Milk -> Dairy -> Cheese (food) Herder -> Wool -> Weaver -> Tunic (clothing) Herder -> Wool -> Theater -> Costumes (entertainment) Herder -> Wool -> BannerMaker -> Banners (decoration) Woodcutter -> Wood -> Carpenter -> Bench (decoration) Woodcutter -> Wood -> Broommaker -> Broom (cleaning supplies) Iron Miner -> Iron -> Sword Smith -> Swords (military) Iron Miner -> Iron -> Bow Smith -> Bows (military) Iron Miner -> Iron -> Blacksmith -> Weathervanes (decoration) Iron Miner -> Iron -> Seige Shop -> Seige Engine Parts (military) Herb Gather-> Herbs -> Pharmacy -> Medicine (special) Beekeeper -> Honey -> Tavern -> Mead (entertainment) Beekeeper -> Honey (wax) -> Candlemaker -> Candle (decoration) Marketplace-> Water -> Bathhouse -> Hot Bath (entertainment) Medicine is a special catagory because you only need it when plague strikes. The seige engine workshop is not really a retailer because they don't sell seige engines to the settlers; they sell the parts to you, but, they do use raw material to create a finished product. The Marketplace is not really a resource gatherer but it does produce water at the fountain which is used to create entertainment. Water is also used by the herder and rancher to keep the animals healthy. As you can see, many different raw materials are used by many different retailers so there will be competition for some of your materials. As long as you have a decent income of raw mateirals then you should be alright. See the building section above for more details about each building. Once the retailers have finished producing their stock they will display it on shelves in front of their store. When a settler is in need of a particular item they will walk to the market place and purchase the item from the store. When this occurs the retailers gain gold as personal income. Every month, your castle will send out 1 tax collector on horse back to each of your retailers and collect a portion of that retailers income as taxes which you gain as gold income. Taxes can be altered at the castle when your knight is promoted high enough. You can choose to tax your retailers nothing, 50%, or 100%. No taxes will raise city reputation, 50% is default, 100% will lower city reputation. You can spend gold on castle, storehouse and cathedral upgrades, as well as military recruiting and soldier salaries. So, lets recap what we have here. If you want to upgrade your settlements infrastructure and maintain an army, you will need gold income. Gold income is given to you mainly in the form of taxes from retailers. Gold can also be gained through ruins (described more below) and holding sermons, but, those are not prefered methods. Retailers gain gold when they sell a finished product. Finished product requires raw materials which are gathered from the storehouse. The store- house is stocked by resource gatherers. And that, in a nut shell, is the ecomony of the game, however, your settlers are not going to work for free. The needs of the settlers vary depending on their jobs. As we discussed, your soldiers will work for gold. They do not need to eat. Resource gatherers will only have a need for food, nothing else. Retailers on the other hand have all kinds of needs which must be met: Food, Clothing, Cleaning, Entertainment and Decorations. Except for decorations, every need will diminish over time which means that eventually, all finished goods will need to be purchased again and again, thus giving you a sustainable and cyclic economic structure. Problems arise when your settlers needs are not met. If a need is not being met then your settlers will start wandering about your market place with a little icon in a bubble over their heads. Yellow means they are getting close to running out, red means they have none of that need left. This is called a settler strike. Striking settlers will not work until their needs are met. A need can be met with any object from the catagory they are lacking. Thus a hungry settler can be satisfied with a wedge of cheese just as easily as with a loaf of bread. Your economy can essentially collapse if the settlers that are striking are also the same settlers that produce the need that they are striking for. For example, if your food retailers start striking because of a lack of food then food will never get produced even if there are raw materials. To fix this you will have to first ensure that you have some raw food materials and then delete the striking retailer buildings and build new ones. This will be costly in wood and, frankly, if your city is that bad off, you should probably start the map over. If your settlers are striking it means that your retailers have no finished goods for sale. This could mean that you have run out of raw material or your retailers are not efficient enough or you don't have enough of that type of retailer to keep up with demand. To figure out what the problem is you can click on the storehouse to see how your raw material stock is doing. if you are running low then you need to create another of that resource gatherer. Unfortunately it may take some time for that gatherer to get up and running. Before doing this you should ensure that all your resource gatherers are fully upgraded. If you have plenty of stock then your retailers are just not keeping up with demand. First ensure that all retailers are fully upgraded and then if you still have demand issues and your supply is good then build another of that retailer. Since retailers and gatherers both need food, food will be a very important product in your settlement. This is why you are given 4 sources of food, three of which have no competion with any other industry. You should always strive to provide more than one source of food, although, it might be difficult on some maps to provide more than 2. A basic rule of thumb that I have found to work on most maps in single player is that you should have at least 2 of every retailer in your city. As long as you have sufficient raw materials then you should be producing a decent amount of excess supplies in all areas. You can see what your current levels of finished products are by looking at the buttons on the top of the screen. As long as these numbers are in the positive then you have product to satisfy needs. A good idea for an efficient settlement is to have at least 9 or more of each item in stock at all times. One drawback to having too many retailers is that you will have too much finished product in your city thus flooding the market. Your retailers won't be selling much on an individual scale due to too much competion. This will eventually hurt your gold income because if retailers can't sell product they can't pay taxes. The only time you should go over the 2 retialer idea is if you are falling below the 9 overstock concept described above. Most likely this will occur for food retailers on maps where certain food sources are scarce. [B] FESTIVALS AND FAMILIES The center of every settlement is the marketplace. The marketplace always sits right in front of the storehouse and always has a fountain of fresh water flowing. When your knight has been promoted enough you can start throwing festivals to entertain your villagers. To start a festival you must click on the fountain in the marketplace. If you are able to throw a festival a button will be available. When you mouse over the button it will tell you how much gold the festival will cost. The cost of a festival increases with your city population. The more people you have the bigger the festival will be. When you click on the button the music will change to become very upbeat and happy, many of your villagers will come out of their homes and walk toward the market place. Here they will dance, clap, and talk with each other. If you click on the marketplace again while the festival is running you can see a yellow progress bar. When the bar is empty the festival will be over. While the festival is engaged retailers will not produce any products. Festivals are not suggested when your city is running low on finished goods. Festivals have 3 main effects. 1. Your city reputation will temporarily increase while the festival is active. 2. Your cities stock of entertainment goods (mead) will temporarily increase and satisfy any settlers striking for entertainment. 3. After the festival is complete you will be informed as to how many of your retailers found wives. The third effect is very important for the efficiency of your city. When a retailer meets a woman at the festival there is a chance they will get married. Throughout this document I sometimes refer to wives as families or weddings. Your city can have a maximum number of wives equal to twice the number of retail buildings in your city. A level 1 retail building will only increase your maximum by 1, a level 2 or 3 building will increase it by 2. It seems that the closer you are to the maximum the fewer wives you will gain from a festival, and the further you are from the max the more a festival will bring. A wife in the household will increase efficiency of the retailer. Basically, the wife will do the shopping allowing the retailer to spend more time making goods. You are limited in the number of families your settlement can have, but, I have never been able to achieve the limit during any of the maps I have played. That is not to say that it cannot be done, just that it is not required. If you have Thordal as your knight then you will increase the number of wives gained after each festival. Overall I like this ability because I like my settlers to be very efficient. If at any time you have a cart sitting on the marketplace then you cannot hold a festival. Sometimes you can click on these carts and order them to return to where they came from. [C] TRADING AND DIPLOMACY Diplomacy is really not much of an aspect in this game as all relationships are pretty much event driven. On nearly every map if there is another village around your relationship with that village will be static throughout the entire progress of the map with a few exceptions (explained in the Campaign section below). When it comes to trading there is a little more action involved. Your settlement can have 1 of two kinds of trade relationships with a village or cloister: you are either friendly or allies. If you are on friendly terms with a village then you have the ability to negotiate a trade for goods. In order to purchase goods from a settlement you must maneuver your knight next to their storehouse. When your knight is close enough a few new buttons will appear with various icons. In the case of allies you do not need to move your knight close to their storehouse, you should always see the purchase icons available for trade at any time. each icon represents the item they are willing to sell to you. It could be a raw material or it could be a finished product. The number above the icon is the number of full trades they are willing to make while the number below is the number of units per trade. When you select an item it will tell you how much the trade is for. Each time you buy an item from a village the cost will increase slightly (as they have fewer of that item to trade at this time). For example if you are buying wool and the number at the top is 5 and the number below is 9 then this means that each time you press the button you will buy 9 units of wool and you can do this 5 times for a total of 45 units of wool. The number of trades they are willing to make will increase over time as they replenish their supplies. When you make a purchase a cart carrying the goods will leave the storehouse of the village and head to your city. At the same time a cart carrying gold will leave your castle and head to the village. At any point along the trip either cart could be captured by bandits if the cart enters a territory with bandits in it. You can assign a unit of troops to either cart and that should deter the bandits from attacking (although you should be using your troops to clear out the bandit camp instead). If you purchase raw material the material will be stocked in your storehouse. If you purchase a finished product the cart will stop in the marketplace and act as a retailer selling his wares to your settlers who need them. While the cart is there you cannot hold a festival. If you have a festival in progress then you cannot purchase a material that will cause a cart to take up a space on the marketplace. You can only have 3 carts sitting in your marketplace at any one time. If you purchase sheep or cows then the herd will begin walking by themselves toward your city and if you have any open pastures they will walk into them by themselves. Sheep and Cows cannot be stolen by bandits although they can be attacked by wild animals. On some maps, the only way to get wool or milk is to purchase the animals from a nearby village. When you make a single purchase of cow or sheep you will buy a whole herd of 5. For the most part, you should never need to purchase materials (either raw or finished) from a village. If you do, then you should probably restart the map, unless you are just experimenting. You do not need your knight in order to sell goods. You can sell goods to friendly or allied villages at any time. In order to do this you must have at least 9 units of a raw material availabe in your storehouse. If you click on this material in the storehouse window you will see a slider appear to the right. Sliding this bar up will increase the amount of the material that you are selecting. Next to the bar is a trashcan. If you like you can simply dispose of the item. Above the scroll bar you should see a list of all the villages which are willing to purchase the item. Once you have selected the amount of material to sell click on the button for the village you wish to sell to. Then, just like in a purchase, horse drawn carts will leave both areas to conduct the exchange in real time. Selling raw material is a good way to make quick cash and to relieve space in your storehouse at the same time. If you have Elias as your knight he can increase the amount of money from selling goods and decrease the amount of gold you pay for goods. This is not the best of abilities as you should have plenty of gold by the time you have enough excess materials to sell and you will not be engaging in a lot of purchases on most maps except to buy one or two herds of animals. Another place you can do business is at the harbor. On maps that have a harbor you will be told ahead of time (via a pop up quest message) that a ship is comming to the harbor. If you wish to see what they have to sell then you must move your knight to the harbor and next to the harbor storehouse. When the ship arrives then the trade buttons will appear. The harbor usually has items for sale that no village every does such as salt, jesters, dyes and mercs. Salt will increase the flavor of all of your food for a short time which has the effect of temporarily increasing your city reputation. A jester will travel to your marketplace and act as a small festival satisfying entertainment needs but it will not create families. Mercenaries are like half strength troops; one batallion of mercs is 3 men with 1 torch instead of 6 men with 6 torches. They cost less to recruit than regular troops but you get what you pay for. Dyes will increase city reputation by improving the color of your clothes. [D] RUINS AND SHIPWRECKS Hidden away on many maps are ruins and shipwrecks. You will come into contact with these mysterious places when you are exploring the land. When you find one you should see an icon of a small hand over top of the ruin. If you move your knight close to the ruin or shipwreck you will get a button to appear. Pressing the button will "explore" the ruin and a cart will appear full of gold which will automatically head back to your castle and deposit in your treasury. You must be careful though, as bandits can capture your gold cart and you can lose the gold forever that way. Ruins can give anywhere from 80-400 gold. Knowing where the ruins are on each map can give your settlement a quick influx of gold for use in early upgrades and soldier maintenance. I think it is fair to warn you now and later in the campaign section below that on Map 15 "Vestholm" there are some ruins in the south west of the map which have 4 activation buttons. Only one of them will yeild gold. The other three will dispatch 50 units of wood from your storehouse to the ruin. I have personally dispatched over 200 units of wood to each activation point and have not seen anything happen. In fact no one has seen anything happen with this ruin. Many people believe it is a sick joke by the developers. I think it was a quest that was partially designed and was just never fully implemented. Either way, once you get the gold, just leave the ruin alone. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VII. THE MILITARY [A] BATALLIONS AND REPUTATION A batallion is any group of soldiers, mercenaries or bandits that act as a single unit on the battle field. For fresh troops this means a grouping of 6 soldiers or 3 merc/bandits. When you first recruit your troops at the barracks you will get 6 fresh men ready for battle. Barracks get their gear from the smiths in your city which make their weapons from iron in your store house which is mined from iron mines on the map. Barracks can hold gear for 1.5 batallions at level 1, 2 units at level 2 and 3 units at level 3. For all maps in singleplayer, having 1 sword and 1 bow barracks each at level 3 is all you need. Some maps you can get away with 1 each of the smiths but on the more military heavy maps 2 smiths of each weapon type should be more than enough to keep your barracks stocked with gear. When a batallion is selected it will attack and move as a single unit. When you select any member of a batallion you will automatically select all members of the unit. When the unit takes damage, it will start to lose members one by one. I am very confident when I say that a unit with 6 troops will do more damage and defend better than a unit with few troops in it (although I have not done much testing to prove this). When selected a unit will display two numbers. The first number is the number of torches they currently have and the second number is the number of members still active in the unit. Troops use torches to attack wooden walls and wooden gates as well as buildings. You can select multiple units on the screen by clicking and dragging a box around the units you wish to select. YOu can also select all units of the same weapon type on the screen by double clicking on the unit type you want. For example, If you are in a battle where things are messy and you need to select your archers then find 1 archer and double click on him, this will select all your archers in the immediate area. Each individual member of a batallion will count towards your total troop max. Thus if you start with 2 units of 6 each (total of 12) and lose 3 members in each unit, then you have enough left over to recruit another fresh unit (6 more troops). Troops are paid 2 gold per month per member by default. If you give them high pay then they get 3 gold each. As each unit loses members you pay less gold each month. Troop salaries can be manipulated at the castle. There are two kinds of units; Swordmen and Bowmen. Swordmen are your melee troops. They are adept at hand to hand combat and excel at fighting face to face. They do not do well against ranged attackers and are good choices for defending your seige equipment. Bowmen are your ranged attackers. Bowmen will always prefer to fight from a distance but if they are engaged in melee (by swordmen) then they will fight hand to hand. They do excellent damage from a distance, but, their melee skills are very poor. They work best if they are attacking from atop an outpost or from a stone wall where they seem to enjoy a slight defense bonus. They can gaurd siege equipment, but, prefer to fire at enemies from the back. I find that having an equal number of swords and bows in my army is a good mix that can be difficult for the enemy to overcome. Something I find interesting and useful is that when you have both swordmen and bowmen selected and tell them to move to an area, they will automatically form up with swordmen in front and bowmen in back, which makes setting up for attack or defense much easier. When fighting enemy bandits or soldiers you should always try to engage the enemy bowmen in melee combat first by running up to them with your swordmen. This will reduce the damage you incur from the arrows and give you the upper hand by being the only force on the field with ranged attacks. If you bring your knight along, have your knight run into battle first so that the enemy is distracted and gives your troops a few free hits before your knight falls and goes back to the castle to recover. When Fighting the enemy, tactics are one thing but moral is another. In this game moral of your troops is very important and can be the difference between a terrible defeat and an easy victory. Even your knight's strength is affected by moral. Moral is directly related to your city's reputation. Your reputation is measured in degrees of percentage and your troop strength is measured in stars. Every 20% of reputation will give your troops another star of strength: 0%-19% = 1 star 20%-39% = 2 star 40%-59% = 3 star 60%-79% = 4 star 80%-100 = 5 star Reputation is affected by many different factors: Each promotion your knight recieves is +10% permenant bonus to reputation. Offering both leather and wool clothes is +10%. Offering both soap and brooms is +10%. Offering both baths and mead is +10%. Holding a festival is +10% Holding a sermon is +10% High Soldier pay is +20% No Soldier pay is -30% High Taxes is -30% No Taxes is +20% Some other rare things also affect reputation like buying salt or a jester from the harbor traders. Reputation seems to start fluctuating oddly after your knight is promoted to level 4. I think it has to do with rich and poor buildings or it could just be a bug. The lesson to learn here is that the more things you offer to your troops and settlers the more your city will benefit and higher your troops moral (and thus their fighting strength) will be. Treat your retailers and troops poorly and you can expect bad losses on the battlefield. Except for the promotion bonus, all bonuses listed above are temporary and usually change on a monthly basis when taxes are collected. If you know you are going into battle and your reputation is less than 80% then I suggest holding a sermon and possilbly a festival right before going into battle. This will give you another star of strength which should last until the battle is over. It does not matter if anyone actually attends the sermon or if any wives are acquired at the festival. It also does not matter how far away your troops are from the city. Reputation also affects your enemies. I believe that bandits have very low reputation all the time, which makes them more of an annoyance later on then a challenge. Enemy troops moral is determined by their main cities reputation. If you can find ways to reduce your enemies reputation and keep yours high then you can do a deadly blow to their military in combat. [B] THIEVES What good is a military without a little recon and intelligence? Theives are the answer to an army that does not know where to go. Theives become available once you promote your knight. They are recruited at the castle and cost 120 gold. They count toward your troop limit and have the same salary as your troops. The troop limit at each castle level is designed to allow at least 1 thief as well as many full batallions. The thief is a very special unit. It cannot attack or defend itself. Its purpose is to spy, gather intelligence and steal resources. The theif will be virturally undetectable by all but your enemy's troops, blending in with the surrounding populace like another settler, which allows them to walk right through an enemies gate without being stopped. Theives can even walk right past a wild animal without being attacked. One of the more interesting abilities of a thief is to interact with an enemy's special buildings to do some harm to the enemy settlement. If the theif interacts with the enemy castle they will steal some paperwork. If the theif is able to sneak back to your castle without being detected by the enemy military then the enemy cathedral will be damaged thus lowering the enemy reputation significantly. This will then give your troops an edge in battle strength. Apparently the paperwork is supposed to be the blueprints to the cathedral and the damage is done through sabbotage. Intertacting with the enemy storehouse will allow your theif to steal a random amount of their raw supplies. This ability is fairly useless as the amount always seems to be small and not worth the trouble of getting caught. However, if you have destroyed most of the enemies resource gathering buildings in their outlying territories then stealing what provisions they have left might cause the settlement to go into strike which could be a fatal blow to their entire economy. Most later maps have quests that must be done with a thief, those will be discussed later in the Campaign chapter below. I think that the best use of a thief is as a spy. Since you can sneak your thief past the enemy gate you can then tell him to stay behind one of the enemy buildings away from the military patrols. While he is in the territory you can see everything that the enemy is doing and how best to assault the objective. [C] SIEGE WEAPONS If The enemy is behind wooden walls then you need only a large force with a bunch of torches. If the enemy is behind stone walls then you will need something with a little more kick! Siege weapons are the only answer to defeating certain maps. The only question then becomes which weapon. All siege weapons are built at the siege engine workshop which you may build when your knight is promoted high enough. The workshop will use iron from the storehouse to create siege engine parts which can be used to create 1 of 3 types of siege equipment. Each type of engine requires a certain level of promotion. When you have decieded which engine to build an ox drawn cart will be created that carries the engine parts as well as an instruction manual on how to assemble it. The cart can be moved as a regular unit and is slower than your regular troops. In order to assemble the engine you must assign a unit of troops to the cart. This will cause another set of buttons to appear to the left of the mini map. Pressing the top most button will cause the troops to use the manual and assemble the pieces into a seige engine. The bottom most button will cause the troops to stop gaurding the engine. Once assembled the engine is ready for use and it must be staffed with troops at all times in order to be used. When assembled the engine is much slower than before, but, it can be dissassembled in cases where it needs to be moved to another area. The siege engine can be captured by enemy forces if it is unmanned. Any troops assigned to the engine will gaurd it with their lives. The only way to destroy a siege engine is by attacking them with stone tower mounted catapults which become available at the same time as the seige engine workshop. All siege engines cost 150 gold and 5 siege engine parts. Each upgrade to the workshop will allow storage of 5 more parts, thus, a level 3 shop can hold three engines worth of parts at a time. Battering Rams - These are the first engine available. They can attack both walls and gates of any type but do more damage to gates than to walls. These are the easiest weapon to attain of the three and the easiest to use as they have no ammunition to speak of. You should not need more than 1 or 2 of these on most maps to get through the enemy gates. Battering Rams are very susceptible to enemy archer fire from the walls. Siege Towers - These are the second engine that becomes available. They allow your troops to scale the enemy walls and let them in behind the gates without destroying them. I have never been able to get them to work so I don't have any tactics or recommendations for them. You do need one unit to work the tower and one unit standing on top of it so at most you can only have half your army on the inside at once. Of course once you are inside, you can have one of your troops open the gate to let in everyone else. To open an enemy gate from inside you simply select one unit of troops and then right click on the enemy gate. The unit will run to the side of the gate and begin working the mechanisim to raise it so that others can walk through. If the unit is destroyed or leaves the gatehouse then the gates will close again. Catapults - Catapults attack the enemy walls and gates from a distance using large boulders. Catapults do more damage to walls then they do to gates. Catapults require ammunition in the form of stones. They come assembled with 10 boulders and must be refueled with a stone ammo cart. An ammo cart is created at the store house. When you have the ability to create siege engines you will have the ability to create an ammo cart. If you have at least 10 stone available you can make another ox drawn cart which will carry the stone. ammo carts do not have to be protected but they can be stolen if they are not. To refuel a catapult (or mounted catapult) you simply need to have the ammo cart near the catapult and it will refuel automatically (if only the rest of life were that simple). When the cart is empty, it will return to the storehouse automatically to refuel itself. Ammo carts do not count as troops and will not be selected when you use the Select Military button on the side of the mini map. You must select them individually or use the click and drag method. When assaulting an enemy wall it is a good idea to have about 3-4 catapults and 2-3 ammo carts each. If you are using catapults then don't bother with rams. Make the decision before hand to attack either the gate or the wall but not both. You can attack the gate with a ram at the same time you attack the gate with catapults, but, the catapults do such lousy gate damage that they would be more useful attacking the wall. Ultimately you just want to get inside so you can finish the map, so, if you have catapults then use them. Anti-Siege Weapons - Mounted catapults are the answer when you are under siege. Mounted catapults are built on the stone towers that connect the different sections of stone walls. They work automatically and do not need to be staffed in order to function. They will immediately start firing upon any siege weapon in its range, which is usually further than enemy catapults. Mounted catapults also seem to be more powerful than regular siege engines which gives the defender a large advantage. Mounted Catapults cost 200 gold and 5 iron. They must be supplied with ammo like regular catapults. Since they are closer to your storehouse I would suggest having only 1-2 carts per catapult and only if you are being sieged. Mounted catapults, as far as I can tell, cannot by attacked directly with any kind of weapon. They cannot be targeted by other catapults and they can't be burned down with torches. They are for all intents and purposes, invincible. This combined with their range and increased damage makes a gate gaurded by 1 or 2 of these pretty much a super fortress. Many times I have seen the enemy troops march on one of my catapult gaurded gates with a handful of different weapons and when they see that I have mounted catapults they have always turned and ran back to their city. They know that the mounted catapults would destroy their siege equipment before they could do any harm and without siege equipment, troops are useless against a stone wall. I always like to buy a few mounted catapults for my gates on every map where I can afford them. The problem with these beasts is when the enemy starts building them on their walls. At any point when you put a military unit next to the enemy walls they will usually start to build mounted catapults right away. Since the catapults, like everything else, needs to be built by a settler then you need to act fast before that settler arrives with the materials. Once the enemy has even 1 working mounted catapult then you will have a very hard time assaulting their city. If you get into this situation then I suggest going for catapults and bringing at least 4-5 of them with 2-3 ammo carts each. Before you do your assault I suggest you save the game. If your catapults are destroyed before the wall comes down then restart and bring along 2 more catapults. The idea here is to overwhelm the city defenses with numbers. Once the wall comes down you can abandon your catapults and rush the city. If you try to bring your catapults into the city, the mounted catapults will continue to destroy them anyway. Then only way I know of to destory a mounted catapult is to either take the territory (which destorys all enemy construction) or to destroy all walls on the sides of the tower. [D] EXPANSIONS AND OUTPOSTS On most maps in singleplayer you will start out with a city in a single territory, with a level one castle, storehouse and cathedral and no settlers save for your knight and priest (he lives in the cathedral). Some maps are gracious and give you some form of food and perhaps even a single stone quarry. If you want to win on The later maps then this will not be enough and you must explore and expand your territory to calim new resources. In order to claim a new territory you must either build an outpost in an unclaimed land or take over an outpost owned by the enemy. The outpost is a military building which is used to claim new territory. To build the outpost you must first move your knight into an unclaimed area then use the Build Outpost button next to the mini map (see interface section above for more details). The cost of the initial outpost will vary depending on the relative usefulness of the territory. The more resources the territory has, the more expensive it will be to claim the area. Costs vary between 200 and 1000 gold as well as 10 wood. After a territory has been claimed you are free to build any other buildings you wish as well as trails and roads. Upgrading the outpost is always a fixed amount of 100 gold and 10 stone. Note that the first level requires wood and the second level requires stone. No one lives in the outpost directly and so building and upgrading it does not increase settler count. You can station a unit to guard the outpost by selecting the unit and then left clicking on the outpost. Archers are much better at defending an outpost then swordmen. So long as a unit is assigned to the outpost any damage will be repaired at no cost. If an outpost is captured by the enemy then they will gain control of the outpost as well as the territory and you will lose all buildings that were in the territory (they will be destroyed), this includes all walls and any troops on the walls. However, any troops on the ground will remain there, and could possibly take the outpost back (although you would still lose all the other buildings). Upgrading the outpost will increase its health allowing it to take more damage before it can be occupied by enemy forces. On some maps, upgrading the outpost is enough to keep the enemy from taking control because they run out of torches before they can take it over, giving you a chance to conduct repairs. On some maps a good tactic is to take over all the lands owned by the enemy before attacking their main base. Even if they reclaim the land they have lost a lot of raw material income which could lead to settler strikes and possibly a large drop in their city reputation which of course leads to low troop strength. A good tip when expanding to an area just for stone or iron is to assign 2-3 resource gathers to the mine or quarry. This will quickly drain the resource of its raw material and move it to your storehouse. This way if an enemy takes over your outpost and you lose control of the mine or quarry it doesn't matter because it is now all emptied. Controlling territory that has no resources is for the most part, pointless. If you lose control of an area that has no resources than don't worry about it, unless of course it is a point of pride for you. [E] MERCENARIES Mercenaries can be purchased (recruited) at harbors on certain maps. Merc units will have 3 troops and 1 torch. They are cheaper to recruit than regular units but you get what you pay for. Once you recruit mercenaries you have to keep paying their salary (they are mercs after all). Merc strength is affected by city reputation just like regular troops. Mercs count toward your maximum troop limit. For the most part, mercs are not worth the gold. There is no map where mercs make any difference and you can easily go the entire game without them. If you feel you have to purchase mercs to fill your ranks then you should probably restart the map. [F] BANDITS Bandits are like mercenaries. Each batallion has only 3 men and 1 torch. Bandits are cowards and will not attack you unless you attack them. They are basically an annoyance and should be disposed of as quickly as possible. Bandits will attack any carts that travel through their area. This can keep trade routes from being active. To prevent this you can have a batallion gaurd a cart and the bandits will not attack it (because they are cowards). To do this you select the unit and then right click on the cart. Of course the prefered way to deal with bandits is to wipe them out entirely. When you encounter a bandit camp you will see three different kinds of tents. Each tent will occasionally spawn a new type of troop either swordman or bowman. One of the tents will be the main bandit tent and will usually spawn both kinds of troops. The best way to deal with a bandit camp is to have your troops burn down the tents first, then attack the bandits. Once the tents are burned down, they are gone forever. If you destroy all the bandits and there is still a tent left then bandits will continue to spawn. When assaulting the bandits you should send in your knight first. The bandits will attack your knight and let your troops get in a bunch of free hits. By the time your knight is dead and recovering in the castle the bandit numbers should be reduced sufficiently for your troops to clean up and have few if any losses. If bandit archers are giving you trouble then have your swordmen engage them in melee and they will immediately stop shooting you with arrows, just like when dealing with enemy troops. To completely clear the territory of bandits you must kill all the units and burn all the tents. Usually, 1 batallion of troops can destroy a single tent. The main tent may need two units. [G] WILD ANIMALS As you explore the maps of the singleplayer game you will run across wild animals such as wolf packs, lion prides and bears. These creatures are usually found near wild game hunting areas and they will occasionally attack and kill the wild game. If you have hunters in the area the wild animals may attack and kill your hunters instead. Unfortunately your hunters just aren't equipped enough to fight back (eventhough they have bows and arrows). If you ever come across a pack of wild animals and they are interferring with your settlement then you can either send your knight after them, or, better yet, send in some troops. Wolves always attack in packs of 4. Depending on your reputation your knight might be able to take out all 4, but, if rep is low, then it might take a few tries. Lions are a bit tougher than wolves and so you should take along some troops. Bears on the other hand are tough customers. The usually appear alone, but, some times there will be a mated pair. A bear is powerful enough to kill one soldier with each attack. Your knight should be able to survive 4-5 hits before falling. If you are going after a bear I suggest bringing your knight as a shield, and at least 1 unit of swordsmen and 1 unit of bowmen (I am not kidding). If you just use your knight, the bear will heal fully by the time your knight has recovered, so, you will need backup. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VIII.THE CAMPAIGN This section will take you through the single player game. I will not recount the entire storyline or plot elements although I may make reference to them. The main point of this section is to discuss tactics and strategy as well as to document the different quests and ways to accomplish them. Please note that many maps and quests have multiple ways of winning and my account here is just one of the ways that I used to accomplish the goals. If you have other ways of doing it then you are welcome to them and if you wish to experiment then by all means do so. For nearly every map the progression of city building and knight promotions is the same. For advice on how to build up your settlement and get your knight promoted as fast as possible please refer to the buildings and promotions sections above. On maps where the general strategies don't apply I will offer an alternate strategy. I will also not suggest any particular knight on any map. I went through the game my first time with Alandra from start to finish and had little trouble. You can refer to the knights section above for details about each knight and use whichever knight fits your playstyle. [A] VESTHOLM Vestholm is the first map and is also a tutorial map. You will have limited buttons on this map and each quest is very straightforward. You will have two knights to choose from; Marcus and Alandra. Vestholm is your kingdom. It is where you, as king or queen, rule your lands and begin your rise to power. Unfortunately some bandits are making trouble along one of your important trade routes and you must choose one of your knights to build a small settlement in the south to deal with them. The first part of this map is learning the basics, like how to move around and give orders to your units (you have to start somewhere!). Just do what the game asks and you should be fine. After following the blue arrows to your new settlement you will be prompted to build a woodcutter, a hunter and butcher while at the same time your knight will explain the basic concepts of the game. Eventually you will be tasked with producing 3 sausages. Your knight will say to build more hunters and butchers, but you really should just upgrade what you have. When you have 3 sausages you will get a message from the other knight that they are sending you some stone to upgrade your castle. The shipment will get stolen by bandits and so you must cut some stone yourself at a quarry. Your knight will have a quest available to expand your settlement. You can use the magnifying glass button in the quest details log to see exactly where you need to go, there are also those nice big blue arrows pointing the way as well (don't get used to them.) When you have claimed the territory, build two stonecutters next to the quarry and a trail to connect them to the main road. Follow that up with one tannery near your marketlpace. Now you have two goals, produce 6 clothes and upgrade your castle. When you have 6 clothes and a level 2 castle you can promote your knight, at which time you will be given a few units of troops. Just in time too, since two units of bandits are moving in on your settlement. Erradicate the bandit idiots and you can claim victory. [B] CHALLIA For our next challenge it seems that Vikings are invading some of our neighbors and we need to stop it. One of the interesting things about this game is that there are many points on each map where nothing will happen until you finish a certain quest. The beginning of this map is one of those times. This is the perfect opportunity to explore the entire map and learn the lay of the land. You can see here there is some iron to the south, and further south a settlement that is willing to trade with you. To the northwest is a hard to get to area which has a ruin. If you like you can claim the money now but it is not crucial to the map at this point. There is also a shipwreck to the south in your own territory, it only has 50 gold, but it is also easy to get. Don't worry about tripping any new events since everyone you meet will say to return once you have completed your current quest. If you are unlucky you might run across a bandit camp in the north. This will be part of a quest later and since your knight cannot use torches you will be unable to do anything about them at this time. You have plenty of resources in your starting territory so go ahead and build 2 woodcutters, 2 hunters, 2 stone cutters, 1 butcher and 1 tanner and upgrade as you can. You can also upgrade your castle right from the start so go ahead and do that now. Something else you can do now is upgrade your storehouse and cathedral when you have the gold and stone. When you are ready go ahead and promote you knight to sheriff. Now our quest is to "find" some new areas. If you explored earlier then you already know where these areas are. This is another resting point as nothing will happen until you go to these towns. I would use this time to build a broom maker and soap maker and get promoted to Baron as well as expanding to the south to claim the iron. If you start running low on food, go ahead and take advantage of the fish using a fishermans hut and smokehouse. When your stone quarry runs out just delete the stone cutters huts. Eventually you will run out of stuff to upgrade so go ahead and go to the towns in the quest. When you get to town of Regis Coast you will be tasked with delivering 9 wool clothes. To do this you will have to trade with the village to south for wool and have a weaver make the clothes. You must go into your production menu and force your weavers not to sell to the public, otherwise, you will have a hard time saving up the 9 clothes as your own settlers will buy them first. When you have 9 wool clothes dispatch them to Regis using the dispatch button on the quest details window. When you get to the village of Svenanger Coast you will trigger a little battle between you and a unit of bandit vikings. They are very weak and your knight should have no trouble defending the city (they attack from the north). After defending the city you will have another task of getting 5 weddings. This will require you to be a Baron (which you probably already are). When you are ready, go ahead and hold a festival, you should have no trouble getting 5 wives. As soon as you have your new wives the vikings will attack your southern shores. Don't be alarmed if your knight falls in battle. The vikings will come in, throw some torches and leave. They don't have enough torches to do any lasting damage and no, they don't actually steal your wives. The viking raid will trigger another quest to build a city wall around the settlement. You will have a couple of these types of quests on other maps too. To comply with these types of quests you simply have to build up sections of wall that will seal your settlement from the outside. You don't actually have to build a round set of walls, just seal off all entrences to your city. As a hint, cliffs act like walls. Oddly enough, on this map you only need to wall off the southern beach. Don't forget to put in a gate if you are fishing or the fisherman will have a hard time delivering his goods. When the wall is complete the vikings will curse your wall and trouble you no more. Next you should find the cloister at Rhian-Over-The-Sea. This will not trigger anything new but it is good to know where it is at. Follow this up with a trip to the harbor where Elias is awaiting our arrival. When we arrive Elias will tell us that we need to light some signal fires. The first fire is to the south of the harbor. Going here we will be prompted to dispatch 20 wood. It will take time for the cart to arrive but it should get there eventually. The next signal fire is north of Svenanger. When we deliver the wood here, we will be told that our shipment was captured by bandits! There is no way to stop this and in fact we need this to happen so we can start building our military. We will soon be tasked with building a swordsmith and barracks which will then lead to the task of recruiting a single unit of swordmen. To do this, though, we are also going to need iron which can be found in the territory just to the south west. When we have our first battlion of troops we must move them to the marketplace. Here we will be told to escort the next shipment of wood. Remember that bandits are cowards so if they see a shipment escorted by troops they will leave it alone. When the second signal fire is lit, the cloister will request that you hold a sermon. When you do, it will trigger a viking attack on the cloister. There is nothing you can do to prevent this as the vikings are not able to be selected or targeted. You can put an army of soldiers in their way and they will walk right past you. When the vikings finish burning down' the cloister you will be asked to deliver 40 stone so they can rebuild. You should clear out the bandit camp at this time and just deliver the stone. When the stone arrives the cloister will light the third signal fire for you. We are now at our last task. Elias will tell us that there is a salt trader at the harbor which is sign that the vikings are no longer troubling this area. We need to buy some salt as a show of good faith and to encourage trade. This is a sticking point for most people because they say that they cannot buy the salt. I do not know why that is, but, many people on the forums say that it is a bug of some of the previous versions of the game. If you have the same trouble try upgrading to the latest patch. That is all I can tell you about buying the salt, please do not email me about this bug because I cannot help you with it. After the salt is delivered to the storehouse we have victory and we have unlocked Elias as a new selectable knight. [C] GALLOS This map has us stepping in after a civil war and there are warring factions trying to bully the nearby settlements. It is our job to teach this bully a lesson. Our first quest is to get a promotion to sheriff. While you are building up your infrastructure take a stroll with your knight. To the west you will find a nice area with tons of hunting, an iron mine, and a ruin with 150 gold. Just to the north of your city is one of the settlements you are here to protect and a mercenary camp lead by none other than Kestral, one of our knights. However, she is not ours yet. We must first gain victory here before we can use her in battle later. As you explore (before your promotion) you will be told by everyone you meet to speak to the sheriff of Janisberg. He will only speak to you after you have been promoted. During your travels you can find two ruins in the territory due north at the top of map worth 200 gold. when you are ready to be promoted you will get hit with three quests to find the different villages on the map. If you explored earlier then these quests are already done. The sheriff of Janisberg will then ask you to speak with these villages which will start some new events. This is the perfect time to build up your settlment and get all your upgrades as nothing will happen until you complete the current quests. When you are ready to move on you can go to each village in turn and get a new quest. The village of Monstien wants you to buy a flock of sheep. At the moment we cannot build a sheep farm. After we buy the sheep we can do this and in fact it is part of the quest. The village of Riedfort wants you to donate a batallion of bowmen. After the bowmen arrive Riedfort asks for 9 swords. Our bowmen will be returned to us shortly (they were just there for a training exercise). Upon delivery of the swords they will send us 20 units of iron and the ability to buy iron if we need it. The cloister of Castanna wants you to donate 9 brooms. Upon delivery the cloister will send you some goverment cheese. When you have completed all three of these quests you will get a timmed quest. This time the bully is "collecting taxes" from the village of Monstien. If you were preparing ahead of time you probably have some troops ready. Just move them up to the village and wait for the enemy troops to arrive, then slaughter them. If you don't have any troops then you can send 100 gold to Kestral and her mercs will protect the village. You should have plenty of money saved up by now. If you like, you can send your troops and have the mercs join in. Its your money. You have 5 minuets before the bullies army arrives which is more than enough to position your troops and send the money. After the attack, you will have three more quests pop up. One quest is to send 80 wood to Monstien to build a wooden wall. Another quest is to send 300 gold to the bully to stop his attack. The Third is to pay the mercs to protect against the second attack. You have some choices here. First you must send the wood to continue the story, so go ahead and do that. Secondly, you can either pay the taxes and the bully will wait a little longer to send his tax collectors, or you can pay the mercs to protect the village again, or you can ignore both of those quests and protect the city yourself. I personally, don't respond well to extortion and I had a pretty large army so I just kept my money and did the work myself. Once Monstien has their wall built the bully will get angry and send his troops after your city. I know you are ready, right? Just recruit your maximum number of troops from the barracks and his troops won't stand a chance. The bully will call us names because we did not build a wall. We don't have to build one but it might make things go a little quicker. The bully will send two waves of attacks against us. After the second one fails he will try to hide himself in the back of a horse drawn cart and flee to the harbor to escape his punishment. If we catch the cart we win the map. The cart will be passing right through Monstien so we can't miss it. [D] NARFANG We continue our story to the north; Narlind the land of the vikings. Narfang is one of the areas in Narlind. In our initial territory we have a ton of fishing so we won't ever have to worry about food, but, we have no hunting, which means we must expand or we can't get clothes to be promoted. Luckily, the road out leads straight to some game and stone. Expand here as soon as you are able. Pay no attention to the burning village, it means nothing. Further along the road to the north will be some iron. If you go north some more you will find the village. To the west is an area with wild cows which can be ours when we claim the territory. Before you find the village (you can tell where it is by looking at the color of the border dots between territories) you should build up your settlement as far as you can. Claim the stone, iron, and cow territories and get your army ready for action. When you are ready to move on, go to the village in the north. They will ask you to achieve the rank of Baron, but, if you built up already this will already be done. Next you will be asked to destroy 21 enemy troops. This can be done by attacking the enemy territories with our archers. We also learn at this point that there is an ambassador knight being held prisoner and that our soon-to-be arch-rival, Crimson Sabbat is the one holding him. When you are ready take your army and start taking over enemy territories. To the north of the first enemy territory there are some wolves and some ruins that have 200 gold, although, by this point, you probably don't need it. The next enemy territory to the west has some wild sheep, so, if you like, you can make use of them. After taking the third outpost you will get a new quest, also, you will get a second herd of cattle when the enemies buildings collapse. The next quest is to introdue the thief and we must use him to infiltrate the enemy base and steal information from their storehouse. You can do this quite easily, just keep your distance from the troops. If your thief dies they will give you another. Once you have stolen the plans, move your knight back to your castle. Then we will be told that Hakim, another of our knights is the prisoner. We must get inside the enemy city. If you move your thief around to the eastern side of the city you will find a wooden pallisade that we can burn down. The river does not need to be frozen for you to get through, there is a sand bar under the water for you walk on. The enemy will try to resist, but resistance is...well...futile. When the skirmish is over, move your knight next to the prison with a hand icon on it. There are 4 prisons here, we want the one in the north west corner of the city. Wait for the progress bar to diminish and then hit the button. Hakim will then be released and head to your castle, when he arrives you can claim victory. [E] DRENGIR This map has us staying in the northlands to investigate the connection between the vikings and Crimson Sabbat. We also are told that our last knight, Thordal, is in the area. Our initial area starts us in the middle of the map. To the north is the enemy stronghold and there is a sand bar connecting us together. We have two fish, hunting and iron in our main camp but no stone. For stone we must expand to the west. To the west and south west are wild sheep. Our first quest is to find Thordal. He is to the north east. so long as you dont stumble on him while you explore then you can use the time to build up your settlement, which I recommend doing now. When you reach the rank of Baron you will get a message from Thordal (even if you have not met him yet) to build a beekeeper. This is the first time we can promote past Baron and we will need taverns with mead to do so. Build one beekeeper with 4 hives and two taverns so you get your final promotion for this map. When you have a full army and you are fully upgraded, venture out and find Thordal. Thordal will ask that we prove ourselves by destorying the southern most outpost. With a fully upgraded city and army, this will be a breeze. When we have taken the outpost we will be asked to build 3 hunters huts as a show of good faith to the nearby village. When the huts are done, the territory will be given to the village. You might note that there is a stone quarry in this area. If you build a stone cutters hut in this area first you can mine the stone, then build the hunters huts, however, you problably don't need the stone, so, it is up to you. Now we move on to the eastmost outpost and take that back. As you move through the snowy plateau, watch out for a polar bear, they are tough. When you get the next outpost, Thordal will send his troops. Let them burn down the wall and you can use your torches to take the outpost. When the outpost falls you will be asked to build 3 cattle farms and then the territory will be given to the village again. They just want cattle farms, not pastures, let them build those. Our next quest is to send our knight to the city to the west. When we arrive we are told that the vikings don't much like Crimson Sabbat and that when the viking warriors return they will want mead before they go and kick Sabbat in the can. Go to your production menu (button next to mini map) and tell your taverns to stop selling mead so you can stock pile it. When you have 18 mead, send it on over. When the mead is delivered we will be asked to take down the gate at the northern city and then the vikings will help us. To do this we must build a siege engine workshop and get us a battering ram (one should be enough). When the gate falls, go straight for the outpost in the center and burn it down enough to take contorl. This will give you a victory. [F] REKKYR Now that the tutorial is pretty much done, we start getting speical maps that start to challenge us. This map starts off with a perpetual winter, that means no fish, no grain, no honey, no problem! Our main goal here is not battle but survival and helping the other villages survive the long winter. The long winter will eventually end when we complete a few quests. We also start this map with a unit of troops. This means we need get running quickly because they will be a drain on our gold. Once you reach sheriff you can pay them nothing. When you are ready you can start exploring and expanding. There are some hunting areas in the surrounding lands which can help with food production, and a herd of wild cows if you can find them for cheese. The village to the north has a problem. They were expecting a shipment of grain but they have not heard from their trading party in a long while so we are asked to investigate up north. When we do, we will see an old hut and a pack of wolves. If we can kill the wolves we can interact with the hut and we will be given 75 grain. Then the village will ask us to make 9 bread for them. I am not sure why they can't take their own grain and make their own bread, but, meh... Remeber to put the baker on stockpile or you will run out of grain before you have the needed bread. The village across the river has another problem, they lost their sheep and don't know where to find them. Simply ride around on your horse and find the sheep. There are three sheep in the territory to the north of the village. There are three sheep to the south of the village as well as some ruins worth 250 gold. Further south are even more sheep. You should have no trouble finding them all. When the sheep have returned to their pastures you can buy sheep. Buy one herd of sheep and start making 18 wool clothes. You will need 2 weavers set to stockpile. After delivering the 18 wool clothes you must smoke out some cave bears to the north. Send you knight and all your troops to this cave, the bears are tough. The fire needs 15 wood. When the bears are smoked out 24 honey will be delivered to your storehouse and another quest will be given to deliver 18 mead. Build 2 taverns and set them to stockpile. Also, you will notice that the winter has ended. When the mead is delivered you will have your victory. [G] GETH On this map we move slightly to the south into a temperate region and move our sights to helping a bishop rebuild his cathedral. We are told that Crimson Sabbat will be near as well, and, this is the first time we are told about the Ghost Plague. We start out with some hunting and stone. To the east is an iron mine. Surrounding our territory are some areas with sheep and cattle. Across the river to the east is a bandit camp which come into play later. Scattered around the map are various villages and the city of Geth to the north. There are also some ruins in our territory worth 200 gold next to one of the hunting grounds. This is the perfect time to upgrade as far as you can. Geth wants us to achieve the rank of Sheriff. We are also asked to move to the harbor (northwest) and help rebuild it. The harbor needs 20 stone. When the harbor is built you will get a quest to deliver medicine to Geth and to buy a jester for your city. While you are there you might as well buy some dyes too. The medicine to Geth will happen automatically when the ship arrives. Once Geth is clear of the plague, they will ask for 40 wood to start building the cathedral. When the wood is delivered, Crimson Sabbat will show up to take control of Geths quarry town to the northwest. You must stop her! Defeating Sabbat is no big deal. When you are done you will be asked for two favors: defeat the bandits in the southwest swamp and release the prisoners, and deliver 80 stone to the cathedral in Geth. You will most likely need to buy stone from the northwest village. When the stone is delivered and the prisoners are safe Geth will ask for 12 mead and Crimson Sabbat will launch an attack on Geth from the west. After you have finished with the bandits move your troops to the harbor to head off Sabbats troops and remember to put your taverns on stockpile. By the time your battle is over your mead should be ready to deliver. Geth now needs 1000 gold delivered and Crimson Sabbat has one more wave of attacks comming. This time she is attacking from the north and will go after the west gate of Geth. You should already have troops at the harbor so you should be able to get there quite quickly. Once the gold reaches Geth you can claim victory. [H] SEYDIIR The Grandmother of Grandmothers! This is the first real challenge of the game IMHO. Everything you do here is timed and every action you take needs to be deliberate and well planned, but, that is why you have this guide. Don't be afraid to restart the map if things don't work out. I tried this map many times before I got it right the first time. I even had to restart twice while writting this guide because I did not pay attention to the timer. Our purpose here is to impress the Elders of Narlind. The force that impresses the Grandmother of Grandmothers the most will win the support of the vikings. Crimson Sabbat is here and she intends to cheat the entire way. Basically, as long as you deliver the goods requested before the timer runs out you will always come in first. You have the option of missing one of the challenges and this might be a good tactic later on. Because we need to be fast and efficient we are actually going to be working on a few different quests ahead of time. Our first quest is to deliver 300 gold to the Elders camp. We have 15 minuets to do so and we will use every second of that time to do it. Essentially, Sabbat will not deliver her gold until the time runs out or until we dispatch our gold and we will get another timmed quest right after we finish this one. Since time is of the essence we must use all of the time we can on each quest to build up our forces even if we are able to comply with the quest earlier. So, lets start by building up our settlement. We are given two territories to start and 1 hunting ground in each as well as iron and stone. Place down 3 woodcutters near decently forested areas, 1 hunter next to each game area, 2 stonecutter, 1 butcher and 1 tanner. Upgrade your woodcutters first, then your hunters, butcher, tanner, and stonecutter in that order. Also, go ahead and upgrade your castle right away, you will need it for your promotion and you can easily regain the lost gold before the timer runs out. While you are doing all of this send your knight on a proactive mission to the village in the west. After we deliver the gold, the Grandmother will ask for Wool Clothes, but, we have no sheep. The only way to get sheep is to buy them from the village, but, they won't sell you anything until you deal with the wolf pack. Well as luck would have it, we can take care of the wolf pack now. There are 5 wolves so your knight will die a few times which is why we fight them now and not later. When you have dispatched the wolves you can spend some time exploring to the east where you will find a ruin worth 250 gold. Remember to stop and get promoted at one point to sheriff before you go. If you have enough gold to upgrade your storehouse or cathedral and still make the 300 gold payment then do so. Also, start mining iron when your settlement is stable. When the timmer reaches about 30 seconds, dispatch the gold. If you don't have enough gold to comply then restart the map. As soon as you have dispatched the gold build a sheep farm and one pasture. Then move your knight over to the village. When the gold arrives you will be able to trade immediately for a herd of sheep. By the time the sheep arrive you should have a fully upgraded farm and weaver waiting. Put the weaver on stockpile. Also, now you will have a subquest to send a thief to crimson sabbat which will give you some extra time. If you do this your attention will be divided and you will not be as efficient and you won't really need the time anyway. If you do send the theif you should go in Sabbats city from the west gate. All you have to do is get inside the storehouse and that will be sufficient to gain about 5 more minutes. While you are working on the wool clothes you should be minning iron and building up your forces. Make sure you are a baron and make a full army of bowmen and swordmen. Don't attack anything, just keep them waiting for the next quest. At this point it should be the middle of winter. When the weather reaches February start building a beekeeper and grain farm. By the time they are done being built they should be ready to start harvesting. You will want the honey for two taverns (promotion) and the grain for more food. Comming up after the wool clothes is the hardest task, getting 8 raw fish. There is only one area that has fish and you will have to fight Sabbat for it. You should already have some iron stocked up and you should start building up a force so you can take the area and get the fish before Sabbat does. OR you can let Sabbat have the fish and you can work on the fourth challenge which is sending 10 seige engine parts. To do that you will need to get promoted one more time which will require 18 mead. No small feat for a place with long winters. If you decide to go for the fish you should let Sabbat take the area first. The territory costs 1000 gold to expand to, so, let your enemy build the outpost and you can just take it from her for free. Make sure you have a large army ready to defend the area because she will send her forces to defend it. If you can keep the area long enough to get 8 fish then you win, otherwise, just go for the 10 siege engine parts and win that way. So, let us recap: Goal 1 is to send 300 gold, while you are working on this you should clear the village to the west of wolves with your knight. When the wolves are cleared go to the ruins in the east (northeast) and get 250 gold. Come back to village and get promoted to Sheriff. While you do this, upgrade your castle and build up your settlement. Start minning iron soon. When you dispatch the gold send your knight to the village and build a sheep farm with one pasture. When the gold is delivered buy 1 flock of sheep and build a level 1 weaver. Get promoted to baron and start working on your army remembering to build a bow maker and sword maker. If you like, you can send a thief to Sabbats storehouse. Go into her city from the west gate to avoid troops and interact with the storehouse to gain some extra time. Remember to put your weaver on stockpile. Since it is going to be winter when you start the second task, keep an eye on the weather and when it turns February start building a Beekeeper and a grain farm (you will need the food at this point). By the time spring arrives you should have your 8 wool and a sizable army. When the timer reaches 30 seconds, send your wool. When the wool arrives wait for sabbat to set up an outpost next to the fish and take it. Position your army here and hold it for as long as you can. If you want to try and get the fish you can do so, but, as a fall back plan start builing your taverns (2 of them) for you next promotion and then work on a siege engine workshop. If you can hold the outpost and get 8 fish you win. If you are serious about keeping the fish I suggest upgrading the outpost. If you lose the fish quest, then you should be ready with 10 siege engine parts for the next quest. During the siege engine quest there is a side quest that lets you cause an avalanche. This will cause sabbats shipment to be delayed, but, it is not needed. Upon the last delivery you will have victory! [I] HUSRAN Now the game takes a bit of turn. We are now playing on an arid map. This means no winter, ever. We have perpetual harvesting and honey, but, to counter that we have very limited fertile land and limited wood. Also, on arid maps the wild game tends to migrate and can be over hunted. The good news is that we have an unlimited time to get our settlement in shape before we asked to do anything. So long as we do not stumble upon any of the villages here we will be safe to do as we please. Our initial area gives us 1 hunting area and possibly two areas for wood. Remember that trees are the only area that is fertile. Right now we cannot afford to plant grain for food, but, later on we might be able to sacrifice wood income for grain. Also, we have no iron or stone. After we promote to sheriff we should expand to the west where there are two hunting grounds and some stone as well as more wood/fertile ground. The area to the east has iron but nothing else. I was able to build all the way to Count before I even found all three villages. When you are ready to continue on and have found all three villages you will get a quest to have 30 settlers and no strikers...ok... we have already done. At the same time you will get requests for water to be sent to each of the villages. If you have a fully upgraded storehouse you will have 120 water in your fountain. the 10 water requested should be childs play for you. After delivering 3 shipments of water to the west village they will tell you that a free fresh water supply is available but it is gaurded by a pride of lions (wolves for the arid map). If you can kill the lions they can have their own water. When you have killed the lions the east village will be impressed and ask for your help in digging some wells. Take you knight over to their territory and you will find some dry wells with hand icons. move up to one of them and you will get a button to dispatch stone. When the stone arrives you might strike water and you might not. I will try to save you the headache of guessing and tell you how I found the water. I went to each of the four wells in turn and sent 10 stone to each. I then sent 20 stone to one of them (as a second attempt) and that was enough to find the water. It may be random, but I know that method works. If you need more stone there is a quarry just south of the eastern village. When the well is dug, the cloister will ask for siege engine parts so they can pump their own water. When the parts are delivered, you can claim victory. [J] JUAHAR This is another arid map, but, we seem to blessed with an abundance of trees. Our goal here is to learn the secret to curing the ghost plague and at the same time break Sabbat's siege. Sabbat is using Trebuches to attack the city. They are basically larger versions of catapults that cannot move. The only way to destroy them is with catapults of your own which means we will need to get promoted...a lot. Start off by building your basics: 3 woodcutters, 2 hunters, butcher and tanner and get to sheriff as soon as possible. The reason for that is because we start this map with two batallions of troops which will be a drain on our gold until we get up and running. When we are at sheriff we can alter the troop pay to 0, Or you can send your troops out on suicide missions, which ever you prefer. The territory to the east has all kinds of goodies: 2 iron mines, two hunting grounds, a stone quarry and a very small bottleneck which you can easily seal off with a small stone wall. Claim this area as soon as you can. Directly to the south is a nicely defended nook that has stone and iron which is also of great benefit. To the West is an area with 5 sheep, but, fertile land is scarce until you have adequate wood. If you explore with your knight near the middle of the map you may find a ruin worth 200 gold next to an iron mine. You can also buy cows and sheep from the village to the southwest. There are also some ruins just north of the village worth 200 gold. Our first goal here is to get promoted to Baron which of course we expect to do anyway. After you get to Baron you will be asked to build a city wall. This will be easy if you take the territory to the east. Then you will only have 3 small access points to seal off (West, South, and SouthEast) instead of spending stone on long sections of wall. Unfortunately, if you don't build your wall up quickly then Sabbat will send her troops after you. When you hear Sabbat send her troops you should still have enough time to seal off those three access points. You will know you have succeeded when new quests pop up. Ok, now the mayor of juahar is asking us to visit him at his marketplace and to find all the Trebuchets (there are five areas to find). At this point you can sit back, relax and grow your settlement. Use the fertile areas in the east territory for grain, sheep and honey as your main camp will want the space to grow. (The quest to find the trebuchet areas only lists 4 territories but there are 5 areas in total, trust me) In order to reach Marquis rank you must put your taxes on NONE and your troops on no pay. Then make sure you have at least 20 retail buildings and let the game run. Eventually, all retail buildings will be rich since you are not taxing them. When you reach Marquis you will trigger a quest which was not intended to be triggered just yet, but, that is ok. You will be asked to build a banner maker and to make some banners. We want to do this anyway so we can get catapults. After you go and promote yourself to Duke you should find your way to the cloister which is just north of the main city of juahar. You have to go to the west end of juahar and climb the winding path up the mountain. When there you will be able to purchase medicine. Remember how I always say that disease is a triggered event on most maps, well this is one of those maps. When you purchase the medicine the carts will wait in your marketplace until they have sold all of their wares. Your settlers will only buy it if they are sick, so, you buy the medicine now before your settlers are struck with the plague. Before you do this, you should hold one last festival becasue if there are any medicine carts in your marketplace you can't hold festivals anymore. When your settlers have used up the medicine they will need more. From this point on keep your knight at the cloister. If you have Alandra then she can heal ill settlers but it takes time for her ability to recharge. While your settlers have the plague your city will have 0 reputation and your troops will fight like sick dogs. When you are wandering around Juahar do not go to their market place. Yes, I know, this is one of your quests, however, you don't need to finish this one in order to win and if you go to the marketplace then you will trigger a series of events which will tax your settlements supplies. Just avoid Juahar's marketplace like...well...the plague. If you do decide to go to the marketplace the city of juahar will first ask for 30 stone to help rebuild damaged walls. Then they will ask for 2 batallions of swordmen and 2 batallions of archers. Then they will ask for you to sell them food, clothing and cleaning supplies because their settlers are striking (see why I told you to avoid it...) To comply with the selling request you should sell them raw materials as you probably have a lot more raw material then finished product. Sell them wood, wool, animal carcass and grain if you have any. This will allow their retailers to use the raw material and make their stuff at a slower pace which will keep the mayor of juahar off your back for a while. Once the three medicine carts arrive at your marketplace start building up your army and build a bunch of catapults (I think 4 should do it). Also take along 2 ammo carts per catapult. Now we go Trebuchet hunting! If you leave via your east gate you should send in your troops to battle the bandits first as they can steal and destroy your ammo carts and catapults. There are 5 Trebuchet areas in all spread out all over the map. When you have destroyed all the trebuchets then you can claim victory. All other open quests are just side bars. If you are having trouble locating the areas you can click the magnifying glass button on the quest detail log and it will give your mini map a quick ping for each area. There is an alternative to defeating this map early but I think it is a little more difficult. Instead of attacking the trebuchets, you can instead attack sabbat's main camp. When you take Sabbats outpost inside the main camp all of the trebuchets will be destroyed too giving you victory. You can attack her main camp when you have battering rams so if you don't want to worry about catapults that might be another option for you. [K] TIOS According to our knights, Tios was once the Las Vegas of the land, but, has since been lost to corruption and is now just a rotting scum pit. We are here to help get Tios back on its feet and make it a grand city once more. This map is about completing quests and not military heavy at all. Although, bandits are everywhere so we can't neglect our military either. Right out of the gate our settlers are struck with plague and our first quest is to build an herb gatherer hut and cure our settlers. This is also one of the few maps where we start with a partially built city which we will clean up once we cure this plague. Because everyone is striking, no one is producing anything. This will cause a cascade effect which will ultimately cause your city to fail. The best way to deal with this is to build new buildings to satisfy your cities needs. After you have built your pharmacy build a fresh smokehouse, broom maker and tanner. You will also want to upgrade your two woodcutters, build a hunter to the west and upgrade your fisher to the south. Once your settlers have stopped striking you can delete some of the excess bulidings. I would get rid of 1 smoke house, 1 weaver, 1 dairy, 1 butcher, both barracks (for the time being), and 1 tanner. Now you should have a feasible starting city to work with. Remember to build a grain farm and beekeeper away from the city center but don't block off future wall space. To the north you will have iron, to the east is stone. There are bandits in many areas here so be careful when claiming territory. Stone should be your first priority after stabilization, then iron. The territory with stone also has some wild cows (neat!). When you have some stone income start rebuilding the wall, nothing fancy, just reconnect the parts that are already there. When the wall is built, you will get another quest to send 50 wood to the tournament site. When the wood has arrived you will need to send 12 leather clothes. Put your tanners on stockpile and send away! And after the clothes they will want 18 swords (so two swordmakers). This will of course require iron from the north. During all of this you are given a quest to decorate your city with 10 banners which will require some promoting, so get to it! Ok so it is not that easy. This map has all kinds of resources, but, sheep and wool are hard to find. The village to the south east has wool, but, only 18 units at a time. If you explore around a little you can find wild sheep, but, the bandits are everywhere. What do you need sheep for? The banners of course! Once you have delivered the swords you will be asked to delivery a total of 2000 gold in 250 gold increments. Also, the knight competitors will start to show up but, silly them, they don't come with any protection and get themselves caught by bandits. If you have cleared the bandits already then this is no trouble, but, if a bandit captures one of the knights they will demand payment. You can give in to extortion (coward) or you can clear the bandit camps and release the knight for free (thats better). When all knights have arrived and all quests are cleared you will claim victory. So, whats that timer for? Not sure exactly, 2 hours is way more than enough time to complete this map so I never bothered to stick around to see what would happen. [L] SAHIR This mission has us looking for artifacts called Regalia. If we can find the three pieces before Sabatt does then we will gain another ally, otherwise, we will have to start the map over again. This is another arid map so resources will be scarce, however, nothing will happen before we are ready for it to happen, which means we can build up as much as we want to before we head out and meet the other players. We start with one stone, one hunting ground and two decent areas for trees, but, not much in the way of fertile ground until our wood stocks are decent. To the north there is iron and a ruin worth 250 gold. To the east are two hunting grounds and to the northeast is more stone. To the northeast on the coast are more ruins worth 250 gold. To the far east with light green territory dots is a village which will sell you sheep and cattle (if you can find enough fertile land for them). If you can get to the far east of the map there is a ruin worth 450 gold. While you are exploring pay close attention to the territory boarder dots and don't cross into any claimed territory or you will start a quest before you are ready. While you are building up your settlement take a few things into mind. When you gain your first piece of regalia Sabatt will send a theif to your castle to steal it. If the theif succeeds you can either take the cart before it reaches Sabatts area or you will have to send a thief of your own. With this in mind, you can seal off your city and leave only a single entry gate which will force the theif through one area. Put two archers on the walls next to that gate and any theives she sends after you should die before they get close to your castle. Another thing to prepare for is that you will have to protect one of the excavation sites from Sabatts forces. You can place your army near the site or you can place your army right in front of her city. Doing this you can take over one of her territories and reduce her raw material income at the same time. Whenever she sends out forces they will have no choice but to fight your much stronger army. The only way in or out of Sabatts area is from the south east. When you have built your wall and taken the southeast territory in front of Sabatts city then start talking to the excavation sites. The site just to the north east of your settlement wants to sell the artifact to the highest bidder. If you can send him 500 gold within 20 minutes then the piece is yours. This should be a no brainer. The site to the south is more willing to give you the regalia but you have to help them. First they need 50 wood to reinforce the tunnels. You have 20 minutes to deliver the wood or the tunnels will collapse. Next they want 6 sausage because they are hungry. This also has a 20 minute timer. Next, they will request 6 medicine with another 20 minute timer. Finally, they want 6 brooms to clean up the dust with yet another 20 minute timer (see why I said to build up before you explore.) Finally, move to the site in the south just above Sabatts city. You can only enter this site from the west. When you do, you will be tasked with protecting the site from Sabatts troops who will immediately come out of Sabatts city and (if you were paying attention) run right into your troops who should have little problem destroying them. You have 60 minutes to protect the site. If you took the territory early sabbat's city should be striking and getting low on gold which means she should only send about 2 waves of troops at you. At that point her city is pretty much defenseless. If you wish to attack Sabatt directly remember that she can build mounted catapults. Just bring 3 or 4 catapults yourself and walk right in, or, you could just wait out the 60 minute timer on 3x speed and call it day and claim victory. [M] MONTECITO Considered by many to be one of the more difficult maps. This map has us taking the fight to the Red Princes' front door and going on the offensive. When we begin we are hit with a long and annoying introduction sequence. I suggest saving as soon as the intro is over so you can restart from the save if you need to and skip the intro. We start with a small settlement that is partially built up and with a few decent territories already under our control. However, Sabatt is already built up in this area and has patrols of troops roaming around bullying everyone. Our ultimate goal here is to to protect Montecito for as long as the timer is on (1 hour and 30 minutes). The three other villages also ask for protection but they are just a side bar and are not required for victory. Since the Red Princes forces start at an advantage and they are mad we need to be swift and efficient with our actions. But that is why you have this guide. We actually have a little time before Sabatt sends out her troops. There will be regular visits from the harbor trader on this map and every time the ship is about to arrive you will get a message. You have until the second arrival message before Sabatt attacks the north village. Chances are that you will not be able to help the village and that is OK. Sabatt will send in a few troops, set some buildings on fire and leave. They may lose a single building but the village will still be there. The harbor trader has some interesting stuff but nothing that can make or break the map. I would not waste my money on mercs, but, it is your game. The villages are also low on stuff to sell but of most importance is the wool in the north village which you may need to get to Duke (banners). The next village to be attacked is the one to the west. If you are quick enough you might be able to help them, but, like I said it is not required. At about this time your outpost in the east may get attacked and you will lose your grain farms. I strongly suggest upgrading all your outposts when you can. An upgraded outpost is much more difficult to take over and you might be able to keep your territory a little longer if you need more time to raise your army. When you have the wood available I suggest sending it to the villages as the wall they build will help repel the enemy forces, although, the village in the east is small and Sabatt will be able to attack their storehouse with catapults even from behind the wall, so plan to lose the eastern village. It is possible to protect everyone and claim victory, but, it is not required. OK, so lets get started. we start with plenty of buildings which can be of use to us. What we need are more woodcutters. I suggest no more than 4 to start because each one of these guys is going to need food and if your people start striking early that can mean defeat. Some people sugget 7-8, but, I think that is rediculous and you will certainly have food problems with that many. Also place a fisherman up north, another hunter to in the north and west, delete one of your grain farms and upgrade the other. Before you start upgrading your retail buildings upgrade your woodcutters and hunters first. While you are building up, there is an old hut (ruin) next to the stone in the north east territory worth 80 gold, and a ruin next to the stone in the east territory worth 125 gold. Build your way up to Barron at the least and as far as Duke for catapults if you can (for later). You start with 2 stone quarrys and 1 iron mine. You should have enough stone to get your through but you will need to take the south west territory for more iron later. There will be a lot of fighting on this map and you will lose troops. To resupply your army faster I suggest two swordsmith and 2 bowmakers. Also build a siege engine workshop when you are able. Every once in a while Sabatt will send a thief to your castle which will infect your city with plague. Either build an herb gatherer and 2 pharmacy early or buy medicine from the western cloister when you need it. If you can survive until the timer reaches 7 minutes you will get a message that Sabatts forces have been repelled and you must assualt the main camp. The main camp is in the northeast. Bring along 3 catapults and some ammo carts and you should be fine. Use the catapults to get inside the wall then use the catapults to destroy the storehouse and you can claim victory. Without catapults it will be tougher as a storehouse requires a lot of torches to burn down, but, it can be done. If you are doing well remember to save your game with your army near your settlement. Then head out to take over some of Sabatts territories. Taking her outposts will difficult but not impossible and it may help reduce the number of attacks she sends out. If you can defeat the main camp early then you can win early. You can also build a wall around your settlement but this is not required and there is a big area to defend (lots of stone). Just remember to save often and restart if you need to. The AI is very predictable and if you play the map enough you can learn the pattern of attacks. [N] GUERANNA We press our attack against Crimson Sabatts main city, Gueranna. Here the deck is stacked against us and we are pitted against a very well defended city. This map is more annoying than difficult and if you get too aggressive you could cause a problem that will not allow you to finish the map. Just follow this guide and do the quests in order before you go off and kill everything and you should not have a problem. We start this map with 3 woodcutters and a ton of forests. If you want another woodcutter thats fine. We also start with a hunter and we can build another hunter in the south. We also have a butcher shop and 30 meat stored. We should build a tanner as soon as possible to get promoted early. One of your main tasks will be to meet the other villages and impress them with high reputation. It does not take much to impress these people and once you do impress them you will trigger new quests. I suggest you keep your exploration to a minimum until your settlement is built up. You also start with a small set of troops. There are territories to the east and south here which hold lots of stone and iron, but, they are being held by bandits. You can use your troops to take these areas, but, you should use good tactics to do so. Send your knight in first and use your troops to burn down the tents, then attack the bandits. This should ensure that you can take both camps with the limited troops you have to start with. We also have another quest to build up a wall. This is the part that most people hate. Sabatt will send out a small group of troops to raid your settlement early on. If you have a wall they will be repelled, however, building a wall this early is very difficult. Some people build the wall out of wood first because stone is hard to get. I suggest letting Sabatt in your village. She will only have a few troops and will not be able to burn down any of your buildings. This attack is an annoyance, nothing more. Save your own troops for the bandits. When a building is burning you can select it and there will be a button that will summon idle settlers to put the fire out more quickly. If you don't build a stone wall then you will start with enough stone to upgrade all your special buildings at least once which will bring you up to Baron. After we survive the first attack and we have been promoted to Baron we should expand to the south for stone first, the go for the iron in the east. Use your stone to seal up your city and start raising your army. We should be left alone for some time which will give us the opportunity to build up. We won't be able to make Duke because we have no sheep or wool. So go as far as you can for now. The east and south are easy to seal. The north, on the other hand is very crazy. The ground seems even, but, you will end up with a zig zag like wall. I don't know why it does that but you can't just make a straight wall to seal up your northern boarder. Just do what you can with it. When you are ready to head out go to the north village and defeat the soldiers there. Then the village will say that the harbor is overrun with bandits. Head west from the village and destroy the bandit camp. The bandit camp is in a territory contoled by Sabatt. You should take out the outpost first, then take out the bandits; your troops fight better when they are in their own territory. There is also a shipwreck here worth 400 gold. When the bandits are taken care of the village will ask for 40 iron so they can build their own barraks and protect themselves; sounds like a good plan to me. When the iron arrives they will have their own (small) military force and you will have open trade relations with them. They even have cows to sell you for cheese making! When you clear the troops from the south village they will ask that you take over the territory to their west. This outpost is gaurded by a wooden wall. You can bring a ram or you can burn down the wall, but, remember to conserve torches for the outpost. As before, after you defeat the outpost the village will ask for 30 iron to build a barracks. I like when people learn how to help themselves. This village will sell you sheep which you will need if you want to get to duke (banners and catapults). At about this time you might want to take the territory due west of your village. This area gives you a nice outpost to refresh your torches and a ruin worth 400 gold. There is also another iron mine here if you need it. When you free the village to the southwest they will ask that you send a theif to the town in the west (south of the main city) and free their cardinal (religious guy, not the bird). There is a territory just south of this city which you can take (its fun taking territories). Up till now, each village that you free has sent you raw materials as gifts. Now the southwest village is sending you medicine. This will most likely start to pile up on your marketplace. If you ever want to have another festival then you can click on the medicine carts and press the button near the mini map to send them away. When you get in this city to the west there are a few prison buildings but only one of them is the right one. The one you are looking for will have a big blue arrow pointing at it. It is to the east side of the city. Just have your theif interact with the building and he will release the prisoner. Before you release the cardinal you can do something cool. The city where the cardinal is held is a big supply line for Sabatts main city. If you destroy it you can give a huge blow to Sabatts forces. However, you don't want to destroy the city before the prisoner is freed, this may make the map unwinnable. So, what you do is use a battering ram to get through both layers of wooden walls, then right before your troops are ready to torch the storehouse, have your thief release the prisoner. Then take down the city. It will be glorious! This is optional, but, very fun to do. When the Cardinal is delivered safely the village will ask that you deliver two battlions to their marketplace at which point they will be given to the clioster for protection, and you will trigger the "Trebuchet" quest. Before that happens you can move your army to the harbor just outside of the northern territory. Then deliver the two battalions and send in your thief. After your thief has the plans, send him back to your castle and send in your troops to take over the northern territory. This will strike yet another blow to Sabatts support. If by some chance you were gung-ho and went and destroyed this territory earlier then you are So Out Of Luck. The only option you have is to restart from an earlier save file. If you have not been there yet, then send a theif into the camp and steal the plans. The plans are hidden in a tent that looks like a bandit camp. Also, Sabatt will start to send out raiding parties so be careful. When the plans arrive at the castle we will have the ability to build a trebuchet, but, the place we need to build it is in the middle of the map which is the last outpost of Sabatt (the bridge to her main city). We must prepare for our final assualt as she will send everything she has to defend this area. Once you have taken over the site you will need your knight there to deliver 50 wood by interacting with the construction site. When the wood arrives you will have yourself one large trebuchet which will automatically start destroying the main gate. When both gates are down, go in for the kill. The target is Crimson Sabatt herself! When you go in, the Red Prince will send reinforcements against your main city, but, as soon as Crimson Sabatt is defeated you win, so it does not matter. [O] VESTHOLM While we were busy busting Crimson Sabatt, The Red Princes forces were storming Vestholm, our capitol city. When we start this map we have our knight and two batallions inside the city of Vestholm, but, this city is under enemy control, so, we can't just walk right out. We need to select one batallion of troops and right click on the gate. That unit will then enter the gate house and work the mechanism to lift the gate. This unit must be sacrificed in order for us to get out, there is no saving them. The other unit can either come with us or then can stay and die. If you bring them, then you must pay them. It is up to you. When you escape Vestholm you must go north to our new settlement and begin planning our counter attack to retake Vestholm. We will occassionally be attacked, but, if you build a stone wall around your main territory (inside the river) you will have plenty of time to build up with no problem. If you expand out a little there are two areas that can be easily sealed up to the far east and far west. The Red Prince will usually come from the east so plan accordingly. One of the important things to realize on this map is that all the buildings were originally ours, but, they have been taken over temporarily by the Red Prince. This means that we cannot attack any buildings or takeover any territories except those that are not yet claimed. We can't use battering rams or catapults, but, towers are acceptable although not needed. Really, all you need for this map is to get to Baron with archers and that should be enough. Our ultimate goal is to capture (kill) the traitor knight and preserve Vestholm in the process. However, a higher rank means more reputation and a stronger army, so, do as you like. Our initial area gives us stone, hunting, fishing and lots of trees to the north. I suggest 3 evenly spaced woodcutters. The territory to the east has iron and there is plenty of hunting to the south west. There are some ruins in the West worth 300 gold, just follow the west road toward the south. There are sheep and cows hidden among the territories, use them if you can find them. In the far south west is another ruin worth 300 gold, but, this ruin has a ton of buttons. After you claim the gold the other buttons will summon 50 wood to the ruin, but, the wood does nothing (at least not as far as any one knows). I beilieve it is a left over quest that never got finished, some others think it is a sick joke from the developers. If you look closely at the area near this ruin, you may notice that it looks a lot like our first settlement on map 1. As we rise in rank we will get two quests. One quest wants us to go to the harbor to send a message to our allies. I have not really seen much happen from this and I don't think it is required. The next quest is to send a theif to Vestholm to find out where all of our knights are being kept prisoner. When you send your thief in go in from the north, but, watch for the patrols. The patrols have a pattern and you need to time your thiefs entrance and exit just right in order to not be seen. Your target is the castle. When our thief returns to our castle we are informed of three locations which house our other knights. One of these is timmed so you must have some forces ready before your theif returns. One location is on an island in the south east. The only way to get to the island is when the water freezes in the winter. It is gaurded by a small force. When you go in, do not take the outpost as this will destory the area and we are not allowed to destroy any buildings. Save before you go in. On your way to the prison there is a large bandit camp which you might want to destroy before heading on. When we do, we find out that bandits are holding one of our knights hostage and will release them for 2000 gold. Yeah Right! Just destroy the bandits and the knight will be released. Another location is in a prison in Vestholm. You can sneak your knight behind the stone wall in the north when the river freezes then interact with the prison. What could be easier? The third location is in motion. They are transporting one of our knights to the harbor, but, have to go around the long way to get there. you can either use the magnifying glass on the quest details log to get a ping on the mini map, or just send your forces to the harbor and wait for the cart to arrive. when you see the cart, just have one of your units capture it. When all four of your knights are freed it is time to capture the traitor. You can assult the north gate of the city (where the prison is) and there is a little wall spur jutting out which your units can use to enter the castle. Have one unit go inside the castle and open the gate for the others. Your goal here is to defeat the traitor so find him/her and concentrate all your forces on bringing them down, ignoring all other targets. If the traitor is hiding in the marketplace then you will have to open a second set of gates to get in. Use the quest details window magnifying glass to locate the traitor and crush them. Be warned though, that Vestholm has a high reputation and they have lots of resources so the resistance will be tough. When the traitor is dead (captured) you can claim victory. [P] ROSSOTERRES The final battle against the Red Prince. I won't beat around the bush here, so, lets get right to it. Your main area has lots of room and lots of stuff like wood and game and stone. You will eventually have to go out and find iron, but, we always expand a little in every map so its no big deal. Our main goal here is to destroy the Red Princes main city which means we will want catapults eventually. There is an easy way to do this and a hard way. The hard way is to follow all the quests in order. The easy way is to follow this guide (good thing you are reading now huh?). Lets start by upgrading all the buildings we have and adding a few more grain fields (you may want to rearrange the fields so they fit better. Our allies on this map are the other knights that we did not pick to use. They will be sending us carts with supplies and gold constantly throughout the map, but, the city to the east has a bandit problem and the cart is always being taken. It is very annoying so I suggest taking out the bandits first, before going after the Red Prince or even before getting any ruin gold. Upgrade your castle first, then use the left over stone to start building a wall. The Red Prince will attack and can attack from the west or the east, so seal off both passages. Just to the east of your settlement is a great area that has two herds of sheep, fishing, and two hunting grounds plus a ruin. When you are ready to promote to Baron you will get all kinds of things to happen. First the Red Prince will be rather ticked off. Second, you will be told that the target city is protected by three garrisons which we are to destroy before taking over the main city. Third, we must send 50 stone to the northern city. Fourth, we are asked to rebuild the harbor in the east. Finally, we are told that there is a prisoner which we must free. Before we do any of this we should make sure our defenses are set up and our army is ready. Our fist goal is to defeat the two bandit camps in the east. Those guys really annoy me. Ok, the fun begins when you have the ability to make catapults and you have cleared the two southern bandit camps. Now we create 3 catapults and maximize our army. We send a thief into the southern enemy outpost so he can sight for our catapults, then let the catapults attack one of the walls. When the wall falls, use your army to take the outpost. When the outpost is yours, immediately start building a wall to seal off this new area from the Red Princes forces. We are now on our way to destroying the Red Prince. At this point we are completely ignoring the quests and going for the kill. Our next objective is to destroy the Red Princes source of supply by taking all the areas surrounding his main city. By getting a foothold on one of those outposts we have a free ticket to destroy him from the inside. The purpose of taking all of his resources is that his settlers will start to strike and he will have 0 reputation and no gold to recruit any more military. At that point he will be a sitting duck. You can even add insult to injury by building pastures to steal his cows and sheep, so, even if he does win back a territory he won't be able to do anything with it. So, take each territory one by one in turn first going north from the outpost then clockwise around the main city. Set off a festival or sermon every so often to boost your armies potential. Save your game after every territory just in case the Red Prince was sending forces against you at the same time. Just when you think it is all clear, wait around for a bit and make sure that the Red Prince is all out of cash, that way you can assault his main city with very little opposition. He will be out of gold when he does not recruit any more soldiers. To be absolutely sure you can send a thief into his city to see what his settlers are doing. Chances are there they are all at his market place not dancing around (they are striking). When you are ready to attack the main city, come in from the south and bring about 6 catapults. The Red Prince will most likely build mounted catapults, but, if you can destroy the wall quickly and get your army inside, then it is all over. Destroy the storehouse with catapults, torches or both and you can claim victory. IX. EXTRA STUFF In the temperate and cold climates wild animals are wolves, in the arid maps wild animals are lion prides. If you watch the fully upgraded siege engine workshop making parts you will see one of the smiths walking on a large hamster wheel and play a giant "claw" game. Very funny. In many areas game animals are found next to wolf packs/lion prides. When a hunter sees these wild animals they run away screaming. Why don't they just shoot them with their bows? On a few maps, you can use the wild animals to your advantage. If you can use your knight to attract a bear and then lure the bear to enemy troops the bear will kill most of the troops (bears are tough!). If you make your stone wall sections short you can fit more sections and towers in a smaller amount of space allowing more archers and mounted catapults to defend your gates. The shortest section of wall you can build is 3 stones. If you build two 3 stone sections you can get an extra tower and two archer units compared to a single section costing 6 stone which spans the same distance. When you start a festival all the women come pouring out of the storehouse. Why are you keeping women in the storehouse and what do they do in there all day? When you first start a new map you are unable to upgrade any of the buildings because you need at least one settler in your village to move the materials. Apparently the priest and knight don't like to get their hands dirty. When you get to the point in the story where the traitor is revealed, the traitor will be the knight that you have used the least up to that point. On my first go through I used Alandra the whole time and Marcus was the traitor. I never liked him anyway... On the arid maps, the wild elephants and camels are NOT substitutes for cows and sheep! When building the stone gate, make sure you don't build it backwards or enemy troops can just walk right up and open it! Worse yet, they can climb the wall from the outside and use their archers against you! On Map 14, Gueranna, there are black sheep in the northern territory owned by Sabatt. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [email protected] Copyright all rights reserved If you don't beleive me then check out the Copyright Act of 1976 http://en.wikipedia.org/wiki/United_States_Copyright_Act_of_1976 Version 1.00 February 1, 2009 Version 1.01 February 7, 2009 Version 2.00 February 16, 2009