~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FAQ/STRATEGY GUIDE TO The Settlers: Rise of an Empire Game by Ubisoft Blue Byte This guide written by SOLDYNE Version 1.00 VERSION HISTORY: 1.00 - First creation February 1, 2009. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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] BATTALIONS AND REPUTATION [B] THIEVES [C] SIEGE WEAPONS [D] EXPANSIONS AND OUTPOSTS [E] MERCENARIES [F] BANDITS [G] WILD ANIMALS VIII.THE CAMPAIGN [A] UNDER CONSTRUCTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. [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 units they have available to sell while the number below is the cost of the first shipment. The more product you buy from them the higher the price will go. 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 and mercenaries. 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 battalion 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. [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] BATTALIONS AND REPUTATION A battalion 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 battalions 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 battalion is selected it will attack and move as a single unit. When you select any member of a battalion 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). 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 battalion 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 battalions. 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 battalion 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. 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 battalion 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 (under construction, comming soon, its on the way, just hold on!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [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