View manual text
Seven Kingdoms: Ancient Adversaries
Instruction Manual
Chris Whitehouse et al. Updated by members of the
Seven Kingdoms: Ancient Adversaries OSS Project
2018-07-29
ii
0.1
Copyright Notice
Seven Kingdoms: Ancient Adversaries Instruction Manual
Copyright 1997,1998 Enlight Software Ltd.
This manual is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free
Software Foundation, either version 2 of the License, or (at your option) any
later version.
This manual is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
Public License for more details.
You should have received a copy of the GNU General Public License along
with this manual. If not, see http://www.gnu.org/licenses/ .
0.1.1
Other Copyright
Music
The music is the work of Bjørn Lynne Copyright (c) 1997, and is not provided
under the GPL. It may be freely downloaded and used with Seven Kingdoms:
Ancient Adversaries, but not modified or repurposed into derivative works.
Trademark
Seven Kingdoms is a trademark of Enlight Software Ltd. and the 7kfans
project is using the trademark with permission. This license does not constitute a transfer of any ownership, rights, or authority to the trademarks
owned by Enlight. Any questions regarding use must be directed to Enlight.
0.2. INTRODUCTION
0.2
iii
Introduction
In 2009, Trevor Chan from Enlight Software released the source code for
Seven Kingdoms: Ancient Adversaries. He released it under a community
project so that developers can provide some long awaited bug fixes and address some other game-play issues. The official website for Seven Kingdoms:
Ancient Adversaries is at https://7kfans.com/. Here you will find the Forums, Wiki, and Download Page. Seven Kingdoms: Ancient Adversaries
has been under active development since its 2009 release. If you want to see
what has been fixed or changed, see the changelogs for the official releases
under News.
This manual is part of the community project. It has been updated to reflect
the current status of Seven Kingdoms: Ancient Adversaries.
0.3
Registration
Register for a forums account. An account in needed to post on the forums
and to play using the 7kfans.com multiplayer service.
0.4
Questions or Problems
If you have difficulties with this game and cannot find the solution in this
manual, please post your question or problem on the forums and a member
of the community will assist you. There may also be additional information
on the wiki not found in this manual.
Contents
0.1
Copyright Notice . . . . . . . . . . . . . . . . . . . . . . . . .
ii
0.1.1
Other Copyright . . . . . . . . . . . . . . . . . . . . .
ii
0.2
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . .
iii
0.3
Registration . . . . . . . . . . . . . . . . . . . . . . . . . . . .
iii
0.4
Questions or Problems . . . . . . . . . . . . . . . . . . . . . .
iii
1 Introduction
1
2 Installation and Start-up
2
2.1
Minimum Requirements . . . . . . . . . . . . . . . . . . . . .
2
2.1.1
Optional Requirements . . . . . . . . . . . . . . . . . .
2
Building the Game on GNU/Linux . . . . . . . . . . . . . . .
2
2.2.1
How to Install the Music . . . . . . . . . . . . . . . . .
3
2.3
Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . .
4
2.4
Start up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
4
2.2
3 Mouse and keyboard Commands and Cheat Codes
5
3.1
Mouse Commands
. . . . . . . . . . . . . . . . . . . . . . . .
5
3.2
Keyboard Commands . . . . . . . . . . . . . . . . . . . . . . .
6
3.3
Cheat Codes . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8
4 Starting a New Game
9
iv
CONTENTS
v
4.1
The Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . .
9
4.1.1
Single-Player Game . . . . . . . . . . . . . . . . . . . .
9
4.1.2
Winning and Losing . . . . . . . . . . . . . . . . . . . 16
4.1.3
Multiplayer Game . . . . . . . . . . . . . . . . . . . . . 18
4.1.4
Encyclopedia . . . . . . . . . . . . . . . . . . . . . . . 21
4.1.5
Hall of Fame
4.1.6
New Game . . . . . . . . . . . . . . . . . . . . . . . . . 22
4.2
. . . . . . . . . . . . . . . . . . . . . . . 22
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
4.2.1
Options . . . . . . . . . . . . . . . . . . . . . . . . . . 24
4.2.2
Save Game . . . . . . . . . . . . . . . . . . . . . . . . 25
4.2.3
Retire . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
4.2.4
Map I.D. . . . . . . . . . . . . . . . . . . . . . . . . . . 26
5 The Information Interface
5.1
27
Kingdoms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
5.1.1
Information . . . . . . . . . . . . . . . . . . . . . . . . 28
5.1.2
Diplomacy and Diplomatic Log . . . . . . . . . . . . . 29
5.2
Villages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
5.3
Economy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
5.3.1
Income . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
5.3.2
Expenses . . . . . . . . . . . . . . . . . . . . . . . . . . 31
5.4
Trade
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
5.5
Military . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.6
Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.7
Espionage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.8
Ranking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.9
State of the Kingdom . . . . . . . . . . . . . . . . . . . . . . . 33
vi
CONTENTS
5.9.1
Food . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
5.9.2
Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . 34
5.9.3
Calendar . . . . . . . . . . . . . . . . . . . . . . . . . . 35
5.9.4
Reputation . . . . . . . . . . . . . . . . . . . . . . . . 35
5.10 Map Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
5.10.1 Terrain View Button . . . . . . . . . . . . . . . . . . . 37
5.10.2 Borders View Button . . . . . . . . . . . . . . . . . . . 37
5.10.3 Village View Button . . . . . . . . . . . . . . . . . . . 37
5.11 Unit Information . . . . . . . . . . . . . . . . . . . . . . . . . 38
5.12 News . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
6 The Villiage
6.1
6.2
6.3
39
Village Demographics . . . . . . . . . . . . . . . . . . . . . . . 39
6.1.1
Population/Nationality . . . . . . . . . . . . . . . . . . 39
6.1.2
Peasants . . . . . . . . . . . . . . . . . . . . . . . . . . 40
6.1.3
Loyalty
6.1.4
Quality of Life . . . . . . . . . . . . . . . . . . . . . . . 42
. . . . . . . . . . . . . . . . . . . . . . . . . . 40
Commanding Your Peasants . . . . . . . . . . . . . . . . . . . 42
6.2.1
Recruit . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
6.2.2
Moving between Villages . . . . . . . . . . . . . . . . . 42
6.2.3
Train . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Collect Tax . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
6.3.1
Grant . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
7 Buildings, Workers, and Links
50
7.1
Constructing Your Buildings . . . . . . . . . . . . . . . . . . . 50
7.2
Selling your Buildings . . . . . . . . . . . . . . . . . . . . . . . 51
7.3
Demolishing your Buildings . . . . . . . . . . . . . . . . . . . 51
CONTENTS
vii
7.4
Repairing your Buildings . . . . . . . . . . . . . . . . . . . . . 52
7.5
Units in Buildings . . . . . . . . . . . . . . . . . . . . . . . . . 52
7.6
7.7
7.5.1
Mobilizing/Laying Off Working Units . . . . . . . . . . 53
7.5.2
Changing a Worker’s Residence . . . . . . . . . . . . . 54
Linking your Buildings . . . . . . . . . . . . . . . . . . . . . . 54
7.6.1
Open Links . . . . . . . . . . . . . . . . . . . . . . . . 55
7.6.2
Closed Links . . . . . . . . . . . . . . . . . . . . . . . . 55
Inactive Links . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
7.7.1
Fort–Village Links . . . . . . . . . . . . . . . . . . . . 56
7.7.2
Village–Firm Links . . . . . . . . . . . . . . . . . . . . 56
7.7.3
Village–Market Links . . . . . . . . . . . . . . . . . . . 57
7.7.4
Market–Factory Links . . . . . . . . . . . . . . . . . . 57
7.7.5
Market–Mine Links . . . . . . . . . . . . . . . . . . . . 58
7.7.6
Factory–Mine Links . . . . . . . . . . . . . . . . . . . . 58
7.7.7
Market, Factory, Mine–Harbor Links . . . . . . . . . . 59
8 Force and Its Use
8.1
60
The Fort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
8.1.1
Conscription and Training . . . . . . . . . . . . . . . . 60
8.1.2
Unit Alertness Modes in Forts . . . . . . . . . . . . . . 63
8.1.3
Unit Alertness Modes outside of Forts . . . . . . . . . 63
8.1.4
Sortie . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
8.1.5
Numbering Groups . . . . . . . . . . . . . . . . . . . . 64
8.1.6
Selecting Units in a Crowd . . . . . . . . . . . . . . . . 64
8.1.7
Withdrawal . . . . . . . . . . . . . . . . . . . . . . . . 65
8.1.8
Transfer . . . . . . . . . . . . . . . . . . . . . . . . . . 65
8.1.9
Waypoints . . . . . . . . . . . . . . . . . . . . . . . . . 65
viii
CONTENTS
8.1.10 The Death of a King . . . . . . . . . . . . . . . . . . . 65
8.1.11 Restoring Unit Health . . . . . . . . . . . . . . . . . . 66
8.1.12 Weapons in Forts . . . . . . . . . . . . . . . . . . . . . 66
8.1.13 Promotion, or How to make a General . . . . . . . . . 66
8.1.14 Demotion . . . . . . . . . . . . . . . . . . . . . . . . . 67
8.1.15 Honors . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
8.1.16 Betrayal . . . . . . . . . . . . . . . . . . . . . . . . . . 68
9 Developing Your Economy
9.1
9.2
9.3
69
Mines and their Placement . . . . . . . . . . . . . . . . . . . . 69
9.1.1
Natural Resources
. . . . . . . . . . . . . . . . . . . . 69
9.1.2
Building your Mines . . . . . . . . . . . . . . . . . . . 70
9.1.3
Linking your Mines . . . . . . . . . . . . . . . . . . . . 70
9.1.4
Operational Information . . . . . . . . . . . . . . . . . 71
Factories and Finished Goods . . . . . . . . . . . . . . . . . . 72
9.2.1
Finished Goods . . . . . . . . . . . . . . . . . . . . . . 73
9.2.2
Toggling Production . . . . . . . . . . . . . . . . . . . 73
9.2.3
Operational Information . . . . . . . . . . . . . . . . . 73
Markets and Caravans . . . . . . . . . . . . . . . . . . . . . . 74
9.3.1
Building and Linking Markets . . . . . . . . . . . . . . 74
9.3.2
Operational Information . . . . . . . . . . . . . . . . . 75
9.3.3
Hiring and Routing Caravans . . . . . . . . . . . . . . 76
9.3.4
Setting Caravan’s Loads . . . . . . . . . . . . . . . . . 77
9.3.5
Can You Drop Off Your Goods at Foreign Markets? . . 78
9.3.6
Closed Markets . . . . . . . . . . . . . . . . . . . . . . 79
9.3.7
Healing Injured Caravans
9.3.8
Limits on Caravan Numbers . . . . . . . . . . . . . . . 79
. . . . . . . . . . . . . . . . 79
CONTENTS
ix
9.3.9
Attacking Caravans . . . . . . . . . . . . . . . . . . . . 79
9.3.10 Disbanding Caravans . . . . . . . . . . . . . . . . . . . 79
9.4
Trading Situations . . . . . . . . . . . . . . . . . . . . . . . . 80
9.4.1
Situation A: You have a producing Mine. What do you
do with the Raw Material? . . . . . . . . . . . . . . . . 80
9.4.2
Situation B: You have no mines, yet you wish to produce Finished Goods. . . . . . . . . . . . . . . . . . . . 81
9.4.3
Situation C: In one Village, you have a lot of potential consumers, yet you have no Finished Goods to sell
them and no chance to produce them yourself. . . . . . 82
9.4.4
Situation D: You have many skilled Factory workers,
turning out a surplus of goods. . . . . . . . . . . . . . 83
9.4.5
How can you sell even more goods in the above situation? 83
9.4.6
Can other Kingdoms hire my workers? . . . . . . . . . 84
10 Developing Weapons
85
10.1 Towers of Science . . . . . . . . . . . . . . . . . . . . . . . . . 85
10.1.1 Choosing Technology to Research . . . . . . . . . . . . 86
10.1.2 Weapon Levels . . . . . . . . . . . . . . . . . . . . . . 86
10.2 War Factories . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
10.2.1 Make Weapon . . . . . . . . . . . . . . . . . . . . . . . 87
10.3 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
10.3.1 Catapults . . . . . . . . . . . . . . . . . . . . . . . . . 90
10.3.2 Ballistæ . . . . . . . . . . . . . . . . . . . . . . . . . . 90
10.3.3 Cannon . . . . . . . . . . . . . . . . . . . . . . . . . . 91
10.3.4 Spitfires . . . . . . . . . . . . . . . . . . . . . . . . . . 91
10.3.5 Porcupines . . . . . . . . . . . . . . . . . . . . . . . . . 92
10.3.6 Unicorns . . . . . . . . . . . . . . . . . . . . . . . . . . 93
11 Harbors and Ships
94
x
CONTENTS
11.1 Traders
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
11.2 Transports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
11.3 Caravels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
11.3.1 On-Board Leadership . . . . . . . . . . . . . . . . . . . 95
11.4 Galleons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
11.5 Damaged Ships and Injured Sailors Contents . . . . . . . . . . 96
11.6 Conducting Seaborne Trade . . . . . . . . . . . . . . . . . . . 96
11.6.1 Linking Harbors to Sources of Goods . . . . . . . . . . 96
11.6.2 Building Ships for Trade . . . . . . . . . . . . . . . . . 97
11.6.3 Setting Sail . . . . . . . . . . . . . . . . . . . . . . . . 98
11.6.4 Setting Trade Routes and Cargo . . . . . . . . . . . . . 99
11.6.5 Controlling your Ships . . . . . . . . . . . . . . . . . . 100
11.7 War on the High Seas . . . . . . . . . . . . . . . . . . . . . . . 100
11.7.1 Attacking with Ships . . . . . . . . . . . . . . . . . . . 100
11.7.2 Loading Soldiers and Weapons onto Warships . . . . . 101
11.7.3 Unloading Warships . . . . . . . . . . . . . . . . . . . 101
12 Mercanaries
102
12.1 Hiring Mercenaries and Skilled Foreign Workers . . . . . . . . 102
12.1.1 How to Hire a Mercenary
. . . . . . . . . . . . . . . . 102
12.1.2 When to Hire Mercenaries . . . . . . . . . . . . . . . . 104
13 Diplomacy
105
13.1 Contacting other Kingdoms . . . . . . . . . . . . . . . . . . . 105
13.2 Replying to other Kingdoms . . . . . . . . . . . . . . . . . . . 106
13.3 Possible Diplomatic Overtures . . . . . . . . . . . . . . . . . . 107
13.3.1 Propose a Trade Treaty . . . . . . . . . . . . . . . . . 107
13.3.2 Propose a Friendly Treaty . . . . . . . . . . . . . . . . 107
CONTENTS
13.3.3 Propose an Alliance Treaty
xi
. . . . . . . . . . . . . . . 107
13.3.4 Request Immediate Military Aid . . . . . . . . . . . . . 108
13.3.5 Request a Trade Embargo . . . . . . . . . . . . . . . . 108
13.3.6 Terminate our Trade Treaty . . . . . . . . . . . . . . . 108
13.3.7 Terminate our Friendly Treaty . . . . . . . . . . . . . . 108
13.3.8 Terminate our Alliance Treaty . . . . . . . . . . . . . . 108
13.3.9 Request a Cease-Fire . . . . . . . . . . . . . . . . . . . 109
13.3.10 Request a Declaration of War against a Foe . . . . . . 109
13.3.11 Request to Purchase Food . . . . . . . . . . . . . . . . 109
13.3.12 Declare War . . . . . . . . . . . . . . . . . . . . . . . . 109
13.3.13 Offer to Pay Tribute . . . . . . . . . . . . . . . . . . . 109
13.3.14 Demand Tribute . . . . . . . . . . . . . . . . . . . . . 110
13.3.15 Offer to Transfer Technology . . . . . . . . . . . . . . . 110
13.3.16 Request Technology . . . . . . . . . . . . . . . . . . . . 110
13.3.17 Offer Aid . . . . . . . . . . . . . . . . . . . . . . . . . 111
13.3.18 Request Aid . . . . . . . . . . . . . . . . . . . . . . . . 111
13.3.19 Offer to Purchase Throne and Unite Kingdoms
. . . . 111
13.3.20 Surrender . . . . . . . . . . . . . . . . . . . . . . . . . 112
13.4 Changes in Diplomatic Status . . . . . . . . . . . . . . . . . . 112
13.4.1 From Friendly . . . . . . . . . . . . . . . . . . . . . . . 112
13.4.2 From Alliance . . . . . . . . . . . . . . . . . . . . . . . 112
13.4.3 From Neutral . . . . . . . . . . . . . . . . . . . . . . . 113
13.4.4 From Tense . . . . . . . . . . . . . . . . . . . . . . . . 113
13.4.5 From War . . . . . . . . . . . . . . . . . . . . . . . . . 113
13.5 Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
13.6 Multiplayer Chat . . . . . . . . . . . . . . . . . . . . . . . . . 114
13.7 Diplomatic Message Logs . . . . . . . . . . . . . . . . . . . . . 114
xii
CONTENTS
14 Creating an Empire
116
14.1 Settling New Villages . . . . . . . . . . . . . . . . . . . . . . . 116
14.1.1 Controlling New Villages . . . . . . . . . . . . . . . . . 116
14.2 Taking over Enemy Villages . . . . . . . . . . . . . . . . . . . 117
14.2.1 What is the best way to take an enemy Village? . . . . 117
14.3 Absorbing Independent Villages . . . . . . . . . . . . . . . . . 118
14.3.1 By Force . . . . . . . . . . . . . . . . . . . . . . . . . . 118
14.3.2 By Persuasion . . . . . . . . . . . . . . . . . . . . . . . 119
14.3.3 By Guile . . . . . . . . . . . . . . . . . . . . . . . . . . 120
15 Spies and Espionage
121
15.1 Infiltrating Spies . . . . . . . . . . . . . . . . . . . . . . . . . 121
15.1.1 A Spy’s Missions . . . . . . . . . . . . . . . . . . . . . 122
15.2 Other Espionage Details . . . . . . . . . . . . . . . . . . . . . 126
15.2.1 Mobilizing Spies . . . . . . . . . . . . . . . . . . . . . . 126
15.2.2 Capturing Enemy Buildings . . . . . . . . . . . . . . . 126
15.2.3 When your Spy becomes a General . . . . . . . . . . . 127
15.2.4 When your Spy becomes a King . . . . . . . . . . . . . 128
15.2.5 Disloyal Spies . . . . . . . . . . . . . . . . . . . . . . . 128
15.2.6 Executing Spies . . . . . . . . . . . . . . . . . . . . . . 128
15.2.7 Dropping Spy Identities . . . . . . . . . . . . . . . . . 129
15.2.8 The Cost of Spies . . . . . . . . . . . . . . . . . . . . . 129
15.2.9 Spies and your Reputation . . . . . . . . . . . . . . . . 129
15.2.10 Limitations . . . . . . . . . . . . . . . . . . . . . . . . 129
15.3 Counterspies . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
16 Nationalities
131
16.1 Chinese . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
CONTENTS
xiii
16.2 Greeks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
16.3 Japanese . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
16.4 Maya . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
16.5 Normans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
16.6 Persians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
16.7 Vikings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
16.8 Egyptians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
16.9 Mughuls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
16.10Zulus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
17 Fryhtans and Their Ways
142
17.1 Fryhtan Lairs . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
17.2 Why therefore would you disturb them? . . . . . . . . . . . . 142
17.3 How do you relieve them of their wealth? . . . . . . . . . . . . 143
17.4 How do I acquire Scrolls of Power? . . . . . . . . . . . . . . . 143
17.5 Of what use are the Scrolls of Power? . . . . . . . . . . . . . . 143
18 Seats of Powers and Greater Beings
144
18.1 What purpose do they serve? . . . . . . . . . . . . . . . . . . 145
18.2 Greater Beings . . . . . . . . . . . . . . . . . . . . . . . . . . 146
18.2.1 Chinese Jing Nung . . . . . . . . . . . . . . . . . . . . 146
18.2.2 Greek Phoenix . . . . . . . . . . . . . . . . . . . . . . 147
18.2.3 Persian Lord of Healing . . . . . . . . . . . . . . . . . 148
18.2.4 Norman Dragon . . . . . . . . . . . . . . . . . . . . . . 149
18.2.5 Japanese Mind Turner . . . . . . . . . . . . . . . . . . 150
18.2.6 Mayan Kukulcan . . . . . . . . . . . . . . . . . . . . . 151
18.2.7 Viking Thor . . . . . . . . . . . . . . . . . . . . . . . . 152
18.2.8 Egyptian Isis . . . . . . . . . . . . . . . . . . . . . . . 153
xiv
CONTENTS
18.2.9 Mughul Djinni . . . . . . . . . . . . . . . . . . . . . . . 154
18.2.10 Zulu uNkulunkulu . . . . . . . . . . . . . . . . . . . . 155
18.3 How to Invoke a Greater Being . . . . . . . . . . . . . . . . . 156
19 Rebellion and Rebels
157
19.1 Rebellious Units . . . . . . . . . . . . . . . . . . . . . . . . . . 157
19.2 Rebellious Peasants . . . . . . . . . . . . . . . . . . . . . . . . 157
19.3 Mobile Rebels . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
19.4 Rebel Controlled Villages . . . . . . . . . . . . . . . . . . . . . 158
19.5 Attacking Rebel Controlled Villages . . . . . . . . . . . . . . . 158
19.6 Destroying a Rebel Village . . . . . . . . . . . . . . . . . . . . 158
20 Fire and the Forces of Nature
159
20.1 Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
20.2 Lightning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
20.3 Earthquakes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
20.4 Rain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
20.5 Snow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
20.6 Tornadoes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
21 Assorted Costs and Amounts
21.1 Buildings
161
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
21.2 Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
21.3 Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
21.4 General Information . . . . . . . . . . . . . . . . . . . . . . . 164
22 Strategy Tips
165
22.1 Economic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
22.2 Military . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
CONTENTS
xv
22.3 Espionage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
22.4 Small Kingdom Survival . . . . . . . . . . . . . . . . . . . . . 168
23 FAQ
169
23.1 How can I slow down or speed up the game? . . . . . . . . . . 169
23.2 Why is my Caravan Tile disabled? I am unable to hire any
more Caravans! . . . . . . . . . . . . . . . . . . . . . . . . . . 169
23.3 Why can’t I drop off any goods in the Market of a Kingdom
with which I have a trade treaty? . . . . . . . . . . . . . . . . 170
23.4 Why is my Train Tile disabled? I am unable to train any more
Peasants! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
23.5 I can not find my King! How do I find him quickly? . . . . . . 171
23.6 Why is my Mine producing nothing even though I have Miners
inside? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
23.7 I have ordered a building to be built, but it wasn’t! Why not? 171
23.8 When I attack an Independent Village, I end up killing everybody! How can I do this and still leave some people alive? . . 172
23.9 I have no more Peasants available to work in my new Mine, so
I want to retire some from my Factory and then train them as
Miners. But when I send them from the Factory back to the
Village, they immediately go back to the Factory! How do I
prevent this? . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
23.10It seems that the positive and negative numbers showing my
money statistics are not correct! My money total is increasing,
but the incoming money is shown as a negative! . . . . . . . . 173
23.11Why can’t I capture an enemy’s empty Fort simply by moving
into it? This would seem the realistic thing to do! . . . . . . . 173
23.12I tried to settle a person in my Village but he won’t go in! He
just stands outside! . . . . . . . . . . . . . . . . . . . . . . . . 173
23.13Does it help to have more than one Tower of Science working
on the same project? . . . . . . . . . . . . . . . . . . . . . . . 174
xvi
CONTENTS
23.14When I send a soldier into an already full Fort, he replaces one
inside who then stands outside. I understand this, but when
I do it in a Factory or Mine, etc. nobody comes out! Does
somebody just disappear? . . . . . . . . . . . . . . . . . . . . 174
23.15I have Caravans carrying Raw Materials into my Factory but
nothing is being produced! Yes, my Factory already has workers in it. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
23.16When my troops hit an independent Village, the Villages sometimes come out to fight and sometimes not. How can I know
which will happen? . . . . . . . . . . . . . . . . . . . . . . . . 175
23.17There are Peasants still in my Village but I find myself unable
to Recruit any of them! . . . . . . . . . . . . . . . . . . . . . . 175
23.18Why can’t I fire on my Porcupines? . . . . . . . . . . . . . . . 175
23.19Is there any risk to using people who have defected to me? . . 175
23.20I see my Caravan standing still outside my Market. Why is it
doing this? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
23.21How do I move my Village nearer to a Mine so that I can save
on the Raw Material transportation time and cost? . . . . . . 176
23.22Does it make a difference if your Peasants have a Loyalty Level
of 40 as compared to 100? Do they produce more food or what?176
23.23How can I quickly remove those news messages at the bottom
of the screen? . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
23.24How can I quickly execute a person whom I suspect of being
a Spy? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
23.25How can I train a Spy as a Soldier so that I may try to infiltrate
him into an enemy Fort? . . . . . . . . . . . . . . . . . . . . . 177
24 Credits
178
24.1 Enlight Software . . . . . . . . . . . . . . . . . . . . . . . . . 178
24.2 Interactive Magic . . . . . . . . . . . . . . . . . . . . . . . . . 180
24.3 Seven Kingdoms: Ancient Adversaries OSS Project . . . . . . 180
25 License
181
Chapter 1
Introduction
Enter the world of Seven Kingdoms: Ancient Adversaries, a world of intrigue
and diplomacy, of trade, conquest, and espionage.
Take control of any of the following emerging civilizations: Chinese, Persian,
Japanese, Greek, Norman, Viking, Mayan, Egyptian, Mughul, or Zulu.
Begin with a single, modest village under your command, and go on to
conquer an entire world by force of arms, by guile and persuasion, or by
whatever other means you choose.
7kaa is a real-time game of epic strategy and empire building. Players compete against up to six AI opponents or human players for control of land,
trade, and peoples.
Wage open warfare on your rivals, or forge alliances with them. Send spies
to infiltrate their ranks, or hold your spies back to guard against your enemies’ prying eyes. Mine ore and manufacture goods, then build markets
and establish trade routes to bring gold flowing into your coffers. Have your
scientists research new weapons of war, or turn from science to the mystic
arts, and seek the ultimate power: the ability to summon the aid of the gods.
All these choices and more are yours.
1
Chapter 2
Installation and Start-up
2.1
Minimum Requirements
To play Seven Kingdoms: Ancient Adversaries, the following hardware and
software is required:
x86 or x86 64 processor, Pentium or better
SDL2.0 with accelerated OpenGl or DirectX compliant video drivers
32 MB of RAM
2.1.1
Optional Requirements
UDP/IP connection for LAN and Internet play
2.2
Building the Game on GNU/Linux
Make sure you have these programs installed:
make
autoconf
GCC 4.6+ or later (or other C++11 compliant compiler)
git
2
2.2. BUILDING THE GAME ON GNU/LINUX
3
Then, install these:
Required dependencies
SDL 2.0.4 or later
enet 1.3.xx
OpenAL-soft or equivalent driver
Autoconf 2.65
Optional dependencies
libcurl (the URL transfer library, for full 7kfans multiplayer integration)
gettext 0.18 or later
Game music bundle
To compile, run:
$ g i t c l o n e g i t : / /www. 7 k f a n s . com/7 kaa . g i t
$ autogen . sh
$ ./ configure
$ make
# make i n s t a l l
2.2.1
How to Install the Music
To install music, copy music into data folder or use PACKAGE DATA PATH.
From the build directory, run:
$ wget h t t p s : / /www. 7 k f a n s . com/ downloads /7 kaa−music . t a r . bz2
$ b z i p 2 −cd 7 kaa−music . t a r . bz2 | t a r x v f −
$ mv 7 kaa−music / music data / music
4
CHAPTER 2. INSTALLATION AND START-UP
2.3
Troubleshooting
Problem
There is no music.
Errors during compile
2.4
Solution
The music files are not included in
the git snapshot, nor are they included in some distributions. Ensure you have downloaded and installed the music.
Ensure you have the required dependencies. If you are unable
to find the dependency in your
distribution’s package repository,
ensure you have the correct package name for your distribution.
Start up
In the terminal, make install will allow you to invoke:
$ 7 kaa
To run the game from the build directory, you need to point to the game data
folder. The game data folder is set by the environment variable SKDATA.
In a bash shell, this can be accomplished by
$ SKDATA=data s r c /7 kaa
(where src/7kaa is in the 7kaa directory downloaded via git or in .zip / tar.bz2
form).
Chapter 3
Mouse and keyboard
Commands and Cheat Codes
3.1
Mouse Commands
Action
Click
Double-Click
Right-Click
Group Select
Right-Click on town transfer
Right-Click on research project
Right-Click on train unit
Right-Click on collect tax
Right-Click on grant
Description
Press the left mouse button once.
Press the left mouse button twice
quickly.
Press the right mouse button
once.
Click and hold down the left
mouse button, dragging a box
around the intended group.
Transfers 10 peasants
Sets research project for all towers of science
Dequeue 8 units
Set automatic tax
Set automatic grant
5
6CHAPTER 3. MOUSE AND KEYBOARD COMMANDS AND CHEAT CODES
3.2
Keyboard Commands
Action
Esc
F1
F2
F3
F4
F5
F6
F7
F8
F9
F11
Description
Close Scroll Reports.
Kingdoms report
Villages report
Economy report
Trade report
Military report
Technology report
Espionage report
Ranking report
View the News Log.
Capture the Screen to a .BMP
file. The screenshot will be saved
in the game’s directory.
Action
0 (zero)
1–9
Spacebar
Shift + Right-Click
Up / Down Arrows
Left / Right Arrows
Description
Pause the Game. Many overlays and menus will still be operational even while the game is
paused. Units can be given new
orders, but they will carry them
out when the game is resumed.
Set the Speed of the Game. 1 is
the slowest—and 9 the fastest.
Pause/unpause the game.
Queue 8 units / queue 10 weapons
/ queue 4 ships
Go to the previous/next building
of the same type as the currently
selected one.
Go to the previous/next object of
the same type and of the same nationality as the currently selected
one.
3.2. KEYBOARD COMMANDS
Action
b
b+a
b+f
b+h
b+i
b+m
b+p
b+r
b+t
Action
d
e
f
g
u
j
k
l (el)
o (oh)
p
r
s
t
x
y
Description
If you select a unit, it will give you the build command.
If you select a town, it will give you the train command.
Build a factory
build a fort
build a harbor
build an inn
build a market
build a seat of power
build a mine
build a tower of science
Description
Open first diplomacy message / reply to chat
Switch the World Map Display Modes.
Select a Fort and center the screen on it. Press repeatedly to cycle through all of your Forts. Pressing the left
or right arrow keys will also cycle through your Forts.
Pressing the up and down arrow keys will cycle through
all Forts, including those of other Kingdoms.
Select a General and center the screen on him. Press
repeatedly to cycle through all of your Generals.
Select a Ship and center the screen on it. Press repeatedly to cycle through all of your Ships.
Center the screen on the location of a Natural Resource
deposit.
Select your King and center the screen on him.
Load a Game.
In-Game Options Menu.
Toggle between Opaque and Transparent Reports.
If you select a fort, it will Sortie the soldiers. If you
select soldiers, it will withdraw them. If you select a
village, it will recruit peasants.
Save the Game. The game will be Auto-Saved every two
months in a separate file.
Settle
Clear all News and / or Chat messages from the screen.
Select a Spy and center the screen on him. Press repeatedly to cycle through all of your Spies.
7
8CHAPTER 3. MOUSE AND KEYBOARD COMMANDS AND CHEAT CODES
Action
>
<
Ctrl + (0–9)
Alt + (0–9)
Alt + Right-Click
Alt + Enter
Alt + g
Alt + F4
3.3
Description
Next block of text in Training.
Previous block of text in Training.
Assign all selected units to a numbered group.
Select all mobile units previously
assigned to a numbered group.
Manually assign waypoints to mobile unit(s). After setting waypoints, use a normal Right Click
to set the final destination.
Enter or leave windowed mode
Screen grab in windowed mode
Quit to Desktop
Cheat Codes
Type !!!@@@### during gameplay to enable cheat mode. Note that the
game will say you cheated, and your score will be zero.
Action
c
n
u
z
=
[
]
;
‘
\
/
Description
Add $1000
Add all technology
Enable / disable King immortal
mode.
Construct building instantly
Fill prayer bar in seat of power
+20 combat skill
+20 skill
+10 population
+20 spy skill
Add 1000 food
Reveal map
Chapter 4
Starting a New Game
4.1
The Main Menu
Your entrance to the world of Seven Kingdoms: Ancient Adversaries begins
with starting it.
You will be taken to the Main Menu,
where you will have a choice between
playing a Single- Player or MultiPlayer Game, or viewing the Encyclopedia or Hall of Fame. You also
have the option to quit.
4.1.1
Single-Player Game
If you want to play a Single Player
Game, Click on the Single Player
Sword. When you do, you will bring
up the following menu:
9
10
CHAPTER 4. STARTING A NEW GAME
Training
It is strongly recommended that new players begin with the Training section. You may wish to go through all of the Training sessions even before
reading the rest of this manual, which has been designed as an in-depth
reference book.
When you Click on the Training Sword, you will be taken to a menu listing
all of 7kaa Training lessons.
IMPORTANT: It is best if you take these lessons in order as later lessons
will assume that you understand concepts presented previously.
When you Click on a topic you will see a brief description of the lesson. If
you decide to proceed with the selected lesson, Click on the Start Button.
This will load a predesigned training scenario that will correspond to the
chosen lesson.
The lesson text will appear at the top of your screen, leaving plenty of space
for you to control the game below.
4.1. THE MAIN MENU
11
Page though the lessons by Clicking on the < and >Buttons or do the
same by pressing your < and > keys on your keyboard.
It is not strictly necessary that you learn your lessons within the designated
training scenario. At any time during any Single Player game you may load
a Training lesson if you wish to review any aspect of the game.
If you wish to proceed to the next lesson while remaining in the same
game, Click on the Next Training Button.
To select a lesson that may not be the next in the series, Click on the New
Training Button. This will return you to the menu where you can preview
and select a different lesson.
New Game
Clicking on the New Game Sword will take you to the New Single Player
Game options screens. Here you will see the four following Options pages:
On the Basic Options page, you may set your choices for your nationality,
color and the number of computer players.
12
CHAPTER 4. STARTING A NEW GAME
Other options are also available below. Choose the level of difficulty at which
you wish to play and then Click on that button. Level I is the generally the
easiest and
Level V the most difficult. Setting a level will automatically set corresponding
options on the following Advanced Options I and II pages.
The final button, Custom, will be automatically set if you choose any options
that do not match with the preset difficulty levels.
Two more options on this page are Terrain style and Land Mass. You will
have three choices for each.
On the far right you can see an area with a number labeled “Difficulty”.
This number will rise or fall depending upon the options that you set for the
game. The maximum difficulty possible is 200. This difficulty number will
be used to determine your final score—a higher difficulty rating means that
the possible range of scores will be higher as well.
On the bottom of this options page there is space for you to type in your
name. This name will be used by your King at the start of the game.
On the Advanced Options I page you will find the following options:
World Map: Here you may choose whether the world will be unexplored at
the start of the game, or completely explored with all map features visible.
The Map I.D. is the random-number seed from which your new world
map will be generated. If you wish to play with a map that you particularly enjoyed from a previous game, you may enter its number by
typing it in on your keyboard. Do not enter the commas that separate
the numbers. They are there to make the number easier to read.
4.1. THE MAIN MENU
13
If you have already begun a game and wish to check on the Map I.D.,
Click on the Menu Button at the top right of your screen. The Map
I.D. will be on the bottom of the Menu area.
Fog of War: Here you decide whether there is a limit to the distance your
units can see (On) or if you will be able to see all activity in the world at
any time (Off).
Human’s Treasure: Sets the amount of money with which you will begin
the game.
Computer’s Treasure: Sets the amount of money with which your computer foes will begin the game.
Computer’s Aggressiveness: Sets whether your computer-controlled rivals are passive or aggressive.
Fryhtans: This will determine if Fryhtans are a part of the game or not,
and if they are, whether they will only fight to defend themselves, or if they
may attack on their own initiative.
If set to Defensive, the Fryhtans will remain in their Lairs unless attacked.
If set to Offensive, Fryhtans may attack on their own, especially if a
village is settled or a building built too near to their Lair.
They will also expand their numbers by planting new Lairs around the
land.
Random Kingdoms: When this option is turned On, the computer will
randomly choose the nationalities of other Kingdoms in the game. It is quite
possible, in this case, that other Kingdoms will be of the same nationality as
your own. This can make for very interesting games as you vie for control of
Independent Villagers who share your nationality.
This setting will also randomize each Kingdom’s initial Village population,
including your own. A small population will be somewhat offset by granting
a few skilled, mobile units at the start of the game.
14
CHAPTER 4. STARTING A NEW GAME
On the Advanced Options II page you will find still more options. These
are as follows:
Natural Resources at Start: This number, between 1 and 7, will set how
many Natural Resources will be spread throughout the world at the start of
the game.
Natural Resources Nearby?: This option determines whether or not each
kingdom will have a Natural Resource deposit automatically located near its
starting village.
Independent Villages: This sets the approximate number of Independent
Villages.
Independent Village Resistance: This sets the level of resistance to your
rule for all of the Independent Villages. It also influences the Combat abilities
of Independent units.
New Villages Emerge?: This determines whether or not new Independent
Villages may be settled during the game.
New Kingdoms Emerge?: This determines whether or not new Kingdoms
may be founded after the destruction of old ones.
Random Events: This sets the frequency of random natural disasters,
such as earthquakes, lightning strikes and tornadoes, all of which can cause
damage to buildings and injury to units.
4.1. THE MAIN MENU
15
On the Goals page you will be able to define the victory conditions for
your game. The first kingdom to achieve any of the chosen goals will be the
winner.
These goals include the following:
Defeat All Other Kingdoms: This is not an option. Defeating all other
kingdoms always results in victory, because it eliminates any possible competition for other goals. If no other goals are chosen, then victory cannot be
achieved without eventually destroying all rivals, even those with whom you
may have developed friendships and alliances.
Destroy All Fryhtans: Ridding the world of these vile creatures is a goal
that all kingdoms will happily work toward. After the last of them has been
destroyed, the kingdom which has dispatched the most Fryhtans will be the
winner.
You may view your current score in Fryhtan Battling by Clicking on the
Ranking Scroll at the top of your game screen.
Achieve a Population of..: This may seem a peaceful goal, but it can
often be achieved only through taking Villages by force.
Reach an Economic Score of..: Even the lowest possible goal here of 100
will not be achieved unless you are prepared to defend yourself and to take
and hold more than one Village and, of course, to prevent your enemies from
doing the same. You may check your Economic Score and the scores for the
other Kingdoms by Clicking on the Ranking Scroll at the top of your screen
and then Clicking on the name of the Kingdom that you want to check.
Their Economic Score will appear in the box below.
Reach a Total Score of..: Achieving this goal requires a balanced approach
16
CHAPTER 4. STARTING A NEW GAME
to the rulership one’s kingdom. You may check on your Total Score and that
of your rivals in the same way that you checked the Economic Score.
Achieve Goal Within..: This will set a deadline for the achievement of
the above goals.
4.1.2
Winning and Losing
You will win the game if you achieve any of the chosen goals and, if you have
set a time limit, done it before that time limit is reached.
It may come to pass that, having set as your goal something other than the
defeat of all of the other Kingdoms, you find a way to destroy all of your
rivals anyway. Defeating all other kingdoms is always one of the goals, so you
will still win the game in such a case, because the last of your competition
has been eliminated.
You will lose the game if your Kingdom is destroyed, if another Kingdom has
achieved a set goal, if you have failed to achieve your goal in the set time, or
if you have surrender to another Kingdom.
Even though you have lost, you may continue to observe the progress of the
game. The game will continue to run until you decide to either Quit or to
Retire, although the score of such a game will be ineligible to be entered in
the Hall of Fame.
Load Game
Clicking on the Load Game Sword will take you to the Load Game menu
where you can scroll up and down to see any games that you have previously
saved.
4.1. THE MAIN MENU
17
To load a game, Click on its Bar and then Click on the Load Button. You
may also Double-Click on the Bar.
Single Player Games will have the .SAV file extension. multiplayer Games
will have the .SVM extension.
Scenario
Choosing to play a Scenario will take you to a menu similar to the one for
choosing a Training lesson. Click on the Scenario that you wish to play. You
will see a brief description of the beginning situation and the goal(s) to be
achieved. When you are ready to begin, Click on the Start Button.
18
4.1.3
CHAPTER 4. STARTING A NEW GAME
Multiplayer Game
Initial Setup
All players need the same version of the game, or compatibility issues will
arise. Allow Seven Kingdoms: Ancient Adversaries to pass through your
firewall. If you have a router, port forwarding might be needed. 2.14.7+ uses
UDP port 19383 for LAN and 7kfans.com game browsing.
Lobby
When you Click on the multiplayer Sword you will see three connection options: Local Area Network, Enter Address (Direct IP), and 7kfans.com. Click on
the type of connection that you will be using.
On the bottom, enter your name just as you would in a Single Player Game.
This will be used by your King at the start of the game.
Beneath your name, you will see the name of the game. You will be able
to save one multiplayer game only. Its name will be MULTI. You may not
change this name.
There will also be two auto-saved games, named AUTO01.SVM and AUTO02.SVM.
One of them will have a later date than the other, so you will know which is
the most recent.
4.1. THE MAIN MENU
19
To load a saved game, Select the name of your save game file and Click
on Load (everyone must select the same file, ”Game Date” must be the
same).
7kfans.com
If you are setting up the game, Click on the Create Button. If someone
else is setting up the game, Click on the Join Button. To return to the
previous screen, Click on the Cancel Button.
If you are not creating this game, a Click on the Join Button which will
send you to the Available Games page.
You will be prompted to enter your forums account username and password.
If you have recently logged into the forums, you may leave your password
empty.
There you will find a list of the games that have been created. They will be
listed by the name the creator set. The default session name is the creator’s
username. It may take a few seconds for the list of games to appear.
Click on the desired game’s name. Then Click on the Join Button on the
bottom of the page. This will take you to the multiplayer Options pages.
20
CHAPTER 4. STARTING A NEW GAME
Enter Address
If you are hosting the game, Click on the Create Button. Set the session
name and choose a password. You may choose to leave the password blank.
Use your external IP address to let players connect. Wait for players to join.
If you are joining a game, Click on the Join Button. Enter the IP address
of the host. This will take you to the multiplayer Options pages.
Local Area Network
If you are creating the game, Click on the Create Button. If you are
joining the game, Click on the Join Button. This will take you to the
multiplayer options pages.
Multiplayer Options
The multiplayer Options will be the same as the ones that you saw in the
Single Player Options. The creator of the game sets most of the options. If
you are joining a game created by someone else, you may only choose your
nationality and your color.
The multiplayer options page includes a list of players who have joined the
game, and a Chat window where players may discuss options selection, strat-
4.1. THE MAIN MENU
21
egy, or how they intend to grind their rivals into dust. These items do not
appear on the Single Player Options screen.
To send a message in the Chat window, simply type anything that you want
to say. When you have finished typing, press the Enter key on your keyboard.
Your message will then be posted for the other gamers to see.
Once you have set all of your options and Clicked on the Ready Button a
red check mark will appear next to your name. Do not Click next to your
name. Nothing will happen. When every player has a red check mark visible,
the creator of the game will be able to Click on the Start Button and begin
the game.
Matchmaking
You can post or search on the Forums to look for other players or set up
matches. Look for the matchmaking thread. There are additional resources
for people looking to play multiplayer such as contact information of other
players.
4.1.4
Encyclopedia
The Encyclopedia includes images and informative descriptions of units and
buildings appearing in Seven Kingdoms: Ancient Adversaries.
22
CHAPTER 4. STARTING A NEW GAME
Click on one of the titles in the top section. When you do you will see listed
in the bottom section a group of subjects that are under that title.
When you Click on one of these you will see a picture and description of
that subject.
If you do not Click on anything, the Encyclopedia will present you with a
slideshow of all of its subjects.
4.1.5
Hall of Fame
At the end of every game of Seven Kingdoms: Ancient Adversaries your
score will be computed. Your score will take into account the difficulty level
at which you were playing and the skill with which you played.
If your final score is one of the six highest ever recorded, it will be entered
into the Hall of Fame.
4.1.6
New Game
Every time you play a new game, a
completely new world will be generated at random, giving you a nearly
limitless number of worlds to subject
to your will.
As soon as the new world’s lands
have been separated from its waters
and its mountains have been raised,
you will be given a small village to call your own. From these humble beginnings you must do your best to survive and to prosper through a combination of exploration, training, construction, trade, espionage, diplomacy, and
armed conflict.
You will need to develop a variety of skills to be an effective leader, and to
command the loyalty of your people. Standing in your way will be other
kings, evil Fryhtans, and the ravages of nature itself.
4.2
Main Menu
4.2. MAIN MENU
While you are playing a game
of Seven Kingdoms: Ancient Adversaries, you will be able to access various options by Clicking on
the MENU Button at the top
right of your screen.
This will bring up the options as seen
on the right.
23
24
4.2.1
CHAPTER 4. STARTING A NEW GAME
Options
The first choice you will have, which can also be accessed by pressing the O
key on your keyboard, is the In-game Options Page.
Here you can set your Sound Effects and Music volume. Do this by sliding
the brass ball left or right until it is in the position that you want.
You may also choose to play any single piece of Seven Kingdoms: Ancient
Adversaries music.
You can set the detail level of pop-up instructional text that will appear
whenever you hold the cursor over a button or icon for a few seconds. You
may also turn this feature off, if you prefer.
You can choose to view all News items or only the most important ones.
You can set the Speed of the game (which can also be set on your keyboard
by pressing the 0—9 keys at any time) and the Scrolling Speed of your screen.
For your Reports Background you have the option of seeing through them to
any action that is taking place (transparent), or the option of making them
opaque.
Unit Identities (what kind of skills units possess) can be set to be seen at all
times or only when a unit is under your cursor.
Finally, you may whether to display the projected Paths that your units will
take when they have been ordered to move to a different part of the map.
4.2. MAIN MENU
25
Help
To use the Help function, simply hold your cursor over any button or icon
in the game. After a few seconds, a display will appear explaining the use of
the button or meaning of the icon. You may set the detail level of this Help
function on the Options Page (O), or disable it if you prefer.
Because the Help function pauses the game momentarily to allow you time
to read, it will not be available in multiplayer games.
4.2.2
Save Game
If you choose Save Game, you will be presented with a screen showing all of
the games that have previously been saved. You may choose to overwrite any
one of these games by Clicking on the game’s name and then Clicking on
the Save Button.
You may also choose to save your game in a new file by Clicking on the
Empty Game Slot Button , which will be at the very top of the list, and
then on the Save New Button.
Although the number of games that you can save is limited only by your disk
space, you may wish to delete some of your more humiliating defeats. To do
so, Click on the game and then Click on the Delete Button.
26
CHAPTER 4. STARTING A NEW GAME
The game that you are playing will be automatically saved in a separate file
after every two months of game time. Auto-saved games will have filenames
beginning with AUTO.
4.2.3
Retire
When you decide to retire from a game of Seven Kingdoms: Ancient Adversaries, the game will end and your score will be calculated.
If you have achieved a high enough score, it will be entered in the Hall of
Fame.
If you choose to Retire from a multiplayer game, the computer will take
control of your kingdom and do its best to finish on top.
4.2.4
Map I.D.
The Map I.D. is the random number seed from which your present world
map was generated. Make a note of this number if you particularly like a
random map and would like to use it again, share it with your friends, or
post on the Internet.
Chapter 5
The Information Interface
On the top of your screen you will see all of the information necessary to
keep your budding Empire under your firm grip.
Beginning on the Left you will see the Scrolls. Click on a Scroll to see
the detailed information inside each. You may also access these Scrolls by
pressing the F1 through F8 keys on your keyboard.
Once you have opened one of these Scrolls, it can be closed by Clicking it
again or by pressing the Esc key on your keyboard.
5.1
Kingdoms
Open this Scroll if you want to see information on all of the world’s Kingdoms
that you have discovered so far in your explorations of the world.
27
28
CHAPTER 5. THE INFORMATION INTERFACE
Below this area you will see three buttons that will take you into three
different areas. These are Information, Diplomacy, and the Diplomatic
Log.
5.1.1
Information
Under the Information Button, you will see more detailed information on
your relationship with the selected Kingdom.
You will also be able to see the diplomatic relationships that the other Kingdoms have with each other.
For Kingdoms that are your allies, you will be able to see their cash and food
reserves as well.
The Yearly Imports and Exports are figured for the preceding 365 days.
Allow Attack
By Clicking the Yes or No Buttons in this section you will be able to
manually select whether or not your troops will be allowed to attack units
or structures of the selected Kingdom. The game will begin with the default
setting of Yes.
The Yes or No option will be set automatically in the following situations:
When you form a Friendly or Alliance Treaty with another Kingdom,
your Allow Attack option will be automatically set to No. You will be
unable to attack any units or structures unless you manually change
the setting.
5.2. VILLAGES
29
When you enter into a War with a Kingdom, your Allow Attack option
will be automatically set to Yes.
If you accept a Cease Fire in a war, the Allow Attack option with the
other signatory will be changed to No.
It would be very wise of you to set the Allow Attack option to No for every
Kingdom that you are not planning to attack. This will prevent the sometimes unavoidable incidents of friendly-fire casualties from blowing up into
full-scale war. If you are set to No, the other Kingdom will understand that
any such incident was just a mistake.
5.1.2
Diplomacy and Diplomatic Log
For these two buttons, see the detailed descriptions in Chapter 13.
5.2
Villages
Opening this Scroll will give you detailed information on all of your Villages.
This includes Village Population, the number of Peasants, Village Loyalty
and a list of the various Nationalities living in the Village.
Double-Clicking on the name of a Village will center it on your screen.
In the bottom chart you will see a detailed list of your Buildings, including
their Building Cost, Number, Yearly Upkeep Cost and Yearly Income (if any)
from that Building. The “Yearly” figures are based on the past 365 days.
5.3
Economy
Open this Scroll to see all the information you could wish for on your economy. It will detail all of your income and expenses and the Profit or Loss
that you are running at the present time. This includes:
30
5.3.1
CHAPTER 5. THE INFORMATION INTERFACE
Income
Sale of Goods
The amount of sales of Finished Goods to Villagers.
Exports
The amount of exports of Raw Materials or Finished Goods to other Kingdoms.
Taxes
The amount of Taxes collected from Villagers.
Recovered Treasure
The amount of Treasure recovered from the slaying of Frhytans.
Worker Income
The income received by your subjects who are working in the firms of other
Kingdoms.
Sale of Buildings
Your income from the sale of your Factories, Mines, Towers of Science, etc.
Tribute from other Kingdoms
Money that you have either forced other Kingdoms to pay you or that they
have given in hope of obtaining your good will.
5.3. ECONOMY
5.3.2
Expenses
General Costs
The Maintenance costs for all of your Generals.
Spy Costs
The Maintenance costs for all of your Spies.
Other Mobile Human Unit Costs
The Maintenance costs for all human units except Generals and Spies.
Caravan Costs
The Maintenance costs for all of your Caravans.
Weapons Costs
The Maintenance costs for all of your Weapons.
Ships Costs
The Maintenance costs for all of your Ships.
Buildings Costs
The Construction and Maintenance costs for all of your Buildings.
Training Units
The Cost of Training all of your units.
31
32
CHAPTER 5. THE INFORMATION INTERFACE
Hiring Units
The Cost of Hiring units from Inns.
Honoring Units
The Cost of Honors given to your units.
Foreign Worker Salaries
The money paid to foreigners working in your Buildings.
Grants to your Villages
The Cost of your Grants to your Villages.
Grants to other Villages
The Cost of your Grants to other Villages.
Imports
The Costs of all of your Imports.
Aid/Tribute to other Kingdoms
The Money that you have paid in Tribute or given in Aid to other Kingdoms.
5.4
Trade
Inside this Scroll you will see detailed the routing and loads of all of your
Caravans and all of your Ships that are being used in Trade. DoubleClicking on a Caravan or a Trader in this menu will center your screen
over it.
5.5. MILITARY
5.5
33
Military
In this Scroll you will see your military disposition. It will list your King and
all of your Generals and the number of troops that they command. DoubleClicking on the King or a General will center your screen over his location.
5.6
Technology
This Scroll reports on the progress of all of your research projects in all of
your Towers of Science.
It also shows the Scrolls of Power that you have acquired and your Greater
Beings that are currently active.
5.7
Espionage
This top-secret Scroll details the activities of all of your spies all over the
world. Double-Clicking on a spy’s listing will center the screen over his
location.
5.8
Ranking
This Scroll will show you the rank of your Kingdom against all of the other
Kingdoms in a number of categories, such as Population, Military Strength,
Economic Strength, Reputation and Fryhtan Battling.
It will also give you a total score by adding up these different categories,
show all set Goals and display the total playing time.
5.9
State of the Kingdom
34
CHAPTER 5. THE INFORMATION INTERFACE
To the right of the Function Scrolls, you will see four icons. These are, on
the left: Food and Treasure, and on the right: Date and Reputation.
5.9.1
Food
The number in the upper left indicates how much Food is stored in your
empire. The number in the parentheses to the right shows how much of a
food surplus or deficit you have produced in the past year.
Each person in your kingdom, whether a Peasant, Worker or Mobile Unit,
consumes 10 units of food each year. Remember that food is produced by
your Peasants. If you do not keep enough Peasants you will run out of food.
To maintain a constant food supply, you will need one Peasant toiling in the
field for every three subjects of your kingdom.
If your Kingdom runs out of food, prepare for the worst. The Loyalty Levels
of all of your units will decrease by one point every five days.
You may request to purchase food from other Kingdoms under the Kingdoms Scroll / Diplomacy Button menu.
5.9.2
Treasure
The number in the lower left indicates the amount of gold in your treasury.
The number in the parenthesis to the right shows how much of a cash surplus
or deficit you have incurred in the past year.
It is very important to keep your eyes on your Treasury and your Food supply.
Without money to pay the salaries of your Generals or Mobile units you will
see a decrease in their Loyalty.
If you don’t have enough to pay your Spies in foreign Kingdoms, their Loyalty
will also decrease. If they are acting as Counterspies in your own Kingdom
you will also need to feed them. If you cannot their Loyalty will decrease.
If you can no longer pay foreign workers, they will resign.
If you no longer have enough money to maintain your Weapons or Ships they
will begin losing Hit-Points. If the situation continues they will completely
break down.
If you run out of funds you will no longer be able to maintain your buildings.
5.9. STATE OF THE KINGDOM
35
They will fall into disrepair and eventually collapse.
5.9.3
Calendar
It is here that you see the day and year. In a multiplayer game this may
become very important when you and your Allies are synchronizing an attack
on another Kingdom.
5.9.4
Reputation
This number represents the esteem in which your Kingdom is held by the
people of the world. A high Reputation level can have many and varied
benefits during the long struggle for world domination.
Your Reputation may suffer if you persist in actions that other Kingdoms find
to be downright antisocial or if you fail to adequately protect your subjects.
The following are the various penalties you will pay for your behavior:
If you attack a Kingdom without first declaring war:
Your Reputation will decrease by 40% of your target’s Reputation, but
only if the target has a positive Reputation.
If you declare war on another Kingdom:
Your Reputation will decrease by 20% of your target’s Reputation, but
only if the target has a positive Reputation.
If you terminate an alliance treaty:
Your Reputation will decrease by 20% of the target’s Reputation, but
only if their Reputation is positive. Note that if you declare war on an
ally, your Reputation will decrease twice; once for declaring war and
once for terminating an alliance.
If you terminate a friendly treaty:
Your Reputation will decrease by 10% of the target’s Reputation, but
only if the target has a positive Reputation. Note that if you declare war
on a Kingdom with which you have a friendly treaty your Reputation
will decrease twice; once for declaring war and once for terminating a
friendly treaty.
36
CHAPTER 5. THE INFORMATION INTERFACE
If you terminate a trade treaty:
Your Reputation will decrease by 5% of the target’s Reputation, but
only if the target has a positive Reputation.
Additional Penalties
-10 points for destroying an enemy Caravan.
-10 points for Sinking a Trader.
Although Caravels and Galleons may be used for trade, they are armed
and may therefore be sunk without penalty.
-3 points if one of your Caravans is destroyed by an enemy.
-3 points if one of your Traders is sunk by an enemy.
-3 points if one of your Spies is caught Spying.
-1 points for each enemy Civilian collaterally damaged in the defense
of their town.
-0.3 points for each enemy Civilian collaterally damaged in battle.
-0.3 points if one of your Civilians is cruelly murdered by an enemy.
Your Reputation will automatically increase by +0.5 points per month,
and by even more if you are engaged in battling Fryhtans.
Because of the penalties for killing Civilians, you should be very clear on just
who is a civilian and who isn’t. If you hold your cursor over an enemy unit
and no small icon pops up, you will know that he is a civilian.
If you Click on any unit you will be
shown, as you can see on the right,
more details on the unit.
5.10. MAP MODES
5.10
37
Map Modes
On the top left of your screen you will see the three World Map Mode
Buttons. These are, left to right: Terrain View Button, Borders View
Button, and Village View Button.
5.10.1
Terrain View Button
This is the default mode. When Clicked it will show the World Map in relief
and in its natural colors. You will also be able to see Villages, Troop and
Ship movements in the color of their respective Kingdoms.
5.10.2
Borders View Button
The center button has two modes in itself. Clicking on it the first time will
show on the World Map the political borders of each kingdom. You may also
view all Troop and Ship movements. Clicking on this button a second time
will project those political borders onto the main screen area.
Units of other Kingdoms will try to walk around your borders in their travels.
This, of course, does not include Caravans or Soldiers who are coming to
attack you.
5.10.3
Village View Button
Clicking on this button will show you a simplified World Map with all
Villages and all buildings clearly displayed. You may also view all Troop and
Ship movements. Forested areas will not be shown on this map.
38
5.11
CHAPTER 5. THE INFORMATION INTERFACE
Unit Information
Whenever you Click on one of
your units you will be presented
with information showing that unit’s
Color, Name, Hit-Points, Loyalty
Level, Combat Skill Level, Leadership Level, and Contribution Total.
Every person in the world of Seven
Kingdoms: Ancient Adversaries bears
a unique name.
To center a selected Person, Weapon, Ship, Caravan or Building on the main
screen, Click on its name.
5.12
News
On the bottom of your main screen you will receive news of happenings from
around the world. From the in-game Options menu, you may decide if you
want to receive all of the news or just the major happenings.
On the bottom right of your main screen you will be able to see two small
icons.
If you want to clear all of the news from the screen, Click on the
press the X key on your keyboard.
Icon or
If you want to view the complete News Log, showing all of the previous news
reports, Click on the Icon.
Some of the news reports will have a “Go To” Icon in front of them. If you
wish to go to the location of the news story, Click on the Icon.
Chapter 6
The Villiage
Click on any one of the small houses in your first Village. When you do, you
will see the Village Command Bar to the right of the main screen.
6.1
Village Demographics
6.1.1
Population/Nationality
The number on the lower left shows the total number of people in the selected
Village. They are divided into their various national groupings, which you
can distinguish by the small pictures on the far left. As long as you have not
disabled the Help feature, holding your cursor over one of the small pictures
for a few seconds will pop up a text bubble telling you which nationality it
is.
39
40
CHAPTER 6. THE VILLIAGE
Although there may be up to seven different nationalities in Villages that
you will later build, absorb or conquer, in your first Village there will be
only one.
The style of houses in Villages will give you a quick idea as to what nationalities are resident there.
To see what types of houses belong to which nationalities, see the house
images in Chapter 16.
Populations in Villages will increase over time up to a maximum of 60. The
rate of increase will not be the same for all Villages because Villages which
have access to a steady supply of consumer goods will grow faster than those
without—higher standards of living induce higher growth rates.
See Chapter 22 for Economic Strategy Tips.
6.1.2
Peasants
At the bottom of the middle column you will see the total number of Peasants
at work in the fields of this Village. They can either be left toiling in the
fields, trained in various skills, ordered to work in other jobs, or sent out to
be instructed in the ways of war.
Because Peasants grow all of the food for your empire, it is important to
leave enough of them working in the fields. Each Peasant will produce 30
units of food per year, and each subject of your kingdom will consume 10
units per year. Thus, to maintain a sufficient food supply, you must have at
least one Peasant for every three subjects.
6.1.3
Loyalty
These numbers (on the far right)
show the level of Loyalty to your
kingdom for each Nationality in
a Village.
The arrows indicate
whether this Loyalty is increasing or
decreasing.
On the bottom right you can see the
average Loyalty Level for all of the
Nationalities in the Village.
6.1. VILLAGE DEMOGRAPHICS
41
If the Loyalty of a Nationality in one
of your Villages falls to 30 or below, there will be a danger of revolt in that
group.
Low Loyalty levels may also have negative impacts other than open revolt.
Individual Villagers may leave your Villages for other Kingdoms, Independent
Villages, or for unknown regions, although they will be most likely to move
to a Village that is Linked to their present home.
Loyalty Levels are positively influenced by:
Residential Harmony, which itself is a result of having a single Nationality in a Village rather than multiple Nationalities. The Villagers being
of the same Nationality as the King.
A high Reputation for your Kingdom will help increase the Loyalty
Level of all Villagers.
Having a General, in a Fort Linked to the Village, who is of the same
Nationality as the Villagers. If the General has a high Leadership
Level, the effect will be increased. If the General’s Nationality is the
same as the King’s, the effect will be increased by an additional 50%.
Loyalty Levels are negatively affected by:
Having a Fort from another Kingdom within Linking distance of your
Village. If the rival General in that Fort is of the same Nationality as
your Villagers, the effect will be increased, especially if he has a high
Leadership Level.
A low Reputation for your Kingdom will hold down the Loyalty Level
of all Villagers. Recruiting Villagers or conscripting them directly into
a Fort will lower a
Village’s Loyalty somewhat for each Villager Recruited.
Loyalty Levels of Workers:
Since all Workers reside in Villages, their Loyalty Levels are reflected in
the Loyalty Level of the Villages. This differs from Soldiers who reside
inside Forts.
42
6.1.4
CHAPTER 6. THE VILLIAGE
Quality of Life
Having a high Quality of Life in your Villages will cause their population
to grow faster. With a large population, you will have an abundance of the
most precious resource in 7kaa, People.
Even the most ruthless of tyrants will benefit from improving his subjects’
lifestyle. If you wish your Villagers to have a high Quality of Life, you must
make sure that they have access to consumer goods in Markets. The greater
the quantity and variety of goods for them to buy, the higher their Quality
of Life will be.
6.2
Commanding Your Peasants
6.2.1
Recruit
With this command you order your peasants out of their Villages
and assign them where you will. Have a care, though; Peasants
resent this conscription and there is therefore a small decrease in
Village loyalty for each peasant recruited.
The rate of the decrease will depend upon the frequency of your Recruiting.
Infrequent Recruiting will result in a lower Loyalty decrease than frequent
Recruiting.
This tile will no longer be available if there are no more Peasants left in your
Village.
6.2.2
Moving between Villages
If you settle a new Village within
Linking distance of an older Village,
you will, when either of the Villages
is selected, see a bright pink 4-Arrow
Icon at the end of the Link.
If you wish to move Villagers from
one Village to another without suffering the decrease in Loyalty that
6.2. COMMANDING YOUR PEASANTS
43
you get when Recruiting Villagers, you may Right-Click on the Pink 4Arrow Icon. One Villager at a time will then move from the selected Village
into the Village under the Icon when Left-Clicking; when Right-Clicking,
ten villagers will be moved.
6.2.3
Train
Any Peasant may be trained in any of several useful skills. raining
each unit will cost $30. At the end of his training, which will take
five days, the new Worker will have a skill level of 20. This skill
will soon grow if he is put to work. Non-trained units who go to
work will also see their skill levels increase, although from a starting level of
10.
Some workers are born with an inborn potential that outstrips that of their
peers. Their Skill Levels will increase at a faster rate.
How to Train a Unit
First select the Village where you want the Peasant to be trained in a new
skill.
NOTE: If you have no Fort linked to the Village, or if you have a Fort that
is not staffed with a General or King, this Tile will not be available and you
will be unable to train anyone.
Then Click on the Train Tile (above). The six Training Categories will
appear on the right of your screen.
Click on the skill that you want and one Peasant will begin training in his
new profession.
You may cancel the training of a unit
by Clicking on the large X to the
right of the blue progress bar.
44
CHAPTER 6. THE VILLIAGE
How to Train more than one Unit at a time
To the right of the Skill description,
you will see another, smaller button
with a number on it.
Click on this button repeatedly until it shows the number of Peasants
that you want to train in a new skill.
Right-Clicking on the number
button will decrease the number by
one.
You may set numbers for more than
one skill at a time.
When you are finished, Click on the
Done Button. The Workers and /
or Soldiers with their new skills will
exit the Village one at a time as they
are trained.
All Trained Units will begin with a
Skill Level of 20.
Trained Units; Skill Levels will steadily increase, but only while they are at
work. “At work”, does not only mean being in their place of work; they
must have something to do while there. For example, if a Factory has no
Raw Materials to work with then the skill of the workers will not increase.
Construction
A unit trained in Construction is necessary to supervise the erection
of most Buildings. Although other trained units (see below) may
build certain structures, a unit trained in Construction will be able
to build them all.
Construction of a Building will be suspended if the building is under attack.
In order to repair a damaged building, a worker trained in Construction
must be assigned to it. To do this, send a selected Construction unit into
any Building with a Right-Click.
6.2. COMMANDING YOUR PEASANTS
45
The speed of a building’s construction or repairs will depend on the Skill
Level of the Construction worker. The higher his skill, the faster he will
build or repair.
Leadership
A unit trained in Leadership serve as a soldier in your kingdom’s
military, or be promoted to General. Upon completion of Leadership training, a unit will have an initial skill of 20 in both Leadership and Combat. If later promoted to Generals, trained leaders are
also effective in helping your Empire to absorb independent Villages. Units
trained in Leadership will be able to erect Forts and, having been used for
this, they will immediately be assigned there when construction is complete.
Mining
A unit trained in Mining will begin as a more productive Miner,
producing more raw materials for your factories than an untrained
worker can. Units trained in Mining will also be able to dig Mines.
If they are used for this, they will immediately be assigned there
to begin their work.
Manufacturing
A unit trained in Manufacturing will begin working in your Factories and War Factories as a more productive worker than one who
is untrained. Units trained in Manufacturing will be able to erect
Factories and War Factories. If they are used for this, they will
immediately be assigned there to begin production.
Research
A unit trained in Research will aid you in discovering the technologies needed to build Advanced Weapons and Ships.
Units trained in Research will be able to erect Towers of Science.
If they are used for this, they will immediately be assigned there
to begin their research.
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CHAPTER 6. THE VILLIAGE
Spying
A unit trained in Spying will be able to penetrate enemy Villages,
influencing the Villagers’ loyalty and give you all the
information on the population that your enemy himself possesses.
Spies may penetrate firms, quietly sabotaging production.
Drinking in enemy Inns, they may be recruited and put into an important
position in their society. They may even penetrate enemy Forts, giving you
unrivaled intelligence on Combat levels and giving your Spy the opportunity
to assassinate a General or a King. For many more details on Spies and
Espionage, see Chapter 13.
More Details on all Trained Units
When outside and selected, all of your trained units will show a small icon
above their heads denoting their particular specialty. These icons are the
same as those appearing on the Train menu.
When you place your cursor over subjects of another kingdom, you will also
be able to see their particular skill.
Any enemy unit without a Sword Icon is a civilian. It is good to know this
as it will hurts your Kingdom’s Reputation if you attack civilians.
You should realize that your King and your Generals are easily recognizable
to both friends and foes. It is therefore imperative that you protect these
valuable units as best you can, because in battle, both human- and computercontrolled foes will probably attempt to slay your commanders first.
The productivity levels of all trained workers who have been injured will
decline in proportion to their injury. Injury will also slow down the speed of
their training.
The same rule applies to training soldiers. If a fort’s commander is injured,
the training of his Troop will be slowed, as will any increase to his own
Leadership skill.
When a unit is sent to work in a building that already has a full complement
of workers, he will replace the worker with the lowest skill level. That replaced
worker will return to a Linked Village where he will live as a Peasant.
If you send a soldier into an already full Fort, one soldier from the Fort will
6.3. COLLECT TAX
47
then exit and stand outside. He will not Settle in a Village.
You may easily view the identity and
other pertinent information on any
unit by selecting it. The unit’s information will be displayed on the
right.
6.3
Collect Tax
Taxes are yours to command from your people.
In 7kaa there are two types of taxes. The Yearly Tax will be collected every
January 1st from every person living in your Villages.
Special Taxes may also be collected from each person living in a
selected Village. When a Special Tax is collected, the Loyalty Level
of all Villagers in the selected Village will decrease. The amount of
the decrease will depend upon how often your tax collectors come
calling. Collecting Taxes several times in quick succession will result in far
greater loss of Loyalty than taxing over a greater period of time.
There will be no decrease in loyalty for the Yearly Tax.
Auto-Taxing a Single Village: If
you Right-Click on the Tax Tile,
you will be presented with a list of
Loyalty Levels. By Clicking on
one of these you will automatically
collect a Special Tax from the selected Village whenever their Loyalty reaches this level.
Auto-Taxing All Villages: By RightClicking on one of the numbers, instead of Clicking, you will, in the
future, collect a Special Tax from every one of your Villages when their
average Loyalty Level reaches the selected level.
This will also apply to new Villages when they are settled.
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6.3.1
CHAPTER 6. THE VILLIAGE
Grant
Grants are the exact opposite of taxes. If you find some of your
Villages’ Loyalty lacking, common peasants and workers are easily
placated by spreading a little of your excess treasure around. Assuming that you have abundant funds, providing Grants to Villages
around your Empire to ensure complete loyalty makes very good sense.
Each Grant will distribute $10 to every Villager in the selected Village. The
Villagers will then show an increase in their Loyalty Levels. The amount
of increase will vary depending upon how often you Grant money to them.
Issuing several Grants in rapid succession will have less effect than spreading
your generosity out over a greater span of time.
Grants may also be issued to Independent Villages if you have a Fort Linked
to them and staffed with a General or your King. Each Grant to an Independent Village will cost you $30 per Villager. These Grants will quickly lower
the resistance of that Village to your rule, but at great cost to you.
You may also Grant money to Villagers of other kingdoms if you have a
staffed Fort Linked to their Village and the other kingdom does not. These
Grants will lower the Loyalty Level of those Villagers to their King.
Auto-Granting to a Single Village: You may automatically Grant
funds to your selected Village by
first Right-Clicking on the Grant
Tile and then Clicking on the Loyalty Level at which you wish to make
your Grants.
Auto-Granting to All Villages:
By Right-Clicking on one of
the numbers you will automatically
Grant money to every one of your
Villages when their average Loyalty
Level drops to the selected level.
6.3. COLLECT TAX
When you have set AutoTax or Auto Grant, the level to which you
have set it will be displayed on top of the Tax or Grant Tiles.
NOTE: The Auto Tax Loyalty Level must always be set higher
than the Auto Grant Loyalty Level. If you do not set it so, the
computer will automatically set it to be 10 points higher.
49
Chapter 7
Buildings, Workers, and Links
7.1
Constructing Your Buildings
A unit trained in Construction is necessary to supervise the erection
of most Buildings. Although other trained units may erect certain
structures, a unit trained in Construction will be able to erect them
all.
To construct a Building, first select the unit that will do the construction
and then Click on the Build Tile.
You will be presented with a list of structures that the unit has the ability
to construct. When you Click on the one that you want, your cursor will
change into a large black or flashing box.
The box will be black if it is over an
area where you may not build. It
will be flashing if it is over an acceptable area.
Click when the box is flashing and
in the area where you want to build.
Note that mines must be built atop
Natural Resource deposits.
Construction of a Building will be
suspended if the building is under
attack.
50
7.2. SELLING YOUR BUILDINGS
51
The speed of a building’s construction will depend on the Skill Level of the
Construction worker. The higher his level, the faster the construction.
Construction workers will increase their skill whenever they are engaged in
construction or repair.
If you use a Construction worker to put up a structure he will exit the building
when his work is finished. If you use a Manufacturer to build a Factory, a
Miner to build a Mine, a Researcher to build a Tower of Science or a Soldier
to build a Fort, he will remain inside the building when construction has
been completed.
7.2
Selling your Buildings
You will be able to Sell your building by Clicking on the $ Icon. This
icon will only be visible when your
structure is no more than 20% damaged. For the sale of an undamaged building you will receive 50% of the
original cost of the building. If it is damaged you will receive somewhat less,
depending on the extent of the damage. You may also sell your building
before you have finished its construction.
7.3
Demolishing your Buildings
If your building is more than 20%
damaged you will no longer have the
option of selling it. You may either
demolish it or repair it. You may
demolish a building by Clicking on the Wrecking Ball Icon. You will recoup
no money when you demolish a building.
You may also demolish your building before you have finished its construction.
When buildings, except for Forts and Seats of Power, are demolished or
sold, the workers in them will return to their Village and lose all skills that
they have acquired. If there is a Construction worker in the building he will
remain a Construction worker and will be seen standing on the site of the old
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CHAPTER 7. BUILDINGS, WORKERS, AND LINKS
building. If a Fort or a Seat of Power is demolished or sold, those resident
at the time will be seen standing on the site of their old Fort.
7.4
Repairing your Buildings
A building may be repaired by sending a Construction unit into it. This
Construction unit will not take the
place of any other worker or soldier.
While he is in the building his Hammer Icon will appear next to the Sell or
Demolish Icon.
Your Construction worker will constantly repair your building, except when
it is under attack. While repairing a building he will also be increasing his
skill in construction.
If you wish to take the Construction Worker out of the building, Click
or Right-Click on the Hammer Icon.
7.5
Units in Buildings
Whenever you Click on one of your
Buildings you will be able to see its
state of repair, its color and name,
all of the People currently inside
and the health and status of each of
them.
To see information on an individual
unit inside the building, Click on its
picture. The unit will then be highlighted in yellow and its information
will be shown below.
7.5. UNITS IN BUILDINGS
7.5.1
53
Mobilizing/Laying Off Working Units
To take a worker out of his building for reassignment elsewhere, first Click on
the building where he is working. Next Click on his icon on the command bar
to the right of the screen. With the unit’s icon highlighted in yellow, RightClick on it. He will then exit the building with all of his skills intact.
If you wish to lay off a worker and
send him back to his Village, first
select his place of work and then
close the Link between it and the
Village. Do this by Clicking inside
the rotating green and yellow ring
centered over the Village. With this
Link closed nobody from the Village
will be able to come to work in that
building. This is a good way to control your number of workers.
Now select the worker by Clicking on his picture.
He should
then be highlighted in yellow. Send
him back to his Village by RightClicking on the green cross (closed Link).
You may do this in exactly the same way for your people who are working
in the firms of other Kingdoms.
If, in the future, you wish to hire some more workers from that Village, you
will have to Click again on the green X, thus opening up the Link.
54
7.5.2
CHAPTER 7. BUILDINGS, WORKERS, AND LINKS
Changing a Worker’s Residence
If you wish to move a Worker from one Village to another, you must first Click on
his place of work and then on his picture. If that place of work is Linked to
more than one Village you will then be able to move his residence.
His present Village is the one that has the double-Link line between it and
his place of work.
To move his residence to another Village, Right-Click inside the rotating
ring centered on that other Village.
7.6
Linking your Buildings
Links are established when buildings are built within a certain distance of
one another. You can tell if buildings or Villages are linked when there is a
Linking Line connecting them.
7.7. INACTIVE LINKS
7.6.1
Open Links
Links are open and functioning when
the yellow and green ring at the end
of a line is rotating.
An open Link means that goods,
money, people and influence can flow
between both ends of the line.
7.6.2
Closed Links
You may close an open Link
by Clicking inside the rotating
yellow and green ring. The ring will
then change to a green X.
All flow between the two ends of the
Link will then cease. This is useful
for controlling the number of workers who can volunteer to work in
your structures, as well as for controlling the flow of goods and raw
materials.
7.7
Inactive Links
Links are inactive when the rings on
the end of them are a solid orange in
color.
Inactive Links cannot be rendered
active by you. They are controlled
by Independent Villages or by other
Kingdoms.
55
56
7.7.1
CHAPTER 7. BUILDINGS, WORKERS, AND LINKS
Fort–Village Links
An open Link between a Fort
and a Village will allow the King
or General in the Fort to exert their authority over the Village.
7.7.2
Village–Firm Links
An open Link between a Village and a Firm (any building that employs
workers) will allow Peasants from the Village to volunteer to work in the
Firm.
Up to eight Peasants may volunteer to fill the open working slots in each
firm.
If a Firm is built outside of Linking distance to a Village you must remember
to Recruit Peasants and send them to work there. There is no way for the
Peasants to volunteer.
7.7. INACTIVE LINKS
7.7.3
57
Village–Market Links
An open Link between a Village and
a Market will allow residents of the
Village to buy goods from the Market.
It is a good idea, if possible, to build
a Market within Linking distance of
more than one Village.
Links between your Markets and
your Villages will always be open.
You may not close them.
Links between Villages and Foreign
Markets will be open or closed depending on whether or not the two Kingdoms have a trade treaty. You will be unable to open or close the Link
manually.
7.7.4
Market–Factory Links
An open Link between a Market and
a Factory will allow the Finished
Goods from the Factory to be immediately sent to the Market for sale.
This will be the most efficient arrangement because it eliminates the
need for a Caravan Link.
58
7.7.5
CHAPTER 7. BUILDINGS, WORKERS, AND LINKS
Market–Mine Links
An open Link between a Market and
a Mine will allow the mined Raw
Materials from the Mine to be placed
in the Market for sale, either to one
of your Factories that is Linked to
the Market or to any Caravans that
call at the Market.
This arrangement is most often used when you wish to sell Raw Materials to
other Kingdoms, as their Caravans will be able to call at your Markets and
not at your Mines.
7.7.6
Factory–Mine Links
An open Link between a Factory and
a Mine will enable the Factory to receive immediate delivery of the Raw
Materials that it needs to produce
Finished Goods.
This arrangement is the most efficient because it eliminate the need
for a Caravan to carry Raw Materials to the Factory.
7.7. INACTIVE LINKS
7.7.7
59
Market, Factory, Mine–Harbor Links
An open Link between a Market, Factory or Mine and a Harbor enable Ships
calling at the Harbor to pick up either Finished Goods or Raw Materials
from those places.
Your Ships will also be able to drop off their cargo from foreign lands. These
goods will be immediately transferred to the Market.
The Link between your Village and your Harbor will always be open. You
will not be able to close it.
A Link between your Market and a Foreign Harbor will be open or closed
depending on whether or not you have a trade treaty with that Foreign
Kingdom. You will be unable to open or close the Link manually.
Chapter 8
Force and Its Use
8.1
The Fort
Fort
8.1.1
Your first Fort will be immediately visible when you begin a new game. Click on this Fort and you will see its
only resident: your King. In order to issue commands to
your Villagers, you must have a linked Fort staffed by either your King or a General. As your King has the highest level of leadership in your Empire and is already stationed there, there is no need to train any other leaders
just yet.
Conscription and Training
In order to fill up your Fort and train Soldiers you must conscript Peasants
into your armed forces.
How do you conscript Peasants?
First Click on the Village whose Peasants you wish to conscript
and then Click on the Recruit Tile once for each Peasant that
you wish to conscript. You may recruit up to eight Peasants for
each Fort.
60
8.1. THE FORT
61
After eight or fewer Peasants have been recruited and are standing outside
your Village, Group Select them and then order them into the Fort with
a Right-Click on the Fort.
An alternative method of conscription is to select the Village and then to
Right-Click inside the rotating ring centered on the Linked Fort. For every Right-Click, one peasant will be transferred into the Fort to begin his
training.
Soldiers who have been assigned to a Fort will no longer live in the Village.
The Fort will become their new residence.
Because only Villagers pay taxes, having a large percentage of your subjects
in the army will severely restrict your tax base.
Combat and Leadership Levels
Conscripted Soldiers will start off with a Combat Level and a Leadership
Level of just 10. While they are training in their Fort or while they are
fighting, their Combat Level will increase, the speed of increase depending on
the Leadership Level of the General or King. If the commander’s Leadership
Level is high, the soldier’s Combat Level will increase faster than if the
commander’s Leadership Level is low.
The maximum combat level of any Soldier is 100.
A General’s or a new King’s Leadership will increase when training soldiers
in a Fort or when men under his command and within 10 spaces of him are
engaged in battle.
A soldier’s Combat Level will never increase beyond the Leadership Level of
his commander.
Generals or Kings will gain an improve their Leadership Level only if they
have soldiers and/or Weapons to command. The more units they have under
their command, the faster their Leadership ability will increase.
In a small percentage of your common soldiers you may see a slow and steady
increase in Leadership Level. These units should be watched and cultivated;
they have an innate talent for Leadership, and may make excellent Generals
one day.
Training units who have been wounded and then returned to the Fort will
be slower than training units that are completely well. This applies to both
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CHAPTER 8. FORCE AND ITS USE
Combat Level and Leadership Level.
An injured General will also improve his Leadership Level more slowly than
an uninjured one.
On the field of battle, a General’s Leadership Level is of critical importance.
A General or King imparts a combat bonus to members of his own Troop
equal to his Leadership Level. For example, if a General has a Leadership
Level of 100, a Soldier or Weapon in his Troop will receive a 100% bonus to
his combat ability. This assumes that the General (or King) is no more than
10 spaces away from each Soldier or Weapon. Keeping your Generals safely
away from battle is therefore not a good idea.
Units who are not part of a General’s troop receive no combat bonus while
fighting within 10 spaces of him.
Hit-Point Bars
Above the head of each selected unit, you will see a colored bar. There are
three different colors that denote the maximum Hit-Points for any given unit.
A Green bar shows that the unit has a maximum of between 20 and 50
Hit-Points.
A Yellow bar shows that the unit has a maximum of between 51 and 100
Hit-Points.
A Purple bar shows that the unit has a maximum of between 100 and
the ultimate of 200 Hit-Points.
NOTE: Although a unit may have only 5 Hit-Points remaining, only the
length of the bar will change. The color will remain the same.
A unit’s possible Hit-Point plateau will be twice his present Combat Skill
Level.
By paying attention to these colors it will be to see where your most valuable
units are — and those of your rivals.
All units will recover their Hit Points at the fastest rate when they are safe
inside a building. They will also recover at a slower rate while they are
outside but not moving. If they are on the move they will not recover.
8.1. THE FORT
8.1.2
63
Unit Alertness Modes in Forts
You will have two options for the readiness of your troops inside their Fort:
They may be ordered into either Alert Mode or Stand Down Mode.
When in Alert Mode, your Troops and Weapons inside a Fort
will immediately Sortie to fight any foe who is attacking either
their Fort or anything Linked to it. If that foe is defeated, your
troops will then return to their Fort.
In this situation your General will remain behind in the Fort directing operations. His leadership abilities will still influence his Troop and the Village
to which the Fort is Linked.
When in Stand Down Mode your troops and weapons will stay
safely behind the walls of your Fort until ordered otherwise. This
may be a good idea if you are outnumbered and waiting for reinforcements.
8.1.3
Unit Alertness Modes outside of Forts
Outside of the Fort, troops in Alert Mode will behave with the intelligence
that you would expect from real soldiers. They will automatically attack
nearby enemy troops, (not civilians), but will not chase them out of the area
unless so ordered by you. When attacking a structure they will break off to
defend themselves against an enemy attack. If they defeat that attack, they
will return their attention to the targeted structure.
If troops come under attack while they are on their way to an assigned
destination, they will stop and fight the enemy. Then, if they are victorious,
they will continue their journey.
Troops outside their Fort in Stand Down Mode will more blindly follow
orders. When an enemy approaches, they will not attack unless they are
attacked first. When marching to another location they will not stop to fight
even when attacked, but will press on to their destination. They will only
fight, in this case, if they are surrounded.
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8.1.4
CHAPTER 8. FORCE AND ITS USE
Sortie
When your Fort is selected, Click the Sortie Tile. The entire
strength of your Fort will then sally forth to do your bidding. They
will exit the Fort as a single Troop, selected and ready to do battle.
To select the group again later, Right-Click on any of the Soldiers
in the Troop. The entire Troop will then be selected and awaiting your orders.
When a Troop is selected you may order an attack on enemy Soldiers or on
an enemy structure by Right-Clicking on the target. You will know that
it is a valid target when your cursor turns red.
8.1.5
Numbering Groups
You may, if you wish, assign a number to a Troop, several Troops, or any
group of people, Weapons, and / or Ships.
To do this, first Select or Group-Select the units that you want to number.
Then press Ctrl + number 0–9.
To recall a numbered group, press Alt + number 0-9.
Troops in a numbered group will lose their number if they return to their
Fort. You may not, therefore, recall a numbered troop from its Fort.
Remember that when a Troop is sortied from its Fort, it is already grouped
as a single unit that can be easily selected by Right-Clicking on any of its
members.
If you have numbered a group of two or more Troops you will still be able to
select the individual Troops from within that group by Right-Clicking on
any member. The selected Troop will still retain its assignment as a member
of the numbered group if you wish to make use of it later.
8.1.6
Selecting Units in a Crowd
Selecting a single unit from within a crowd, or during a massive battle, can
sometimes be difficult. To make it easier, hold down your Ctrl key while
you Click on the area of the ground where the unit’s feet should be. The
unit should then be selected. This selection method will work for all types
of units.
8.1. THE FORT
8.1.7
65
Withdrawal
To return a selected Troop to their Fort, Click on the Withdrawal
Tile. The Troop will immediately cease all present activity and
march back to its Fort.
Even if your Troop is still being attacked, it will cease all fighting.
In this case, the Withdrawal Tile will act as a quick retreat order. If members of a troop are surrounded by enemies and therefore cannot disengage
from battle, they will continue fighting.
If you wish to send any selected units to another location, without them
stopping for any reason, Double-Click on their destination.
8.1.8
Transfer
To transfer a soldier or soldiers from one Troop to another, Click on or Group
Select them and then send them into another Fort with a Right-Click. They
will then become members of that Fort’s Troop.
8.1.9
Waypoints
To set waypoints for your People, Ships, or Weapons to follow, first select the
unit(s). Then, holding down the Alt key, Right-Click on either the world
map or your main screen. For each Right-Click you will set a waypoint.
To set the last point, Right-Click without holding down the Alt key. Your
selected units will begin to move as soon as the first waypoint has been set.
You may delete a waypoint (apart from the first) by Right-Clicking on the
waypoint marker while the unit is selected.
Waypoints may not be used for Caravans or for Ships that are on trading
routes.
8.1.10
The Death of a King
If your King has been slain in battle, you must immediately choose a successor
to the Crown. The longer you wait, the more restless and rebellious your
people will become.
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CHAPTER 8. FORCE AND ITS USE
After the death of a King, upon selecting any unit, you will see
the Crown Tile in the unit command bar. Click on this Tile if
you want the selected unit to succeed to the Crown.
It is very important to your Empire that you select a unit with a high Leadership Level because if the new King’s Leadership Level is less than the old
King’s, your people’s loyalty will drop.
Also bear in mind the nationality of the majority of your population. Selecting a King from within this national grouping may be the most prudent
decision as the loyalty of people of Nationalities different from the new King
will decrease.
Any other skills not befitting the station of a king, such as Spying, will
be forgotten by a newly coronated unit. Combat and Leadership skills are
retained.
8.1.11
Restoring Unit Health
All Soldiers who have been wounded will eventually regain their full strength
if they are not moved. If they are returned to a Fort they will heal twice as
fast.
8.1.12
Weapons in Forts
You may assign up to eight Weapons to a Fort, just as you would assign
Soldiers. And just as with Soldiers, assigning a Weapon to a Fort commanded
by a General makes the Weapon a part of that General’s Troop. When
fighting within 10 spaces of the General, the Weapon and all other members
of the Troop will receive a combat bonus equal to the General’s Leadership.
Your Weapons will be repaired in the Fort twice as fast as outside.
8.1.13
Promotion, or How to make a General
Each Fort, apart from the one that the King commands, needs a General to
train the troops. A General is created by promoting a unit already trained
in Leadership; that is, one who has been trained either directly from one of
your Villages or one who has learned soldiering skills as a common Soldier
in his Fort.
8.1. THE FORT
67
How do you promote a Soldier?
To promote a Soldier (with a small Sword Icon over his head) who
is outside of a Fort, Click on him and then Click on the Promote
Tile. His Sword Icon will change into a Star Icon, showing that he
is now a General.
To promote a Soldier who is inside of a Fort that has no General in residence,
first Click on the Fort. Then Click on the picture of the Soldier that you
want to make into a General. The Soldiers are ranked from the top left in
order of Leadership Level, so it is most likely that you will want to Click on
the first Soldier. When his picture is highlighted in yellow, Click on the Promote Tile. That Soldier will become a General and take over command of
the Fort. His picture will move to the General’s position on the top. You
will also notice that his promotion increased his Loyalty Level by 20 points.
Your new general will now begin the training of those under him. At the
same time his Leadership skills will steadily improve.
If a General has no one to train, his Leadership Skills will not increase.
8.1.14
Demotion
Assigning a new General to a Fort that already has a General will result
in the old General standing outside. This General may be Demoted and
reassigned to the Fort as a common Soldier or he may retain his rank and be
assigned to build or command in another Fort.
To Demote, Click on the General and then Click on the Demotion Tile. This will return the General to the ranks of common
soldiers.
When a General is demoted, his loyalty to you will decrease by 40.
Kings may not be Demoted.
8.1.15
Honors
Honors are awards given to Soldiers (and other trained units) to
help increase their level of loyalty. These Honors, although seldom deserved, cost money; but they can help ensure the happiness,
loyalty, and obedience of your soldiers.
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CHAPTER 8. FORCE AND ITS USE
To Honor a Soldier or other unit, Click on him and then Click on the
Honors Tile. Each time you do this, the unit’s loyalty will increase by 10
points and your treasure will decrease by $30.
If you have a General who is making great Contributions to your cause,
he will show his demand for increased Honors by a lowering of his Loyalty.
Contribution is a tally of great deeds that a General has accomplished in his
battles with enemy Kingdoms and with Fryhtans.
Generals also keep track of their Power. This is figured on the number of
Soldiers under their command and their Combat Level. Also counted is the
population of any Villages Linked to a Fort where a General is in command.
If a Village is Linked to more than one Fort, the Generals in charge of those
Forts will perceive their Power to be lessened.
The more Contribution a General has made, the more power and Honors he
will demand. If he is not given all that he feels he deserves, you will see a
decrease in his loyalty.
8.1.16
Betrayal
If one of your Generals betrays you, some of the troops that he is commanding
may join him and some may remain true to you.
If he is resident in a Fort he will capture the Fort. Those soldiers who do not
wish to mutiny will exit and begin attacking the Fort.
If your turncoat General is in a Seat of Power he will capture it and all of
the people inside.
When considering betrayal, a unit weighs the following factors:
His own level of Loyalty
The Reputation of his Kingdom
The Power of his Kingdom
The Nationality, Reputation, and Power of the Kingdom that he is
considering joining.
Chapter 9
Developing Your Economy
9.1
Mines and their Placement
Mines are required if your Empire is to have an assured
source of raw materials. Although it is possible to prosper
through trade, this may force you into a dependent relationship with other kingdoms.
Mine
9.1.1
All Mines must be built, by a unit trained in either
Mining or Construction, atop a Natural Resource deposit.
Natural Resources
Copper Iron Clay
Scattered across the world, you will find the Natural Resources pictured
above. Clicking on any of these icons will reveal its type and the amount of
the Resource deposit.
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CHAPTER 9. DEVELOPING YOUR ECONOMY
On the small World Map, these Natural Resources will appear as a small
black square. These are more easily seen in the middle or right hand modes
of the World Map screen. The ‘J’ hot-key may also be used to quickly locate
Resources.
9.1.2
Building your Mines
To build a Mine, send a unit trained in either Mining or Construction to the site of the Natural Resource. Click on the Construction Tile and then choose Build Mine. Center the flashing square
and Construction Cursor over the Natural Resource and Click.
The Mine will then be built on that spot.
The Mine, once built, cannot begin operations until workers, preferably
trained in Mining, are assigned to it. If the Mine was built by a unit trained
in Mining, he will automatically be assigned there.
Over time, the skill level of the workers will increase. This will directly affect
their output. A Mine with one worker with a skill level of 80 will have the
same output as a Mine with four workers with skill levels of 20 each.
9.1.3
Linking your Mines
If the Mine is Linked to a Village and the Link is open, Peasants from the
Village will voluntarily go to work down in the pit as even Mining is better
than being a Peasant. If there are not enough Peasants in the Village, or
if the Mine is beyond Linking range with any Village, you may Recruit and
assign with a Right-Click either Peasants or trained Miners to it.
Since most of the time those Natural Resources will be far removed from
your Villages, and therefore out of direct Linking range, transportation of
the mined materials to one of your Factories or Markets must be taken care
of by way of a Caravan.
NOTE: When a new Mine, or other building with workers, is built out of
direct Linking distance of a Village, the workers will settle a new Village next
to their place of work. Although this new Village will belong to you, you will
not be able to fully control it unless you build a new Fort Linked to it.
If there is no place for a new Village to be settled, then you will be unable
to assign anyone to work there.
9.1. MINES AND THEIR PLACEMENT
71
The above three Natural Resources are the only ones that you will find in this
world. It is essential that you acquire at least one of them, either through
Mining or Trade. Without them, you cannot operate Factories to produce
Finished Goods and sell them for money.
9.1.4
Operational Information
When you Click on one of your
Mines, you will be able to see, on the
Right, all of the information about
its operation. This includes:
The Raw Material being mined.
The Monthly Production output.
The amount of Mined Stock waiting for movement out of the Mine.
Mines can hold a maximum of 500 units of Mined Stock. If this limit is
reached, all work will cease until a Caravan picks some up or a Direct Link is
established with a Factory or a Market. If a Direct Link is established with
a Harbor, the Raw Materials will remain in the Mine until a Ship of Trade
Leaves the Harbor.
The Untapped Reserve. This shows you how much more Raw Material
is left to be extracted from the mine.
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9.2
Factories and Finished Goods
Factories should be manned in the same way as Mines, except that an ideal Factory worker should be trained in Manufacturing. As with mines, a Factory built out of direct
Linking distance from a Village will have to have workers
assigned to it by you. They will then settle a new Village
next to the Factory.
Factory
With the above raw materials available, the Factory will
begin producing Finished Goods. It is the sale of these
Finished Goods in markets around the world that generates the most money
for your coffers.
9.2. FACTORIES AND FINISHED GOODS
9.2.1
73
Finished Goods
Copperware Ingots Pottery
(Copper) (iron) (Clay)
9.2.2
Toggling Production
When the Factory is selected, Click on the Production Tile to
toggle the items that you want produced in that Factory.
In order for the desired Finished Good to be produced in your
Factory, you must have the appropriate kind of Raw Materials being
delivered there.
Your Factory will automatically take in Raw Materials from a Linked Mine
(which must be yours) or Market (which may belong to any kingdom with
which you have a trade treaty).
9.2.3
Operational Information
When you Click on one of your Factories, you will be able to see, on the
Right, all of the information about
its operation.
This information includes:
Monthly Production: quantity of Finished Goods being produced every
month.
Raw Material Stock: quantity of Raw Material you have received from
a Mine but have yet to convert into Finished Goods. If this reaches its
maximum of 500, then you will be unable to receive any more Raw Materials.
Product Stock: quantity of Finished Goods completed, but which have yet
to be delivered to a Market or picked up directly from the Factory. If this
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CHAPTER 9. DEVELOPING YOUR ECONOMY
number reaches the Maximum of 500, then production in your Factory will
shut down until some of the units have been cleared.
9.3
Markets and Caravans
9.3.1
Building and Linking Markets
Market
As was previously discussed, the correct use and placement
of Markets is the key to a successful and profitable economy.
As Markets are where your people buy and sell Raw Material and Finished Goods, they need to be Linked directly
to Villages and Factories and, if you like, Mines (preferably
all three at the same time). They may also be indirectly
Linked to Mines, Factories, or other Markets by Caravans.
9.3. MARKETS AND CARAVANS
9.3.2
75
Operational Information
When you Click on one of your Markets, you will be able to see, on the
Right, all of the information about
its operation.
You will be able to see, after the
name of the Market and its repair
status, three rows of information
on the three spaces available in the
Market for the placement of goods.
In this example, only two places
have been filled.
In the first row for Iron Products,
you can see: Stock, showing how
many units of Iron Ingots are on
hand.
Sales, showing how much money you have made in the past 365 days from
the sale of Iron Ingots.
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CHAPTER 9. DEVELOPING YOUR ECONOMY
Demand, showing you whether or not you could be selling more if you
produced more. An oversupply will also be obvious by the goods being
stacked up in your Market.
In the second row, you see much the same for Clay Products.
If you wish to clear a space in your Market for something else to be sold,
Click on the Clear Button. That row will then be emptied of all goods.
Yearly Income, on the bottom shows you the total amount earned for all
sales in this Market for the past 365 days.
9.3.3
Hiring and Routing Caravans
While the Market is selected, Click on the Hire Caravan Tile.
A Camel will be hired and then stand outside your Market waiting
for its assignment.
To designate a route for your Caravan, you will be presented with
the Caravan Routing area as seen on the right.
How do I set the Caravan’s route?
Your Caravan will begin with one
default stop. That is the Market
at which it was hired. This may, of
course, be changed.
You begin to set your Caravan’s
routes by Clicking on the Set Stop
Button.
Your cursor will then change into the
Camel and Arrow Cursor as seen below.
With this new cursor, Click on any
other Market or at any of your Factories or Mines. Remember that this
is only necessary if those Factories or
9.3. MARKETS AND CARAVANS
77
Mines are beyond direct Linking distance of your Market.
You may not Click on a foreign Factory or Mine, or on a foreign market
belonging to a kingdom with which you do not have a Trade Treaty.
If you later want to see where a Caravan stop is, Click on the View Stop
Button on the row of the stop you are interested in. Your main screen will
then be centered over that stop.
If you want to clear a Set Stop, Click on the X Button. That stop will
then be erased and the space left empty for another Set Stop.
9.3.4
Setting Caravan’s Loads
When a stop has been set, you will see on the same line all the possible
loads that your Caravan may carry, depending upon what is available at
that location.
To set your load, you must Click on the small buttons to the right of the
words, “Pick up:”. For these buttons, you have the following choices:
Automatic (A)
Click on the A and your Caravan will pick up goods if there are more than
100 units of those goods and if the supply is more than the demand.
Nothing (N)
Why would you want to set Nothing?
For instance, let’s say that you want to pick up Raw Materials from a Mine,
take them to a Factory, and then return empty to the Mine.
In the first row, you would Set Stop at the Mine and set the load to
the Mine’s raw material. (You may also set Automatic.)
In the second row you would Set Stop at the Factory, but as there
would be nothing at the Factory that you would want to take back to
the Mine, you would in that case set the load to (N). The Caravan will
then go back empty to the Mine for another load of raw material.
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CHAPTER 9. DEVELOPING YOUR ECONOMY
Instead of Clicking on (N), you may also deselect (button out) any
icon that has been selected (button in).
NOTE: If you set the first stop as the Factory and the second stop as the
Mine, the resultant transfer of material would be the same.
Raw Materials or Finished Goods
Click on the small buttons of Raw Materials or Finished Goods that you
wish to transport. You may Click on more than one if you wish.
If your have set Help to “Detailed”, holding your cursor over one of the
buttons will bring up the Help text. You will then be able to see which
material is represented by the icon.
Maximum Loads
Your Caravans may carry a maximum of 100 units of each material. This
may seem like a huge load for a single camel, but remember that the camel
you see is symbolic of a Caravan, which is made up of a long train of camels.
9.3.5
Can You Drop Off Your Goods at Foreign Markets?
No. If you were allowed to do this, the builders of a Market would quickly
lose control over what goods are being placed there. The kingdom which
owns the market is the only one who may sell goods there.
If you have a Trade Treaty with a foreign Kingdom, however, you may build
your own Market in their territory — a Market that is Linked to their Villages
and into which you may drop off your goods for sale to the people of that
Kingdom.
NOTE: The Villagers of foreign Kingdoms will purchase goods from their
own Markets before they purchase goods from yours. So if you are planning
to build a Market in a foreign Kingdom, make sure that you put on sale only
those goods that the locals do not already have access to or of which they
have an insufficient supply.
9.3. MARKETS AND CARAVANS
9.3.6
79
Closed Markets
Some foreign Markets may be closed to your Caravans for political reasons.
In this case, when you Click on a foreign Market, you will be notified that
you may not trade here. In situations like this, it will become necessary for
you to make a Trade Treaty with that Kingdom.
9.3.7
Healing Injured Caravans
If you wish to heal an injured Caravan or to keep it out of a dangerous area,
just delete one of its stops. The Caravan will then stop moving and, like any
other unit that is at rest, it will heal itself. To start it moving again, just set
a new second stop.
If the Caravan is severely injured, it may just be easier to disband it by
Clicking on the X icon—and then hire a new one.
9.3.8
Limits on Caravan Numbers
One Caravan needs ten Villagers to support it. If you have exceeded this
limit, the Hire Caravan Tile will become disabled and you will be unable
to hire additional Caravans.
If you later have a drop in Villager population, you will not, however, lose
your current Caravans.
9.3.9
Attacking Caravans
You may think it very clever to attack and destroy your opponent’s Caravans
and thereby cripple his economy. You will soon learn, however, that the
people of this world look upon this sort of behavior with horror. Do it if you
must—but in the certainty that your Reputation will be crippled for years
to come.
9.3.10
Disbanding Caravans
If you wish to disband a Caravan, just Click on the big X to the left of the
Hit-Point bar.
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9.4
CHAPTER 9. DEVELOPING YOUR ECONOMY
Trading Situations
Although you may find it distasteful to deal with the likes of common tradesmen, you will soon discover that Trade is the lifeblood of your Empire. Without Trade, you will be remembered as ruling the smallest and poorest Empire
in history.
Below, you will find some of the most common Empire building situations;
Situations that call for expertise in Trading. The advice offered should be
ignored at your peril.
In the charts to the right of the descriptions, the dark gray lines will represent
direct Links. The dark gray lines with a Camel or a Trader will represent
Caravan or Shipping Links.
9.4.1
Situation A: You have a producing Mine. What
do you do with the Raw Material?
You must build a Factory that can
make Finished Goods from those
Raw Materials.
In order to receive the Raw Material, the Factory must be Linked, either directly or by Caravan, with the
Mine.
In order to sell the Finished Goods
(and to hire the Caravan), you must
build a Market. Trade will be rendered more efficient if this Market
is built close enough to be directly
Linked to your Factory, while at the
same time being close enough to be
Linked to your Village. This is most
important. Without that Link to a
Village, you will be unable to sell Finished Goods.
Your profit in this situation will be $4 per unit.
9.4. TRADING SITUATIONS
9.4.2
81
Situation B: You have no mines, yet you wish to
produce Finished Goods.
You must first build a Market and
then hire a Caravan in that Market.
Next, look for a foreign Market that
has Raw Materials available. You
may not send your Caravan directly
to a foreign Mine.
Send your Caravan to that Market,
making sure that it is set to pick up
the Raw Material that your want.
Your Caravan will go to that Market
and return with a load of that Raw
Material.
You may set the stop for that Caravan to return to as your Factory or
your Market.
If you set the Market, your Caravan
will drop off its goods there and then
go back for another load. Your Factory will then take the Raw Materials from the Market and use them to
produce the Finished Goods.
If you send the Caravan to the Factory, you will produce the Finished Goods
as before, but you will leave one space free in your Market for other goods.
For this reason, it is the preferred method.
After you produce and sell Finished Goods made from those Raw Materials,
your profit will be $3 per unit. The foreign Market will earn $1 per unit from
the sale of its Raw Materials.
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9.4.3
CHAPTER 9. DEVELOPING YOUR ECONOMY
Situation C: In one Village, you have a lot of
potential consumers, yet you have no Finished
Goods to sell them and no chance to produce
them yourself.
From one of your Markets, hire a
Caravan.
Next, send that Caravan to another
of your Markets or to a foreign Market belonging to a Kingdom with
which you have a Trade Treaty. You
must, of course, look to make sure
that that Market is selling Finished
Goods.
Set your Caravan to pick up Finished Goods just as you picked up
the Raw Material above.
When your Caravan returns, it will
place those goods in its home Market
for sale to your Villagers.
Your profit in this situation will be $4 per unit if you are trading with another
of your own Markets.
If you are trading with a foreign Market, your profit will be $2 per unit. The
foreign Market will also earn $2.
9.4. TRADING SITUATIONS
9.4.4
83
Situation D: You have many skilled Factory workers, turning out a surplus of goods.
As a large amount of surplus goods
sitting in your Market are doing you
no good, the obvious solution is to
either sell the goods abroad or move
them to another of your Markets.
To do this, hire a Caravan, and then
make sure that it is set to pick up
that surplus from your Market.
Next, send that Caravan to one of
your Markets that is Linked to another of your Villages, an independent Village or to a Village belonging to a Friendly or Allied Kingdom.
Those goods will now be sold in the
new Market. Remember that in order to sell to Independent Villagers, the average resistance level of the Village
to your rule must be below 50.
Your profit in these situations will be $4 per unit.
NOTE: You will be unable to build a Market Linked to a Village of another
Kingdom unless your two kingdoms have a Trade Treaty. You can check the
Trade situation in the Kingdoms Scroll (F1).
9.4.5
How can you sell even more goods in the above
situation?
Having a large population is the best bet to generate a lot of demand for
goods. You will then be able to generate a lot of money, even if you never have
a Mine, by importing Raw Materials or Finished Goods. It is important also
to remember that people with jobs will spend more money than Peasants.
If you bring jobs to your Villages or to Independent Villages, thus taking
peasants out of the fields and giving them a salary, you will see your sales
increase. This is because a Peasant will buy only six goods per year, while a
salaried worker will buy 12 goods per year. These jobs are created with the
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CHAPTER 9. DEVELOPING YOUR ECONOMY
building of Factories, Mines, Towers of Science, and War Factories.
Unlike your own workers, however, you must pay foreign workers $10 per
year. This should give you incentive to absorb their Villages by force or
persuasion as soon as possible.
9.4.6
Can other Kingdoms hire my workers?
Yes they can. If a Kingdom that has a trade treaty with you builds a firm
Linked to one of your Villages, it may hire your workers. In this situation,
they must pay $10 per year into your treasury for each worker hired.
An added advantage for you is that when you have a worker in another’s
building you will be able to see all that goes on there.
Chapter 10
Developing Weapons
10.1
Towers of Science
Without the benefits of Towers of Science, you may as well
resign yourself to a landlocked Empire known for sending its
ill-equipped Soldiers into the mouths of enemy cannon. Put
to use the benefits of research, however, and your Empire
will become feared far and wide.
Researchers may be assigned to the Towers of Science in the
same way that workers are assigned to factories. Peasants
trained in Research or skilled researchers hired in Inns are
the most useful. Over time, your scientists will acquire great
skill and speed in their studies. They will become a most precious asset and
must be protected accordingly.
Tower of
Science
You are not limited to one Tower of Science. It is most advisable to have more
than one working on either the same or different projects simultaneously. All
Towers of Science will share information so that if you begin a research project
in a new Tower, your researchers will start at the level that the other Towers
have reached.
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10.1.1
CHAPTER 10. DEVELOPING WEAPONS
Choosing Technology to Research
When selected, a Tower of Science
will show a list of weapons and naval
technologies that at this time have
a possibility of being researched.
Choose a Weapon or Ship, and your
scientists will immediately to get to
work on developing it.
The bar moving from left to right
shows the progress of that research.
When the research is complete, you will hear the announcement, “Research
project is complete.” You should then go to your Tower of Science to start
immediately on a new project.
All weapons and ships, when fully researched, will immediately become available for production in your War Factories or Harbors.
10.1.2
Weapon Levels
Most Weapon technologies can be researched to three levels: Mark I, Mark
II, and Mark III. As soon as the research is complete at the Mark I level,
your researchers will immediately begin on Mark II unless you order them
otherwise.
10.2. WAR FACTORIES
87
To view the progress of research at all Towers of Science, press the F6 key.
10.2
War Factories
War Factories produce those Weapons that are so
necessary in keeping the peace.
To assign workers to the War Factory, follow the same procedure
as in an ordinary Factory.
The skill of the workers will be reflected in the speed of Weapons production.
War Factory
10.2.1
Make Weapon
When the War Factory is selected, Click on the Make Weapon
Tile.
You must then choose the type of Weapon that you would like to
build. Your choices will depend on the Weapons that you have
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CHAPTER 10. DEVELOPING WEAPONS
researched. (See Tower of Science). If you have not yet researched any
Weapons, you will be unable to build anything.
Producing a Single Weapon
Click on the name of the weapon that you want to produce. You will then
exit the menu and production will begin. The Weapon will exit the War
Factory when production is finished.
Production Queue
To the right of the Weapon’s name, you will see the number 0. Click on this
repeatedly until you see the number of Weapons that you would like to build.
If you wish to decrease the number you may Right-Click on it.
Once you have researched more than one type of Weapon, you may select
any number and combination of Weapons and produce them in the order
that they were selected.
When you have entered the quantity for all of your desired Weapons, Click on
the Done Button. When you do, production will begin on one Weapon at
a time in the order that you clicked on their numbers.
As each Weapon is finished, it will exit the War Factory.
Weapons Hit-Points
Weapons, like Soldiers, have a certain number of Hit-Points. These differ for
each kind of Weapon. When a weapon has lost some Hit-Points in fighting,
those Hit-Points can be restored by leaving the Weapon at rest. They will
be restored twice as fast if the Weapons are assigned to a Fort.
10.3. WEAPONS
10.3
Weapons
Catapult Ballista Cannon Spitfire Porcupine Unicorn
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CHAPTER 10. DEVELOPING WEAPONS
10.3.1
Catapults
Yearly Cost: 50. Hit-Points: 50. Targets: Ground and Sea.
Mark I
Stone Projectile
Range 1-7
Damage Low
Mark II
Naphtha Projectile
Range 1-7
Damage Medium
Mark III
Naphtha Projectile
Range 1-7
Damage High
Catapults are your most basic
weapon of defense.
There are no prerequisites for researching Catapults.
You will need to research Catapults
before you can research the Spitfires.
10.3.2
Ballistæ
Yearly Cost: 60. Hit-Points: 60. Targets: Ground, Sea, and Air.
Mark I
Range 1-7
Speed Slow
Mark II
Range 1-7
Speed Medium
Your Ballistæ are a step up from the
Catapults. You may, however, find
a higher Mark Catapult to be more
deadly than a lower Mark Ballista.
There are also no prerequisites for
the research of Ballistæ.
You will need to research Ballistæ
before you can research Cannon.
Mark III
Range 1-7
Speed High
10.3. WEAPONS
10.3.3
91
Cannon
Yearly Cost: 80. Hit-Points: 60. Targets: Ground, Sea, and Air.
Mark I
Range 1-6
Damage Low
Mark II
Range 1-7
Damage Medium
Mark III
Range 1-8
Damage High
After the Mark II Ballista has been
researched, you will be able to begin
the researching of the Cannon.
Nothing makes an impression on
your foes better than a barrage
from the mouths of a dozen Cannon.
10.3.4
Spitfires
Yearly Cost: 70. Hit-Points: 50. Targets: Ground and Sea.
Mark I
Range 1-6
Damage Low
Mark II
Range 1-7
Damage Medium
Spitfires ensure that the Soldiers of
your foes are given a warm reception
whenever they stop by.
You must have researched the Mark
II Catapult in order to begin research on the Spitfire.
You will need to research Spitfires
before you can begin research on
Porcupines.
Mark III
Range 1-8
Damage High
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10.3.5
CHAPTER 10. DEVELOPING WEAPONS
Porcupines
Yearly Cost: 50. Hit-Points: 10. Targets: Ground.
The Porcupine is a Weapon that,
when used correctly and in ample
numbers, can wreak havoc on enemy
formations and buildings.
It is a Weapon designed to be destroyed by you. Send one or many
to a targeted area. When they arrive, fire on them with a Cannon,
Catapult, Spitfire, or arrowed soldier. When one of them has been hit
by your fire, it will explode, sending
its sharp projectiles into your foes.
To fire on a Porcupine, you must first select at least one Cannon, Catapult,
Spitfire, or arrowed soldier. Then hold down the Shift Key on your Keyboard.
Right-Click on one of your Porcupines to launch the attack.
When used in large, close-knit formations, the explosion of one will cause a
chain reaction explosion in the others of the group.
Although Porcupines may be easily destroyed by your enemies, they will not
explode, so do not fear keeping them near your other units.
You will be unable to research Porcupines until you have completed your
research on the Mark II Spitfire.
10.3. WEAPONS
10.3.6
93
Unicorns
Yearly Cost: 110. Hit-Points: 60. Targets: Ground and Sea.
Mark I
Range 7
Damage Medium
Mark II
Range 7
Damage High
You may research Unicorns only after you have finished your research
on the Porcupines.
Unicorns offer your army a powerful
weapon with an extremely rapid rate
of fire.
It is not unknown for an attacking
army to lose every single man before
coming within striking distance of a
line of Unicorns.
Mark III
Range 7
Damage High
Chapter 11
Harbors and Ships
Depending upon the geographic situation of your Empire,
Harbors and the ships that are built in them could come to
have an overriding importance to your survival.
From an isolated stretch of land or from an island, it will
only be by sea that you will be able to carry on trade or to
expand your Empire.
Habor
Trader Transport Caravel Galleon
11.1
Traders
These unarmed vessels may carry a cargo of raw materials or of finished
goods of up to 250 units. They may not carry Soldiers or Peasants.
There is no need to research Traders. You begin the game with the knowledge
of their construction.
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11.2. TRANSPORTS
11.2
95
Transports
These unarmed vessels carry no goods, only people or Weapons. Their capacity is nine People or Weapons or a combination of the two. While on
Transports, Weapons may not be fired either offensively or defensively.
There is also no need to research Transports.
11.3
Caravels
Caravels are capable of carrying both goods and military units. Each Caravel
comes with pre-mounted Cannon that may not be removed from the Ship.
Other Weapons placed on board may not be used for the Ship’s defense.
11.3.1
On-Board Leadership
If you have any Soldiers on board your Caravel or your Galleon (Below), the
one with the highest Leadership Level will direct the Ship’s Cannon. If his
Leadership Level is 100, for example, your Cannon’s fire-power will be double
that of a Cannon without leadership.
The Caravel’s capacity is nine People or Weapons or a combination of the
two. Its goods carrying capacity is, as with the Traders, 250 units.
Caravels may not be researched until you have finished researching Cannon.
11.4
Galleons
Galleons, like Caravels, are capable of carrying both goods and military units.
Each Galleon is built with pre-mounted Cannon that may not be removed
from the Ship. As with the Caravel, other Weapons placed on board may
not be used for the Ship’s defense.
The Galleon’s capacity is, as with the Caravel, nine People or Weapons, or a
combination of the two. Its goods carrying capacity is double that of Traders
and Caravels. And, although you will find that Galleons are slower than the
smaller Caravels, they do pack more powerful Cannon and can take more
punishment before sinking.
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CHAPTER 11. HARBORS AND SHIPS
Galleons may not be researched until you have finished researching Caravels.
11.5
Damaged Ships and Injured Sailors Contents
Damaged Ships will slowly repair themselves if they are not moving and will
repair twice as fast in Harbors. Any injured Soldiers on ships will slowly
regain their health whether the Ship is moving or not. They will regain their
health twice as fast if their Ship is in Harbor.
All Harbors have a capacity of four ships.
11.6
Conducting Seaborne Trade
11.6.1
Linking Harbors to Sources of Goods
For a Harbor to function as a trading port, it must be Linked directly to a
Market, Factory, or Mine. If a Market, then that Market should be receiving
11.6. CONDUCTING SEABORNE TRADE
97
goods from somewhere, either by direct Link or by Caravan.
With these Links, Finished Goods from the Market or Factory and Raw
Materials from the Market or Mines will be automatically sent to the Harbor
where they will be picked up by Traders that call there.
11.6.2
Building Ships for Trade
You will begin the game with the technological ability to build Traders, so
there will be no need for you to research them. Later, as your technology
progresses, you will be able to build Caravels and Galleons to more efficiently
and safely conduct seaborne trade.
Caravels and Galleons may, of course, also be used solely for purposes of war.
To build a Ship, select the Harbor and then Click on the Build
Ship Tile.
You will then see a selection of Ships that you will be able to build
with your present technology. Click on the Ship that you want to build.
You may build more than one Ship
at a time, though if the Harbor is full
(maximum four Ships), production
will cease until there is space made
for them.
To build multiple ships, Click on
the number on the right until it
shows the number that you want to
build. Right-Click on the number
to lower it.
When you are finished, Click on the Done Button. The Ships will be built
as you order.
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CHAPTER 11. HARBORS AND SHIPS
When the Ship is finished it will appear in the harbor where you have
the choice of leaving it there or of
setting sail. To set sail, Click on
the desired Ship and then Click on
the Set Sail Tile. See Below .
11.6.3
Setting Sail
When you wish to send ships out of the Harbor, Click on the
desired Ship and then Click on the Set Sail Tile. Your Ship will
then exit the Harbor and await further commands.
11.6. CONDUCTING SEABORNE TRADE
11.6.4
99
Setting Trade Routes and Cargo
Setting the seaborne trade routes and Ship loads is exactly the same
as setting the Caravan routes, except that when a Ship is selected,
you must use the Ship and Arrow Cursor (Right) to Click on either
your other Harbors or on the Harbors of Kingdoms with which you
have a Trade Treaty.
When a route is set, your Ship will
automatically sail back and forth between those Harbors, picking up and
delivering Finished Goods and Raw
Materials.
You will be able to set the cargo for
the Ships in the same way as you set
the loads for the Caravans.
Make sure when sending your Ships
to pick up goods from foreign Harbors that those Harbors have Markets Linked to them.
You may not pick up goods from
a foreign Factory or Mine that is
Linked to a foreign Harbor. Only
their Ships will have that ability.
As with Caravans and foreign Markets, your Ships may not drop off goods in
foreign Harbors. They may only pick up goods that are for sale in a Linked
Market.
Your goods will be sold when foreign Ships call at your Harbors.
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11.6.5
CHAPTER 11. HARBORS AND SHIPS
Controlling your Ships
There are two modes of control for
your Ships of Trade. The default
mode is T (Trade), where the Ships
will continuously sail their trading
route.
If for any reason you wish to take
your ship out of its set route, without losing all of the routing programming, Click on the T Button to
change it into an C (Control). In
this mode, you will be able to direct
your Ship either to a safe area or into
battle.
By Clicking on the Units or Goods Buttons, you will be able to view
either the Soldiers and Weapons on board or the cargo and trading routes
that you have set.
11.7
War on the High Seas
11.7.1
Attacking with Ships
Caravels and Galleons may be used to attack any other ship or any land or
airborne target that is within range.
Remember that if your Caravel or Galleon is on a trading route and you
wish to use it for battle, you should Click on the T (Trade) Button —
changing it into the C (Control) Button. After the battle, Click on the
C Button again. It will change back into a T and your Ship will resume its
trading route.
Attacking a Trader will have the same effect as attacking a Caravan on land.
Although you may cut off your opponent’s trade, attacking a civilian vessel
will damage your Reputation.
Additionally, if one of your Traders is sunk by an enemy, your Reputation
will also suffer because of your inability to protect your civilians.
11.7. WAR ON THE HIGH SEAS
11.7.2
101
Loading Soldiers and Weapons onto Warships
To load Soldiers and Weapons for
transport onto a Ship, Group
Select the intended units and
then Right-Click on the Ship.
When Right-Clicked, the Ship will
move to the shore and the Soldiers
and Weapons will board.
To view the units that you have just
loaded, Click on the Units Button.
11.7.3
Unloading Warships
Move your Ship up onto the shore and make sure that the Units Button has
been Clicked. Now, Right-Click on the Soldier or Weapon that you want
to take off of the Ship. That Soldier or Weapon will then be off-loaded onto
the beach.
To unload the entire Ship’s company onto the beach, you must
Click the Disembark Tile. When you do so, your Ship will
quickly empty itself of its Soldiers and Weapons.
Chapter 12
Mercanaries
12.1
Hiring Mercenaries and Skilled Foreign
Workers
Inns are gathering places used by travelers from around the
area. Perhaps exiled from their homelands—or perhaps in
search of adventure or gold, these travelers are a mixed bag
of skilled mercenaries, accomplished artisans, and Spies.
Your Inns may be placed anywhere; they need not be Linked
directly or indirectly with any other building.
Inn
12.1.1
How to Hire a Mercenary
A Mercenary is hired into your service by selecting the Inn
and then scrolling down the list of people there. You will see their specialty
as well as their level of skill and asking price.
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12.1. HIRING MERCENARIES AND SKILLED FOREIGN WORKERS103
To hire, Click on the person that you are interested in and then Click on
the Hire Tile on the bottom left.
These travelers will come and go
from the Inn, so if you see nobody
of use, make sure to come back later
as there is a good chance that you
will find what you seek.
It is important to remember that
Mercenaries also tend to have a low
level of loyalty to your rule. Incentives in the way of Grants or Honors
may be called for to raise that level.
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12.1.2
CHAPTER 12. MERCANARIES
When to Hire Mercenaries
You will notice that you find more people at the Inns in the early years of
the game. This reflects the fact that at that time, national allegiances are
not well established. It is important, therefore, that you hire some of the
best that you can find in the early years of the game.
As time goes on, you will find fewer and fewer good people to hire. You will
instead have to concentrate on training your own.
Chapter 13
Diplomacy
There are numerous moves available to you in the great game of Diplomacy.
Your access to Diplomacy options and information on the status of your
relationships to other Kingdoms comes through Clicking on the Kingdoms
Scroll (F1) and then Clicking on the name of the Kingdom that you wish
to contact.
13.1
Contacting other Kingdoms
You will be unable to initiate contact with a foreign Kingdom until you have
come upon one of their structures or Villages in your explorations.
For each Kingdom that you have encountered you may see, on the bottom
half of the page, different options as to what kind of messages you can send
to them. These differences will arise due to the varying relationships that
you may have with these Kingdoms.
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CHAPTER 13. DIPLOMACY
If you wish to send an overture to the selected Kingdom, just Click on the
message that you want to send.
Although the message will be dispatched immediately, you will have to wait
a while for a reply. Communications in this age are not as fast as you might
wish.
13.2
Replying to other Kingdoms
If another Kingdom is contacting you, you will see their message on the
bottom left of your screen along with a colored square showing who the
message is from.
To reply to an overture from another Kingdom, Click on the colored square
in front of the message. This will take you to the Kingdoms screen where
you will see your two options. Just Click on your choice; either Accept or
Reject.
These messages will remain on the bottom of your screen for one month. At
the end of this time, it is assumed that the message has been rejected, and
so it will disappear. This will ensure that all messages will correctly reflect
the present world situation.
13.3. POSSIBLE DIPLOMATIC OVERTURES
13.3
Possible Diplomatic Overtures
13.3.1
Propose a Trade Treaty
107
This may only be proposed between Kingdoms that are not already Allied.
Allied Kingdoms are automatically bound to Trade with each other.
When Trade Treaties are in effect, Treaty partners are allowed to pick up
goods from each other’s Markets.
They are also allowed to build their own Markets near their partner’s Villages.
If they do this and if they are selling the same goods as are for sale in their
partner’s Markets, then the Villagers will buy from their own Markets first
and then, if their demand can not be sated, from the Market of the foreign
Treaty partner.
13.3.2
Propose a Friendly Treaty
This may only be proposed between Kingdoms whose relations are either
Neutral or Tense.
The only binding element of such a Treaty is that the signatory Kingdoms
must not attack each other.
13.3.3
Propose an Alliance Treaty
This may only be proposed between Kingdoms whose relations are either
Neutral or Friendly.
Kingdoms in an Alliance Treaty will automatically be considered to have a
Trade Treaty.
An added benefit is that even when the Fog of War is on, Allies will be able
to see each others’ units, Villages, and Buildings.
Kingdoms in an Alliance may come to the aid of each other when under
attack by enemy Kingdoms or by Fryhtans.
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13.3.4
CHAPTER 13. DIPLOMACY
Request Immediate Military Aid
This request may be made only to an Allied or a Friendly Kingdom and only
if the requesting Kingdom is presently at war with either another Kingdom,
with an Independent Village, or with Fryhtans.
If the request is accepted, military forces will be immediately dispatched to
the nearest battle in which the requesting Kingdom’s soldiers are taking part.
When the last of the enemy is destroyed, the requested forces will return to
their previous positions.
13.3.5
Request a Trade Embargo
This request may be made only to Allied or Friendly Kingdoms. You are
requesting that they terminate any Trade Treaties that they might have
with a certain Kingdom.
When you make this request, you will be presented with a list of all NonAllied Kingdoms. You may not Embargo trade with Allied Kingdoms.
When you Click on the targeted Kingdom, your request will be sent.
13.3.6
Terminate our Trade Treaty
This may only be proposed to a Kingdom when that Kingdom is not an
Ally—as Allies are bound to Trade with each other.
13.3.7
Terminate our Friendly Treaty
This may only be proposed to a Kingdom when relations with that Kingdom
are Friendly.
13.3.8
Terminate our Alliance Treaty
This may only be proposed to a Kingdom that is an Ally.
13.3. POSSIBLE DIPLOMATIC OVERTURES
13.3.9
109
Request a Cease-Fire
This may only be requested by a Kingdom currently at War with another.
13.3.10
Request a Declaration of War against a Foe
This may only be requested of an Allied Kingdom.
You will be presented with a list of Kingdoms. When you Click on the
targeted Kingdom your message will be sent.
13.3.11
Request to Purchase Food
This may only be requested by Kingdoms that are not at War with each
other.
The Kingdom making the request will be asked for the monetary amount
that it wishes to spend. When the amount is Clicked on, the offer will be
sent.
13.3.12
Declare War
This may only be Declared by Kingdoms that are not already at war with
one another.
If you wish to avoid a great loss to your Reputation, it is a good idea to
Declare War before you attack.
13.3.13
Offer to Pay Tribute
This may be proposed at any time between Kingdoms that are at War or
whose relations are Tense or Neutral.
Paying Tribute to another Kingdom will make it more likely that the receiver
of the Tribute will look upon future proposals from the Tributary with more
good will.
The Kingdom making the offer will be presented with a list of amounts.
When the selected amount is Clicked on, the offer will be sent.
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13.3.14
CHAPTER 13. DIPLOMACY
Demand Tribute
Tribute may be demanded only from a Kingdom that is at War or that has
Tense or Neutral relations with the demander.
If Tribute is granted, it is more likely that the demanding Kingdom will work
to improve its relations with the Kingdom that pays.
If your Kingdom is on the receiving end of a demand, you will be notified
of the demanded amount. If you choose to accept the demand, your money
will be transferred to the demanding Kingdom.
If you are making the demand, you will be presented with a list of amounts.
When you Click on the desired amount, the demand will be sent.
13.3.15
Offer to Transfer Technology
Technology may be transferred between Kingdoms only if they are Allied or
Friendly.
You will be presented with a list of technologies that you wish to transfer.
When you Click on the intended technology, the offer will be sent.
The offer of technology will be rejected if the other Kingdom already possesses
it. If they do not possess it, they will certainly and gratefully accept.
13.3.16
Request Technology
A request for technology may be made only to an Allied or a Friendly Kingdom.
If you are requesting a transfer, you will be presented with a list of technologies. When you Click on one, your request will be sent. This process will be
much more efficient if you know exactly which technologies other Kingdoms
possess. That, among other thing, is what Spies are for.
If another Kingdom is requesting a transfer from you, you will be told which
technology it is that they desire. If you accept, they will immediately receive
the technology.
13.3. POSSIBLE DIPLOMATIC OVERTURES
13.3.17
111
Offer Aid
Aid may be offered to all Kingdoms except for those that are at War with
each other.
The offering of Aid will influence future relations by making those who have
been offered Aid more friendly towards those who have made the offer.
13.3.18
Request Aid
This may only be requested from Kingdoms that are Allied or Friendly.
If you are requesting Aid, you will be presented with a list of amounts. When
you Click on the desired amount, your request will be sent.
If another Kingdom is requesting Aid from you, you will be notified of the
amount of the request. If you accept, the amount will be immediately transferred.
13.3.19
Offer to Purchase Throne and Unite Kingdoms
With this request, you may be able to purchase the throne, people, and
property of another Kingdom.
It is unlikely that your offer will be considered if your Kingdom suffers from
a poor Reputation or if it lacks the funds to make an enticing offer.
If you receive this offer from another Kingdom and accept it, you shall immediately relinquish your entire Kingdom. The money that you receive will
be added to your final score.
If you wish to continue to watch, you will see your former King in his new
role as a General in the army of the united Kingdom.
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13.3.20
CHAPTER 13. DIPLOMACY
Surrender
Surrender is always an option for a
Kingdom in dire straits. It offers you
the option of turning your possessions and people over to a friendly
King who may then carry on your
fight.
When you Click on the Surrender
option, you will be asked if you are
sure.
If you are quite sure, Click on the Confirm line. When you have done so, all
of your people and possessions will be put under the control of the selected
Kingdom. You may then continue to observe the game if you so wish.
13.4
Changes in Diplomatic Status
13.4.1
From Friendly
When one Kingdom ends a Friendly Treaty with another, their status will
change to Neutral.
When one Kingdom attacks or Declares War on another, their status will
change to War.
13.4.2
From Alliance
When one Kingdom withdraws from an Alliance, their relationship to the
Allied Kingdoms will change to Neutral.
When one Kingdom in an Alliance attacks or Declares War on another Allied
Kingdom, the status of both will change to War.
13.5. INFORMATION
13.4.3
113
From Neutral
When Neutral Kingdoms sign a Friendly Treaty, their status will change to
Friendly.
When Neutral Kingdoms sign an Alliance Treaty, their status will change to
Alliance.
When Neutral Kingdoms attack or Declare War on each other, their status
will change to War.
13.4.4
From Tense
Two Tense Kingdoms who have not fought for three years will change their
status to Neutral.
When two Tense Kingdoms sign a Friendly Treaty, their status will change
to Friendly.
When two Tense Kingdoms sign an Alliance Treaty, their status will change
to Alliance.
When a Tense Kingdom attacks or Declares War on another, their status will
change to War.
13.4.5
From War
When two Kingdoms in a War relationship have not fought for three years,
their status will change to Tense.
13.5
Information
When you are in the Kingdoms Report (F1), Clicking on the Information Button will show information on the relationship between the selected
Kingdom and your Kingdom.
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13.6
CHAPTER 13. DIPLOMACY
Multiplayer Chat
If you are in a multiplayer game and wish to chat with your human opponents, Click on the Chat Button. This will take you to the chat page. To
send a message, Click on the Kingdom that you wish to chat with, type your
message, and press Enter. You may send a message to more than one player
at a time by Clicking on either the second or third option buttons that you
can see on the bottom of the chat screen.
To answer a chat message, Click on the colored square in front of it. That
will take you to the chat page where you can type your reply. Your reply
will then appear on the bottom of the original poster’s screen.
13.7
Diplomatic Message Logs
When you are in the Kingdoms Report (F1), Click on the Diplomatic Log
Button. These Diplomatic Logs will show you all of your past Diplomatic
correspondence.
13.7. DIPLOMATIC MESSAGE LOGS
115
If your own Kingdom is selected in the Kingdoms list, the log will display the
diplomatic messages that have gone to or from your Kingdom in the recent
past.
If another Kingdom is selected in the Kingdoms list, the log will display
the diplomatic messages that have traveled between your Kingdom and the
selected Kingdom in the recent past.
Chapter 14
Creating an Empire
14.1
Settling New Villages
By far the simplest way to increase the extent of your realm is
to Recruit a large group of peasants from one or several of your
Villages and to send them into a suitable area to Settle. As all
Villages have a Population limit of 60, it makes good sense to do
this when a Village approaches this level.
After the peasants have been recruited and are standing outside
of their Village, select them all and then Click the Settle Tile
(above right). Your cursor will immediately be changed into the
Flag and Arrow Cursor (Right).
By placing this new cursor in any location on the map to which the
Settlers are able to walk, you are ordering them to pick up and move to this
new spot, build their new hovels and raise the glorious colors of your Empire.
The Settle Tile may also be used to force skilled units to enter an existing
village and revert to the life of a common Peasant. In this case, the unit(s)
will retain their Combat rating, but forget any other skills they possess.
14.1.1
Controlling New Villages
Unfortunately, peasants far removed from your presence tend to grow rebellious, getting ideas of “self determination” and other such non-sense. After
they have built their new Village, you will have no control over them, apart
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14.2. TAKING OVER ENEMY VILLAGES
117
from the ability to Recruit them. (If your new Village is settled within
Linking distance of an enemy Fort, you won’t even be able to Recruit your
Peasants.)
These situations necessitate the erection and staffing of a new Fort Linked
to that Village. Once finished, the wretches will once again be under your
well-manicured thumb.
14.2
Taking over Enemy Villages
A most satisfying experience can be had by humiliating a foe in battle and
then taking one of his Villages as your own.
14.2.1
What is the best way to take an enemy Village?
You must first destroy any and all Forts Linked to the Village that belong
to the Kingdom that rules the Village.
Then you must build your own Fort—Linked to the Village and staffed with
a General, preferably, though not necessarily, of the same Nationality as the
Villagers.
You may then wait for the Village’s resistance level to your Kingdom to
decrease on its own or you may help it along with a liberal application of
Grants or of violence. If you do attack, the Villagers whose resistance level
is 50 or more will come out to fight. Village resistance will not begin to drop
until all of those who have come out to fight have been dispatched.
When over two-thirds of the Villagers’ resistance level has dropped below 30,
the Village will consider surrendering.
If there are Forts from other Kingdoms Linked to the Village, the Villagers will consider surrendering to the Kingdom with the highest Reputation
and/or who are of the same nationality as them.
It is important to note that when you attack a Village and slaughter civilians
(no matter how deserving of such treatment they may be) your Reputation
will suffer.
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14.3
CHAPTER 14. CREATING AN EMPIRE
Absorbing Independent Villages
Independent Villages—those with no flag flying—are ripe for the picking.
They may be acquired by force, by persuasion, or by guile.
Clicking on an Independent Village, you will see, next to the Population
and Peasants statistics, the Resistance Level to your rule. Your object is to
lower this Resistance Level to zero for each nationality in that Village.
14.3.1
By Force
Force is by far the fastest and most straightforward way of taking an Independent Village. Simply send an appropriately sized and trained army and
attack. Those Villagers who possess a resistance level of 30 or more will take
down their grandfather’s rusty swords and come out to fight, but as they are
nothing but untrained farmers, they will soon be overwhelmed and leave the
Village undefended. Hit the Village a few more times and it will fall, your
banner will be raised and, with the erection and staffing of a Fort, you will
take complete control.
In the rare instance that your forces are defeated by these Peasants, they
will return to their Village as heroes and the Village’s resistance to you will
increase still further.
If this seems almost too easy to be true, it is. This method of empire expansion has some serious drawbacks. Apart from killing most of the people
in the Village and thereby rendering them unfit for useful labor, attacking
peaceful Villages does your Reputation no end of harm. You may not care
what others think of you, but a low Reputation rating can have disastrous
implications.
And as your empire grows, you will come to have many nationalities under
your control. When you attack an independent Village, it is quite likely
that the targeted Villagers will be of a nationality shared by many of your
subjects. This will certainly decrease their loyalty to you and could even
ignite in them the spark of revolt.
NOTE: You may set the level of resistance possessed by these Villagers
under the Advanced Options II section of the Game Settings Menu.
Independent Villagers may sometimes leave their Villages and join your Kingdom. If the Resistance Level is set to high in the initial game options, these
14.3. ABSORBING INDEPENDENT VILLAGES
119
Villagers will possess much greater Combat Skill than if you had set the
Independent Village Resistance to low.
14.3.2
By Persuasion
Building a Fort
The Building of a Fort Linked to an independent Village can be an effective
way of imposing your will on these future subjects. It is best accomplished
by appointing to the Fort a General of the same nationality as the Villagers.
This will give them the illusion that you are “sensitive” to their situation
and that you wish them only the best. Of course, as many Villages are made
up of more than one nationality, a second Fort and another General may be
advisable.
The rate at which the Resistance Level of a Village falls depends greatly
upon the leadership ability of the General and on the Reputation of your
Kingdom. The offering of Grants to the Villagers will also help to drive
down their resistance.
You will be able to see the Resistance Level falling: a red, downward pointing
arrow will appear between the present level on the left and the level towards
which it is headed on the right.
The level on the right is the level to which the resistance will fall because of
the effect of the Fort and the Leadership Level of its General. The level may
fall still further, but that will depend on such things as your Reputation, the
effect of Spies and of your economic links (see below) to the Village.
If the resistance level falls to zero, the Village will gratefully become part of
your empire. You may then use them as you will.
Providing Jobs
The Building of firms such as Mines or Factories—anything that will give
employment to local peasants—will help the Villagers to see the advantages
of your way of life and subsequently help to lower resistance to your inevitable
rule over that Village. It may not be enough by itself though, so this method
is best used along with the building of a Fort.
NOTE: Villagers will not go to work in your Firms or buy in your Markets
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CHAPTER 14. CREATING AN EMPIRE
unless the average resistance level to your Kingdom is below 50.
Results of Persuasion
Independent Villagers and other units who have betrayed their Kings will
occasionally migrate from their homes to more attractive places. It is up
to you to make sure that your Kingdom is such a place. If you do this
skillfully, you may acquire a huge number of people which can immeasurably
strengthen your Empire.
You will be notified with a news message when these people have chosen to
join you. They will stand outside of their old Villages and wait for your
further orders.
It is possible that some of these immigrants are in fact Spies in the pay of
an enemy Kingdom.
See Chapter 17 for details on Spying.
On occasion, entire Independent Villages or enemy-controlled Villages may
decide to join your Empire. They will only do this if your Kingdom has a
very high Reputation and if they believe you are powerful enough to protect
them.
14.3.3
By Guile
See next chapter.
Chapter 15
Spies and Espionage
Using Spies as agents provocateurs is an effective way to help persuade Independent Villagers to acknowledge your rule. And against other Kingdoms,
you will have a wide range of missions that your Spies can perform.
15.1
Infiltrating Spies
You acquire Spies by training them
in your Villages or by hiring them in
Inns.
To infiltrate another Kingdom with
a Spy, you will need to set the color
of the Spy’s cloak to match that of
the targeted Kingdom. Use white
for Independent Villages.
To change the Spy’s cloak, select the
Spy and then Click on the color of
the intended target Kingdom.
Before you make the change though,
you will have to make sure that you have toggled the Surrender / Sneak
Tile to the correct setting.
If a Spy is set to Sneak, the enemy Kingdom will not be notified
that you have changed cloak colors. This is for when you want to
sneak your unit into an enemy Building or Village. You will retain
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CHAPTER 15. SPIES AND ESPIONAGE
control over your unit when he is toggled to this mode.
If a Spy is set to Surrender, the enemy Kingdom will be notified
(falsely, of course!) that a unit has betrayed its Kingdom and has
joined their own. They may suspect that your unit is in fact a Spy
and execute him forthwith, or, as you had hoped, they may take
him into their fold and give you a chance of practicing further espionage.
When toggled to this mode, you will still retain your ability to move your
Spy, but this will risk his being exposed.
You may Group Select several Spies and change their cloaks’ color at the
same time.
Spies may not change to a new cloak color if they are near enemy units.
They may, however, change back to their original color at any time. This is
especially useful when your Spy is a General in command of an enemy Troop.
He may then reveal his true colors at a turning point in a battle.
A Spy of yours who has achieved the rank of General will not be able to
change his color to that of a third Kingdom and still keep his rank. He will
automatically be demoted to common soldier, and then it will then be up to
the enemy to restore him to his former rank or not.
To send your selected Spy into a Village, Click on the Settle
Tile and then Right-Click the Settle Cursor on the Village.
You may send a Spy into a building with a Right-Click on the
building.
NOTE: You cannot send a Spy into a building if it is already full. In this
case, you must insert your Spy into a Village and then hope that he is hired
by your foe when he builds a new structure.
15.1.1
A Spy’s Missions
When in a Village or a Building belonging to another kingdom, a
Spy will have several possible missions to perform. When that Village or Building is selected, you may toggle these options by Clicking on the Spy Tile.
15.1. INFILTRATING SPIES
123
Sleep
In this mode, your Spy is not actively spying. He is instead slowly building
up his skill level and quietly insinuating himself into the community. His
skill level will increase at a slower pace than if he were performing a more
dangerous mission. A Spy cannot be exposed while he is in Sleep mode.
Sow Dissent
Assign your spy to this mode when you wish him to drive down the Loyalty
of the local Villagers to their King. This will, at the same time, decrease
their level of resistance to you and your eventual rule. A Spy may only Sow
Dissent among those who are of the same Nationality as the Spy – he will
have no effect on units of Nationalities other than his own.
This option is also available when your Spy is working in an enemy Building.
It will affect any workers in that Building who are of the same nationality as
your Spy.
If the Villagers revolt against their King, your Spy, who has been Sowing
Dissent, will revolt along with them. This will not happen if he is in Sleep
Mode.
Sabotage
Sabotage may be conducted once your Spy has infiltrated an enemy building.
Sabotage in a Mine means that your Spy will cut down the Mine’s rate of
Raw Material extraction.
In a Factory and a War Factory, it will result in decreased production speed.
In a Tower of Science, it will slow the speed of research.
Inns and Markets may not be Sabotaged.
If your Spy is employed as the Construction Worker in an enemy structure,
he will work to weaken it. This weakness will not be visible to the enemy
until the building is attacked. It will then be destroyed much more quickly.
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CHAPTER 15. SPIES AND ESPIONAGE
Bribe
Your Spies have the ability to bribe enemy units inside firms.
Why would you want to bribe someone?
If an enemy worker takes your bribe, he will help you with whatever spying
work you are doing in that firm or that Village, multiplying your effectiveness
by two. You may, of course, bribe more than one worker.
If your bribe fails, your Spy will be exposed and killed.
The chance of the bribe’s success rests on several things:
The skill level of your Spy.
The amount of money offered.
The loyalty of the unit that you are attempting to bribe.
Your Kingdom’s Reputation.
Your Kingdom’s nationality (The same as the target is better).
Your Spy’s nationality (The same as the target is better).
There is a chance that the unit that you are attempting to bribe is in fact a
Spy for another nation or a local in the pay of another nation. If this other
nation is your enemy, they will expose and execute your Spy.
How do I offer a bribe?
Click on a firm that your Spy has infiltrated.
(You will see the Spy Tile confirming that you have a Spy in this firm).
Then Click on the enemy worker that you want to bribe.
If it is at all possible to bribe this man, you will see the Bribe
Tile enabled. Clicking on the Bribe Tile will bring up a list of
possible amounts that you can offer to the man. This amount will
be paid to the man one time only. If the amount is enough, then
the man will be yours. You will be informed that the bribe has succeeded.
From then on, you will see a Spy Icon next to that unit’s picture.
15.1. INFILTRATING SPIES
125
If the bribing amount is not enough, your Spy will be exposed and executed.
If you happen to have more than one Spy in place when you attempt to bribe
someone, you will be asked which Spy you want to do the deed. It is best to
choose the one with the highest Skill Level.
It is impossible to bribe Kings.
Stealing Information
When your Spy has infiltrated into any enemy building or Village,
you will have the option of stealing information on that enemy
Kingdom. To do this, Click on the Steal Information Tile.
When you do, you will be presented with a choice of scrolls that
your Spy will be able to examine.
The scrolls available to your Spy
will depend on his Skill Level. Below, you can see what skill levels are
needed to view which scrolls:
20 - Villages
30 - Economy, Trade
40 - Kingdoms, Technology
50 - Military
90 - Espionage
The stealing of this information is the most dangerous thing your Spy can
do. It is possible that he will be exposed and executed when the enemy sees
that its secrets have been revealed.
Your spy will have the best chance of survival if his skill level is much higher
than the level of secrets that he is stealing. If, for instance, your Spy’s skill
level is 100 and you give him the task of stealing Trade information (30), he
will have a very good chance of survival.
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Assassination
A Spy who has infiltrated an enemy Fort or Seat of Power will have the option
of attempting to assassinate the enemy General or King who is in command
there.
To carry out this mission, select the Spy that you wish to use and
then Click on the Assassination Tile.
The chance of success will depend upon several factors:
The Hit Points of the target.
The Hit Points of the Spy.
The skill level of the Spy.
The number of other enemy units in the building.
The number of your Spies in the building.
Whether or not there are enemy Counterspies in the building.
A random factor.
If the assassin fails in his mission, he will be immediately exposed and executed. Even if he succeeds, this may still happen, depending upon the other
enemy units in the building.
15.2
Other Espionage Details
15.2.1
Mobilizing Spies
If you wish to take your Spy out of an Independent or an enemy
Village, Click on your Spy in the Village’s information area and
then Click on the Mobilize Tile. Your Spy will exit the Village,
ready for further commands.
15.2.2
Capturing Enemy Buildings
At times, you will find that your Spy, or units in your pay, are the
only units in an enemy building. If this is the case, you will have
15.2. OTHER ESPIONAGE DETAILS
127
one more option. You may Capture the building.
NOTE: Spies may only capture Seats of Power or Forts if they are
the commanders there.
The Capture Tile will become visible only when this is possible. If you
wish to capture the building, Click on the Capture Tile. The building will
change its color to that of your Kingdom.
You may not capture Inns, Markets, or Harbors in this way.
How do you know that a building is empty?
Just looking at it may give you some indication. The giant gear in an empty
Factory will not be turning and the Factory will not be spewing smoke. An
empty Mine will show no light from inside. The gyroscope on top of an empty
Tower of Science will no longer spin. Note that any of these buildings may
still be occupied, but producing nothing.
At times, you may defeat and take control of an enemy Village. After your
flag is raised over the Village, you will see that the enemy firms that are
Linked to that Village will still show the enemy’s colors. If you want to capture these buildings (which may not be empty), select each one and Click on
the Capture Tile that will have become visible. There will be no need to
send a Spy into them.
What happens when the building your Spy is in is destroyed?
If the building is a Fort or a Seat of Power, your Spy will be mobilized and
ready for your next command.
If it is another type of building, your spy will remain in the local Village. You
may access him by Clicking on the Spy Tile when the Village is selected.
15.2.3
When your Spy becomes a General
If you have infiltrated a Spy into an enemy Fort, it will sometimes happen
that he will be promoted to General. Once your Spy has become a General,
you will, when he is in the Fort, have the option of Capturing it. This being
done, the soldiers under his command will either join him and your Kingdom
or fight against you.
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CHAPTER 15. SPIES AND ESPIONAGE
If your General is mobile, you may, at the appropriate time, change his cloak
to your Kingdom’s color, thus revealing his true allegiance. At that time, his
troops will either join him or fight him.
Once a General has returned his allegiance to you, he will be fully under your
control.
15.2.4
When your Spy becomes a King
At no time does your investment in espionage pay off more than when one
of your Spies succeeds to the crown of a foreign Kingdom. This occasion is
not without danger however; it all depends upon the level of Loyalty of your
Spy.
If the loyalty of your Spy is at a very high level, then it is most likely that
he will capture the foreign Kingdom and turn over its rule to you.
If your Spy’s loyalty is somewhat suspect, it is quite likely that he will betray
you and rule the captured Kingdom for himself. If the captured Kingdom is
more powerful than yours, it will be an added incentive to his betrayal.
15.2.5
Disloyal Spies
If the loyalty level of one of your Spies drops too far, he may defect to his
targeted nation and become a model citizen.
If your Spy is mobile at the time of his defection, he may turn to another
Kingdom and move to live there.
15.2.6
Executing Spies
You may at any time execute a unit that you suspect of being a Spy by
Clicking on the large X to the left of the unit’s blue Hit-Point Bar. If an
Executed unit is in fact a Spy for another Kingdom, you and that Kingdom
will both be notified that the execution of a Spy has taken place.
If the unit is not a Spy, your Reputation will decrease by 2% times the
executed unit’s loyalty level.
15.3. COUNTERSPIES
15.2.7
129
Dropping Spy Identities
At any time, you may order your Spy to lay down his cloak and
dagger. He will retain all of his other skills—but cease to be in
any way associated with spying activities. Do this by Clicking on
the No Spy Tile when your Spy is selected.
15.2.8
The Cost of Spies
Spies are expensive. When Spies are mobile, you must pay them $100 per
year as their salary and 10 food units per year.
If these Spies have infiltrated another kingdom or an Independent Village,
you will no longer have to provide them with food, although you must still
pay their salary.
15.2.9
Spies and your Reputation
If one of your Spies is caught in his activities, and subsequently executed,
the Reputation of your Kingdom will decrease by three points.
15.2.10
Limitations
At no time may one of your Spies, in the cloak of another Kingdom, initiate
an attack or build any structures unless he is commanded to by the ruler of
the Kingdom whose colors he wears. Such actions would immediately expose
the spy.
15.3
Counterspies
Do not feel that you are without defense against these devious operatives.
Any Spies that you have trained may be assigned to your own possessions
where they will actively work to search for their enemy counterparts.
Their success rate at this will, of course, depend on their skill level and the
skills of the enemy agents.
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CHAPTER 15. SPIES AND ESPIONAGE
While your Spies are assigned to your firms, they will not just be at work
as Counterspies; they will also be picking up skills and contributing to production just as your other workers. It is in this way that you give your Spies
those extra skills that they may need before they are sent to infiltrate another kingdom. The higher their secondary skill levels, the more likely it is
that another kingdom will welcome them with open arms.
Your Counterspies will also have deceptive loyalty levels. The one that you
can see will be their true level. The one that your enemies can see will be
false, designed to lure their agents into an offering of a bribe. As soon as this
bribe is offered, the enemy Spy will be caught and executed.
Chapter 16
Nationalities
Nationalities differ not only in language and costume, but also in fighting
skills and methods.
The Soldiers of all nationalities are well trained in the use of Basic Weapons,
which are used for close-in fighting.
Some will acquire the skill of Ranged Weapons only after long years of training and the raising of their Combat Levels. Ranged weapons will then be
used as a weapon of first choice. When, however, the enemy closes to fight
at melee range, Soldiers will switch back to their Basic Weapons.
Others are expert in defenses that can turn a blade or arrow.
Others will, from time to time, become Berserkers and inflict great damage
with a single stroke. This will happen at a set interval—but only with units
that have been very well trained.
Below you will find a list of the abilities of each nationality.
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CHAPTER 16. NATIONALITIES
16.1
Chinese
Long known for their skills in the martial arts, your Chinese Warriors will
give you a well balanced and devastating attack. Striking like serpents with
their Long Axes, they are also easily trained as archers who will kill from
afar.
Basic Weapon: Chinese Long Axe
Damage: 6–16
Delay between strokes: 2
Ranged Weapon: Bow and Arrow
Damage: 5–8
Combat Level required: 30
Shot Delay: 7
16.2. GREEKS
16.2
133
Greeks
The Greek Warrior excels in quick, sharp sword thrusts from behind the
safety of his shield. From childhood, he is well schooled in the art of war.
Training will introduce no new skills—but will greatly reinforce old ones.
Basic Weapon: Short Sword
Damage: 5–8
Delay between strokes: 1
Basic Defense: Shield
The shield will completely
block arrows from one direction only.
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CHAPTER 16. NATIONALITIES
16.3
Japanese
The Japanese Warrior is a fast-attacking and skilled swordsman. When the
blood lust is upon him, a well trained warrior may dispatch an enemy with
a single stroke.
Basic Weapon: Katana
Damage: 5–8
Delay between strokes: 2
Berserker Attack: Katana
Damage: 32
Combat level required: 55
Stroke Delay: 90
16.4. MAYA
16.4
135
Maya
Wielding his Jaguar Fang club with incredible skill and power, the Mayan
Warrior is devastating in close combat.
Basic Weapon: Jaguar Fang Club
Damage: 8–14
Delay between strokes: 3
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CHAPTER 16. NATIONALITIES
16.5
Normans
The Norman Warrior’s value is in his versatility. Apart from his trusty
Broadsword, a well trained Norman will protect himself with his shield and
rain devastation from a distance with bolts from his crossbow.
Basic Weapon: Broadsword
Damage: 5–10
Delay between strokes: 3
Ranged Weapon: Crossbow
Damage: 7–10
Combat level required: 50
Delay between shots: 8
Defense: Shield
Will block all arrows from one
direction only.
Combat Level required: 30
16.6. PERSIANS
16.6
137
Persians
Persians are born archers. Unlike the soldiers of other nations, who must be
trained in the use of the bow, your Persian Warriors will enter your service
already skilled in this weapon.
For close-in work, they will fight with their spears, although not with great
skill.
Basic Weapon: Spear
Damage: 3–6
Delay between strokes: 3
Basic Ranged Weapon: Bow and Arrow
Damage: 6–12
Shot Delay: 6
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CHAPTER 16. NATIONALITIES
16.7
Vikings
Your Vikings are hard-swinging, hard-fighting warriors, ideal for close-in and
dirty butchery.
When well trained, they will occasionally go berserk and wreak havoc in
enemy ranks.
Basic Weapon: Heavy Axe
Damage: 6–12
Delay between strokes: 4
Berserker Attack: Lightning Axe
Lightning Axe will inflict greater
damage on enemy units.
Damage: 40
Combat level required: 50
Stroke Delay: 120
16.8. EGYPTIANS
16.8
139
Egyptians
With his fighting traditions dating back over 3,000 years, your Egyptian
warrior is a master of many skills.
Basic Weapon: Khopesh
Damage: 5–9
Delay between slashes: 3
Range Attack: Bow and Arrow
Damage: 6-9
Combat level required: 40
Shot Delay: 7
Power Attack: Ra Arrows
Damage: 25
Combat level required:
Shot Delay: 120
70
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CHAPTER 16. NATIONALITIES
16.9
Mughuls
With their scimitars flashing in the blazing sun, your Mughul warriors will
cleave through enemy ranks like a desert wind.
Basic Weapon: Scimitar
Damage: 5–11
Delay between strokes: 3
Berserker Attack: Scimitar
Damage: 30
Combat level required: 60
Stroke Delay: 100
16.10. ZULUS
16.10
141
Zulus
Rising up from the tall grasses, your Zulu warrior will rain down a devastating
shower of spears upon any who dare to invade his lands.
Basic Weapon: Assegai
Damage: 4–7
Delay between thrusts: 3
Range Weapon: Throwing Spear
Damage: 10–18
Delay between throws: 15
Combat level required: 30
Defense: Shielding against range attacks when not throwing spear
Combat level required: 50
Chapter 17
Fryhtans and Their Ways
17.1
Fryhtan Lairs
Across the landscape, you will discover a number of Fryhtan Lairs which
harbor beings so horrific as to make any rational description impossible.
If you have set the Fryhtans option to Defensive, these Fryhtans will be of
little or no concern if left alone, but once disturbed, they will be a vile and
dangerous plague.
If you have set the Fryhtans option to Offensive, they may attack on their
own initiative, especially if you build too close to their Lairs.
17.2
Why therefore would you disturb them?
You may wish to because throughout the ages they have hoarded vast amounts
of wealth as well as the Ancient Scrolls of Power.
You will also notice that when you attack Fryhtans or their Lairs, the Reputation of your Kingdom rises.
142
17.3. HOW DO YOU RELIEVE THEM OF THEIR WEALTH?
143
Another reason is that in the game’s setup you may set as your Goal the
destruction of all Fryhtans. In this case, it will of course be necessary to
attack them.
17.3
How do you relieve them of their wealth?
Every time a Fryhtan Ordo (the Fryhtan equivalent of a General) is slain, he
will leave with his bones a pile of gold coins. Send one of your units to this
spot and this treasure will be yours.
17.4
How do I acquire Scrolls of Power?
Although this is much more difficult, it is also a much greater reward than
gold. Scrolls of Power can be acquired by slaying an All High Fryhtan, who
will issue forth from his Lair only after the dispatch of his Ordo. These Scrolls
may only be handled by a unit of the same Nationality as the language of
the scroll’s magical inscription.
You will know to which Nation it belongs by the letter next to each scroll.
This will be the first letter of a Nationality. For instance, only a Greek may
pick up a Scroll labeled with a G.
17.5
Of what use are the Scrolls of Power?
The Scrolls of Power grant the mystical knowledge needed to build the Seats
of Power and to summon the Greater Beings.
See Chapter 18 for details on Seats of Power and Greater Beings.
Chapter 18
Seats of Powers and Greater
Beings
Seats of Power
Chinese Greek Mayan Persian Viking
Egyptian Japanese Mughul Zulu Norman
Seats of Power may be built only after a Scroll of Power has been acquired.
They may only be built by Kings, Generals, or trained Construction workers
of the appropriate nationality.
A very fortunate Kingdom may end up building seven different Seats of
Power, but they may build no more than one of each type.
144
18.1. WHAT PURPOSE DO THEY SERVE?
18.1
145
What purpose do they serve?
With a Seat of Power, you will be able to Invoke Greater Beings.
Every Nationality has a different Greater Being that it can Summon. These
Greater Beings are extremely powerful and versatile—and will either give
you good fortune or wreak great havoc on your enemies.
Greater Beings are immune to most of the weapons of mere humans. They
are supported by the prayers of the faithful and will only leave this plane
when those prayers have been exhausted.
Greater Beings may be invoked again—but only when the prayers have
reached an appropriately fevered pitch.
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CHAPTER 18. SEATS OF POWERS AND GREATER BEINGS
18.2
Greater Beings
18.2.1
Chinese Jing Nung
On your Invocation, the great Jing Nung will appear in the skies over your
Chinese Seat of Power.
The Jing Nung will give you clear sight deep into the territory of your foes.
If ordered to attack, the Jing Nung’s fire balls will spread flaming death into
the ranks of your foes.
You may direct his fire in the same manner as you would for any of your
soldiers.
18.2. GREATER BEINGS
18.2.2
147
Greek Phoenix
When Invoked, the Phoenix will rise from its ashes and appear in the skies
over your Greek Seat of Power.
The Phoenix will enable you to see twice as far as the other Greater Beings.
In its field of view, it will not only be able to see surface images, but will
enable you to gaze into the buildings and Villages of your foes.
You may direct its movements as you do with any of your units.
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18.2.3
CHAPTER 18. SEATS OF POWERS AND GREATER BEINGS
Persian Lord of Healing
The Lord of Healing will, when you request it, fly over any area
of the world and heal all of your people and weapons in that area.
To bring this about, direct the Lord of Healing to the appropriate
area and Click on the Heal Tile. A large white circle will appear.
Center this circle over the target and Click again. Your injured people will
be healed of a portion of their wounds.
The healing will affect all units; those outside as well as those inside Ships,
Buildings, and Villages. The effect will be stronger, however, on those outside.
18.2. GREATER BEINGS
18.2.4
149
Norman Dragon
When Invoked, a great Dragon will materialize in the skies over your Norman
Seat of Power.
Following your commands, it will fly to the skies over the cities of your foes
and strike down with balls of fire. Fear and famine may follow.
A Dragon may be commanded in the same way as you command your common soldiers.
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18.2.5
CHAPTER 18. SEATS OF POWERS AND GREATER BEINGS
Japanese Mind Turner
The Mind Turner will fly over an enemy area chosen by you.
Click on the Mind Turning Tile and center the large white
circle over the area where you wish to work your magic. When
you Click again, enemy soldiers, workers, and peasants will find
themselves less inclined to support their King, sometimes to the point of
open revolt.
This power will affect all units; those outside as well as those inside Ships,
Buildings, and Villages. The effect will be stronger, however, on those outside.
18.2. GREATER BEINGS
18.2.6
151
Mayan Kukulcan
The Invocation of Kukulcan will grant you the power to greatly increase the
fighting skill of your Mayan units.
To dispense this magic, Click on the Fighting Upgrade Tile
and center the large white circle over your target. When you
Click again, the transformation shall take place.
The transformation will affect all Mayan units in the area, those
outside as well as those inside Ships, Buildings, and Villages. The effect will
be stronger, however, on those outside.
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18.2.7
CHAPTER 18. SEATS OF POWERS AND GREATER BEINGS
Viking Thor
With Thor in the skies, your Kingdom will have the power to summon
Thunderstorms or Tornadoes. They are so ordered by Clicking on either
the Thunderstorm Tile or the Tornado Tile when Thor is over the desired
position.
Thunderstorms are most useful for putting out fires that threaten
your buildings and the lives of your people.
Tornadoes are best for striking at the heart of your enemy’s Kingdom. When you Click on the Tornado Tile, your cursor will
change into a small square. Center this square on your target and
Click. Thor will fly to the area and summon a tornado to the spot.
When Thor has been invoked at full strength, he should be able to summon
three or four tornadoes before he returns from whence he came.
18.2. GREATER BEINGS
18.2.8
153
Egyptian Isis
The invocation of the fertility goddess Isis will bring the blessings of many
healthy children to your villages. Isis can dispense her blessings on any and
all nationalities in your Empire.
When Isis is selected, Click on the Fertility Tile and then place
the small white square over one of your Villages and Click. When
you do, Isis will fly to the location and work her magic. The population of the selected Village will increase by five for every Click.
154
18.2.9
CHAPTER 18. SEATS OF POWERS AND GREATER BEINGS
Mughul Djinni
The Djinni is the spirit of the desert winds who strikes fear into the hearts
of those who would dare to oppose you. This fear will cause enemy people
to harbor resentment against their King, even to the point of betrayal.
When the Djinni is selected, Click on the Djinni Tile and then
place the small white square over your intended target. This target may be any soldier, worker, or peasant of the enemy who has
been caught out of doors. The Djinni will have no effect on those
cowering inside their Village houses.
The decrease of a target’s loyalty will be between 20 and 30 points for each
Click.
18.2. GREATER BEINGS
18.2.10
155
Zulu uNkulunkulu
UNkulunkulu, the “Old, Old One” of the Zulus, can be called from his abode
to give great leadership skills to your Zulu Generals.
When uNkulunkulu has been invoked and selected, Click on
the Shield and Assegai Tile. Then place the small white box
over your targeted Zulu General. For each Click thereafter, the
General will gain 30 points in Leadership skill. This magic will
work only on Zulu Generals, not on common soldiers and not on the people
of any other race.
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CHAPTER 18. SEATS OF POWERS AND GREATER BEINGS
18.3
How to Invoke a Greater Being
Once you have recovered a Scroll of Power and built a Seat of Power, you
must assign a General or your King to it. It is he who will lead the prayers
of the faithful.
The faithful are the people that you have sent into the Seat of Power just as
you would send people into a Mine or Factory.
You may send in up to 8 units—of the appropriate Nationality only. These
units must be Peasants or units who already possess Praying skills. Other
units are unacceptable—as their education has cluttered their minds.
As these people enter the Seat of Power, they will immediately begin their
prayers to the Greater Being. You need do nothing but wait.
While they are in the Seat of Power, their skill in Praying will gradually
increase. The speed of the increase will depend upon the leadership level of
the commander in the Seat of Power.
If the those praying are sent out of the Seat of Power, they will retain their
skill and show the Praying icon over their heads.
Once the prayers have reached the minimum level of 40 points out of
the maximum of 400, you may Invoke the Greater Being by Clicking on the Invoke Tile.
This being done, the Greater Being will appear hovering over your
Seat of Power, ready to listen to your request as to what he/she should do.
You may direct him/her as you would an ordinary being.
Upon Invocation, the Greater Being will begin consuming the Pray Points
in the Seat of Power. He or she will use very little if left alone, but when
his/her spells are cast, he/she will use up a good portion.
These Pray Points are the exact equivalent of the Hit-Points of ordinary
units, and so when the Pray Points have been exhausted, the Greater Being
will disappear. You may of course Invoke him/her again at a later date.
Greater Beings may not be injured by mere mortals.
If you have captured an enemy’s Seat of Power, you will be able to use it to
invoke Greater Beings. You will not, however, acquire the Scroll of Power
and the knowledge required to build another Seat of Power of the same kind.
Chapter 19
Rebellion and Rebels
Rebellion is something that you must constantly be on the lookout for. Rebellion can transform a mighty army into a dangerous foe in seconds. It can
cause large areas of your Empire to become neutral or even actively hostile.
Below is a list of possible situations concerning Rebels.
19.1
Rebellious Units
If the loyalty level of one of your units falls below the 30 point mark, it may
betray your Kingdom and change its color to that of one of your foes
19.2
Rebellious Peasants
Peasants in your Villages may on occasion rebel when more than two-thirds of
a Village’s loyalty to you drops below the 30 point level. You must, therefore,
be very careful when recruiting your Villagers. If you try to recruit when
their loyalty is 30 percent or below, they will rebel.
19.3
Mobile Rebels
Mobile Rebels may attack the Villages where they originated, dispatching
those still loyal to your rule.
157
158
CHAPTER 19. REBELLION AND REBELS
They may attack your firms. They may move off and settle a new Village.
They may move into a Village belonging to another Rebel group.
19.4
Rebel Controlled Villages
Rebels may take control of Villages, making them independent. A Rebel
Controlled Village will be labeled “Controlled by Rebels” on the Village
interface.
Even though you have built and staffed a Fort Linked to a Rebel Controlled
Village, the resistance of the Villagers will not decrease.
These Villages may at times become new Kingdoms—with the rebel leader
becoming the new King.
On the other hand, they may sometimes tire of their rebellion and revert to
a normal Independent Village.
19.5
Attacking Rebel Controlled Villages
When you attack a Rebel Village, the Rebels will come out to defend their
town.
19.6
Destroying a Rebel Village
If you destroy a Rebel Village, the Rebels will once again become mobile.
Chapter 20
Fire and the Forces of Nature
20.1
Fire
Fires, which can be started by lightning, weapons fire, or the wrath of certain
Greater Beings, will usually burn for a short while before they go out by
themselves. Although they will not spread, there is no action that you can
take that will put them out apart from Invoking Thor to bring rain. The
length of time that a fire burns will depend on the terrain type and on the
weather.
Fires may be put out by Rain or Snow.
If you wish to keep a fire burning, you must help it along with, for instance,
Naphtha projectiles from your Catapults.
The effects of fire are many. In a Village, it will kill the people, In a building,
it will damage the structure. It will damage all mobile units that it comes
in contact with, and it will destroy trees and other plants.
20.2
Lightning
Lightning is a random event. Unless called down by Thor, it will only cause
damage when the Random Event Option is enabled.
Lightning can strike and cause damage to units, structures, Villages, and
plants.
159
160
20.3
CHAPTER 20. FIRE AND THE FORCES OF NATURE
Earthquakes
Earthquakes are random events. They will only cause damage when the
Random Event Option is enabled.
Earthquakes may damage units that are in Villages or buildings as well as
the buildings themselves. Units outside of buildings will be safe from Earthquakes.
20.4
Rain
Rain will cause no damage, but it will slow down the movement speed of
mobile units. Rain will also extinguish fires.
20.5
Snow
Snow, like rain, will cause no damage. It will slow down the movement speed
of mobile units. Snow can also extinguish fires.
20.6
Tornadoes
Tornadoes are random events. Unless they are summoned by Thor, they will
only appear when the Random Event Option is enabled.
Chapter 21
Assorted Costs and Amounts
21.1
Buildings
Building
Mine
Seat of Power
Factory
War Factory
Tower of Science
Harbor
Fort
Market
Inn
Initial Cost
$600
$800
$100
$200
$200
$100
$60
$60
$60
161
Yearly Cost
$600
$400
$100
$200
$200
$100
$60
$30
$60
162
21.2
CHAPTER 21. ASSORTED COSTS AND AMOUNTS
Units
Subject
General
Spy
Other Mobile Human Units
Foreigners working for you
Caravans
Honoring a Unit (Will increase Unit loyalty by 10
points.)
Tax collected from each Villager (Will decrease Village
loyalty by 10. Automatic
yearly tax will not decrease
loyalty.)
Grant to your Village per
Villager. (Will increase Village loyalty by 10)
Grant to Independent or
other Kingdom’s Villages
per Villager. (Will decrease
their resistance to you by 10
or will decrease their loyalty
to their King by 10.)
Cost
$50 Yearly
$100 Yearly
$10 Yearly
$10 Yearly
$10 Yearly
$30 one time
$5 one time
$10
$30
21.3. TECHNOLOGY
21.3
163
Technology
Weapons, Ships and
Caravans
Trader
Transport
Caravel
Galleon
Caravans
Catapult
Ballista
Spitfire
Cannon
Porcupine
Unicorn
Days to Build *Assuming 100 Production Skill
40
40
100
120
0
80*
80*
90*
100*
60*
90*
Yearly Cost
$50
$50
$120
$150
$10
$100
$100
$110
$120
$80
$110
164
21.4
CHAPTER 21. ASSORTED COSTS AND AMOUNTS
General Information
Subject
Food Production per Year
per Peasant
Food Consumption per Year
per Person
Trained Unit’s beginning
Skill Level
Days needed to Train a Unit
Loyalty Level needed to Recruit
Independent Villages will
enable Links to you if their
Resistance to you falls to:
Villagers may Rebel if over
two-thirds of the population’s Loyalty falls below:
A Village of one Kingdom
will surrender to another
Kingdom (with a Linked
Fort) if the Loyalty of over
two-thirds of the Villagers
falls below:
Resistance Level above
which Independent Villagers will defend themselves against attack.
A Mobile Unit may Betray
his Kingdom if his Loyalty
Level falls below:
Promoting a Soldier to General will increase his Loyalty
Level by:
Demoting a General to Soldier will decrease his Loyalty Level by:
Amount
30
10
20
5
30
50
30
30
30
30
20
40
Chapter 22
Strategy Tips
22.1
Economic
There are three things to remember if you want to build a healthy economy:
trade, trade, and trade. Even a Kingdom with no access to natural resources
will be able to prosper as long as it establishes trading links with as many
other Kingdoms as possible.
A large population will give you a huge economic boost as it will provide a
large tax base and will generate a large demand for goods. It will be difficult
to get a large population, however, unless you supply a good standard of
living for your Villagers. You do this by making sure that your Villagers
have access to well-stocked Markets.
Special Taxes can also give your treasury a boost. You should set it up
so that Special Taxes will be automatically collected in every one of your
Villages when they reach a certain loyalty level.
If you take care of these basic things, you will soon have more than enough
money for erecting Buildings, making Weapons, hiring Mercenaries, and paying Bribes.
22.2
Military
The training and fighting skills of your soldiers are greatly enhanced by
having Generals with a high Leadership Level. Because of this, it is vital
165
166
CHAPTER 22. STRATEGY TIPS
that you build up a good supply of skilled Generals.
Your enemies are of course thinking along the same lines, so it is to your
advantage to relieve them of their Generals. When in battle, the first people
that you should target are the enemy’s Generals. When they are dispatched,
the fighting ability of the enemy force will be greatly diminished.
At the very beginning of the game, instead of just Recruiting Peasants for
your first Troop, try Training eight of them in Leadership. This will give
them double the strength and ability of raw recruits.
Fighting to the last man may be brave and honorable, but it is also stupid.
It is far better to run away so that you may live to fight again, especially if
you are about to lose some very well-trained soldiers.
Running away can sometimes be used as an effective ruse. Try running into
the arms of a far larger force of your soldiers. If you are playing with the fog
of war on, this method can deliver a nasty surprise to your enemy.
22.3
Espionage
At the very beginning of the game, send spies into as many Independent
Villages as you can. There they will have time to increase their skill while
sleeping. If, in the future, you are trying to absorb a Village, you can activate
your Spy and use him to sow dissent. If another Kingdom takes over an
Independent Village where your Spy is sleeping, he will be in good position
to be drafted into their service.
If one of your Spies has been drafted into an opponent’s forces, use him
to bribe his General. If you have the money, don’t worry about the cost,
because with enemy Generals under your control you will have an important
ace up your sleeve. If that Kingdom declares war on you, you may use your
secretly controlled Generals to capture their Forts and quickly turn the tide
of the war.
If one of the Generals that you have turned has a high leadership level, it may
be a good decision to leave the Fort uncaptured in case the enemy’s King is
slain in the war. In this situation, your Spy General may well become the
next King and subsequently turn the enemy empire over to you.
If your Spy is alone in an enemy Fort with the enemy King or a high ranking
General, it would be a good time to attempt an assassination. By being
22.3. ESPIONAGE
167
alone with the target, you will have a much better chance of succeeding.
When you are in an enemy building and selecting units to bribe, it is a good
idea to first choose those with the lowest loyalty to their King.
If you have more than one Spy in the building, you will be asked which one
will offer the bribe. Choosing the Spy with the highest skill will give you the
greatest chance of success, but it will also open your most valuable Spy to
the possibility of exposure and execution.
If you wish one of your Spies to “defect” to the enemy without the
enemy suspecting that he is a Spy, it may be wise to first change his
cloak to Independent white. While in that cloak, place him near
an Independent Village, Click on the Surrender Tile, and then
change your Spy’s cloak to the enemy’s color.
When you follow this procedure, your enemy will be notified that an Independent Villager has joined his Kingdom. If you change the Spy’s color directly
from yours, it is more likely that your enemy will suspect his motives and
then execute him.
Use your Spies to sow dissent in enemy Villages. If you have one or several
Spies in an enemy Village, watch for the loyalty level of that Village to fall to
a low level. Then, all at once, change the task of your Spies in that Village
from “Sleep” to “Sow Dissent”. Then sit back and watch the fun.
When a rebellion takes place, all of your Spies in the Village will exit and
change their cloaks to the color of a Kingdom that is not at war with your
enemy. When they are a safe distance from the fighting they will become
idle and wait for your further instructions.
When your Spy is toggled to “Sneak” and cloaked in the colors of
your enemy, your units will not attack him because they will be
aware of his true identity.
In the Sneak mode, you will also be able to control your Spy’s
movements. You may in this way try to infiltrate your Spy into enemy Forts.
This may be dangerous however because the computer or human opponents
will be more likely to notice that this unit is moving without any order for
him to do so. If they do notice, it will be the chop for him.
168
22.4
CHAPTER 22. STRATEGY TIPS
Small Kingdom Survival
If you are a small, weak Kingdom and wish to survive to become a big and
powerful Kingdom, it is very important to make sure that you keep a good
Reputation. This is because attacking a Kingdom with a high Reputation
will severely lower the Reputation of the attacking Kingdom.
It is also a good idea to try to form an alliance with a Kingdom that has a
high Reputation. This is because those Kingdoms will be less likely to break
their alliance treaty with you.
Making trade treaties with as many Kingdoms as possible is also a good idea,
both for your economy and for your survival. If you import a large amount of
goods from a Kingdom or if you sell a large amount of goods to a Kingdom,
they will be less likely to go to war with you.
Try to infiltrate as many Spies as you can into other Kingdoms—friend or
foe. While you are still small and weak, your Spies will be increasing their
skills and working their way into the society of the other Kingdoms.
Chapter 23
FAQ
23.1
How can I slow down or speed up the
game?
Press the 0–9 keys on your keyboard. 0 is pause and 9 is the fastest. Many
of the overlays and menus will still function with the game speed set to zero.
23.2
Why is my Caravan Tile disabled? I am
unable to hire any more Caravans!
This could be because you do not have enough money or, more probably,
because you do not have enough Villagers in your Empire to support any
more Caravans. Each Caravan needs 10 Villagers to support it.
You will not lose your existing Caravans, however, if you lose some of the
Villagers who are supporting them.
169
170
23.3
CHAPTER 23. FAQ
Why can’t I drop off any goods in the
Market of a Kingdom with which I have
a trade treaty?
If you were allowed to do this, the builders of a Market would quickly lose
control over what goods are being placed there. Only the kingdom which
owns a Market may sell its goods there.
If you have a Trade Treaty with a foreign Kingdom, you may instead build
your own Market in their territory; a Market that is Linked to their Villages
and into which you may drop off your goods for sale to the people of that
Kingdom.
Note that the Villagers of foreign Kingdoms will purchase goods from their
own Markets before they purchase goods from yours. So if you are planning
to build a Market in a foreign Kingdom, make sure that you put on sale only
those goods that the locals do not already have access to or of which they
have an insufficient supply.
23.4
Why is my Train Tile disabled? I am
unable to train any more Peasants!
This can occur if you have run out of money or, more likely, because there
are no more Peasants remaining in your Village. Although there still may
be many people living in your Village, they are all working at other jobs and
you will therefore be unable to train them.
Another reason is that you have no General or King in your Fort
and, therefore, no way to issue orders to the Village. If your General
has been slain in battle, you will need to promote a soldier to take
his place. To do this, select a soldier with high leadership skills
and Click on the Star Tile. He will then become a General.
23.5. I CAN NOT FIND MY KING! HOW DO I FIND HIM QUICKLY?171
23.5
I can not find my King! How do I find
him quickly?
Press the F5 key or Click on the Military Scroll at the top of your screen.
Then Double-Click on the King in the list of your military commanders.
This will center your main screen over his location. For an even faster
method, you can press the ‘K’ key to find and select your King.
23.6
Why is my Mine producing nothing even
though I have Miners inside?
Either the Natural Resource has been depleted or the stock of mined Raw
Materials has reached its maximum of 500. You must clear some of the stock
before you can mine any more.
The same thing will happen if your Factory’s stock has reached 500. In this
case, the Factory will stop producing Finished Goods.
23.7
I have ordered a building to be built,
but it wasn’t! Why not?
This could happen for several reasons. First of all, it is possible that you
have run out of money and cannot afford to build anything.
Secondly, the building placement square might have been black instead of
white when you clicked on the location. If it is black, it means that the
selected location is not open for building.
Thirdly, when the builder got to the location there may have been a mobile
unit temporarily occupying the space.
172
23.8
CHAPTER 23. FAQ
When I attack an Independent Village,
I end up killing everybody! How can I
do this and still leave some people alive?
You should try being more subtle in your methods: You could try building
a Fort, linked to the Village and staffed with a commander of the same
nationality. This will help to lower the Village’s resistance before your attack,
thus causing fewer casualties.
You could also try infiltrating a Spy or two of the same nationality as the
Villagers. Set their task to “Sow Dissent” and then wait for the resistance
to fall.
It is also important not to attack a Village with too few people.
23.9
I have no more Peasants available to
work in my new Mine, so I want to retire
some from my Factory and then train
them as Miners. But when I send them
from the Factory back to the Village,
they immediately go back to the Factory! How do I prevent this?
Before you send them from the Factory back to the Village, you should close
the Link between the two by Clicking on the rotating green and yellow circle.
This will prevent them from volunteering to work in the Factory again.
23.10. IT SEEMS THAT THE POSITIVE AND NEGATIVE NUMBERS SHOWING MY MONEY ST
23.10
It seems that the positive and negative
numbers showing my money statistics
are not correct! My money total is increasing, but the incoming money is
shown as a negative!
This is because the income is shown for the preceding 365 days. It may be
negative for that time period if you have paid for some expensive buildings
or hired some costly Mercenaries.
23.11
Why can’t I capture an enemy’s empty
Fort simply by moving into it? This
would seem the realistic thing to do!
It might seem so, but when playing the game with others you would see that
whenever you Sortied your troops for battle, another player would quickly
send a unit in to capture your Fort. Now that would not be very realistic.
Think of it this way: when your soldiers leave the Fort, they don’t leave it
completely empty. There is still support staff there and the gates are securely
locked. In this case, it would be far stranger if someone could just walk in
and claim it as their own.
If you want to capture a Fort (or other structures), make use of your Spies!
This way is much more fun!
23.12
I tried to settle a person in my Village
but he won’t go in! He just stands outside!
All Villages have a population limit of 60. If your Village is full, you will be
unable to settle anyone there.
In this case, it would be a good idea to settle a new Village next to the
174
CHAPTER 23. FAQ
old; then Click on the old Village. You will see an icon of four pink arrows
centered on the new Village. Right-Clicking on this will transfer Peasants
from the old Village to the new, thus freeing up space for more population
growth!
23.13
Does it help to have more than one
Tower of Science working on the same
project?
You bet! Two Towers with similarly skilled scientists will take half the time
of a single Tower to finish a project. But why stop at two? Try three, four,
or ten!
23.14
When I send a soldier into an already
full Fort, he replaces one inside who
then stands outside. I understand this,
but when I do it in a Factory or Mine,
etc. nobody comes out! Does somebody just disappear?
Nobody disappears. Unlike soldiers, who live in their Forts, workers in Factories and other buildings live in Villages. When you send someone into a
full Factory, the lowest skilled worker in that Factory will resign and become
a Peasant in his Village.
23.15
I have Caravans carrying Raw Materials into my Factory but nothing is being produced! Yes, my Factory already
has workers in it.
23.16. WHEN MY TROOPS HIT AN INDEPENDENT VILLAGE, THE VILLAGES SOMETIMES C
Click on your Factory and then Toggle the Change Production
Tile until the Factory’s production is set to match the incoming
Raw Material.
23.16
When my troops hit an independent
Village, the Villages sometimes come
out to fight and sometimes not. How
can I know which will happen?
Whether they come out to fight or not will depend on their resistance level
to your rule. Those Villagers who have a resistance level of more than 50
will come out to fight you.
You can check the average resistance level of the Village by Clicking on it.
23.17
There are Peasants still in my Village
but I find myself unable to Recruit any
of them!
This will occur if their loyalty level is 30 or less. Wait until it goes up (or
quickly raise it with a Grant) and then try again.
23.18
Why can’t I fire on my Porcupines?
You must hold down the Shift key when you target your Porcupine. This
is because the Right-Click, by itself, is used to select Troops.
23.19
Is there any risk to using people who
have defected to me?
Yes there is. It is always possible that a defector is in fact a Spy in the pay
of an enemy. Generally speaking, units coming from Independent Villages
176
CHAPTER 23. FAQ
are not Spies. It is possible, however, that a clever enemy may first disguise
his Spy as an Independent before ordering him to defect to you.
23.20
I see my Caravan standing still outside
my Market. Why is it doing this?
It may be because a Market at which you have set it to stop has either been
destroyed or closed to you by your state of war with that Kingdom.
23.21
How do I move my Village nearer to
a Mine so that I can save on the Raw
Material transportation time and cost?
It is a good idea to build up Villages in the vicinity of Mines. The first
thing that you should do is to build and staff a new Fort near to the Mine.
You should then slowly Recruit as many Villagers as you can from your old
Village and Settle them within Linking distance of the new Fort.
Because Recruiting causes a drop in the Villager’s Loyalty, it may be a good
idea to Train some of the Villagers in Mining and Manufacturing instead.
This is a good idea because you will need Miners and Manufacturers at the
new Village anyway, and by Training them instead of Recruiting them, you
will avoid the drop in Loyalty.
23.22
Does it make a difference if your Peasants have a Loyalty Level of 40 as compared to 100? Do they produce more
food or what?
They do not produce more or work harder. The reason for wanting a high
Loyalty Level is that your people will be less likely to revolt or defect, harder
(and more expensive) to bribe, easier to tax, and generally easier to control.
23.23. HOW CAN I QUICKLY REMOVE THOSE NEWS MESSAGES AT THE BOTTOM OF THE
23.23
How can I quickly remove those news
messages at the bottom of the screen?
Press the X key on your keyboard.
23.24
How can I quickly execute a person
whom I suspect of being a Spy?
Select the unit and then Click on the X icon that you can see to the left
of the unit’s hit-point bar. This is also useful getting rid of old caravans or
unneeded immigrants.
23.25
How can I train a Spy as a Soldier so
that I may try to infiltrate him into an
enemy Fort?
You first train a Villager in Spying. When he exits the Village, send him
into one of your Forts for a short time so that he can gain some soldiering
skills. When you take him out of the Fort, he will be sporting two icons over
his head: one showing that he is a Spy, and one showing that he is also a
Soldier.
Chapter 24
Credits
24.1
Enlight Software
Project Management
Design
Lead Programming
Programming
Graphics and Animation
Manual, Tutorial and
Historical Research
Music
Sound Effects
Beta Testing Management and Public Relations
Trevor Chan
Trevor Chan
Trevor Chan
Alex Leung, Gilbert Luis
Lok Cheung, Dennis Fong, Chris Whitehouse,
Cheri Lee
Chris Whitehouse
Bjørn Lynne
Chris Whitehouse, Bjørn Lynne
Fiona Hau
178
24.1. ENLIGHT SOFTWARE
Special Thanks
Internal Playtesters
External Playtesters
179
Faisal Chughtai, Sorin Cristescu, Sylvia Duggan,
Tom and Chris Hepner, Kei Iikawa, Sven Johansson, Ramin Mennati, Reza Mirbaha, Gary
A. Rendsburg, Meridith Naeff-Snijder, Christoph
Schuppius, Kayoko Takata, Dr. J.G.J. ter Haar,
Jay Tharp, Björn “SwedBear” Tidal, Jeff Truelsen
JP Berard, Phil Natta
Bjørn Almaasbakk, Steen Brage-Andersen,
Richard Arnesen, JP Bernard, Chris Butcher,
Bryan Caldwell, Gabriel Gils Carbo, Adam
Carrera, Kent Coleman, Sorin Cristescu,
Christopher Dagnon, Al Demauro, Lord Grey
Deathstalker, Troy Denkinger, Chris Edwards,
Daniel “KingLord” Eichling, Dennis “Raman”
Friedel, Drew Fudenberg, Michael Garrett, Kevin
Glowacki, Raymond Graham, Ed Gruberman,
Brian Haines, Tom Harlin, Leonard Hemsen, Chris
and Tom Hepner, Ben Herd, Benjamin van Hoeson, Allen Holland, Bryan Hollis, Bjørn “Streakk”
Jørgensen, Sven Johansson, Christopher E. Johnson, Tim Jordan, Robert Keating, Brian “Child
Prodigy” Lander, Michael “Windy Cloud” Leung,
Todd Lewis, Li Chung Liu, Steve Lieb, Nico “Santirix” Lelièvre, Mark Logsdon, Crist-Jan Mannien,
Chris “Sgt. Shaggy” Massey, Ron Markey, Kevin
Meboe, Rob Mooney, David Newman, Tomi J
Nissinen, Rick Lam, Tim “Fedorov” Nush, Mike
“Acheman” O’Dell, Lawrence “Thunder Axe”
Oei, Greg Ottoman, Dorian “Atrius” Ouer, Reffli
“OgReff” Palandeng, Ralf Papen, Jim Pedicord,
Stephen “North” Peers, Gaspar Peixoto, David
Poythress, Stefan “Amarok” Renzewitz, Louis
Rhodes, Ashley Richardson, Dean Robb, Roland
“Wheat King” Ryan, Anthony “Rasputin” Sage,
Jason “Repo Man” Schellenberg, Kent Schliiter,
Christoph Schuppius, Robbie Simpson, David
“the Wild” Smith, Randy Smyth, Todd Strobl,
Kate Tamblyn, Kent “vEGITa” Tan, Jay Tharp,
Björn ”SwedBear” Tidal, Jeff Truelsen, Ron
Williams, Roger Yates, Christopher Yoder
180
24.2
CHAPTER 24. CREDITS
Interactive Magic
Executive Producers
Project Manager
Marketing Director
Product
Marketing
Manager
Marketing Technical
Specialist
Manual Layout
Install Programmer
Quality Manager
Quality Coordinator
Internal Playtesters
External Playtesters
24.3
Ray Rutledge, Joe Rutledge
Steven A. Wartofsky
Gina Waluk
Angela Lipscomb
Brian Tate
Sarah O’Keefe and Alan Pringle of Scriptorium
Publishing Services, Inc.
Steve Bridge
David Green
Sean McDaniels
Brian Davis VII, Joe Allen, Mike Pearson, James
Cowgill, JP Berard, Carlin Gartrell, Chuck Rice,
Adam Turner, Chris Gardner, Denham Hardman,
Anthony Lazaro, Becky Starling
Jim Pedicord, Marcus Nelson, Gino Costa, Matt
McKeehan, Gary Newcomb, Rich Arnesen, Steve
Szymanski, Craig Bucklin, Daniel Orr, Mark Wilson, Jeff Key
Seven Kingdoms: Ancient Adversaries
OSS Project
Programming
Manual
Russian Translation
Special Thanks
Jesse Allen, Jeffrey LaCombe, Jeffrey Finkelstein,
Alex Streit, Aleksey V, L. Alberto Giménez, Martin DP, Unavowed, Erik Lissel, toaster, Richard
Dijk, Daniel Santos, Alejandro Ramirez, Elmo
Todurov, Steve Lavoie, Dmitry Marakasov, Ralf
Lang, Keegan Drake H.P, Sauron, Bretislav Stec,
Timothy Rink
Timothy Rink, Jeffrey LaCombe, Jesse Allen,
Richard Dijk
Olya Kudryavtseva, Vlad Klevtsov, Elena Zasutskaya, Natalie Feotistova
Trevor Chan, Every 7kfan
Chapter 25
License
GNU GENERAL PUBLIC LICENSE Version 2, June 1991
Copyright c 1989, 1991 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
Everyone is permitted to copy and distribute verbatim copies of this license
document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your freedom to
share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software—to
make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation’s software and to any
other program whose authors commit to using it. (Some other Free Software
Foundation software is covered by the GNU Library General Public License
instead.) You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our
General Public Licenses are designed to make sure that you have the freedom
to distribute copies of free software (and charge for this service if you wish),
that you receive source code or can get it if you want it, that you can change
the software or use pieces of it in new free programs; and that you know you
can do these things.
181
182
CHAPTER 25. LICENSE
To protect your rights, we need to make restrictions that forbid anyone to
deny you these rights or to ask you to surrender the rights. These restrictions
translate to certain responsibilities for you if you distribute copies of the
software, or if you modify it.
For example, if you distribute copies of such a program, whether gratis or
for a fee, you must give the recipients all the rights that you have. You must
make sure that they, too, receive or can get the source code. And you must
show them these terms so they know their rights.
We protect your rights with two steps: (1) copyright the software, and (2)
offer you this license which gives you legal permission to copy, distribute
and/or modify the software.
Also, for each author’s protection and ours, we want to make certain that
everyone understands that there is no warranty for this free software. If the
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Finally, any free program is threatened constantly by software patents. We
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obtain patent licenses, in effect making the program proprietary. To prevent
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free use or not licensed at all.
The precise terms and conditions for copying, distribution and modification
follow.
Terms and Conditions For Copying,
Distribution and Modification
0. This License applies to any program or other work which contains a
notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The “Program”, below,
refers to any such program or work, and a “work based on the Program” means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion
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183
the Program is not restricted, and the output from the Program is
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this License and to the absence of any warranty; and give any other
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You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion of
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such modifications or work under the terms of Section 1 above, provided
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(b) You must cause any work that you distribute or publish, that in
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(c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an
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the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and
can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections
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CHAPTER 25. LICENSE
the same sections as part of a whole which is a work based on the
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and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest your
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the right to control the distribution of derivative or collective works
based on the Program.
In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a
volume of a storage or distribution medium does not bring the other
work under the scope of this License.
3. You may copy and distribute the Program (or a work based on it, under
Section 2) in object code or executable form under the terms of Sections
1 and 2 above provided that you also do one of the following:
(a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software
interchange; or,
(b) Accompany it with a written offer, valid for at least three years, to
give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable
copy of the corresponding source code, to be distributed under the
terms of Sections 1 and 2 above on a medium customarily used
for software interchange; or,
(c) Accompany it with the information you received as to the offer to
distribute corresponding source code. (This alternative is allowed
only for noncommercial distribution and only if you received the
program in object code or executable form with such an offer, in
accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to control
compilation and installation of the executable. However, as a special
exception, the source code distributed need not include anything that
is normally distributed (in either source or binary form) with the major
185
components (compiler, kernel, and so on) of the operating system on
which the executable runs, unless that component itself accompanies
the executable.
If distribution of executable or object code is made by offering access
to copy from a designated place, then offering equivalent access to copy
the source code from the same place counts as distribution of the source
code, even though third parties are not compelled to copy the source
along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise
to copy, modify, sublicense or distribute the Program is void, and will
automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License
will not have their licenses terminated so long as such parties remain
in full compliance.
5. You are not required to accept this License, since you have not signed it.
However, nothing else grants you permission to modify or distribute the
Program or its derivative works. These actions are prohibited by law if
you do not accept this License. Therefore, by modifying or distributing
the Program (or any work based on the Program), you indicate your
acceptance of this License to do so, and all its terms and conditions for
copying, distributing or modifying the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these
terms and conditions. You may not impose any further restrictions
on the recipients’ exercise of the rights granted herein. You are not
responsible for enforcing compliance by third parties to this License.
7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions
are imposed on you (whether by court order, agreement or otherwise)
that contradict the conditions of this License, they do not excuse you
from the conditions of this License. If you cannot distribute so as
to satisfy simultaneously your obligations under this License and any
other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not
permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you
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CHAPTER 25. LICENSE
could satisfy both it and this License would be to refrain entirely from
distribution of the Program.
If any portion of this section is held invalid or unenforceable under any
particular circumstance, the balance of the section is intended to apply
and the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any patents
or other property right claims or to contest validity of any such claims;
this section has the sole purpose of protecting the integrity of the free
software distribution system, which is implemented by public license
practices. Many people have made generous contributions to the wide
range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide
if he or she is willing to distribute software through any other system
and a licensee cannot impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in certain
countries either by patents or by copyrighted interfaces, the original
copyright holder who places the Program under this License may add an
explicit geographical distribution limitation excluding those countries,
so that distribution is permitted only in or among countries not thus
excluded. In such case, this License incorporates the limitation as if
written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions
will be similar in spirit to the present version, but may differ in detail
to address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and “any
later version”, you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number
of this License, you may choose any version ever published by the Free
Software Foundation.
10. If you wish to incorporate parts of the Program into other free programs
whose distribution conditions are different, write to the author to ask
for permission. For software which is copyrighted by the Free Software
187
Foundation, write to the Free Software Foundation; we sometimes make
exceptions for this. Our decision will be guided by the two goals of
preserving the free status of all derivatives of our free software and of
promoting the sharing and reuse of software generally.
No Warranty
11. Because the program is licensed free of charge, there is
no warranty for the program, to the extent permitted
by applicable law. Except when otherwise stated in writing the copyright holders and/or other parties provide
the program “as is” without warranty of any kind, either
expressed or implied, including, but not limited to, the
implied warranties of merchantability and fitness for a
particular purpose. The entire risk as to the quality and
performance of the program is with you. Should the program prove defective, you assume the cost of all necessary servicing, repair or correction.
12. In no event unless required by applicable law or agreed
to in writing will any copyright holder, or any other
party who may modify and/or redistribute the program as
permitted above, be liable to you for damages, including
any general, special, incidental or consequential damages
arising out of the use or inability to use the program
(including but not limited to loss of data or data being
rendered inaccurate or losses sustained by you or third
parties or a failure of the program to operate with any
other programs), even if such holder or other party has
been advised of the possibility of such damages.
End of Terms and Conditions
Appendix: How to Apply These Terms to Your
New Programs
If you develop a new program, and you want it to be of the greatest possible
use to the public, the best way to achieve this is to make it free software
which everyone can redistribute and change under these terms.
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CHAPTER 25. LICENSE
To do so, attach the following notices to the program. It is safest to attach
them to the start of each source file to most effectively convey the exclusion
of warranty; and each file should have at least the “copyright” line and a
pointer to where the full notice is found.
one line to give the program’s name and a brief idea of what it
does.
Copyright (C) yyyy name of author
This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the
License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied
warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
more details.
You should have received a copy of the GNU General Public
License along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
02110-1301, USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this when it
starts in an interactive mode:
Gnomovision version 69, Copyright (C) yyyy name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for
details type ‘show w’.
This is free software, and you are welcome to redistribute it under
certain conditions; type ‘show c’ for details.
The hypothetical commands show w and show c should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than show w and show c; they could even be
mouse-clicks or menu items—whatever suits your program.
189
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a “copyright disclaimer” for the program, if necessary.
Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
‘Gnomovision’ (which makes passes at compilers) written by James
Hacker.
signature of Ty Coon, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Library General Public
License instead of this License.