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Instruction Manual
1
Copyright Notice
C
opyright © 1997 Enlight Software and Interactive Magic. All rights reserved.
This manual and the computer programs on the accompanying CD-ROM are
copyrighted and contain proprietary information. No one may give or sell copies
of this manual or the accompanying CD or other works of Interactive Magic,
Inc., to any person or institution, except as provided for by written agreement
with the copyright holder. Disassembly, reverse compilation and any other form
of reverse engineering of the programs on the CD are unauthorized. No one
may copy, photocopy, reproduce, translate this manual, or reduce it to machinereadable form, in whole or in part, without prior written consent of the copyright holder. Any person/persons reproducing any portion of this program, in
any media, for any reason, shall be guilty of copyright violation and criminal liability as provided by law, and shall be subject to civil liability at the discretion of
the copyright holder.
Limited Warranty
I
nteractive Magic warrants that the CD-ROM on which the enclosed program
is recorder will be free from defects in materials and workmanship for a period of
60 days from the date of purchase. If within 60 days of purchase the CD proves
defective in any way, you may return the CD to Interactive magic, 140 South
Center Court, Suite 800, Morrisville, NC, 27560, and Interactive Magic will
replace the disk free of charge.
INTERACTIVE MAGIC MAKES NO OTHER WARRANTIES, EITHER
EXPRESS OR IMPLIED, WITH RESPECT TO THE CD OR THE SOFTWARE PROGRAM RECORDED ON THE CD OR THE GAME
DESCRIBED IN THIS MANUAL, THEIR QUALITY, PERFORMANCE,
MERCHANTABILITY, OR FITNESS FOR ANY PARTICULAR PURPOSE.
THE PROGRAM AND GAME ARE SOLD “AS IS.” THE ENTIRE RISK AS
TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN
NO EVENT WILL INTERACTIVE MAGIC BE LIABLE FOR DIRECT,
INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE CD, PROGRAM, OR GAME EVEN IF
INTERACTIVE MAGIC HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION
OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
2
Seven Kingdoms
What to do if you have a defective CD
S
hould you have a defective CD, please return the CD only (keep all other
parts of the game) to our Customer Support Department, along with a note
describing the problem you have encountered. A replacement CD will be provided upon our receipt of the defective CD.
Always make sure to include your name, address, and daytime telephone number
with any correspondence.
Questions or Problems
I f you have difficulties with this game and cannot find the solution in this
booklet, please call our Technical Support Line at (919) 461-0948, 9 a.m. to 9
p.m. EST Monday through Friday, and a member of our support staff will assist
you. We will be best able to help you if you are at your computer when you call.
You may also obtain customer service via the major on-line services. We can be
reached via e-mail through the following services:
Internet: [email protected]
CompuServe: 75162,1202
America Online: ASKIMAGIC
For more information about Interactive Magic and our products, visit our web
site on the Internet:
http://www.imagicgames.com
Interactive Magic and the Interactive Magic logo are trademarks of Interactive
Magic, Inc. Enlight Software and the Enlight Software logo are trademarks of
Enlight Software. All other companies or products mentioned herein are the
property of, and may be trademarks of, their respective owners.
3
Contents
Introduction
9
Starting a New Game
10
Minimum Requirements
10
Optional
10
Installation & Start-up
11
Registration
11
Troubleshooting
12
Mouse Commands
12
The Main Menu
13
Main Menu
25
Hot Keys
28
The Village
31
Village Demographics
32
Commanding Your Peasants
The Information Interface
Kingdoms
42
Villages
43
Economy
44
Trade
46
34
41
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Seven Kingdoms
Military
46
Technology
46
Espionage
46
Ranking
47
State of the Kingdom
47
Map Modes
50
Unit Information
51
News
51
Buildings, Workers & Links
52
Constructing your Buildings
52
Selling your Buildings
53
Demolishing your Buildings
53
Repairing your Buildings
54
Units in Buildings
54
Linking your Buildings
56
Force & Its Use
62
The Fort
62
Developing Your Economy
71
Mines and their Placement
71
Factories and Finished Goods
74
Markets & Caravans
75
Trading Situations
80
Developing Weapons
85
Towers of Science
85
War Factories
87
Weapons
89
Harbors & Ships
94
Traders
95
Transports
95
Caravels
95
Galleons
96
5
Damaged Ships & Injured Sailors
Conducting Seaborne Trade
97
War on the High Seas
100
96
Mercenaries
102
Hiring Mercenaries & Skilled Foreign Workers
Diplomacy
104
Contacting other Kingdoms
104
Replying to other Kingdoms
105
Possible Diplomatic Overtures
106
Changes in Diplomatic Status
111
Information
112
Multi-Player Chat
112
Diplomatic Message Logs
113
Creating an Empire
114
Settling New Villages
114
Taking over Enemy Villages
115
Absorbing Independent Villages
116
Spies & Espionage
119
Infiltrating Spies
119
Other Espionage Details
Counterspies
127
124
Nationalities
128
Chinese
129
Greeks
130
Japanese
131
Maya
132
Normans
133
Persians
134
Vikings
135
Fryhtans & Their Ways
136
6
102
Seven Kingdoms
Seats of Power & Greater Beings
Greater Beings
139
How to Invoke a Greater Being
138
Rebellion & Rebels
147
Rebellious Units
147
Rebellious Peasants
147
Mobile Rebels
148
Rebel Controlled Villages
148
Attacking Rebel Controlled Villages
Destroying a Rebel Village
148
Fire & the Forces of Nature
Fire
149
Lightning
149
Earthquakes
150
Rain
150
Snow
150
Tornadoes
150
149
Assorted Costs & Amounts
151
Strategy Tips
154
Economic
154
Military
154
Espionage
155
Small Kingdom Survival
157
FAQ
158
Credits
164
Enlight Software
Interactive Magic
164
166
7
146
148
8
1
INTRODUCTION
E nter the world of Seven Kingdoms, a world of intrigue and diplomacy, of trade, conquest, and espionage.
Take control of any of seven emerging civilizations: Chinese, Persian,
Japanese, Greek, Norman, Viking, or Mayan.
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.
Seven Kingdoms 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.
9
2
STARTING A NEW
GAME
T
o play Seven Kingdoms, the following hardware and software is
required:
Minimum Requirements
A 100% Windows 95–compatible computer system (including a
CD-ROM drive, input devices, video card and sound card).
Pentium Processor
DirectX 5.0 (included on the game’s CD)
DirectX-compatible video card and drivers, supporting 256 colors
and 800x600 resolution.
16MB RAM
Optional
I nternet play: An open connection to the Internet is required, at 28.8
kbps or faster.
Local-area network: an IPX network protocol on each computer is
required in order to play a multi-player LAN game.
TCP/IP: This may also be used for multi-player games.
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Seven Kingdoms
Modem-to-Modem: Minimum 28.8 kbps modem required.
Direct Link: A null-modem cable is required for a two-player game.
DirectX-compatible sound card (connection to CD-ROM drive is
necessary for music playback).
Installation & Start-up
B efore beginning installation, please close all other applications that
you may be running.
Insert the Seven Kingdoms CD into your CD-ROM drive. After a few
moments, the Seven Kingdoms Autoplay screen will appear.
Click on the Install Button to begin the installation of Seven Kingdoms. Follow the prompts that you will see as the installation
progresses. If your computer does not yet have the DirectX 5 drivers,
they will be installed from the Seven Kingdoms CD.
After installation is complete you will need to restart your computer so
that all of the new settings can take effect.
You can now run Seven Kingdoms by Clicking on Start/Programs/
Seven Kingdoms/Seven Kingdoms. You must have the Seven Kingdoms CD in your CD-ROM drive in order to play the game.
Registration
P lease fill out and send in the registration card that was included in
your Seven Kingdoms box. Registered users are eligible for special promotions and updates from Interactive Magic.
11
Chapter 2: Starting a New Game
Troubleshooting
Problem
Solution
The program won’t
install.
You may not have enough space on your
hard drive. Try freeing up disk space by
deleting any non-essential files from your
hard-drive.
There is no sound
when I play.
Make sure that you have a DirectX-compatible sound card (connection to
CD-ROM drive is necessary for music
playback).
If you do, make sure that your speakers are
plugged in and turned on.
When I start up the
game the screen gets
distorted with the middle of the picture being
lined up just off the left
side of the screen.
You must change your Desktop resolution
from 640X480 to 800X600.
To do this, Right-Click anywhere on your
Windows Desktop. Then choose Properties from the menu. Now Click on the Settings folder. Inside the Settings Folder,
slide the arrow to the right until it reads
800X600 or higher.
The game is running
too slowly and/or constantly crashing.
If you do not have at least 16MB of RAM,
Seven Kingdoms will not run properly.
Mouse Commands
To play the game, you need to know a few game basics. The following
table lists the mouse commands.
Action
Description
Click
Press the left mouse button once.
Double-Click
Press the left mouse button twice quickly.
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Seven Kingdoms
Action
Description
Right-Click
Press the right mouse button once.
Group Select
Click and hold down the Left mouse button, dragging a box around the intended group.
The Main Menu
Your entrance to the world of Seven Kingdoms begins with
Double Clicking on your Seven Kingdoms Icon.
After the opening animation has ended,
you will be taken to the Main Menu,
where you will have a choice between playing a Single- Player or Multi-Player Game,
or viewing the Encyclopedia or Hall of
Fame.
Single-Player Game
I
f you wish to play a Single-Player Game, Click on the Single Player
Sword. When you do you will bring up the following menu:
13
Chapter 2: Starting a New Game
Training
I t 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 indepth reference book.
When you Click on the Training Sword you will be taken to a menu listing all of Seven Kingdoms’ 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.
14
Seven Kingdoms
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
C
licking on the New Game Sword will take you to the New SinglePlayer 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.
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 two choices for terrain and three for land mass.
15
Chapter 2: Starting a New Game
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.
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.
16
Seven Kingdoms
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.
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.
17
Chapter 2: Starting a New Game
Natural Resources Nearby?: This options 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.
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
18
Seven Kingdoms
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 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.
Winning & Losing
Y
ou 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.
19
Chapter 2: Starting a New Game
Load Game
C
licking 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.
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. Multi-Player
Games will have the .SVM extension.
20
Seven Kingdoms
Scenario
C
hoosing 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.
Multi-Player Game
One Seven Kingdoms CD-ROM can support up to four players in a MultiPlayer Game.
21
Chapter 2: Starting a New Game
W
hen you Click on the Multi-Player Sword you will see four connection options: IPX Network, TCP/IP Network, Modem or Direct
Link. Click on the type of connection that you will be using.
Then, 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 Multi-Player 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.
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 will
send you to the Available Games page.
There you will find a list
of the games that have
been created. They will
be listed by the names of
their creators. It amy
take a few seconds for
the list of games to
appear.
Click on the Game Number Button to the left of the desired game’s
name. Then Click on the Join Button on the bottom of the page. This
will take you to the Multi-Player Options pages.
The Multi-Player 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.
22
Seven Kingdoms
The multi-player
options page includes a
list of players who have
joined the game, and a
Chat window where
players may discuss
options selection, strategy, or how they intend
to grind their rivals into
dust. These items do not
appear on the SinglePlayer 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.
23
Chapter 2: Starting a New Game
Encyclopedia
T
he Encyclopedia includes images and informative descriptions of
units and buildings appearing in Seven Kingdoms.
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.
Hall of Fame
A t the end of every game of Seven Kingdoms 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.
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.
24
Seven Kingdoms
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.
Main Menu
W hile you are playing a game of
Seven Kingdoms 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.
25
Chapter 2: Starting a New Game
Options
T
he 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’ 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.
26
Seven Kingdoms
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 Multi-player games.
Save Game
I f 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.
27
Chapter 2: 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.
Retire
W hen you decide to retire from a game of Seven Kingdoms, 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 Multi-Player game, the computer will
take control of your kingdom and do its best to finish on top.
Map I.D.
T
he 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.
Hot Keys
F1-F8
Open Scroll Reports.
F9
View the News Log.
Esc
Close Scroll Reports.
Up/
Down
Arrows
Go to the previous/next building of the same type as
the currently selected one.
Left,
Right
Arrows
Go to the previous/next object of the same type and
of the same nationality as the currently selected one.
K
Select your King and center the screen on him.
G
Select a General and center the screen on him. Press
repeatedly to cycle through all of your Generals.
28
Seven Kingdoms
F
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.
Y
Select a Spy and center the screen on him. Press
repeatedly to cycle through all of your Spies.
H
Select a Ship and center the screen on it. Press repeatedly to cycle through all of your Ships.
J
Center the screen on the location of a Natural
Resource deposit.
F11
Capture the Screen to a .BMP file. The screenshot will
be saved in the game’s directory.
F12
Quit the Game.
0 (zero)
Pause the Game. Many overlays and menus will still be
operational even while the game is paused, but units
cannot be given new orders.
1-9
Set the Speed of the Game. 1 is the slowest and 9 the
fastest.
L
Load a Game.
S
Save the Game.
The game will be Auto-Saved every two months in a
separate file.
Q, W, E
Switch the World Map Display Modes.
X
Clear all News and/or Chat messages from the screen.
O (Oh)
In-Game Options Menu.
P
Toggle between Opaque and Transparent Reports.
>
.
Next block of text in Training.
29
Chapter 2: Starting a New Game
<
,
Previous block of text in Training.
Ctrl + (09)
Assign all selected units to a numbered group.
Alt + (0-9)
Select all mobile units previously assigned to a numbered group.
Alt +
RightClick
Manually assign waypoints to mobile unit(s). After setting waypoints, use a normal Right Click to set the
final destination.
30
3
THE VILLAGE
C
lick 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.
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Chapter 3: The Village
Village Demographics
Population/Nationality
T
he 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.
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 14.
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 20 for Economic Strategy Tips.
Peasants
A t 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.
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Seven Kingdoms
Loyalty
T
hese 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.
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.
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Chapter 3: The Village
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.
Quality of Life
H
aving 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 Seven Kingdoms: 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.
Commanding Your Peasants
Recruit
W ith 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.
34
Seven Kingdoms
Moving between Villages
I f 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 you get
when Recruiting Villagers, you may Right-Click on the Pink 4-Arrow
Icon. One Villager at a time will then move from the selected Village
into the Village under the Icon.
Train
A ny Peasant may be trained in any of several useful skills.
Training 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
F irst 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.
35
Chapter 3: The Village
You may cancel the training of a unit by
Clicking on the large X to the right of the
blue progress bar.
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.
36
Seven Kingdoms
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.
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.
37
Chapter 3: The Village
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 & Espionage, see Chapter 13.
More Details on all Trained Units
W hen 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
computer-controlled 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 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.
38
Seven Kingdoms
Collect Tax
Taxes are yours to command from your people.
In Seven Kingdoms 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 RightClick 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 Right-Clicking 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.
Grant
G rants 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.
39
Chapter 3: The Village
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 RightClicking 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.
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.
40
4
THE INFORMATION
INTERFACE
O n 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.
41
Chapter 4: The Information Interface
Kingdoms
O pen 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.
Below this area you will see three buttons that will take you into three
different areas. These are Information, Diplomacy and the Diplomatic Log.
Information
U nder 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.
42
Seven Kingdoms
Allow Attack
B y 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.
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.
Diplomacy & Diplomatic Log
F or these two buttons, see the detailed descriptions in Chapter 11.
Villages
O pening 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.
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Chapter 4: The Information Interface
Economy
O pen 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:
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.
44
Seven Kingdoms
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.
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.
45
Chapter 4: The Information Interface
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.
Trade
I nside 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. Double-Clicking on a Caravan or a Trader in this menu will center your
screen over it.
Military
I n 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. Double-Clicking on the King or a General will center your
screen over his location.
Technology
T
his 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.
Espionage
T
his 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.
46
Seven Kingdoms
Ranking
T
his 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.
State of the Kingdom
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.
Food
T
he 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.
Treasure
T
he 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.
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Chapter 4: The Information Interface
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. They will fall into disrepair and eventually collapse.
Calendar
I t is here that you see the day and year. In a Multi-Player game this
may become very important when you and your Allies are synchronizing
an attack on another Kingdom.
Reputation
T
his 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.
48
Seven Kingdoms
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.
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 point for killing a Civilian.
-0.3 points if one of your Civilians is killed 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 severe 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.
49
Chapter 4: The Information Interface
Map Modes
O n 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.
Terrain View Button
T
his 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.
Borders View Button
T
he 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.
Village View Button
C
licking 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.
50
Seven Kingdoms
Unit Information
W
henever 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 bears a unique name.
To center a selected Person, Weapon, Ship, Caravan or Building on the
main screen, Click on its name.
News
O n 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
Icon or press the X key on your keyboard..
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.
51
5
BUILDINGS, WORKERS
& LINKS
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 white box.
The box will be black if it is over an
area where you may not build. It will
be white if it is over an acceptable
area.
Click when the box is white 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.
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Seven Kingdoms
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.
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.
Demolishing your Buildings
I f 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 building.
53
Chapter 5: Buildings, Workers & Links
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.
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.
Units in Buildings
W
henever 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.
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, Right-Click on it. He will then exit the building with
all of his skills intact.
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Seven Kingdoms
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.
Changing a Worker’s Residence
I f 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.
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Chapter 5: Buildings, Workers & Links
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.
Linking your Buildings
L
inks 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.
Open Links
L
inks 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.
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.
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Seven Kingdoms
Inactive Links
L
inks 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.
Fort–Village Links
A n open Link
between a Fort
and a Village will
allow the King or
General in the
Fort to exert their
authority over the
Village.
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Chapter 5: Buildings, Workers & Links
Village–Firm Links
A n 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.
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Seven Kingdoms
Village–Market Links
A n 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.
Market–Factory Links
A n 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.
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Chapter 5: Buildings, Workers & Links
Market–Mine Links
A n 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.
Factory–Mine Links
A n 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.
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Seven Kingdoms
Market, Factory, Mine–Harbor Links
A n 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 cargos 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.
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6
FORCE & ITS USE
The Fort
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
Fort
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 & Training
I n 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.
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.
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Seven Kingdoms
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 & Leadership Levels
C
onscripted 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 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
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Chapter 6: Force & Its Use
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
A bove 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.
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.
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Seven Kingdoms
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.
Unit Alertness Modes outside of Forts
O utside 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.
Sortie
W hen 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.
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Chapter 6: Force & Its Use
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 RightClicking 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.
Selecting Units in a Crowd
S
electing 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.
Withdrawal
T
o 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.
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Seven Kingdoms
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.
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.
The Death of a King
I f 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.
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.
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Chapter 6: Force & Its Use
Restoring Unit Health
A ll 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.
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.
Promotion, or How to make a General
E
ach 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.
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.
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Seven Kingdoms
Demotion
A ssigning 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.
Honors
H
onors 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.
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.
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Chapter 6: Force & Its Use
Betrayal
I f 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.
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7
DEVELOPING YOUR
ECONOMY
Mines and their
Placement
M
ines 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
Mine
a dependent relationship with other kingdoms.
All Mines must be built, by a unit trained in either Mining or Construction, atop a Natural Resource deposit.
Natural Resources
Copper
Iron
S
Clay
cattered 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 7: 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.
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
white 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.
Linking your Mines
I f the Mine is Linked to a Village and the Link is open, Peasants from
the Village will voluntarily go to work down 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.
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Seven Kingdoms
T
he 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.
Operational Information
W hen 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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Chapter 7: Developing Your Economy
Factories and Finished
Goods
F actories 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.
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.
Factory
Finished Goods
Copperware
(Copper)
Ingots
(Iron)
Pottery
(Clay)
Toggling Production
W hen 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).
Operational Information
W hen 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:
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Seven Kingdoms
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 number reaches the Maximum of 500 then production in your Factory will shut down until some of the units have been cleared.
Markets & Caravans
Building & Linking Markets
A s was previously discussed, the correct use and
placement of Markets is the key to a successful and
profitable economy. As Markets are where your
Market
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.
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Chapter 7: Developing Your Economy
Operational Information
W hen 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.
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.
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Seven Kingdoms
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.
Hiring and Routing Caravans
W hile 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 & 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 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.
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Chapter 7: Developing Your Economy
Setting Caravan’s Loads
W hen 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.
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
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Seven Kingdoms
camel you see is symbolic of a Caravan, which is made up of a long train
of camels.
Can You Drop Off Your Goods at Foreign
Markets?
N o. 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.
Closed Markets
S
ome 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.
Healing Injured Caravans
I f 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.
Limits on Caravan Numbers
O ne 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.
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Chapter 7: Developing Your Economy
If you later have a drop in Villager population, you will not, however,
lose your current Caravans.
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.
Disbanding Caravans
I
f you wish to disband a Caravan just Click on the big X to the left of
the Hit-Point bar.
Trading Situations
A lthough 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.
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Seven Kingdoms
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.
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.
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Chapter 7: Developing Your Economy
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.
Situation C: In one Village you have a lot of potential
consumers, yet you have no Finished Goods to sell to
them and no chance to produce them yourself.
F rom 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.
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Seven Kingdoms
Situation D: You have many skilled Factory workers,
turning out a surplus of goods.
A s 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).
How can you sell even more goods in the above
situation?
H
aving 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 building of Factories, Mines, Towers of Science and War Factories.
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Chapter 7: Developing Your Economy
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.
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.
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8
DEVELOPING WEAPONS
Towers of Science
W ithout 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
Tower of Science 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.
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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Chapter 8: Developing Weapons
Choosing Technology to Research
W hen 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 completed 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.
Weapon Levels
M
ost 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.
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Seven Kingdoms
To view the progress of research at all Towers of Science, press the F6
key.
War Factories
W
War Factory
ar 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.
Make Weapon
W hen 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
researched. (See Tower of Science). If you have not yet researched any
Weapons, you will be unable to build anything.
Producing a Single Weapon
C
lick 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
T
o 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.
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Chapter 8: Developing Weapons
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 HitPoints 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.
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Seven Kingdoms
Weapons
Catapult
Ballista
Cannon
Spitfire
Porcupine
Targets:
Ground & Sea
Catapults
Yearly Cost:
Mark I
Stone Projectile
Range 1-7
Damage Low
50
Hit-Points:
50
Mark II
Naphtha Projectile
Range 1-7
Damage Medium
C
atapults 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.
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Mark III
Naphtha Projectile
Range 1-7
Damage High
Chapter 8: Developing Weapons
Ballistæ
Yearly Cost:
Mark I
Range 1-7
Speed Slow
60
Hit-Points:
60
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.
90
Targets:
Ground, Sea
& Air
Mark III
Range 1-7
Speed High
Seven Kingdoms
Cannon
Yearly Cost:
Mark I
Range 1-6
Damage Low
80
Hit-Points:
60
Mark II
Range 1-7
Damage Medium
A fter 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.
91
Targets:
Ground, Sea
& Air
Mark III
Range 1-8
Damage High
Chapter 8: Developing Weapons
Spitfires
Yearly Cost:
Mark I
Range 1-2
Damage Low
70
Hit-Points:
50
Mark II
Range 1-2
Damage Medium
S
pitfires 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.
92
Targets:
Ground & Sea
Mark III
Range 1-2
Damage High
Seven Kingdoms
Porcupines
Yearly Cost:
50
Hit-Points:
T
10
Targets:
Ground
he 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 or Spitfire. 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 or Spitfire. 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.
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9
HARBORS & SHIPS
D
epending 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.
Harbor
Trader
Transport
Caravel
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Galleon
Seven Kingdoms
Traders
T
hese 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.
Transports
T
hese 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.
Caravels
C
aravels 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.
On-Board Leadership
I f 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 firepower 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.
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Chapter 9: Harbors & Ships
Galleons
G alleons, 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.
Galleons may not be researched until you have finished researching
Caravels.
Damaged Ships & Injured Sailors
D
amaged 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.
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Seven Kingdoms
Conducting Seaborne Trade
Linking Harbors to Sources of Goods
F or 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 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.
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 9: Harbors & 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.
Setting Sail
W
hen 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.
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Seven Kingdoms
Setting Trade Routes & Cargos
S
etting 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 & 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 cargos
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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Chapter 9: Harbors & Ships
Controlling your Ships
T
here 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.
War on the High Seas
Attacking with Ships
C
aravels 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.
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Seven Kingdoms
Loading Soldiers & 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.
Unloading Warships
M
ove 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.
101
10 MERCENARIES
Hiring Mercenaries &
Skilled Foreign Workers
I nns are gathering places used by travelers from
around the area. Perhaps exiled from their homelands, perhaps in search of adventure or of gold,
Inn
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.
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.
To hire, Click on the person that you are interested in and then Click
on the Hire Tile on the bottom left.
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Seven Kingdoms
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.
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.
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11 DIPLOMACY
T
here 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.
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
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Seven Kingdoms
can send to them. These differences will arise due to the varying relationships that you may have with these Kingdoms.
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.
Replying to other Kingdoms
I f 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.
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Chapter 11: Diplomacy
Possible Diplomatic Overtures
Propose a Trade Treaty
T
his 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.
Propose a Friendly Treaty
T
his 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.
Propose an Alliance Treaty
T
his 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.
Request Immediate Military Aid
T
his 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.
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Seven Kingdoms
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.
Request a Trade Embargo
T
his 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.
Terminate our Trade Treaty
T
his may only be proposed to a Kingdom when that Kingdom is not
an Ally, as Allies are bound to Trade with each other.
Terminate our Friendly Treaty
T
his may only be proposed to a Kingdom when relations with that
Kingdom are Friendly.
Terminate our Alliance Treaty
T his may only be proposed to a Kingdom that is an Ally.
Request a Cease-Fire
T
his may only be requested by a Kingdom currently at War with
another.
Request a Declaration of War against a Foe
T his 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.
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Chapter 11: Diplomacy
Request to Purchase Food
T
his 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.
Declare War
T
his 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.
Offer to Pay Tribute
T
his 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.
Demand Tribute
T
ribute 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.
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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.
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.
Offer Aid
A id 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.
Request Aid
T
his 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.
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Offer to Purchase Throne and Unite
Kingdoms
W ith 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.
Surrender
S
urrender 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.
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Changes in Diplomatic Status
From Friendly
W hen 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.
From Alliance
W hen 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.
From Neutral
W hen 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.
From Tense
T wo 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.
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From War
W hen two Kingdoms in a War relationship have not fought for three
years, their status will change to Tense.
Information
W hen 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.
Multi-Player Chat
I f you are in a multi-player 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.
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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.
Diplomatic Message Logs
W hen 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.
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.
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12 CREATING AN EMPIRE
Settling New Villages
B
y 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 & 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.
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Controlling New Villages
U nfortunately, peasants far removed from your presence tend to grow
rebellious, getting ideas of “self determination” and other such nonsense. After they have built their new Village, you will have no control
over them, apart 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.
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.
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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Absorbing Independent Villages
I ndependent 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.
By Force
F orce 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 Villagers will possess much greater Combat Skill than if
you had set the Independent Village Resistance to low.
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By Persuasion
Building a Fort
T
he 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
T
he 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 unless the average resistance level to your Kingdom is below
50.
Results of Persuasion
I ndependent 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
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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 13 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.
By Guile
See next chapter.
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13 SPIES & ESPIONAGE
U sing 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.
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
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want to sneak your unit into an enemy Building or Village. You will
retain 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.
A Spy’s Missions
W hen 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.
Sleep
I n 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.
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Once a Spy’s skill level has reached 50, it will no longer increase under
the Sleep Mode. To increase his espionage skills further, such a spy must
undertake a more dangerous mission.
Sow Dissent
A ssign 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
S
abotage 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.
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.
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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?
C lick 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.
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
W hen your Spy has been 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.
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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.
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.
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Other Espionage Details
Mobilizing Spies
I f 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.
Capturing Enemy Buildings
A t 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 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.
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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.
When your Spy becomes a General
I f 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.
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.
When your Spy becomes a King
A t 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.
Disloyal Spies
I f 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.
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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.
Dropping Spy Identities
A t 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.
The Cost of Spies
S
pies 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.
Spies & your Reputation
I f one of your Spies is caught in his activities, and subsequently executed, the Reputation of your Kingdom will decrease by three points.
Limitations
A t 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.
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Counterspies
D
o 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.
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.
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14 NATIONALITIES
N ationalities 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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Chinese
L
ong 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
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Chapter 14: Nationalities
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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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
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Chapter 14: Nationalities
Maya
Wielding his Jaguar Fang club with incredible skill and power, the Maya
Warrior is devastating in close combat.
Basic Weapon: Jaguar Fang Club
Damage: 8–14
Delay between strokes: 3
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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
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Chapter 14: Nationalities
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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Vikings
Your Vikings are hard-swinging, hard-fighting warriors, ideal for closein and dirty butchery.
When well trained they will occasionally go berserk and wreak havoc in
enemy ranks.
Basic Weapon: Heavy Axe
Damage: 6–12
Stroke Delay: 4
Berserker Attack: Lightning Axe
Lightning Axe will inflict
greater damage on enemy
units.
Damage: 40
Combat level required: 50
Stroke Delay: 120
135
15 FRYHTANS & THEIR
WAYS
Fryhtan Lairs
A cross 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.
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.
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You will also notice that when you attack Fryhtans or their Lairs, the
Reputation of your Kingdom rises.
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.
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.
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.
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 16 for details on Seats of Power and Greater Beings.
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16 SEATS OF POWER &
GREATER BEINGS
Seats of Power
Chinese
Greek
Japanese
Mayan
Persian
Norman
Viking
S
eats 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.
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.
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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.
Greater Beings
Chinese Jing Nung
O n 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.
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Chapter 16: Seats of Power & Greater Beings
You may direct his fire in the same manner as you would for any of your
soldiers.
Greek Phoenix
W hen 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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Persian Lord of Healing
T
he 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.
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Chapter 16: Seats of Power & Greater Beings
Norman Dragon
W hen 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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Japanese Mind Turner
T
he 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.
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Chapter 16: Seats of Power & Greater Beings
Maya Kukulcan
T
he 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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Viking Thor
W ith 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.
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How to Invoke a Greater Being
O nce 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 should do. You
may direct him as you would an ordinary being.
Upon Invocation, the Greater Being will begin consuming the Pray
Points in the Seat of Power. He will use very little if left alone, but when
his spells are cast he 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 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.
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17 REBELLION & REBELS
R ebellion 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.
Rebellious Units
I f 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.
Rebellious Peasants
P easants in your Villages may on occasion rebel when more than twothirds 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.
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Chapter 17: Rebellion & Rebels
Mobile Rebels
M
obile Rebels may attack the Villages where they originated, dispatching those still loyal to your rule.
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.
Rebel Controlled Villages
R ebels 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.
Attacking Rebel Controlled Villages
W hen you attack a Rebel Village the Rebels will come out to defend
their town.
Destroying a Rebel Village
I f you destroy a Rebel Village, the Rebels will once again become
mobile.
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18 FIRE & THE FORCES OF
NATURE
Fire
F ires, 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 and 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.
Lightning
L
ightning 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.
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Chapter 18: Fire & the Forces of Nature
Earthquakes
E
arthquakes 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.
Rain
R ain will cause no damage, but it will slow down the movement speed
of mobile units. Rain will also extinguish fires.
Snow
S
now, like rain, will cause no damage. It will slow down the movement speed of mobile units. Snow can also extinguish fires.
Tornadoes
Tornadoes are random events. Unless they are summoned by Thor,
they will only appear when the Random Event Option is enabled.
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19 ASSORTED COSTS &
AMOUNTS
Building
Initial Cost
Yearly Cost
Mine
$600
$600
Seat of Power
$800
$400
Factory
$100
$100
War Factory
$200
$200
Tower of Science
$200
$200
Harbor
$100
$100
Fort
$60
$60
Market
$60
$30
Inn
$60
$60
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Chapter 19: Assorted Costs & Amounts
Subject
Cost
General
$50 Yearly
Spy
$100 Yearly
Other Mobile Human Units
$10 Yearly
Foreigners working for you
$10 Yearly
Caravans
$10 Yearly
Honoring a Unit
Will increase Unit loyalty by10 points.
$30 one time
Tax collected from each Villager
Will decrease Village loyalty by 10.
Automatic yearly tax will not decrease loyalty.
$5 one time
Grant to your Village per Villager.
Will increase Village loyalty by 10
$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.
$30
Weapons, Ships &
Caravans
Days to Build
*Assuming 100 Production Skill
Yearly
Cost
Trader
40
$50
Transport
40
$50
Caravel
100
$120
Galleon
120
$150
Caravans
0
$10
Catapult
80*
$100
Ballista
80*
$100
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Weapons, Ships &
Caravans
Days to Build
*Assuming 100 Production Skill
Yearly
Cost
Spitfire
90*
$110
Cannon
100*
$120
Porcupine
60*
$80
Subject
Amount
Food Production per Year per Peasant
30
Food Consumption per Year per Person
10
Trained Unit’s beginning Skill Level
20
Days needed to Train a Unit
5
Loyalty Level needed to Recruit
30
Independent Villages will enable Links to you if their Resistance to you falls to:
50
Villagers may Rebel if over two-thirds of the population’s
Loyalty falls below:
30
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:
30
Resistance Level above which Independent Villagers will
defend themselves against attack.
30
A Mobile Unit may Betray his Kingdom if his Loyalty Level
falls below:
30
Promoting a Soldier to General will increase his Loyalty
Level by:
20
Demoting a General to Soldier will decrease his Loyalty
Level by:
40
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20 STRATEGY TIPS
Economic
T
here 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.
Military
T
he training and fighting skills of your soldiers are greatly enhanced
by having Generals with a high Leadership Level. Because of this it is
vital that you build up a good supply of skilled Generals.
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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.
Espionage
A t 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 alone with the target you will have a much better chance of
succeeding.
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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.
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Small Kingdom Survival
I f 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.
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21 FAQ
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.
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.
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
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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.
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.
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. Or for an
even faster method, you can press the ‘K’ key to find and select your
King.
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.
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.
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Chapter 21: FAQ
Thirdly, when the builder got to the location there may have been a
mobile unit temporarily occupying the space.
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.
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.
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.
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
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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!
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
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!
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!
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.
I have Caravans carrying Raw Materials into my Factory
but nothing is being produced! Yes, my Factory already
has workers in it.
Click on your Factory and then Toggle the Change Production Tile until the Factory’s production is set to match the
incoming Raw Material.
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Chapter 21: FAQ
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.
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.
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.
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 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.
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.
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
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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.
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.
How can I quickly remove those news messages at the
bottom of the screen?
Press the X key on your keyboard.
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.
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.
163
22 CREDITS
Enlight Software
Project
Management
Trevor Chan
Design
Trevor Chan
Lead
Programming
Trevor Chan
Programming
Alex Leung, Gilbert Luis
Graphics &
Animation
Lok Cheung, Dennis Fong, Chris Whitehouse,
Cheri Lee
Manual, Tutorial
& Historical
Research
Chris Whitehouse
Music
Bjørn Lynne
Sound Effects
Chris Whitehouse, Bjørn Lynne
Beta Testing
Management &
Public Relations
Fiona Hau
164
Seven Kingdoms
Special Thanks
Sorin Cristescu, Sylvia Duggan,
Tom & Chris Hepner, Kei Iikawa,
Sven Johansson, Ramin Mennati, Reza Mirbaha,
Meridith Naeff-Snijder, Christoph Schuppius,
Kayoko Takata, Dr. J.G.J. ter Haar, Jay Tharp,
Björn “SwedBear”Tidal, Jeff Truelsen
Internal
Playtesters
JP Berard, Phil Natta
External
Playtesters
Bjørn Almaasbakk, Steen Brage-Andersen,
Chris Butcher, Gabriel Gils Carbo,
Sorin Cristescu, Christopher Dagnon,
Lord Grey Deathstalker, Troy Denkinger,
Daniel “KingLord” Eichling, Drew Fudenberg,
Kevin Glowacki, Brian Haines,
Leonard Hemsen, Chris & Tom Hepner,
Bryan Hollis, Bjørn “Streakk” Jørgensen,
Sven Johansson, Christopher E. Johnson,
Tim Jordan, Andrew Kaleczyc, Adam Karrera,
Robert Keating, Brian “Child Prodigy” Lander,
Todd Lewis, Li Chung Liu, Nico “Santirix”
Lelièvre, Crist-Jan Mannien,
Chris “Sgt. Shaggy” Massey, Ron Markey,
Kevin, Meboe, Rob Mooney, Tomi J Nissinen,
Rick Lam, Dorian “Atrius” Ouer,
Reffli “OgReff” Palandeng, Ralf Papen,
Gaspar Peixoto, David Poythress,
Ashley Richardson, Roland “Wheat King” Ryan,
Anthony “Rasputin” Sage, Kent Schliiter,
Christoph Schuppius, Robbie Simpson,
Randy Smyth, Todd Strobl, Jay Tharp,
Björn “SwedBear” Tidal, Jeff Truelsen,
Ron Williams, Roger Yates, Christopher Yoder
165
Chapter 22: Credits
Interactive Magic
Executive
Producer
Ray Rutledge, Joe Rutledge
Project Manager
Steven A. Wartofsky
Quality Manager
David Green
Playtest
Coordinator
Brian K. Davis VII
Internal
Playtesters
Joe Allen, Ismini Boinodiris, James Cowgill,
Chris Gardner, Carlin Gartrell, Anthony Lazaro,
Mike Metrosky, Mike Pearson, Marc Racine,
Jason Sircy, Adam Turner, Ted Wagoner,
Greg Young
External
Playtesters
Richard Arnesen, JP Bernard, Bryan Caldwell,
Kent Coleman, Al Demauro, Chris Edwards,
Michael Garrett, Raymond Graham,
Tom Harlin, Ben Herd, Allen Holland,
Steve Lieb, Mark Logsdon, David Newman,
Leon Oosterwijk, Greg Ottoman, Jim Pedicord,
Louis Rhodes, Dean Robb, Todd Strobl,
Benjamin Van Hoeson
Product
Marketing
Manager
Angela Lipscomb
Software Tutorial
Editor
Steven A. Wartofsky
Manual Copyedit
Brian Tate
Manual Layout
Sarah O’Keefe and Alan Pringle of Scriptorium
Publishing Services, Inc.
166
INDEX
A
aid
offering 109
requesting 109
alertness modes
in forts 64
outside fort 65
alliance treaty
proposing 106
terminating 107
allowing attack 43
assassination 123
attacking
Allow Attack option 43
caravans 80
rebel villages 148
B
ballistae 90
betrayal 70
building
markets and caravans 75
mines 72
ships 97
buildings
capturing enemy buildings
124
constructing 52
demolishing 53
linking 56
repairing 54
selling 52
units inside 54
C
calendar 48
cannon 91
caravans
attacking 80
building 75
disbanding 80
healing injured 79
hiring and routing 77
limits 79
setting loads 78
caravels 95
catapults 89
cease-fire 107
changes in diplomatic status 111
changing unit’s residence 55
chat, multi-player 112
Chinese nationality 129
167
Index
closed links 56
closed markets 79
collecting taxes 39
combat and leadership levels 63
commanding peasants 34
conscription 62
constructing buildings 52
construction skill 36
controlling ships 100
costs 151
counterspy 127
creating
empires 114
weapons in war factory 87
D
damaged ships 96
death of king 67
declaration of war 107, 108
demographics of village 32
demolishing buildings 53
demoting unit 69
destroying rebel villages 148
developing weapons 85
diplomacy
alliance treaty 106
changes in status 111
contacting other kingdoms
104
declaration of war 108
demanding tribute 108
friendly treaty 106
offer to pay tribute 108
offering aid 109
overview 104
possible overtures 106
purchasing throne 110
replying to other kingdoms
105
request of declaration of war
against foe 107
requesting
aid 109
cease-fire 107
food 108
military aid 106
technology 109
trade embargo 107
surrender 110
terminating
alliance treaty 107
friendly treaty 107
trade treaty 107
trade treaty 106
transferring technology 109
diplomatic message logs 113
disbanding caravans 80
Dragon 142
E
earthquakes 150
economic development 71
economy scroll 44
encyclopedia 24
espionage 46, 119
expenses 45
F
factories
finished goods 74
operational information 74
toggling production 74
factory-mine links 60
finished goods 74
fire 149
food 47
force 62
fort 62
sortie 65
weapons in 68
fort-village links 57
168
Seven Kingdoms
frequently asked questions 158
friendly treaty
proposing 106
terminating 107
Frythans
disturbing 136
lairs 136
hiring and routing caravans 77
hiring mercenaries 102
hit-points bars 64
honors for unit 69
hotkeys 28
G
inactive links 57
income 44
information on relationship with
other kingdom 42
injured sailors 96
installation 11
interface of game 41
invoking greater beings 146
galleons 96
game
installation 11
interface 41
loading previously saved 20
multi-player 21
registering 11
saving 27
scenarios 21
single-player 13
starting 10, 15
system requirements 10
training 14
winning and losing 19
getting started 10
grants 39
greater beings
Chinese Jing Nung 139
Greek Phoenix 140
invoking 146
Japanese Mind Turner 143
Maya Kukulcan 144
Norman Dragon 142
Persian Lord of Healing 141
Viking Thor 145
Greek nationality 130
H
hall of fame 24
harbors 94
help 27
I
J
Japanese nationality 131
Jing Nung 139
K
keyboard shortcuts 28
king
death of 67
kingdom
state of 47
kingdoms scroll 42
Kukulcan 144
L
leadership skill 37
lightning 149
linking buildings 56
linking harbors 97
linking mines 72
links
closed 56
factory-mine 60
fort-village 57
169
Index
inactive 57
market, factory, mine-harbor
61
market-factory 59
market-mine 60
open 56
village-firm 58
village-market 59
loading game 20
Lord of Healing 141
losing game 19
loyalty 33
M
Main Menu 13, 25
manufacturing skill 37
map ID 28
map modes 50
market, factory, mine-harbor links
61
market-factory links 59
market-mine links 60
markets
building 75
closed 79
operational information 76
Maya nationality 132
mercenaries 102
military aid 106
military scroll 46
Mind Turner 143
mines
building 72
linking 72
operational information 73
placing 71
mining skill 37
mouse commands 12
moving between villages 35
multi-player
chat 112
game 21
N
nationalities
Chinese 129
Greek 130
Japanese 131
Maya 132
Norman 133
Persian 134
Viking 135
natural resources 71
network play 10
new game 15
news 51
Norman nationality 133
numbering groups 66
O
open links 56
P
peasants 32
Persian nationality 134
Phoenix 140
placing mines 71
playing on a network 10
porcupines 93
promoting units 68
purchasing throne 110
Q
quality of life 34
R
rain 150
ranking scroll 47
rebellious units 147
170
Seven Kingdoms
rebels
mobile 148
peasant 147
recruiting peasants 34
registering 11
repairing buildings 54
reputation 48
request to purchase food 108
requesting technology 109
research skill 37
researching weapons 86
restoring unit health 68
retiring 28
S
saving game 27
scenarios 21
scrolls of power 137
seaborne trade 97
seats of power 138
selecting unit from a crowd 66
selling buildings 52
setting
sail 98
trade routes (sea) 99
waypoints 67
ships 94
single player game 13
snow 150
sortie 65
spinners 24
spitfires 92
spy
acquiring 119
affect on reputation 126
assassination attempts 123
becoming a general 125
becoming king 125
bribe mode 121
capturing enemy buildings
124
cost 126
disloyal 125
dropping identity 126
executing 126
limitation 126
missions 120
mobilizing 124
sabotage mode 121
sleep mode 120
sow dissent mode 121
stealing information 122
spying skill 37
starting a game 10
state of kingdom 47
strategies
economic 154
espionage 155
military 154
small kingdom survival 157
surrender 110
system requirements 10
T
taxes 39
technology scroll 46
Thor 145
tips 154
toggling factory production 74
tornadoes 150
towers of science 85
trade
embargo 107
scroll 46
setting routes (sea) 99
treaty
proposing 106
terminating 107
trader ships 95
trading 80
training 14
training peasants 35
171
Index
transferring technology 109
transferring unit 67
transport ships 95
treasure 47
tribute
demand for 108
offer to pay 108
troubleshooting 12
controlling new 115
demographics 32
destroying rebel 148
moving between 35
rebel-controlled 148
settling new 114
taking over enemy 115
villages scroll 43
U
W
uniting kingdoms 110
units
alertness modes in forts 64
alertness modes outside fort
65
betrayal 70
changing residence 55
demoting 69
honors 69
information 51
inside buildings 54
laying off 54
mobilizing 54
promoting 68
rebellious 147
restoring health 68
selecting from a crowd 66
setting waypoints 67
transfer 67
withdrawal 66
using force 62
war factories 87
war on sea 100
weapons
characteristics 89
creating in war factory 87
development 85
hit points 88
in forts 68
levels 86
research 86
winning game 19
withdrawal 66
World Map modes
borders view 50
terrain view 50
village view 50
V
Viking nationality 135
village-firm links 58
village-market links 59
villages
absorbing independent
by force 116
by persuasion 117
attacking rebel 148
172