_____ __ | __ \ / _| | | | | __ ___ ___ __ ___ | |_ | | | |/ _` \ \ /\ / / '_ \ / _ \| _| | |__| | (_| |\ V V /| | | | | (_) | | |_____/ \__,_| \_/\_/ |_| |_| \___/|_| _____ _ | __ \(_) | | | |_ ___ ___ _____ _____ _ __ _ _ | | | | / __|/ __/ _ \ \ / / _ \ '__| | | | | |__| | \__ \ (_| (_) \ V / __/ | | |_| | |_____/|_|___/\___\___/ \_/ \___|_| \__, | __/ | |___/ Also known as... _ _ _ _ ___ _ _ / \ _ __ _ __ ___ / | || | / _ \| || | / _ \ | '_ \| '_ \ / _ \ | | || |_| | | | || |_ / ___ \| | | | | | | (_) | | |__ _| |_| |__ _| /_/ \_\_| |_|_| |_|\___/ |_| |_| \___/ |_| /*===========================================================================*\ | | | Unoffical Manual | | Version 1.1 (August 31, 2009) | | | | Shawn Overcash | | | \*===========================================================================*/ +----------+ | Prologue | +----------+ Dawn of Discovery, also known as Anno 1404 in Europe, is a fantastic game. For this, the developers and publishers should be applauded. However, it also shipped with no real manual or tutorial. For this, the developers and publishers should be shot in the kneecaps. (I mean, c'mon guys, couldn't you even stick a PDF on the DVD that tells you how to play?) So, I decided to write this for all of the newbies to the series, and the game itself, so that you can play the game to enjoy it, rather than playing the game to try to figure out how to play the game. What this document is: - A guide to tell you how to play the game. - A reference manual for what you will encounter in the game What this document is not: - A walkthrough for the campaign or scenarios - An achievement guide If you see anything that needs correcting, or if you see anything that needs to be added, or if you just want to shower me with praise :-), you can contact me at d_s_i_1@c_a_r_o.n_e_t Just remove the underscores. (Spammers need to be shot in the kneecaps also.) +-----------------+ | Version History | +-----------------+ 1.0 - Initial Release 1.1 - Fixed a lot of typos. Added Coffin Ship stats. /*===========================================================================*\ | Table of Contents [S01.00] | |*===========================================================================*| | | | Overview...................................................... [S01.00] | | - Game Types.............................................. [S01.01] | | Interface..................................................... [S02.00] | | - Building................................................ [S02.01] | | - Controlling Units....................................... [S02.02] | | - Diplomacy............................................... [S02.03] | | - Using the Map........................................... [S02.04] | | - Attainments............................................. [S02.05] | | Managing Islands.............................................. [S03.00] | | - Island Types............................................ [S03.01] | | - Building a City......................................... [S03.02] | | - Service Buildings....................................... [S03.03] | | - Industry................................................ [S03.04] | | - Special Projects........................................ [S03.05] | | Trading....................................................... [S04.00] | | Items......................................................... [S05.00] | | Quests........................................................ [S06.00] | | Combat.........................................................[S07.00] | | Reference..................................................... [S08.00] | | - Civilization Levels..................................... [S08.01] | | - Buildings............................................... [S08.02] | | - Production Ratios....................................... [S08.03] | | - Units................................................... [S08.04] | | - Neutral Powers.......................................... [S08.05] | | Hints & Tips.................................................. [S09.00] | | | \*===========================================================================*/ /*===========================================================================*\ | [S03.00] Overview | \*===========================================================================*/ Simply put, Dawn of Discovery is a city-building game. You will be responsible for building up settlements and providing for the needs of the people in those settlements. You will build houses for your people, and then supply them with food, clothes, and other amenities. This will allow them to advance to higher civilization levels, which unlocks more building types and brings you greater tax revenue. One major difference between this game and previous Anno games is that this game now requires you to build two cities - an occidental (European) and oriental (Arabian) one. Many goods are specific to one type of people, and need to be traded between the two. For example, spice is an oriental good which is demanded in occidental cities. Also new is the concept of honor. Honor is attained through quests and other accomplishments, and can be used as currency to buy special items and unlock special abilities through attainments. ------------------------- [S01.01] Game Types ------------------------------- There are three types of games you can play - Campaign, Scenario, or Continuous. + Campaign + The campaign is a series of eight scenarios that follow the story of a crusade. You can play the campaign at easy, medium, or hard difficulty. The campaign is a good place to start playing if you have never played the Anno series before, since it guides you through some of the basics of playing. Campaign games tend to be the shortest games, although each scenario can take several hours to complete. + Scenarios + There are five scenarios that you can play as well. Each one is rated as easy, medium, or hard, and you cannot change the difficulty. Scenarios tend to take a long time to complete, as long or longer than a continuous game. + Continuous Game + A continuous game is a free-form game where you can set all of the parameters for the game, such as AI opponenents and victory conditions. You can also set no victory conditions, which makes the game truly continuous. A continuous game with no opponents is a good place to learn the mechanics of the game. The type of game you play determines the specific objectives to win. Most games don't have a time limit on the objectives, so there is no actual time limit to win the game. However, if you have opponents, you will often be in a race with them to be the first to claim islands and develop a strong economy. Also, most quests have a time limit. /*===========================================================================*\ | [S02.00] Interface | \*===========================================================================*/ Dawn of Discovery can be entirely controlled with the mouse, although advanced users will want to use keyboard shortcuts for many things. Use the left mouse button to select things. Use the right mouse button to give orders to a unit, or to bring up the quick menu if nothing is selected. The main menu is in the lower right of the screen. The icons there are: - Construction Menu (House Icon) - Brings up the building construction menu. - Demolish Mode (Pickaxe) - Turns on demolish mode to demolish buildings. - Diplomacy (People) - Opens the diplomacy window. - Routing (Star) - Opens the map, which is used for managing trade routes. - Attainments (Medal) - Opens the attainments window. - Central Menu (Gears) - Opens the sub-menu for various things. This isn't terribly useful once you learn the hotkeys for the various items. Each of these items will be covered later. In the lower left corner is the minimap. There are several controls on the minimap that are rather small, and so may go unnoticed. - At the top of the minimap are your total population and money. You can click on either one of these to open a window showing a detailed breakdown. - Just above these two numbers is a small hourglass icon. Hovering the cursor over this shows you the game time. (It is very hard to see this icon.) - Below the two numbers are three icons: A house, a triangle, and a ship. Clicking on the house will cycle through your trade buildings (warehouses and market buildings). Clicking on the ship will cycle through your ships. Clicking on the triangle will reorient your view back to the default position. Clicking anywhere on the minimap will move your view to that spot. You can also right click on the minimap to order a unit to that position. At the top left of the screen is a bar showing your money and honor. Honor is a new concept in the Anno series. Honor is obtained by completing quests and by certain accomplishments, such as reaching a certain city size. It is used like currency to purchase special items and attainments. Attainments will be discussed later. ------------------------- [S02.01] Building ------------------------------- The construction menu allows you to contstruct things like roads and buildings. The available buildings are sorted by civilization level (which is discussed later). The tab at the top of the menu controls which buildings are displayed. Initially, you will only have peasant buildings available. As you reach new civilization levels, more tabs will appear. Some buildings will not appear, or will be disabled, until you reach a certain number of people for that level. For example, TODO To contstruct a building, click on its icon in the build menu, then click on the spot where you wish to put it. There are restrictions on where buildings can be placed. - Houses can only be built within range of a marketplace. - Trade buildings (such as farms and factories) can only be built within range of a warehouse or market building. - Service buildings (such as churches and fire stations) can be built within range of either one. Some buildings have additional restrictions. - Some buildings, such as fishermen huts, have to be built on the coast. - Resource buildings, such as mines, need to be built within a certain range of the resource that they will harvest. - Some buildings can only be built on a river site. A river site is a pebbly area along a river. Many islands do not contain a river, and so have no river sites. When placing a building, the area you can build in will be highlighted. Also, many buildings will show a circular highlight area when placing them. This represents the maximum range of the building. For trade buildings, this is the maximum radius that the building can collect goods from. For service buildings, this is the maximum range that they can service. Manufacturing buildings which require a resource can collect that resource directly from buildings within its radius. They do not need a road connecting them to the building. For example, a weaver's hut can collect hemp from hemp farms within its radius, without need of a road. Therefore, buildings which produce an intermediate good (such as hemp) may not need to be connected by a road. However, it is often a good idea to connect them anyway so that the local market building can collect the goods in case the manufacturing building cannot. Warehouses and market buildings always require a road connection in order to collect goods. Service buildings, such as churches and fire stations, require a road connection to the houses they serve. When placing a building, you can press the '.' or ',' keys to change the orientation of the building. ------------------------- [S02.02] Controlling Units ---------------------- There are two types of units that you will control in the game - ships and armies. Ships will be used throughout the entire game, since they can be used for both trade and combat. Armies are only used when fighting land battles, and are available later in the game. Depending on the game, you may or may not start the game with a ship. If you do, it will be a special ship called a flagship. If not, the flagship will be available for purchase from Lord Northburgh when you reach a certain population level. A flagship is a special combination of trade ship and military ship, and so makes an excellent starter ship. It also has an extended vision range, making it good for early exploring. If your flagship ever gets destroyed, you will be allowed to purchase a new one from Lord Northburgh. Other ships can be built at a shipyard. There are several types of shipyards, each of which build different types of ships. In general, ships are designed either to be trade ships or military ships. Trade ships are designed for carrying cargo, but cannot attack. Military ships can attack, and can carry a small amount of cargo, but they take a large speed penalty when carrying cargo. The Corsairs also offer ships for sale if you have a treaty with them. To order a ship, just select it and right click on what you want it to do: - Right click on a location to tell it to move there. - Right click on an enemy to tell it to attack. - Right click on a friendly ship to tell it to follow that ship. If your ship is a military ship, it will attempt to guard the ship from attackers. - Right click on a warehouse to dock with it for trade. If the ship is within range of a warehouse, you can click the arrow icon above the ship's name to open up the trade window. Ships can be repaired by waiting next to a repair crane. Armies are land units. These can be built at certain military buildings, or purchased from neutral powers. An army at rest stays in a camp. While camped, an army will automatically regenerate health. It will regenerate even faster if it is within range of a market building containing provisions. Armies have four buttons on their interface: - Move (Foot Icon) - Orders the army to move to a new position. Once the army is moving, you have no control over it until it reaches its destination. It will then erect a new camp at the destination. If you move an army onto water, it becomes a transport ship, and can be controlled like any other ship. If you move an army next to an enemy market building, it will begin capturing the building. After a certain amount of time, the building will either be captured or destroyed. - Attack (Swords Icon) - Orders an army to attack something, either an enemy building or army. The army will move to the location and attack the target until it is either captured or destroyed, and then the army will return to camp. - Assist (Arm Icon) - Orders the army to assist another nearby friendly army with its current battle. - Stop (X Icon) - Orders the army to stop its attack and return to camp. ------------------------- [S02.03] Diplomacy ------------------------------ The Diplomacy screen allows you to manage diplomatic relations with various factions you will encounter in the game. You will always find Lord Northburgh and Grand Vizier Al Zahir in the game. Other factions may or may not be present depending on the scenario. Lord Richard Northburgh is your primary contact with the Emperor, and acts somewhat as your chaperon. You start the game in contact with Lord Northburgh, and are in a permanent state of peace with him. (All other factions must be discovered before you can communicate with them.) You can buy and sell goods and items at Northburgh's Island, Kingsport. Higher level items will have to be unlocked through Attainments before you can buy them. Northburgh sells diplomatic gifts which can be given to Grand Vizier Al Zahir in order to increase your oriental rank. Grand Vizier Al Zahir is the oriental version of Lord Northburgh. He represents the Sultan, and sells oriental goods and items. In order to build oriental buildings, you will have to purchase diplomatic gifts from Northburgh (using honor) and bring them to Al Zahir, which will increase your oriental rank. You will always be at peace with Al Zahir. The Corsairs are a pirate faction that you may encounter in a scenario. Their leader is Hassan ben Sahid, and their island is called the Corsair Lair. They automatically start at war with you and any other players. If you discover the corsair's home island, they will offer you peace for a (high) price. The corsairs will continue extorting money from you to maintain the peace, but eventually they may offer you the chance for a permanent alliance. There may also be one or more other players as well. These players will be competing with you for islands and resources. There are four possible relationship levels you can have with other players: - War: You are in a state of war. Your ships will consider each other hostile and will attack each other. - Peace: You are at peace with the other player. - Trade Treaty: You can buy and sell items at the other player's ports. - Alliance: The other player may help you fight battles. In most games, you start at peace with all other players, but this can vary with the scenario settings. Your reputation with the other player can increase or decrease with certain events or actions. Occasionally, the other player may offer a treaty in exchange for money. When you open the diplomacy screen, it shows all the factions in the game, including you. You can click on one of the pictures to select the faction. The colored circles around each picture show the relationship that faction has towards the selected faction (red=war, white=peace, etc.) When a faction is selected, you may have several actions available depending on the faction: Actions for Lord Northburgh and Vizier Al Zahir: - Request Loan: This allows you to trade in honor for money. - Call Auxiliary Fleet: This allows you to request combat ships. - Demand Honor: This allows you to exchange money for honor. Actions for Corsairs: - Cancel Treaty/Declare War: If you have a treaty with the Corsairs, you can cancel it by clicking on the treaty symbol on the left side. Actions for Other Players: - Cancel Treaty/Declare War: This acts the same as for the Corsairs, above. - Demand Tribute: Allows you to demand a tribute from the other player. - Intimidate: Insult the player to lower your reputation with them. - Ingratiate: Compliment the player in order to raise your reputation with them. - Pay Tribute: Pay money to the player in order to raise your reputation with them. Note that most of these actions (excluding cancelling a treaty) have a limited chance of success. Once you use the action, the chance of success drops to 0, but will slowly build up over time. Some Attainments affect the chance of success or effects of successful diplomatic actions. ------------------------- [S02.04] Using the Map -------------------------- The map screen is very handy. It shows a full screen view of the game world, with islands color-coded to show ownership by player. It also displays icons for ports, ships, and armies. The most important use of the map, however, is in managing trade routes. A trade route is a way to make one or more of your ships automatically transport goods from one place to another. Normally this is used to transport goods from the island where they are produce to the island where they are needed, although they can also be used to automatically buy or sell goods at another port. To create a trade route, click the Create Trade Route button at the top right of the screen. This will add a new trade route to the list. You can click on the trade route to rename it. Naming a trade route for the goods it carries can help you remember what the trade route is for. To add stops on the trade route, click the port icons on the map. Each one you click will be added as a stop on the trade route. For each stop, you need to select which goods to load or unload. The plus symbol is used for loading, and the minus symbol for unloading. Just click the symbol and then select the good that you want to load or unload at that stop. Finally, click on the ship that you want to assign to that route. It will immediately begin the trade route. You can assign multiple ships to a single trade route if needed. For example, your first trade route is usually for bringing spice from a southern island to your northern island. To create this, you would: 1. Click the Add Trade Route button. 2. [Optional] Click the name of the trade route, and rename it 'Spice'. 3. Click on the port icon for the southern island. 4. Click on the '+' sign, and select Spice as the good. 5. Click on the port for the northern island. 6. Click on the '-' sign, and select Spice as the good. 7. Click on the ship that you want to assign to the route. You can go back at any time and edit a trade route, or delete it if it is no longer necessary. ------------------------- [S02.05] Attainments ---------------------------- Attainments are special abilities that can be bought with honor. There are three types of attainments - Imperial, Arabian, and Corsair. You can select the types using the tabs at the top of the window. Some attainments require a certain population level to unlock. Attainments are also ranked, with the level one attainments at the top and level 3 attainments at the bottom. Higher level attainments may require a certain number of lower level attainments be purchased before they become available. Attainments do many different things, such as: - Unlock goods and items for sale by Lord Northburgh, Al Zahir, and the Corsairs. - Increase the size of the trade fleets of the various factions. - Increase your trade ships speed and cargo capacity. - Increase the combat ability and health of your ships, armies, and buildings. - Increase the chance of success for diplomatic actions. Attainments are extremely useful, and should never be overlooked. /*===========================================================================*\ | [S03.00] Managing Islands | \*===========================================================================*/ Most of your game will be spent managing islands. You will typically build one oriental and one occidental settlement, and then build manufacturing buildings on other islands to produce additional goods for your settlement. ------------------------- [S03.01] Island Types ---------------------------- There are two primary types of islands - Oriental and Occidental. Oriental islands are found in the north, and are grassy and forested. Occidental islands are found in the south, and are mostly desert. Occidental and Oriental islands can produce different types of goods, and so you will need to use both types in a game. When you are viewing an island, the fertilities for that island are displayed in a bar at the top middle of the screen. These fertilities show what types of crops can be grown on the island. Most islands will have from one to three specific fertilities, and an unspecified fertility. The unspecified fertility is like an empty fertility slot. You can purchase seeds from Lord Northburgh or Grand Vizier Al Zahir and plant them on an island to add one additional fertility. All crops are specific to northern or southern islands, and will not grow on the other type of island. If you click on the fertilities bar, a new window will open which shows the mineral resources available on an island. Each available mineral will be displayed, along with the number of sites for that resource. The chart below shows the fertilities and minerals that may be found on islands: +-------------+-------------+-----------+ | Island Type | Fertilities | Resources | +-------------+-------------+-----------+ | Occidental |Cider |Iron | | |Hemp |Coal | | |Wheat |Stone | | |Herbs |Brine | | |Grapes |Bear Cave | | |Honey | | +-------------+-------------+-----------+ | Oriental |Dates |Iron | | |Spice |Coal | | |Silk |Stone | | |Indigo |Quartz | | |Coffee |Copper | | |Almonds |Gold | | |Sugar |Reef | +-------------+-------------+-----------+ Note that iron and coal can be found on both types of islands. You should always look at the fertilities and minerals for an island when deciding which island to settle. When you first start a game, you may be given an initial island, or you may be given a flagship with a enough goods to start a fledgling colony. If you start with only a flagship, you can take it to near the coast on an empty island and build a warehouse on the island to claim it. Another feature an island can have is a river. Some buildings can only be built on river sites. A river site is a shallow rocky place located on a river. Many islands do not have river sites, and so cannot contain these buildings. One final feature an island may have is a neutral site. These are special buildings controlled by a neutral party that can provide you wish a special service. In order to use this service, you will need to connect the building to one of your market buildings with a road. See the reference section [S07] for more information on neutral sites. ------------------------- [S03.02] Building a City -------------------------- You now have a warehouse on your first island. What do you do? Well, you need to start building a city. A city in this game is a bunch of houses built around a marketplace, with service buildings interspersed throughout. Your first step should be to build a marketplace. Choose a wide open spot so that you have plenty of room to build houses. Houses can only be built within a certain radius of the marketplace, and they must be connected to the marketplace by roads. You can only build peasant houses (or nomad houses for oriental settlements). If you provide all of the needs of a household, then the house may advance to the next level of civilization. When a house advances, all of the people within it become the next civilization type. In addition, the new house usually holds more people. Higher civilization levels lead to higher tax income, so it is in your best interest to advance your people. Advanced people require new sets of goods to keep them happy. If you fail to keep the people happy enough, they will pay less tax, and may leave or even riot, burning down buildings. You can set the tax rate for a group of people by clicking on any house for that civilization level. For example, click on a citizen house to see the tax level for all citizens on this island. There are five levels of happiness: Dark green - Ecstatic. People will move in, and can advance to the next level. Light green - Happy. People will move in, but cannot advance. Yellow - Content. People neither move in or leave. Orange - Unhappy. People will move out. Red - People will move out, and may riot as well. You can click on any of the colored sections to set the tax level. As in real life, higher taxes make people unhappy. When you click on a house, you will also see a display of the people's needs. These are shown as bars that fill as needs are met, and empty as needs are ignored. You can click on any need to see what is required to meet the need. Needs will change as the civilization level advance. For example, peasants have no need for clothing. Once they advance to citizens, however, they will begin demanding cloth, and then leather jerkins at patrician level. There are four basic levels of civilization in occidental settlements: Peasant, Citizen, Patrician, and Noble. In addition, you will also sometimes have beggars in your city. Beggars do not advance, and must be house in Alms Houses or they will drain your tax income. Oriental settlements only have two levels of civilization: Nomads and Envoys. There is a limit on the number of houses that will be allowed to advance to the next civilization level. About 20% of the population will not advance, even if all needs are met, so you will usually have a mix of civilization levels in your city. You get a bonus to the number of houses allowed to advance based on the number of beggars and envoys you have. Beggars give you a bonus to the number of peasants that can become citizens, and Envoys give you a bonus to the number of citizens that can become patricians. Advancing a house to the next level requires a certain amount of construction materials (wood, tools, etc.) This can drain your construction materials. For this reason, you can manually withhold advancement rights so that houses will not automatically advance. To do this, select a marketplace, and click on the scroll at the top of the window. This will deny advancement rights to all houses on the island. You can still manually advance a house by selecting it and clicking on the scroll at the top of the window. ------------------------- [S03.02] Service Buildings------------------------- Service buildings are buildings which render a service to the houses in the city. Some service buildings protect your other buildings, such as the carpenter's house which repairs nearby buildings. Other service buildings meet a need, such as a church which meets citizen's need for faith. In either case, the service building can only service houses within its radius which it has a road connection to. ------------------------- [S03.03] Industry --------------------------------- In order to keep people happy, you will need to meet their needs. To do this, you will need to produce the goods which make them happy. Some goods are produced using only one building, such as a farm or mine. Other goods require processing. For example, hemp is grown on a hemp farm and then taken to a weaver's hut to be turned in to clothing. Farms are the most basic type of production building. When building a farm, you must also build fields around them. Different farms require a different number of fields, from 4 to 8. You can have the game automatically place the fields, or you can manually place them if you wish. Northern islands can support farms anywhere. However, southern islands usually only have a small area of grass that can support farms, and the rest is desert. Farms will not produce on desert. In order to successfully farm a southern island, you will need to irrigate it with a noria. A noria is an oriental building which irrigates the surrounding land to turn it from desert to grass. Animal farms do not require a fertility, but like other farms, they will not produce on desert - they must be built on grass. They also require fields. Mines must be built near, or sometimes directly on, the resource that they will extract. All mines (and norias) have a limited amount of resources available. You can replenish this resource for a price by selecting the mine and clicking on the small icon in the upper right side of the window that looks like some houses with an up arrow. Some buildings, such as the lumberjack's hut, require trees to function. When first built, all of the surrounding land will be planted with trees. If the building does not have enough trees, the productivity may suffer. You can replenish the trees for a price by clicking the watering can icon. Initially, you will only have a warehouse on your island. This building stores your goods, and acts as a port for ships to dock at. In order to expand your building area inland, you will need to build market buildings. Market buildings act just like a warehouse, but aren't built on the coast. Occidental warehouses and market buildings start with one cart which collects goods from nearby industrial buildings. They can be upgraded to larger sizes which will give them more carts, and increase their maximum storage. Oriental warehouses and market buildings start with 3 carts and cannot be upgraded. You cannot build more than one warehouse on an island. If wish to add another place for ships to exchange goods at your island, you can build a harbor master's office once you reach the citizen level. Note that storage is shared for an entire island. Building additional market buildings will not increase your storage capacity, but upgrading them will. You can also build storage buildings along the coast to increase your storage capacity. ------------------------- [S03.04] Special Projects -------------------------- There are three special projects in the game - the Historic Warehouse, the Imperial Cathedral, and the Sultan's Mosque. These are large construction projects that are built in multiple stages, with each stage requiring a large amount of building materials. There is also a population requirement for each stage. For example, you can begin an Imperial Cathedral once you have 2000 nobles on your island, but you cannot start the final stage until you have 3500 nobles. The first stage of a project is the foundation. It requires all the building materials up front, just like a normal building, and is built instantly. All of the other stages require only two building materials, but require a large amount of each. The materials at these stages do not have to be supplied at once. They are fed to the building similar to the way goods are fed to a factory. As long as the materials are available, construction will continue. You can also pause the construction if you need to. Once all of the materials are delivered, the stage will be complete. The Historic Warehouse is built in three stages. When completed, it boosts your island's storage capacity by 300, and gives a speed boost to all of your trade ships. The Imperial Cathedral is built in four stages. When completed, it meets all of the building needs for your people (faith, entertainment, etc.), and allows you to receive quests from the Emporer. The Sultan's Mosque is built in four stages. When completed, it meets all of the building needs for your people (faith, entertainment, etc.), and allows you to receive quests from the sultan. /*===========================================================================*\ | [S04.00] Trading | \*===========================================================================*/ Sometimes you may find that you need goods that you cannot produce, and you need to buy them from someone else. Or, you may have excess goods that you wish to sell to others. You can do this through trading. You can always trade with Lord Northburgh and Al Zahir. You can also trade with the Corsairs and other players if you have a trade treaty with them. There are two types of trades - manual and automated. Manual trading means just bringing your ship up next to someone else's warehouse and clicking on the warehouse or the trade button (circular arrows). Normally, Lord Northburgh and Al Zahir will have three goods and three items for sale for each civilization level you have achieved, but you will have to unlock these goods and items through attainments. As a shortcut, you can buy the attainment to unlock the goods/items by clicking on the lock icon to the right of the them. To buy (or sell) any good or item, just click it to transfer it. When you have everything transferred that you wish to buy/sell, click the check mark to confirm the trade. Lord Northburgh and Al Zahir have a limited stock of goods to buy, but they will slowly refill them over time. If you buy an item, a new item will eventually take its place. The other type of trade is automatic trading. You can set your warehouse to automatically buy or sell goods to passing trade ships. When you select your warehouse, there are three tabs on the left. The top is goods, the middle is items, and the bottom handles automatic trading. You can specify up to eight goods to buy or sell at a warehouse. To select a good, click on the plus (+) button to buy goods, or the minus (-) icon to sell goods, then click the good. You can also specify a certain amount to buy/sell by moving the slider up or down. By default, goods will be bought until the warehouse is full, and sold until the warehouse is empty. By moving the slider, you can tell the warehouse to only purchase goods up to a certain level, or only sell goods in excess of a certain level. Lord Northburgh, Al Zahir, and the Corsairs have a limited number of trade ships, and a limited amount of gold for buying goods from you. You can use attainments to increase these limits so that you will be able to sell more goods. /*===========================================================================*\ | [S05.00] Items | \*===========================================================================*/ Items enhance the abilities of units or buildings. They can be purchased from Lord Northburgh, Al Zahir, and the Corsairs for honor. They are also sometimes awarded for quests. All items are designed to be used either in a ship or in a warehouse. Ship items enhance the abilities of the ship. Some common ones are: - Cargo Hold: Allows the ship to carry more units of cargo. - Cannons: Increases the damage the ships does. - Hull: Increases the ship's hitpoints. - Sail: Increase the ship's speed. - Beer: Decreases the ship's maintenance cost. - Crew: Crewmen can enhance many different ship abilities. There are also items that grant the ship special abilities: - Letter of Marque: Allows this ship to attack other ships, even if at peace. - Treasure Map: Lets the ship go on a treasure hunt to find another item. The ship will need to be loaded with goods for the trip, and will you will lose control of the ship while it is on the trip. - Boarding Crew: Allows this ship to capture another ship. Warehouse items enhance the abilites of buildings on the island. Some common ones are; - Tools: Increases the efficiency of one particular industry. - Storage: Increases the warehouse's storage capacity. - Seeds: Once activated, these add a fertility to an island. - Tariff: Gives you bonus goods when trading. - Cannonballs: These increase the attack power of defensive structures. - Weapons/Armor: These increase the combat ability of armies on the island. These are just a sampling of the items available. Many more are available which have other abilities. Most items automatically take effect when they are socketed in a ship or warehouse. Ships have one or two sockets, depending on the ship type. Warehouses can have one to three sockets, depening on their size. You can unsocket an item by right-clicking it. Items can be sold for honor if no longer needed. /*===========================================================================*\ | [S06.00] Quests | \*===========================================================================*/ Quests are missions that you will occasionally be asked to perform. The main victory objectives are also considered a quest. Any faction that you are friendly with can give you a quest. Neutral powers that you have a road connection to can also give you quests. Finally, you will sometimes be given a quest by a building that you control. If you see a yellow arrow floating above a building, select the building to see if it has a quest. Quests are normally fairly simple. The most common ones are: - Deliver certain goods to the questgiver, or to a ship at sea. - Deliver supplies to marked islands. - Search for a person or item on an island. - Sink a fleeing ship. - Sink a certain number of marked ships. - Protect a one or more ships that are leaving. - Find people in your city and deliver them to the questgiver. (For this, you will need to zoom in to your city and scour your streets for the people in question. They are often highlighted in blue. Click on them to collect them.) Quests usually have a time limit, but some do not. Completing a quest can give you gold, honor, cargo, and items. Some high-level quests are performed as a chain, where completing one quest automatically gives you the next quest in the chain. These quests are denoted by a roman number next to the name that denotes the quest stage. /*===========================================================================*\ | [S07.00] Combat | \*===========================================================================*/ Combat has already been touched on in section S2.02, Controlling Units. Ship combat is simple - just tell the ship to attack a ship or coastal building, and it will fire on the target until the target is destroyed. Army combat is a bit more complicated. Each army unit has an area of control around it that shows as a colored circle. Your units and allied units are green, enemies are red. That area is considered to be under the control of that unit. You cannot deploy your army or build a building within an enemy's area of control. Some (ranged) units have an attack range greater than their control range. Their attack range is displayed as a thin circle. Before you can land a unit on an enemy island, you must establish a beachhead by creating a castle on the shoreline. You do this by ordering a nearby unit (which should be in the form of a transport ship) to become a castle. The unit will construct a castle on the enemy shore. The castle acts as a defensive structure, firing on units within range. It also allows you to land your units on the island. Note that the unit that constructs the castle is lost in the process. Castles can be converted to warehouses once control of the island is established. Most armies can only attack enemy units and defensive structures. Trebuchets, cannons, and sappers can attack buildings as well. These units are useful for punching a hole in the enemy walls to allow your units inside. By deploying an army so that a market building is within your control range, you can take over that market (so long as it is not in the control range of an enemy unit or other market building). If you take over a market building, you also gain control of all buildings that are in its control range (and, again, not in the control range of an enemy unit or market building). You can take over enemy defensive structures by capturing the market buildings that control them, so that they will begin firing on their previous owners. /*===========================================================================*\ | [S08.00] Reference | \*===========================================================================*/ The following sections list tables and other information in the game. You can use it as a reference while you play. ------------------------- [S08.01] Civilization Levels ----------------------- Occidental Civilization Needs +-----------+-------------+---------+---------------------+-------------+ | Need | Peasant | Citizen | Patrician | Noble | +-----------+-------------+---------+---------------------+-------------+ | Food | Fish | Spice | Bread | Beef | | Drink | Cider | | Beer | *Wine | | Clothing | | Linen | Jerkins | *Fur,*Robes | | Property | | | Books,*Candlesticks | *Glasses | | Company | Marketplace | | | | | Faith | Chapel | | Church | | | Amusement | | Tavern | | | | Security | | | Debtor's Prison | | +-----------+-------------+---------+---------------------+-------------+ Oriental Civilization Needs +-----------+---------+----------------------+ | Need | Nomad | Envoy | +-----------+---------+----------------------+ | Food | Dates | *Marzipan | | Drink | Milk | Coffee | | Property | Carpets | *Necklaces, *Perfume | | Company | Bazaar | | | Faith | Mosque | | | Amusement | | *Bathhouse | +-----------+---------+----------------------+ Notes: - All needs stack except for faith - a church will fully satisfy it. - Needs marked with a star (*) only appear once a certain number of Nobles/Envoys is reached. - An imperial cathedral or sultan's mosque will fulfill all building needs (i.e. company, faith, amusement, security). Materials needed to upgrade a house to the next level +-----------+-------------+ | Level | Materials | +-----------+-------------+ | Peasant | 1W 1T | | Citizen | 1W 1T 4B | | Patrician | 1W 1T 3B 3G | | Nomad | 1W 1T 4M | +-----------+-------------+ Notes: - W=Wood, T=Tools, B=Bricks, G=Glass, M=Mosaic ------------------------- [S08.02] Buildings --------------------------------- Overview of building cost, upkeep, and population requirements. +-------------------------+----------------------------+--------+------------+ | Building Name | Gold W T S G Other | Upkeep | Population | +-[Peasant]---------------+----------------------------+--------+------------+ | Peasant House | 2 | | 1 | | Upgrade - Citizen | 1 1 | | - | | Upgrade - Patrician | 1 1 4 | | - | | Upgrade - Noble | 1 1 3 3 | | - | | Marketplace | 400 5 3 | 10 | 1 | | Small Market Building | 200 2 3 | 10 | 1 | | Upgrade - Medium | 200 3 1 3 | 20 | Citizens | | Upgrade - Large | 300 3 1 3 2 | 30 | Patricians | | Dirt Road | 5 | | 1 | | Fisherman's Hut | 100 3 2 | 15 | 1 | | Lumberjack's Hut | 50 2 | 5 | 1 | | Tree | 5 | | 1 | | Cider Farm | 100 5 1 f+100 | 15 | 60 | | Chapel | 1500 12 5 | 15 | 90 | | Village Fountain | 500 2 | 2 | 90 | | Small Warehouse | 300 3 2 | 10 | 1 | | Upgrade - Medium | 150 2 3 4 | 15 | Citizens | | Upgrade - Large | 350 2 1 3 2 | 20 | Patricians | +-[Citizen]---------------+----------------------------+--------+------------+ | Hemp Plantation | 200 5 2 f+200 | 20 | 1 | | Weaver's Hut | 400 5 3 | 25 | 1 | | Stonemason's Hut | 400 2 2 | 20 | 1 | | Cobblestone Street | 20 1 | | 1 | | Ore Mine | 900 12 2 2 | 20 | 240 | | Charcoal Burner's Hut | 250 3 2 2 | 10 | 240 | | Iron Smelter | 600 10 5 2 | 20 | 240 | | Toolmaker's Workshop | 500 8 5 5 | 30 | 240 | | Ropeyard | 700 12 5 | 40 | 240 | | Small Shipyard | 680 10 5 4 | 10 | 240 | | Fountain | 800 2 | 5 | 240 | | Harbour Master's Office | 1580 3 5 14 | 10 | 355 | | Quay Wall | 20 1 | | 355 | | Small Storehouse | 1020 4 4 1 | 15 | 355 | | Repair Crane | 1020 5 5 9 | 20 | 355 | | Harbour Defence Tower | 1520 2 8 12 | 30 3m | 355 | | Carpenter's House | 200 5 5 | 30 | 355 | | Fire Station | 1000 5 5 10 | 15 | 355 | | Tournament Arena | 2000 10 10 40 | 20 | 355 | | Tavern | 2000 15 8 20 | 30 | 355 | | Large Statue | 1000 5 10 | 5 | 355 | | Alms House | 200 5 5 | | Beggars | +-[Patrician]-------------+----------------------------+--------+------------+ | Crop Farm | 200 8 2 f+150 | 5 | 1 | | Mill | 800 8 4 4 | 30 | 1 | | Bakery | 700 5 5 5 | 30 | 1 | | Weapon Smithy | 1500 3 5 10 | 30 | 1 | | City Wall | 100 1 | | 1 | | Watch Tower | 850 4 4 5 5wp | 15 2m | 1 | | Gatehouse | 1000 8 8 10 7wp | 15 3m | 1 | | Large Shipyard | 2120 20 25 4 | 20 | 510 | | Monastary Garden | 200 5 2 4 f+400 | 10 | 510 | | Monastary Brewery | 600 5 4 6 | 30 | 510 | | Keep | 5000 20 20 30 20 15wp | 50 10m | 510 | | Forest Glassworks | 500 6 4 8 | 30 | 510 | | Glass Smelter | 1200 10 5 12 | 30 | 510 | | Church | 5000 30 10 40 25 | 40 | 510 | | Salt Mine | 800 11 4 5 | 20 | 510 | | Salt Works | 9000 3 5 6 | 25 | 690 | | Pig Farm | 400 4 3 3 f+400 | 15 | 690 | | Tannery | 700 7 3 8 | 20 | 690 | | Pier | 540 2 2 2 | 10 | 690 | | Paper Mill | 1500 5 5 12 | 50 | 940 | | Printing Press | 1800 5 5 12 10 | 50 | 940 | | Debtor's Prison | 7000 20 30 60 24 | 30 | 1190 | | Magnificent Square | 100 1 | | 1190 | | Apiary | 500 7 3 9 f+600 | 15 | 3000 Nobles| | Candlemaker's Workshop | 1600 7 6 10 | 40 | 3000 Nobles| | Redsmith's Workshop | 1800 9 7 15 10 | 60 | 3000 Nobles| +-[Nobleman]--------------+----------------------------+--------+------------+ | Cattle Farm | 600 8 2 6 f+650 | 25 | 1 | | Butcher's Shop | 1000 5 7 8 | 50 | 1 | | War Machines Workshop | 3000 3 5 10 8 | 60 | 1 | | Coal Mine | 3500 12 10 16 | 30 | 1 | | Surgery | 1500 5 15 20 7 | 40 | 1 | | Fortified Tower | 1100 8 10 8 5wm | 30 3m | 1 | | Fortified Gatehouse | 1200 16 20 16 10wm | 30 4m | 1 | | Trapper's Lodge | 900 7 2 4 | 30 | 950 | | Furrier's Workshop | 1600 5 8 10 | 90 | 950 | | Provision House | 10000 20 20 35 25 | 15 | 950 | | Cannon Foundry | 6000 24 15 30 24 | 100 | 950 | | Large Storehouse | 2030 4 6 4 | 30 | 950 | | Historic Warehouse Fn. | 25180 40 20 59 | 200 | 950 | | H.W. Timberwork | 180w 120t | ? | 950 | | H.W. Masonry | 300s 200t | ? | ? | | Harbour Statue | 3000 5 10 5 1wp | 10 | 950 | | Vineyard | 800 8 4 10 f+1000 | 25 | 1500 | | Barrel Cooperage | 1000 7 5 8 | 30 | 1500 | | Wine Press | 1800 7 7 14 9 | 50 | 1500 | | Cypress | 100 1 | | 1500 | | Princely Square | 200 1 | | 1500 | | Imperial Cathedral Fn. | 50000 80 40 100 | 300 | 2000 | | I.C. Timberwork | 300w 160t | 500 | 2000 | | I.C. Masonry | 540s 360t | 600 | 2500 | | I.C. Window | 270g 720t | 750 | 3500 | | Hedge | 25 | | 2000 | | Copper Mine | 1500 10 8 12 | 40 | 2200 | | Copper Smelter | 1200 9 5 12 | 40 | 2200 | | Optician's Workshop | 1800 8 6 14 | 40 | 2200 | | Gold Mine | 2500 20 13 12 | 50 | 4000 | | Gold Smelter | 2000 14 11 16 | 30 | 4000 | | Silk Weaving Mill | 1500 5 8 12 15 | 80 | 4000 | +-[Nomad]-----------------+----------------------------+--------+------------+ | -[Rank 1]- | | | | | Nomad House | 1 1 | | 1 | | Bazaar | 400 5 3 | 30 | 1 | | Oriental Market Build. | 700 8 5 | 25 | 1 | | Small Noria | 1000 5 3 | 30 | 1 | | Date Plantation | 200 3 2 f+125 | 45 | 1 | | Goat Farm | 200 5 1 f+150 | 20 | 145 | | Spice Farm | 500 5 2 f+100 | 30 | 145 | | Oriental Warehouse | ? ? ? | 20 | 1 | | -[Rank 2]- | | | | | Silk Plantation | 350 5 2 f+500 | 25 | 295 | | Indigo Farm | 400 5 2 f+500 | 20 | 295 | | Carpet Workshop | 400 5 3 | 60 | 295 | | Palm | 150 1 | | 295 | | -[Rank 3]- | | | | | Clay Pit | 800 7 4 | 15 | 440 | | Quartz Quarry | 1000 10 6 | 20 | 440 | | Mosaic Workshop | 1000 15 8 | 30 | 440 | | Oriental Shipyard | 3000 20 30 30 | 20 | 440 | | Mosque | 3500 15 10 20 | 40 | 440 | +-[Envoy]-----------------+----------------------------+--------+------------+ | -[Rank 4]- | | | | | Large Noria | 2500 8 30 | 40 | 1040 | | Coffee Plantation | 500 2 4 6 f+1000 | 20 | 1 | | Roasting House | 1100 5 10 15 | 45 | 1 | | Pearl Fisher's Hut | 1200 14 7 11 | 40 | 1400 | | Pearl Workshop | 1800 8 8 16 | 70 | 1400 | | Oriental Square | 200 1 | | 1040 | | Oriental Statue | 5000 5 10 | 5 | 1040 | | -[Rank 5]- | | | | | Oriental Fort | 4500 20 20 15 15wp | 50 10m | 1400 | | Oriental Fountain | 800 2 | 5 | 1400 | | Rose Nursery | 900 10 5 12 f+1500 | 30 | 2600 | | Perfumery | 2500 12 9 24 | 60 | 2600 | | Bath House | 6000 40 17 30 25 | 50 | 2600 | | -[Rank 6]- | | | | | Sultan's Mosque Found. | 50000 40 80 100 | 300 | 1740 | | S.M. Timberwork | 144m 180w | 300 | 1740 | | S.M. Floor | 432m 240t | 350 | 3840 | | S.M. Window | 648m 270g | 400 | 5240 | | Sugar Cane Plantation | 800 5 3 9 f+500 | 35 | 4300 | | Almond Plantation | 500 4 6 10 f+600 | 15 | 4300 | | Sugar Mill | 800 7 6 10 | 40 | 4300 | | Confectioner's Workshop | 1500 5 12 24 | 100 | 4300 | +-------------------------+----------------------------+--------+------------+ Notes: - Oriental buildings use mosaic instead of glass. - In the 'Other' column, wp=Weapons, wm=war machines, f=cost of fields. - In the 'Upkeep' column, m=military budget required ------------------------- [S08.03] Production Ratios ------------------------- This section lists the production ratios of buildings. What this means is the number of suppliers that are needed to keep up production. Each producer is assumed to produce 1 unit. The exception is a coal mine, which can produce 2 units of coal, twice that of a charcoal burner's hut. Also, sometimes the producer will actually produce a little more than what is listed. For example, the quartz quarry produces a good bit more quartz than what one mosaic or optician's workshop can consume, but it is not enough to supply two workshops, so it is listed as one quarry per workshop. [Citizen Goods] Linen Clothing = 2 Hemp Iron = 1 Iron Ore, 1 Coal Tools = 1/2 Iron Rope = 1 Hemp [Patrician Goods] Flour = 2 Wheat Bread = 1 Flour Weapons = 1 Iron Beer = 1 Wheat, 1 Herbs Glass = 1/2 Quartz, 1/2 Potash Salt = 1 Brine, 1 Coal Leather Jerkins = 2 Hides, 1/2 Salt Paper = 2 Wood Books = 1/2 Paper, 2 Indigo Candles = 2 Beeswax, 1 Hemp Candlesticks = 2 Candles, 1 Brass [Noble Goods] Meat = 2 Cows, 1/2 Salt War Machine = 2 Wood, 2 Rope Fur Coats = 1 Fur, 1/2 Salt Cannon = 1 Iron, 2 Wood Wine = 1 Barrel, 3 Grapes Barrels = 1/2 Iron, 1 Wood Brass = 1 Copper Ore, 1 Coal Glasses = 1 Quartz, 1 Brass Gold = 1 Gold Ore, 1 Coal Brocaid Clothing = 2 Silk, 1 Gold [Nomad Goods] Carpets = 1 Silk, 1 Indigo Mosaic = 1 Quartz, 2 Clay [Envoy Goods] Coffee = 2 Coffee Beans Pearl Necklace = 1 Pearl Perfume = 3 Roses Sugar = 2 Sugarcane Marzipan = 2 Almonds, 1 Sugar /************************\ | Full Production Chains | \************************/ Here are the buildings you will need in place to produce each good with maximum efficiency. These do not show coal or salt, since they are used by many different goods. [Citizen Goods] Linen Clothing = 2 Hemp Plantations, 1 Weaver's Hut Tools = 1 Iron Smelter, 1 Iron Mine, 2 Toolmaker's Workshop Rope = 1 Hemp Plantation, 1 Ropeyard [Patrician Goods] Bread = 2 Crop Farms, 1 Mill, 1 Bakery Weapons = 1 Iron Mine, 1 Iron Smelter, 1 Weapon Smithy Beer = 1 Crop Farm, 1 Monastary Garden, 1 Monastary Brewery Glass = 1 Quartz Quarry, 1 Forest Glassworks, 2 Glass Smelters Leather Jerkins = 2 Pig Farms, 1 Tannery Books = 1 Paper Mill, 2 Lumberjack Huts, 4 Indigo Farms, 2 Printing Press Candlesticks = 4 Apiaries, 2 Hemp Plantations, 2 Candlemaker's Workshop, 1 Copper Mine, 1 Copper Smelter, 1 Redsmith's Workshop [Noble Goods] Meat = 2 Cattle Farms, 1 Butcher's Shop War Machine = 2 Lumberjacks Huts, 2 Hemp Plantations, 2 Ropeyards Fur Coats = 1 Trapper's Lodge, 1 Furrier's Workshop Cannon = 1 Iron Smelter, 1 Iron Mine, 2 Lumberjacks Huts Wine = 1 Iron Mine, 1 Iron Smelter, 2 Barrel Cooperage, 2 Lumberjack's Huts 6 Vineyards, 2 Wine Presses Glasses = 1 Quartz Quarry, 1 Copper Mine, 1 Copper Smelter, 1 Optician's WS Brocaid Clothing = 2 Silk Plantations, 1 Gold Mine, 1 Gold Smelter, 1 Silk Weaving Mill [Nomad Goods] Carpets = 1 Silk Plantation, 1 Indigo Farm, Mosaic = 1 Quartz Quarry, 2 Clay Pits, 1 Mosaic Workshop [Envoy Goods] Coffee = 2 Coffee Plantations, 1 Roasting House Pearl Necklace = 1 Pearl Fisher's Hut, 1 Pearl Workshop Perfume = 3 Rose Nurseries, 1 Perfumery Marzipan = 2 Sugar Cane Plantations, 1 Sugar Mill, 2 Almond Plantations ------------------------- [S08.04] Units -------------------------------- Ship Costs +-----------------------+-------------------+--------+ | Ship | Build Cost | Upkeep | +-----------------------+-------------------+--------+ | -[Small Shipyard]- | | | | Small Trading Ship | 1500 15w 20r | 20 1s | | Small Warship | 2000 30w 30r 20wp | 30 1s | | -[Large Shipyard] | | | | Large Trading Ship | 4000 60w 60r | 50 2s | | Large Warship | 4500 70w 70r 20cn | 60 2s | | -[Oriental Shipyard]- | | | | Caravel | 2500 30w 20r | 10 1s | | Large O. Trading Ship | 4000 50w 50r 15cn | 50 2s | | Large O. Warship | 4500 80w 80r 30wm | 60 2s | | -[Other]- | | | | Flagship | NA | 0 | | Corsair Ship | NA | 25 1s | | Coffin Ship | NA | ? 1s | +-----------------------+-------------------+--------+ Ship Stats +-----------------------+-------+-------+--------+------+ | Ship | Cargo | Items | Attack | Hull | +-----------------------+-------+-------+--------+------+ | -[Small Shipyard]- | | | | | | Small Trading Ship | 3 | 1 | - | 400 | | Small Warship | 1 | 1 | 6 | 500 | | -[Large Shipyard] | | | | | | Large Trading Ship | 6 | 1 | - | 1000 | | Large Warship | 2 | 1 | 14 | 1200 | | -[Oriental Shipyard]- | | | | | | Caravel | 3 | 2 | - | 300 | | Large O. Trading Ship | 5 | 2 | 6 | 800 | | Large O. Warship | 2 | 2 | 10 | 1000 | | -[Other Ships]- | | | | | | Flagship | 4 | 2 | 6 | 600 | | Corsair Ship | 2 | 2 | 4 | 500 | | Coffin Ship | 1 | 2 | - | 200 | +-----------------------+-------+-------+--------+------+ All ships begin with a limit of 40 caro per slot. Armies +---------------------+-------------------+--------+----------+ | Army | Cost | Upkeep | Att HP | +---------------------+-------------------+--------+----------+ | Small Encampment | 1000 10wp | 20 3m | 3 1800 | | Large Encampment | 3000 30wp | 60 6m | 6 3300 | | Trbuchet | 2500 20wm | 40 4m | 5r 2000 | | Oriental Encampment | 750 15wp | 20 3m | 4 1200 | | Cannon Position | 3000 15cn | 40 4m | 7r 1400 | | Miner Position | 400 2w 20wp 15wm | 40 4m | 1t 400 | | Robber Baron Camp | 2000 15b | 20 3m | 2 2400 | | Assassin' Camp | 1500 5c 10h | 20 3m | 13 200 | +---------------------+-------------------+--------+----------+ Notes: - For cost, wp=Weapons, wm=War Machines, cn=cannons, w=wood, c=carpets, h=hemp - For attack, r=ranged, t=tunneling ------------------------- [S08.05] Neutral Powers --------------------------- [Northern Neutral Powers] - Excavation Site (Cumo von Rembold) - Supply him goods and he will produce an item. - Robber Baron Castle (Barnabas) - Allows you to build a robber baron armies. - Old Tree (Hekata) - Supply herbs to give your people protection from the plague. - Mountaintop Monastary (Brother Hilarius) - Sells you goods. - Place of Pilgrimage (Benedicta) - Supply bread for occasional honor. [Southern Neutral Powers] - Academy of Wisdom (Ibn al Hakim) - Supply dates and milk to speed up construction of projects, and occasionally produce items. - Alchemist Tower (Izmir) - Supply him goods and he will produce other goods. - Assassins' Fortress (Al Rashid) - Allows you to build assassin armies. - Caravanserai (Karim) - Sells you goods. /*===========================================================================*\ | [S09.00] Hints & Tips | \*===========================================================================*/ Hints & Tips: - When settling your initial (city) island, look for a large island with a lot of open space. For northern islands, look for cider and hemp fertilities. Wheat is also good. Also, make sure the island has ample resources of iron and stone. For southern islands, date fertility is your primary concern, and clay (for mosaics) is secondary. - You will be dependant on others for tools until you unlock tools manufacturing at the citizen level. Therefore, it is good idea to buy as many tools as you can at the start of the game. - Try to get an item that boosts speed for your flagship as early as possible. This will save a lot of time when exploring and running errands. - When transferring goods, you normally transfer 10 units at a time. You can change this to transfer 1 or 100 units by clicking on the small numbers at the top right of the trade window. - When you gain your first rank with the orient, you will be given an oriental ship with tools, wood, and dates. Use this to create your first oriental settlement, and then assign it to your first trade route for spice. - Set Noble and Envoy taxes to the light green area. Since nobles and envoys cannot advance, you will receive an income bonus with no real penalty. - The tournament arena gives honor based on your island's population. Make sure you build it on your main island.