Glory of the Roman Empire

Glory of the Roman Empire

12.09.2013 15:52:22
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FAQ/Strategy Guide
>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==
For PC
Version 1.0
By Chris Zawada
User: antseezee
E-mail: antseezee@epix.net
Created: 7/26/06
Last Update: 8/29/06
Copyright 2006 Chris Zawada
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Author's Note
----------------------------
Numerous city-building titles that enforce some elements of strategy games are
often filled with illustrious buildings, and terrific landscape. Many of them
play aspects ranging from modern day travels to pre-historic times. Glory of
the Roman Empire, created by Haemimont Games, is a practical Roman Empire city-
builder title. Your main goal is to build a city from the ground up and protect
it from surrounding threats such as barbarians, starvation, disease, and
corruption. Along the way, you'll micromanage elements here and there, while
providing for the needs of your citizens as they inquire. A beautiful graphics
engine, and somewhat "easer than usual" gameplay engine allows even the most
novice player to succeed at a strategy title. Will you triumph with glorious
marlbe buildings, or crumble from the pressure above?

Contributing/Feedback
----------------------------
If you have any contributions, feedback, or strategies you'd like to have
added to the guide, contact me via e-mail or on GameFAQs. I'll be more than
content to add your segment of information, and will also provide credit. If
you have any questions you'd like added to the Common Questions section, ask.
I simply don't have the time to sit around thinking of questions. Provide me
with what you want to know!

Updates
----------------------------
=8/29/06= v1.0
Finished the FAQ. The game itself was frustrating at times. I also tooks spurts
and breaks here and there, which delays the guide's completion. Nonetheless, it
is complete. A future update will most likely be posted, if any patch is
released.

=7/26/06= v1.0
Started the FAQ. The title itself is fairly interesting, and has a few game
modes that can be tossed around. Probably will take 2-3 weeks to complete
though.

============================
- Table of Contents -
============================
1) Introduction
2) Game Basics
> Controls
> Screen HUD
3) Walkthrough
> Florentia (5 missions)
> Pompeii (1 mission)
> Syracusae (4 missions)
> Toletum (3 missions)
> Kartagena (3 missions)
> Massilia (2 missions)
> Mediolanum (2 missions)
> Lugdunum (2 missions)
> Londinium (3 missions)
> Colonia Claudia (3 missions)
4) Strategies
> Colony Expansion
> Military Power
> Fires, Riots, Happiness
5) Directory
> Buildings
6) Challenge Mode
7) Codes
8) Common Questions
9) Copyright/Distribution/Reproduction Guidelines
10) Proper Credits

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============================
- 1) Introduction -
============================
The PC is full of city-building games. Titles such as Caesar 3, Sim City, and
other strategy titles remain dominant in this category. Glory of the Roman
Empire is a recent addition to the genre that attempts to recreate the Roman
times, but with more emphasis on perfecting the city-building elements, rather
than looking at ALL overall aspects. Along the way, you must construct a city
capable of handling food needs, dealing with opposing rebels, and prevent the
spread of disease to fellow citizens. The game succeeds graphically, have a
magnificent 3D engine filled with utmost details on every aspect of your city.

Where GotRE differs is in the strategic department. The gameplay department is
actually lightened a bit so new players can succeed quite well. The game is not
as in-depth as say Rome: Total War, which forces you to command troops and
attacking formations. In a sense, GotRE is almost strictly building-related,
and barely even features individual units. Most outside aspects of the game are
simply handled by giving orders. As a governor of the Roman province, your goal
is to manage the city, not manage everything.

Here's an excerpt from the manual (credit to Haemimont Games):

Ave Perfect! I will tell you a few things about us Romans. We are a peaceful
people, and the Roman Empire appears to be blooming these days. For this
reason, Roman Senate is in search of talented Governors. It is your honor to
fulfill this task. For a start, have plain residential areas built. Satisfy the
wishes of Roman families! Provide your people with work and basic necessities
like nourishment. Maintain peace and keep everything in order. Celebrate your
success by building awe-inspiring buildings like thermal baths, theatres, or
even a coliseum. If you do well, the Roman society will bloom and living in our
city will be rewarding to every citizen.

----------------------------

_____________________
##### GAME INFO #####
//////////|\\\\\
Player(s): 1
Developer: Haemimont Games
Released: 2006
Rarity: uncommon
Special Features: online high scores
ESRB: Everyone
Cover Art on box:
- Shows Roman soldier looking back at well-built city

Requirements:
> Windows 98 or better
> 1.5 Ghz or better
> 256MB RAM +
> CD-ROM drive
> 1000MB+ free HD space
> DirectX 9.0c
> 64MB Video Card or better
(The game relies a lot on the video card to distribute
clear graphics.)

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============================
- 2) Game Basics -
============================
As with any PC strategy game, controls are generally done through the use of a
mouse. A mouse allows an easy task in selecting certain buildings, and altering
them through simple clicks.

_________
/Controls/
=-=-=-=-=-=-=-=-=-=-=-=-=
W - Move camera forward
S - Move camera back
A - Move camera left
D - Move camera right
F1 - Help
F6 - Save Game
F9 - Load Game
F8 - Open Quest Window
F10 - Open Main Menu
P - Pauses
TAB - Selects darkened building
HOME - Selects Town Hall
SPACE - Shows notification message
M - Place decorations
R - Builds road
C - Deletes road
T - Plants trees
H - Builds house
SHIFT - Hold to rotate camera while moving mouse

- Most of the interaction in the game is taken care of with the mouse. Some
hotkeys are assigned to default keys which are listed above. On a side note,
you can alter or add hotkeys for building other types of buildings through the
Options Menu.

___________
/Screen HUD/
=-=-=-=-=-=-=-=-=-=-=-=-=
_______________________________
|[1] [7] 0000000|
|[2] 00[8]00|
|[3] 0000000|
|[4] 0000000|
|[5] |
|[6] |
| |
| |
| |
| |
| |
| |
|_______________________________|

Meaning KEY:

[1] - Main Menu - Brings up the main menu

[2] - Screenshot - Takes a picture of the screen

[3] - Economy - Shows an overview of your Economy

[4] - Settlement - Shows an over of your settlement

[5] - Quest - Shows a log of your current quest

[6] - Toggle Speed - Speeds up or slows down the game

[7] - Message Notifier - Shows last shown message

[8] - Status Box - Shows mini-map or information of a building

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=========================
- 3) Walkthrough -
=========================
This walkthrough will cover only the campaign mode of Glory of the Roman
Empire. Missions are not organized in any particular order. The game let's you
pick from a select amount of missions. After you complete a mission, new
mission(s) are unlocked for your playing pleasure. Search below for what
mission you are on. I organized my missions based on the city name. For
example, you cannot complete Londinium 1, 2, and 3 in a row. But they are
organized together so you can understand what each mission was based off of.

____________________
/Mission 1: Tutorial/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Follow instructions on screen
Difficulty: *

- The game is going to introduce you to the interface first and foremost. Get
use to the interface and move the camera around at your free will. Follow the
instructions, and click the buttons on the message box. Start off by placing
your first house by right-clicking on the terrain, then selecting House from
the sub-menus. Place it on the highlighted spot. Your slaves will eventually
build the establishment up. The tutorial man will want you to construct a
Woodcutters Lodge so that lumber can be harvested. Do so in the exact spot, and
speed things up using the clock button the left. One of your citizens will now
work at the Woodcutters Lodge. Next, you will need a Wheat Farm, Pig Farm, and
finally 4 Houses to finish the tutorial. The idea is that you are building
enough buildings to satisfy the needs of your citizens, while providing enough
jobs, resources, and basic necessities to live.

_________________
/Florentia 1 of 5/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build a Stone Quarry
-> Build a Clay Pit
-> Gather 5 stone and produce 5 clay
Difficulty: *

- Right off the bat, you'll be assigned to Florentia which has some basic farms
and houses established. You need a Stone Quarry and Clay Pit though to extract
more resources for building better buildings. You can find a Clay Pit location
marked with a yellow dot just north of your houses, and a stone quarry spot
just west. Build both of these buildings. You won't have enough citizens to
work at the buildings though. I suggest building 2 more homes in the central
row of homes to get a few more workers. Then, these 2 production buildings will
now start producing. This should allow you to excavate enough to be successful
with the mission.

_________________
/Florentia 2 of 5/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Increase the prestige of your houses by building Altars so all
of them become Casa type
Difficulty: *

- What you need to do is increase the basic respect level of the houses, so
citizens see that you are trying to provide for them. Look south of your homes,
and there should be a nice garden that leads to an opening. Place the Altar
there so that the nearby homes have a respectable place to visit. Once the
Altar is built, and a worker hops inside, suddenly your houses will morph into
the next level. This means your citizens are happier, and you have less
problems to worry about. Your mission will end once all 6 houses convert into
Casas.

_________________
/Florentia 3 of 5/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build a Tavern
-> Satisfy the needs of all citizens
-> Florentia must have 10 casa houses
-> Florentia must not have more than 14 houses
Difficulty: **

- Start off by building a tavern close to the houses. Then, you will be capable
of building a Golden Statue from the monuments section. Do so, but ensure that
it is close to your houses as it will increase prestige. Then, build 2 more
homes near the central core of your city. I would also recommend building a
Butcher shop near the houses as there will be a high demand for Sausages in
your neighborhood. If you check out your Tavern, they will basically suggest it
highly in the Gossip box (click the Show Gossip button with the Tavern
selected). Ensure to build a Bakery near the Wheat Farm, as this will allow the
production of bread to continue.

- Next, you will need to construct a Flax Farm, then a Tailors shop. Ensure
that your production of homes is steady to ensure there are enough workers for
these buildings. Keep on building homes around until you have 10 casas. You may
need 1-2 extra homes near the outskirts of towns just to provide some extra
citizens to fill jobs. If you are feeling a high deman for cloth or meat,
ensure that the appropriate buildings are filled with workers. If they are not,
you may need to build more homes as only certain jobs get certain genders (Flax
Farms only accept female workers). Other jobs can be filled by male or female.
Keep visiting the tavern to see what citizens need what. You can click on the
text to show you the exact citizen who requires something. Just wait it out
until the needs are finished, then mission complete.

_________________
/Florentia 4 of 5/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build a Prefecture
-> Save at least one building from the fire
Difficulty: *

- This mission is almost like a tutorial on how to put out fires. Find a
somewhat localized spot near the center, and place the large Prefecture there.
Halt work at one of the nearby men buildings (Butcher Shop for example), then
when the Prefecture is complete, the building should get some new workers.
Build 1-2 more houses to get some more men in the village, and then the
firefighters will naturally douse any flames that break. You will most likely
lose your initial home that catches on fire. Other than that though, random
fires will break out until you save at least one of them. Build a second well
in the city as well. Once you save one building with your fire fighters, the
missiong will end.

_________________
/Florentia 5 of 5/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build an Arch of Triumph
-> Make sure you have no more than 10 unsatisfied citizens
Difficulty: ****

- The last mission for Florentia is difficult in that it takes some time to
develop. You have to be cautious as to not overdevelop. If you overdevelop,
your lack of gold & inability to purchase more slaves will cause your resources
to come to a standstill. If you dig yourself into a hole, it may be too deep to
recover from. You'll start off with what you previously had from mission 4,
which was adequate in spacing and provisions.

- To start off, you want to immediately get a Herbalist building, and Trade
Outpost. The goal is to trade the abundant amount of flour produced in Florence
in exchange for gold from Rome. This gold will then be used to by slaves, which
will allow you to produce more buildings, transport more materials, and deal
with the growing population goal of 50 citizens. I would highly recommend
building in the down direction, towards the adjunct aqueduct, and near the tall
thin rock that just out of the ground. Just expand like you normally would. Add
some houses, but then start to add the same production buildings you had
before. You will definitely need another Pig Farm, Flax Farm, Tailors Shop,
Bakery, Butcher Shop, and Tavern for starters. In addition these buildings,
make sure that the amount of citizens balances out with the amount of jobs.
Also, get another Woodcutters Lodge, but place it near an abundant amount of
trees.

- Now comes the tough part. You will be introduced to Warehouses by the in-game
tutorial. Warehouses will transport 10 slaves, house them inside the warehouse,
but also allow you to instantaneously move supplies from the Town Hall to the
distant warehouse. In a sense, it's like a portable town hall, but they can
only hold 10 slaves max. You do not have the ability to build Slave Houses to
hold more slaves, so keep this into consideration. Each time you buy a shipment
of 10 slaves for 20 gold (since your trade routes will be bringing in gold),
build a new warehouse. Then, build your houses & production buildings around
this warehouse. Think of it like a new neighborhood. If you want, toss a park
and altar to raise the prestige to keep most people happy. Just remember that
each warehouse only has 10 slaves, so it is essential to limit what you build
around it. If you overbuild around one warehouse, the slaves will have too many
duties and their slave schedule will be too much. Try building a new warehouse
every 5-7 homes in a neighborhood (plus any other extra buildings).

- I ended up building 3 Warehouses total. I had roughly 80 slaves by the time I
reached 50 citizens. When you reach the population goal, Rome will ship 6
marble pieces, and permit you to build the Arch of Triumph. Do so, and place it
in a town-center esque location where many people pass through - it looks neat.
The mission is not over yet! Check your Altars and see how many people are
unhappy (anyone who is disillusioned or below). You need to lower the total
amount to less than 10 people. To do this, check each neighborhood, and make
sure houses are covered with the appropriate needs. If a building is on
shortage because a lack of workers, or lack of upkeep resources, then build
something to compensate. If you are running low on clay, build a Clay Pit near
the cut-off aqueduct. If you still having problems, micromanage and force
citizens to fulfill their needs with the small button. Remember you just have
to click on the yellow text and the game will highlight the citizen for you.
Toggle the speed to help the citizens satisfy their problems, and the mission
should end. This mission is fairly difficult because you can easily get
sidetracked and if you expand too quickly, your slaves will get overworked.

_______________
/Pompeii 1 of 1/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Expand your town to reach at least 10 houses of the Casa type
-> Establish trade routes with Florentia and trade Iron Ore for
Flour
-> Satisfy the food needs of your citizens
Difficulty: **

- First off, you have no Wheat Farms. The soil is too poor to produce food.
Great. However, what you need to do is trade for food, while building enough
houses and satisfying the needs of the citizens of Pompeii. Start off by
building 2 homes. Then, build a Tavern and Bakery. The new homes will fill some
of the vacant buildings. To deal with the flour shortage, you should have 2
trade outposts on the western edge of the town. Click on them, then click on
the Trade Routes button. Pick the trade route that let's you transport iron ore
for Flour. Click the green confirm button to accept the trade. Continue to do
this trade until the game let's you know that you're running out of iron ore.
Stop the trade route, but now trade with another route to Rome. Trade Timber
for Iron Ore. Once you have built up your stockpiles of iron again, re-open the
trade route with Florentia for Flour.

- Eventually, you have one trade outpost dedicated to trading with Rome, and
the other one dedicated to trading with Florentia. This way, whatever comes in
goes directly out. Start to build a Pig Farm and Butchers shop to help take
care of the meat shortage. You will need 1 or 2 more homes to get some males
capable of working in the meat field. Then, it basically becomes a waiting
game. You wait for enough bread and sausage to be produced to satisfy the food
needs. To speed things up, go to the tavern, then click on the need for meat.
There's a little interaction button that let's you command citizens to go
fulfill their current need (rather than work). It's useful in reach an
objective quicker. You may have to stop work at the Flax Farm as some of the
women may be too busy to bother to go for sausages. Once your food needs are
supplied, then it's on to the next mission.

*The game now allows you to choose your path. You can select missions at
your free will, so the order of this walkthrough will be organized by each
city. For example, all of the Florentia missions will be gathered in one
section.*

_________________
/Syracusae 1 of 4/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build a Herbalist Shop
-> Cure all sick people from the deadly plague
Difficulty: ***

- For the most part, this mission will consist of building 2 Herbalist Shops.
Place one on the west and east sides of town so that citizens can access it in
two convenient locations. The shop can only take in one sick victim at a time,
so some of your citizens will wait in line to get treated. It also requires 3
female citizens to operate efficiently. When the plague button pops up on your
screen in the upper left, click on it, then click on the Eyeball icon to see
which citizens are sick. You may have to force them to go get treated by using
the fulfill need button.

- Continue to expand the town with houses, and build another Altar, Butcher
shop, and tailor shop. A main problem is that there always happens to be needs,
yet few ways of transporting the resources. The Plague will continue to hit the
town, despite you having cured wave after wave of citizens. Ensure that the
citizens needs are fulfilled, and that both herbalist shops have 3 women
working in them. Use the toggle speed button, and eventually the mission will
end after about 5-7 waves of the plague.

_________________
/Syracusae 2 of 4/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build a Gold Mine
-> Acquire 50 Slaves
Difficulty: **

- As usual, Syracusae will still be capable of receiving plague victims. Your
initial build in the first level should have been enough to hold over the
current threat of sickness. I would recommend building a few more homes right
off the bat, maybe a garden or two, then look to the east for a nearby gold
quarry. Plant a Gold Mine on top of it. Some of the new men will take
operations at the hold mine and work there. Now, in order to get new slaves,
you can only purchase them through gold transactions at the Town Hall. Go to
the Town Hall, and look at the one darkened button. It says you need 20 gold to
buy 10 slaves. So you'll need to do this twice to get 50 slaves total. From
here, just speed toggle as your city will build up its resources, including
gold. Click the button twice (once you have 20 gold each time), and voila,
mission complete.

_________________
/Syracusae 3 of 4/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Syracusae must have enough Domus type houses to reach City
stature (City Stature shown in Town Hall information panel)
Difficulty: **

- This mission requires you to expand a bit to get enough resources to trade
for Marble. Syracusae is lacking with local resource deposits. Your only manner
to acquire marble is through trade, and you need to trades lots of Olive Oil or
lots of wine. Domus houses require more luxuries, such as wine, so I would
recommend getting Vineyards. Expand in the south direction along the canyon
ridge and build a warehouse. Get 10-20 more slaves by spending gold at the Town
Hall, then build a few homes at this new settlement. Build 2 Vineyards, and try
to reach max population in both. Don't forget to get a well and some other
necessities. Get another Woodcutters Lodge as well to upkeep your timber
production.

- You probably do not have any Trade Outposts. Build one in the main city where
most of your slaves are. Select the trade route of marble for wine. Your
warehouse to the south will be where your wine comes from, and you should get a
steady supply of marble this way. Once you have enough marble, go back to the
main city and look for a nice central spot to the put the Temple. I placed mine
near the gray broken down ruins in the center. It just barely fit. You may have
to add an Altar at your new settlement, along with a Marketplace to upkeep the
needs of your people. Once your Temple is complete, all of the houses will now
start morphing into Domus types. After enough transformations, the mission will
end.

_________________
/Syracusae 4 of 4/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Syracusae must have enough Villa type houses to reach
Megapolis stature (City Stature is shown in Town Hall
information panel)
Difficulty: *****

- This is quite possibly one of the most deceptive missions that campaign mode
has to offer. Why you ask? It's simple - Megapolis does not mean to have a huge
amount of people in your city. All it means is to have an overwhelming amount
of Villas compared to regular houses. Many players make the mistake of
overbuilding on this final mission for Syracusae, and as a result, spend too
much time on the mission for a pointless mission.

- Start off by recognizing that your central establishment is probably running
into problems. Build more Bakeries, Tailor Shops, and Wheat Farms as there is a
shortage of bread. Place 2-3 Marketplaces near your community, and start to
expand with a few more homes (breach the 50 citizen population mark). Now,
start to build some Prefectures to cover both sides of the city, and place a
Bath House along with a Theater. Ensure that they are properly staffed. Now,
build in a crazy manner as many monuments as possible. Build Golden Statues,
the Arch of Triumph, Altars, and Temples to help raise prestige all around the
city. Build them to ensure a huge radius is covered, but also so that Villas
start to pop up in the city.

- By now, you're probably getting banged by the plague and receiving tons of
complaints. Go to every Temple, Altar, and Monument and start donating gold. By
now you should have nearly 80-90 slaves at the Town Hall, but just keep
donating gold. This will slow down the chances of rioting or fires. Secondly,
just keep building prestige buildings until your Villas outnumber your Domus,
Casa, and primitive houses. Eventually, the mission will end. As far as I'm
aware, you need more than 50 people (may be 60) to qualify for Megapolis
stature, as long as the number of Villas is overwhelming. Set the game speed to
high as it will take awhile for things to develop. Don't forget that Temples,
Theaters, and Bath Houses are prestige buildings as well. Build them when you
run out of normal monuments. You will probably receive riots and fires along
the way, but the Prefectures can handle the situation and you'll sort of
"smooth" your way to victory without having everything in a perfect situation.

_______________
/Toletum 1 of 3/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build 3 Iron Mines
-> Build 2 Marble Quarries
-> Make sure there is at least 1 worker in every Marble Quarry
and Iron Mine
Difficulty: ***

- Toletum is in a sense a mineral-rich area, but suffers from horrible building
options. Because of this, you will not be able to build food farms of any sort.
Another noticeable problem is that there are 2 barbarian villages along the
upper portions of the map, and you have no ability to build Herbalist Shops as
well. However, you may notice that there are Gypsy Villages spread throughout
the map. Gypsies will heal anyone they come across that is infected when they
visit your town. Also, you will have one Supply Depot that gets refilled with
food every 3 minutes. These happen to be automatic supplies from Rome that cost
you nothing - this is a good thing.

- Start off by building a Marketplace at the main section of your town. This
will attract Gypsies to bring their items, which means you can get their free
healing powers as well. If you look slightly southwest on the map, and
southeast, you will notice that you already have 2 built warehouses. At these
locations are nearby stone or marble quarries that can be built upon to help
meet your goal. Check the southwest location first. You will notice 3 Iron
deposits marked with yellow dots on your radar. You want to build Iron Mines on
all 3 deposits, however, do them one at a time and slowly. You need to build at
least one home in the vicinity of each mine to ensure a worker gets there. Do
this, then focus on the southeast area. This is where the 2 Marble Quarries
are. Repeat the same strategy of placing quarries on both, and building 2 homes
within vicinity of both. This will ensure one man is in every mine.

- On a side note, try to develop the main town a bit. Place a Trade Outpost,
add a Clay Pit near the small lake, and place 1-2 more homes to fill some jobs.
This will prepare you for the future missions.

_______________
/Toletum 2 of 3/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build at least 1 Slave Shelter
-> Have at least 60 slaves
-> Make sure the slave schedule of the Town Hall and all
Warehouses is free or relaxed
Difficulty: ***

- Now that your town is established, some needs are starting to arise. You need
to get about 10 more slaves, and add a few luxuries to make their job easier.
You are going to have to trade for gold, so go check the Trade Outpost you
built from the first mission. Pick the trade route of 12 Marble for 6 Gold to
Rome. This will help provide you with gold since you will have an abundance of
marble from your mines.

- In the main town, find a nice spot near the houses and build a Flax Farm.
Then, build a Tailors Shop. There will be a big need for Cloth from your
citizens. This should keep your citizens at bay while you trade for gold. As
for your minor settlements, avoid them entirely. Most of the citizens will
whine and complain, but do not worry about it - it's not our objective. They
are fine as long as you don't continue to develop those isolated areas. DO NOT
build the Slave Shelter until you purchase the 10 extra slaves. When you build
it, the 10 slaves are transferred from Town Hall. This means the workload for
slaves at the Town Hall gets harder. You don't want to do it until you have
some slaves to spare. Make sure the Shelter is built at one of the isolated
areas, preferably the location with marble. Once you reach 60 slaves total
(after collecting 20 gold), just make sure you have a minimum 30 slaves at the
Town Hall. Use the speed toggle button, and eventually, the slave schedule will
reduce back down to Relaxed. If it does not, stop the trade routes at the Trade
Outpost, and this will lighten their tasks.

_______________
/Toletum 3 of 3/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Destroy all barbarian settlements
Difficulty: ***

- It seems that the nearby barbarian villages at Toletum are giving the
citizens problems. They're threating to kill them all. What's going to make or
break you on this mission is being able to restructure your 2 outside colonies,
and getting enough Watch Towers up in time to protect the entire Toletum area.
Start off by building 2-3 Watchtowers down by your 2 marble mines - place them
by the warehouse. Build some Watchtowers on the main road north of your central
base. Now, it's time to solidify your economy. Put some marketplaces, and fill
the needs of the people at your 2 mining colonies. We don't want riots
destroying what we've spent precious time building up.

- On a side, you're going to run into a problem. DON'T EXPAND. There are no
gold despoits on this map, nor are there any trade routes available that you
can use to get gold. Because of this, we need to keep Toletum's population
similar to how it is right now. Once you have the economy under control, this
should satisfy most people. Start to build the barracks, but build a Blacksmith
shop instead of an Armorer. Our key to victory is using iron weapons since we
have a huge supply of iron coming in from the south west mines. While you are
building Barracks and constructing an army, you will get hit a few times from
the Barbarians. The village to the right can have raiding parties of about
15-25 men. The one up north will have attacks of up to 40 barbarians.

- Try building a barrack down by your marble colony once the watchtowers are
up. Your Blacksmith in the main city will provide iron weapons for them. Once
they are well equipped, send them on a mission, and pick the destroy button
from the Barracks menu. Click on the Town Hall structure. Now your squad will
be ordered to destroy the Barbarian village. This squad should be able to do
the job (most likely has 25 men, most having weapons). The Barracks train your
men according to the level of equipment available. Militiamen, Footmen, and
Velits are all different levels of troops. Irregardless, once you fend off a
barbarian attack, a majority of the barbarians are dead. This is a great time
to counter-attack and finish off their village before they resupply with new
barbarians. Your troops should raze the entire village to the ground. Once both
villages are destroyed, your are victorious.

_________________
/Kartagena 1 of 3/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build a Stone Quarry, a Marble Quarry, and a Gold Mine with
at least one worker in each one
-> Increase the number of slaves to 70
-> Have at least 20 Casa type houses
Difficulty: **

- This is basically a fairly long mission in that you have to build the base to
a city, ensure you have a wide variety of resources, and be able to thrive with
a high population. The first location where you start is not your actual home
base - it's just a small colony where a 10-slave warehouse is. Instead, scroll
down southwest on the map and look for the lone town hall. You want to start
building 3-4 homes to get an initial population here. Then, build a Clay Pit &
Herbalist Shop nearby. The Plague is prevalent in this marshy area. Start to
build your necessities such as a Flax Farm, Bakery, and Butchers Shop. Your
separate colony actually has a Pig & Wheat Farm already established, so this
will supply Flour & Meat. Your main concern is getting cooked goods. Scroll
over to the colony and build one more home & a stone quarry on the extremely
close Stone Desposit.

- Continue to expand your population at the home base. Place an Altar at the
center of your expanding city to increase the prestige. Your bakery and
butchers shop should start to produce goods. Don't forget to place down some
wells to help upkeep sanitation efforts. Expand on the opposite side of your
home base with an Olive Farm and a few houses. Make use of a Trade Outpost, and
trade Olive Oil for Gold. This will help buy more slaves. If you look slightly
north of the center portion of the map, you will find the only gold deposit on
the map. Place a Warehouse here, then a Gold Mine, and 2 homes. Also, build
another Herbalist Shop. This will treat anyone who gets sick (you can't build a
well with no water sources around), and provide you with a STEADY source of
gold. Gold is good because it means we can buy more slaves, and harvested gold
is better since it means less transportation work for trade deals with other
Roman cities.

- Your gold should start to pour in. You have met a majority of the
requirements, except it is time to expand the population and find marble.
Marble is located in the northwest. Place another warehouse here (assuming you
have bought 10-20 more slaves with the new gold deposit). Build 2 homes, build
a Marble Quarry, and a well would be nice. If I were you, go back to the
original colony you had and build a Marketplace. This may satisfy some of the
higher needs of your people here. Placing a Golden Statue at this original
settlement is also a good idea. I would recommend placing a Slave Shelter here
as well - the work load may get very high for a limited 10 slaves. From here
on, it just becomes a waiting game. Place Altars at each of your spread out
warehouses so that the houses around them turn into Casas. You need 20 total
Casas to complete - remember that. Don't forget to continue purchasing slaves
(I had around 90 before the mission was complete). This will leave you with a
good base to finish up the Kartagena missions.

_________________
/Kartagena 2 of 3/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build a Theater at the specified location
-> There must be at least 4 Actors working at the Theater
Difficulty: *

- This mission is very simple. Look near your main establishment at the
highlighted area. Whether you have stuff built around it or not, don't worry.
Immediately start construction on a Theater here. Then, build 4 houses around
the Theater to ensure 4 male actors have jobs in it. Your mission will be
complete. Along the way, I recommend building Marketplaces on your outskirt
settlements to please the people for the third mission in this area.

_________________
/Kartagena 3 of 3/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build a Coliseum at the specified location
-> Build at least 6 Villa type Houses near it
-> Organize Coliseum grand fights
Difficulty: ***

- This mission was fairly difficult for myself mainly because of my lack of
establishment on the outside colonies. Your initial Kartagena build should have
a few spread out settlements, with your main city thriving with resources.
Unfortunately, you probably have no Marketplaces, Temples, or high-luxury items
in place to appease the people. You have two choices on what you can do for
this mission:

1) Attempt to build each neighborhood perfectly (including the settlements)
to keep everyone happy.

2) Build the Coliseum, Build Perfectures to fight the riots, and get the 6
Villas

- I would recommend Option 2. Build 1-2 Prefectures at the main city, and make
sure they can cover the whole city and have 3-4 men in each. Build a prefecture
on your outside colonies if possible. Most of your people will riot due to lack
of resourcing, lack of wine, or no Temples. Rather than spending minutes trying
to appease them, simply fight back. Start a trade route at your outpost for
gold, and then start to build the Coliseum. Before you build the Coliseum, make
sure you have anything & everything you want. It takes a ton of resources to
build, and a long time as well. Get a second Stone Quarry if necessary. Once
the Coliseum is built, you will need 10 Olive Oil, 10 Wine, and 10 Gold to host
a grand fight. There is a grand fight button option after you click on the
building. Try to stockpile these resources. While you're waiting for the
stockpile, build some houses around the coliseum. Place a monument or two, and
a Temple. This should be enough to raise the prestige high enough for 6 Villas.
Host the grand fight, and your mission is complete. It will not be a pretty
victory, but it is quicker than spending an hour or two building everything up
to prevent riots.

________________
/Massilia 1 of 2/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build a Temple near the Town Hall at the specified location
-> There must be at least 2 Priests working at the Temple
Difficulty: *

- Start off by looking directly right of your main establishment, and you will
see 2 Marble areas. Place a mine on one of them. Build two houses next to the
mine, and place a road connecting back to town. This should leave you with a
steady marble upkeep. Now, build the Temple on the highlighted location next to
the Town Hall. You will have 2 other smaller settlements on the map, one of
which may get infected by the plague (the one with no water wells). Simply
build a Herbalist Shop there to take care of the problem. Resume construction
on the Temple as your marble comes in, and then you simply have to build 1-2
more homes to get some priests to work at the Temple. A very easy mission
indeed.

________________
/Massilia 2 of 2/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build a Philosopher Academy at the specified location
-> There must be at least 4 Philosophers working at the
Philosopher Academy
Difficulty: *

- This is almost like yet another introduction mission as its basic goal is to
get you use to the Philosophers Academy. At your main town, start building the
Academy on the highlighted area. Meanwhile, build Altars & Marketplaces at your
surrounding colonies, and a Marketplace at your home base. Build 3-4 new homes
around the vicinity of this new Academy, and place a Golden Statue or Monument
to increase prestige. This should upgrade the houses into Villas. Once the
houses morph into Villas, you will then be able to get men to work at the
Philosophers Academy. If it does not fill up right away, try stopping work at
one of the nearby buildings where a master citizen is working. To find out who
is a master citizen, click on one of the villas, and click on the head male.
You should be able to see if he works at the Academy, or if he has another job.
While you wait to fill up the academy, build a Vineyard and some things to
preocuppy the citizens without causing riots.

__________________
/Mediolanum 1 of 2/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build 6 Prefectures with 4 Prefects in each
-> Mediolanum must not lose its current stature
-> Make sure that Mediolanum remains with at least 60 Houses
Difficulty: ***

- This is an annoying mission because you're given a great town with an
adequate amount of supplies, but not enough marketplaces nor prefectures to
deal with any potential riots. First off, notice that this town is very WELL
developed. There are plenty of meat, flour, and wine supplies about. There are
also automatically supplied depots, and some Domus type houses to dominate as
an established city. For building the 6 Prefectures, I recommend building one
in every one of the surrounding establishments. Check the Altars in each
settlement to see what the people desire. If lots are angry, quickly build a
Marketplace nearby, and the slaves should put goodies there to satisfy the
needs of the people. Your two biggest supplied worries on this mission are wine
& bread. Many of the outside settlements will not have enough male workers.
Build 2-3 new houses in each development and ensure each Prefecture has 4
workers each.

- With this accomplished, focus on building a Herbalist Shop, or occasional
production building to fill up any remaining jobs in a town. If for some odd
reason, you cannot fill your Prefecture with 4 men, stop the work at one of the
nearby buildings, and the male workers will go to the Prefecture. Then, resume
work at the shutdown building, and it will be down one male worker. The
Prefects will fight against riots and extinguish fires. It becomes a waiting
game of about one day once you fill all the Prefectures with 4 men each. The
riots will happen irregardless of how quickly you build.

__________________
/Mediolanum 2 of 2/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build 2 Barracks
-> Build a Coliseum
Difficulty: ****

- You've managed to quell the riots of Mediolanum, but now nearby barbarians
are threatening to attack you. What else is new? Right off the bat, look at
your two NORTH bases near the center of the map. Build 2 Watch Towers on the
west road leading to the left barbarian village, and build 2 Watch Towers at
the other north base along the north road. Your West base is going to get
rushed first, and may not survive. Don't worry about it. Meanwhile, continue
building to the south by placing 2 Barracks in safe locations. Place a Weapons
Shop (wooden) next to one of the barrachs. Now, wait for your troops to
stockpile. You may have a few splicing riots here and there, but it's nothing
to worry about.

- You will have to build an Arch of Triumph in order to gain access to the
Coliseum building menu. Build one, then construct the Coliseum at the
designated location. Now, it's a waiting game. You will have to hold out until
this Coliseum is finished. I found it best to use the Destroy command on the
nearby barbarian villages with my 2 barracks. Ensure that you have some weapons
supplied to the men before issuing the order. You may have taken some damage
from the barbarians initial raid. A few of your buildings will probably be
burnt down at the northwestern colony, and those watch towers probably never
got finished. Let them get finished, and halt some of the work at the nearby
farms to lighten the work load on your slaves. Your Coliseum will take awhile
to be built unless you can trade for gold via the Trade Outpost. I recommend
doing so, or at least, getting more slaves to speed up the process of
transporting materials to the location. Your prefectures will have lots of
riots to deal with. If you want to speed up the process of building the
Coliseum, build a Warehouse directly next to it. You'll have 10 slaves
dedicated to completing it. This will warrant a mission complete.

________________
/Lugdunum 1 of 2/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build a Philosopher Academy
-> Collect 20 Gold
Difficulty: ***

- This mission requires some cunning building skills based off of a good town
layout. This small village desires to be a trade capital of the Roman empire,
but needs your help. You'll basically start off with 3 warehouses, one in the
middle of nowhere (near stone & marble deposits), one village with tons of
farms, and the main base with plenty of slaves. Build a Stone Quarry, and
Marble Quarry at your isolated warehouse. Make sure to place down 2 homes, one
close enough to each mine so that operations can continue between these
locations. At your home base & second colony, build Altars to raise the
prestige. Your population should increase high enough to build a monument.
Place a Gold Statue at your home base near the other homes to raise their
prestige. You should already have an average food/production line going, and
your Taverns will spread the needs of the people. I would recommend building a
Tailor Shop at the second base though, as there is no supply of cloth there.

- As you know, a Philosopher Academy requires nearby Villa houses since the
only people it can employ are Master Citizens. To get some Villas, you will
need a Theater, Temple, and Bath House built nearby in the main area to boost
your prestige. Get the Temple, then Theater & Bath House on queue in that
order. Then, build the Philosopher Academy now that the people are satisfied.
In the meantime, build a Slave Shelter at the second colony where you have a
high work load and only 10 slaves. This will boost your work load down a bit.
I'd also recommend building another Slave Shelter up here later on to keep the
flow of things very smooth. Back at your main base, you will want to focus on
expanding your population quite a bit. Build several houses and expand in the
open fields, but near your prestige buildings so you maximize population. In
effect, you will need many male workers on this mission. Build a few trade
outposts around the Academy to start automatically making gold. The gold will
deposit in Town Hall slowly. Once you accumulate 20 gold, the mission will end.
Don't forget to stop donating at your temples/altars to ensure your supply of
gold comes in smoothly. Remember that it is imperative to satisfy your
population on this one since you will have a second part to this mission later
on.

________________
/Lugdunum 2 of 2/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Lugdunum must reach City stature
-> Increase the number of slaves to at least 70
-> Build 2 Barracks and train 40 Soldiers
Difficulty: *

- If you followed everything I told you to do in the first mission, nearly 2/3
of your objectives will be filled in this mission! You will be generating gold
via your Philosopher Academy and surrounding Taverns. You should have close to
60 slaves. Simply buy 10 more with the newly acquired gold. Most of all, you
should be AT the City stature due to the high prestige in your city and
adequate population. All you have to do is construct the 2 barracks, and wait
for 40 soldiers total to be trained. Don't forget to snatch a weapons shop so
that your soldiers continue to regenerate. Probably one of the easiest
"supposedly" hard missions.

_________________
/Londinium 1 of 3/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Londinium must have at least 70 citizens
-> There must be no more than 4 sick citizens
Difficulty: ***

- What makes the Londinium missions somewhat fun and not much of a bore is the
fact that you have unlimited resources. While this does not mean everything is
handed to you on a silver platter, most of it is rewarded on a bronze platter.
A little effort on your part to create luxurious goods, and you'll be set.
Start off by noticing your surroundings. Adjust your camera view so it looks
north. You will have a warehouse south of the river with several resource
depots surrounding it, another warehouse to the east with 3 supply depots, and
your town hall. Look west and you will notice a gold quarry. Start off by
building a few homes around your Town Hall. DO NOT build VERY much at the two
other warehouses you have. Your slaves will be busy enough gathering the
automatically supplied depots.

- The key to surviving on Londinium is the use of Marketplaces. There will be
Gypsy Villages on the map here and there. Try to build your homes around them,
or where some of your town centers are. The Marketplaces will attract Gypsy
Healers to visit your town, and they in effect, will cure any form of plague
that rises out of the ground. Make a note that you do not have Herbalist Shops
on this mission. This makes it difficult to handle the plague if it gets out of
control (which would result in a mission failure). Instead, to reduce the
chance of plague, every Slave Workload at the warehouses & town hall must be
Relaxed or lower. Also, put Wells in each neighborhood more often than you
normally do.

- Expand your town around the center Town Hall. On your warehouse to the east,
build a Marketplace, and another home if you need some jobs to fill. At your
Town Hall, get a Bakery & Butcher Shop ASAP. Since you are supplied flour &
meat on this map, do not worry about building pig/wheat farms. To the west,
build a new warehouse near the gold deposit, then build a gold mine, a few
homes, and a marketplace. Marketplaces are great because they satisfy the needs
of people including cloth, but don't offer high-luxury items like Wine. Focus
on developing your center town though. Build north of the river with a Tailor
Shop, Altar, then more homes, a Temple, and so forth. Get a Prefecture once you
get a decent population size, and build any of the available monuments. When
your prestige is high enough to acquire a Temple, build one, then build a
Theater & Public Bath. Then, get enough prestige in the area to pop up a few
Villas.

- Now, you should be cruising along. Remember to continue to purchase slaves as
your town expands. I would recommend building a 2nd warehouse inbetween the
gold mine & central town area. Start to populate this area with homes & job
buildings. If your supply of sausages & bread gets low, build another
production building so your slaves can haul the food to marketplaces. A good
rule of thumb is to build a new marketplace for every warehouse you build.
Eventually, you will expand fast enough that you will require Taverns to supply
wine to people. Try to expand north near the Gypsy village, as they will act
like a free Herbalist Shop. Don't forget to keep building wells at each
interval. Pop in a few gardens to spruce the appearance of the city, and
connect roads to make travelling easier on the civilians.

- From here on, everything is self-explanatory. Keep building until you reach
70 citizens. Continue to increase the slave count, continue to increase the
prestige of surrounding buildings, but most important, make sure you have lots
of marketplaces. If you want, you can demolish a building in the center of your
city that no longer serves purpose, and try to undertake a Coliseum or
Philosophers Academy to reap in profits. Just remember to keep slave workloads
on Relaxed or lower, and you should be set.

_________________
/Londinium 2 of 3/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Londinium must have at least 150 citizens
-> There must be no more than 10 sick citizens
Difficulty: ***

- This mission is hardly any different from the 1st Londinium mission, except
for the fact that you need to be bigger and also have some Watchtowers in place
to harbor off the barbarian raids. Start off by looking north on the map. The
barbarian village on the left can have up to 50 or so attackers, while the
other one can only have 16-32 attackers. Look at your right colony where there
are 3 supply depots and only a few buildings. Place 2 Watchtowers here. Look at
the narrow land bridge near the center of the map above your main city. Build
3-4 Watchtowers here, and try to clump them near this narrow land bridge as
this is where the main attacking force will come from.

- As for expanding your city, it shouldn't be terribly difficult. What you have
to worry about is reaching the population limit, while following the previous
guidelines. This means building wells nearly 2-3 on a screen at once, trying to
expand near the gypsy villages, and ensuring you have a surplus of
food/supplies. Since you are already being given infinite supplies, I recommend
that you build several more production buildings (bakeries, butcher shops,
tailor shops). Don't forget to toss a Marketplace as each new colony you build.

^NOTE: Whatever you do, DO NOT expand south of the river. This will make it
easier to complete Londinium 3 of 3.

- Instead, expand west but north of the river. If needed, place Shave Shelters
at your southern supply base where you have nothing built. The work load may be
too much for the measly 10 slaves. From here on out, you just want to repeat
what you did to your main city. Scroll a bit, build a warehouse, some homes,
some buildings to enforce a job, a marketplace, altars, public buildings, and
upgrade the prestige of each home to Domus/Villas. As a matter of fact, do not
worry about providing jobs for everyone. Just focus on getting a ton of people
in one area, and that there are Taverns/Marketplaces available to them. If your
supply of a certain good gets very low, just build more production buildings,
and place more slaves in the neighborhood through shave shelters or an extra
warehouse. Most of my expanded colonies were running 30-40 slaves to handle the
workload. My town hall had roughly 70-90 slaves as well.

- Try to upkeep a 1.75 to 1, slave to citizen ratio. If you need extra gold,
you can trade olive oil for gold (aside from your gold mine). Dealing with the
barbarian attacks is not a tough task, assuming you have enough watchtowers.
When the barbarians attack, some of the watchtowers will fire arrows while some
of them will have melee merecenaries on the ground level. If some of the
defenders die, they will regenerate. Just remember to have about 4 north of the
main city, and 2 north of the right-side supply colony. You can also toss a few
guarding your expansion colonies, but most of the barbarian men will not notice
this. Once you reach 150 citizens, I recommend setting the game speed to high.
The game does not immediately recognize victory, but will also wait until the
plague ends. If you notice that the amount struck by the plague is getting
exceedingly high (7-10 citizens in one strike), check the area and ensure there
is a surplus of food. I also placed lots of Gardens on this map to try to give
people a rest. Having a few Prefectures as well in case of riots is a smart
move.

_________________
/Londinium 3 of 3/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Withstand the rebel attack
Difficulty: *****

*MAJOR ERROR: If you have the original version of the game, there is a
crashing error that occurs if you try to load a mission from
Londinium 3 of 3. It is believed the reason is due to loading
a game when it IS raining, when you are issuing an attack from
a Barracks, or when Barbarians are potentially attacking. The
only way to load the file is to start from scratch on the
mission. Load a previous file where the intro screen is shown.

- Apparently, Boudiccea and her rebel armies are preparing a massive attack on
Londinium. This is supposedly THE BATTLE to get ready for, as they are the most
advanced barbarian tribe the Roman empire has seen. There is an important item
to note:

THE BARBARIANS will attack from the SOUTH!

- Do not be distracted by the two small villages to the north. These barbarians
will attack you, but your watch towers can take care of them. Now, go near
where your Town Hall. Look south through the narrow road/ridge. Build 4 Watch
Towers here near the Supply Depot area. Build a Barracks here, 2 homes, and a
Blacksmith & Weapons Shop. This will be enough to fully train your new rookies.
Construct a second Barracks and prepare with a few more Watch Towers. When I
say a massive rebel attack, we're talking hundreds. As for taking care of your
city, just do massive donations. Since you have unlimited supplies, donate at
every Temple or Altar. This will appease the people for now.

- Save your game when you think everything is close to being finished. DO NOT
save the game if it is raining in the air, if barbarians are attacking, or if
you have issued an attack. This will glitch your save. The Barbarians from the
south will approach in 3 places - directly south, southwest, and southeast. The
one force from the southwest may give you some concerns as it will burn your
Supply depot establishment a bit. Ignore it. Your multiple watchtowers will
engage the men. Meanwhile, your Barrack troops will rush out to defend the city
to their death. You will end up slaughtering the 75-100 barbarians, and be
victorious.

_______________________
/Colonia Claudia 1 of 3/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build 6 Watchtowers
Difficulty: **

- Colonia Claudia is an area filled with treacherous barbarians, but also the
ability to expound on some of the military buildings available in the game.
Start off by building 2 Wheat Farms, a Bakery, a Fisherman Hut, a few homes
(one near the stone quarry slightly northwest), and finally a Warehouse to the
east near the gold quarry. Build a home and mine here to harvest gold on a
consistent basis. While your objective is easy, our goal is to build an economy
for the missions to come. You may notice one barbarian faction west, one
northwest, and one east. For now, you should receive no problems from them.

- Continue buildings up your town, but do not build Altars yet. Get a Herbalist
Shop to help treat with sickness. You may need another Woodcutters Lodge to
upkeep timber production, and preferably a Clay Pit. Once you are able to
purchase 1-2 loads of slaves, head back to your gold mine area, and build 2
watchtowers. Build them near the stone bridge to help secure your area. Start
to build Watchtowers around your main village as well. By now, you should be
expanding with numerous homes. Build an Altar once you have a population of 30
or so. In addition, take up a Flax Farm & Tailor Shop to upkeep your production
of cloth. Finish this off with a Prefecture, and expand north across the river
with another warehouse, home, and marble mine to give you some form of marble
to expound upon. This will give you something to build upon. Finish things up
with the remaining number of Watchtowers in useful places (1-2 near marble
warehouse, 1-2 near gold warehouse, 3-5 near main village around perimeter).

_______________________
/Colonia Claudia 2 of 3/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Build a Barracks and train at least 20 soldiers in it
Difficulty: **

- In orders straight from the Roman emperor, he demands that the surrounding
Barbarian tribes be annihilated. I can tell you right now that on the third
mission, all hell is going to break loose. Before you build the barracks and
start training away, I recommend tossing up a few more Watchtowers so that you
can handle an ample attack from barbarians. Start off by placing 3-4 more near
the north bridge and northwest position. As you will note, two large barbarian
camps are to the northwest and northeast. Secondly, place a few more to protect
your gold colony to the east, and just 1-2 more on the western perimeter to
guard against the small friendly village. Now, build the barracks to the south.

- Don't forget to build up some defensive watchtowers to the north where your
Marble expansion base is. As a matter of fact, have a minimum of 3 towers here.
You will probably receive a raid from the nearby hostile village, and your
defenders may not survive the onslaught. Once the Barracks is built, your will
have the ability to produce a Weapons Shop or Blacksmith shop. Blacksmiths make
iron weapons, but require iron ore. Weapons shop make wooden weapons out of
timber. Build a new warehouse by this Barracks, place a well here, then build a
Weapons Shop. Gradually, your barracks will train up to 20 soldiers and the
mission will be complete. However, we are preparing for total war.

_______________________
/Colonia Claudia 3 of 3/
=-=-=-=-=-=-=-=-=-=-=-=-=
Objectives: -> Destroy the Teuton and Menapi settlements
Difficulty: **

- Remember those 2 missions that helped prepare you for this mission? Those two
missions really helped out. You already have a barracks established with
SEVERAL watch towers in place. This is great because those watch towers to the
north will help SLAUGHTER the dangerous barbarians from the north. Order your
barracks once it has filled up with men and some armaments to attack the
barbarian village to the right. It is relatively smaller. Your squad may
struggle a bit, but it will break and burn the village to the ground. Manage
your town a bit longer, and wait for the squad to fill back up with new troops.
Again, any raiding party from the north will easily get fended off by your
watch towers.

- Again, reissue an attack on the north village when ready. I must warn you
thought that this village to the north is VERY strong. They have multiple
archer towers, and upgraded barbarisn defending it. The key is to ensure you
have a steady supply of wooden weapons being produced at your home base. Let's
say you send one squad up, and it starts to die off slowly inside the barbarian
base. Well, at your Barracks, new soldiers are trained and there are weapons to
equip them. So right when one squad dies, simply reissue the attack immediately
on the village again. The key is that this does not leave the barbarians enough
time to respawn. You will take casualties, but you will win. It's easier than
building a trade outpost, getting iron ore, them attempting to construct iron
weapons. Too much wasted time. Simply do it the grunt way. This last village
will be destroyed, and you will win.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
= With the campaign completed, a special message is awarded to you:

Congratulations, Governor! You have successfully completed the campaign
bestowed upon you by the Emperor himself gaining his undying respect! Never
since the heroes of antiquity has anyone been witness to such governing skills!
You have earned your place in history and the cities you have created will
continue to fascinate people for generations to come...
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*The ending credits show.*

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

=========================
- 4) Strategies -
=========================
As with any strategy game, it is necessary to have a strategy-specific section
dedicated to it. This section will go over a few in-depth and brief tips on
dominating in Glory of the Roman Empire.

_________________
/Colony Expansion/
=-=-=-=-=-=-=-=-=-=-=-=-=
>> Colony Expansion is one of the most difficult tasks for any player in GotRE.
Most can get off to a fair start and establish their main city with the Town
Hall, but how EXACTLY do you expand? This section will take care of that.

--> Concentration Build Order
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
WAREHOUSE -> WELL -> HOMES -> RESOURCE PRODUCTION -> ALTAR -> MARKETPLACE

This is one of the best build orders you can acquire in the game. Start
off by producing a Warehouse in an isolated location. Now you have 10 slaves
and a link from your resource pool to the warehouse. Build a Well to wash
up, some homes, and build MULTIPLE of what type of resource you want to
make. For example, build 2-3 Pig Farms. Then, an Altar to appease their
needs, and a Marketplace. You're probably wondering. Hey, where are the
bread and sausages? The Marketplace takes care of that ALONG with the cloth.
DO NOT build a Tavern in place of the Marketplace. As long as you don't
raise the prestige of this small colony to Domus houses, the Marketplace
will satisfy all their needs.

Let's say you want to establish another colony. Simple, follow the same
build order as listed above, HOWEVER, simply pick a different resource
building. Now, let's build 2-3 Flax Farms. Let's build another colony. Find
the same build order, but build 2-3 Butcher Shops. Repeat the strategy, but
put 2-3 Bakeries, and so forth. The idea is that for each colony you build,
there should be multiple buildings of the same type to employ jobs. This
way, we SATISFY any economical need without getting too mixed up in the
build order. PLEASE NOTE that it is OK to put a Butcher Shops and Pig Farms
together, HOWEVER, you need to place a Slave Shelter to help keep the work
load to a minimum.

--> Prestige Build Order
^^^^^^^^^^^^^^^^^^^^^^^^
WAREHOUSE -> WELL -> HOMES -> MARKETPLACE -> ALTAR -> MONUMENT -> TEMPLE ->

TAVERN -> HOMES -> THEATER -> BATHHOUSE -> COLISEUM

This is the best way to reach Villa houses in a perfect neighborhood. Note
that this should not be your second or third colony. This should be your
6th or 7th. You already want a stable economy so that you have no production
needs. The key is ensuring a Tavern is in place to provide the much-needed
wine.

--> Common Mistakes
^^^^^^^^^^^^^^^^^^^
WAREHOUSE -> WELL -> HOMES -> WHEAT FARM -> BAKERY -> PIG FARM -> BUTCHER

SHOP -> MARKETPLACE -> VINEYARD -> STOP!!!

The biggest mistake new players make in GotRE is trying to establish an
"all-need" village. No way, Jose. This is a waste of land space, it's an
overload of work on your 10 slaves, and it will increase the arrival of
plague due to congested walkways. Make use of the Marketplaces and Taverns.
They practically share all resources between each other, and supply all
resources to people who want them. Rather than having four buildings with
each type of resource, have 4 colonies producing each type of resource, and
1 building sharing each resource. Another thing. Don't forget cloth
production. Most people tend to forget about it. Don't. Cloth and bread
production are the two ones you will be short on most of the game. Satisfy
the need for it first.

Wine can be satisfied with one vineyard easily. Fish baskets are a wise
idea, but they are difficult to get unless one is DIRECTLY near you. Don't
be tempted to build a separate warehouse JUST for fish baskets - waste of
time.

_______________
/Military Power/
=-=-=-=-=-=-=-=-=-=-=-=-=
>> There isn't too much to say on military power as the barracks do all of the
training and equipping for you. One tip is that you may notice you have built a
barracks, have a Blacksmith, but some of your recruits leave. This is because
recruits need wooden weapons to train on. Get a Weapons Shop first, then the
Blacksmith. Military troops come in five classes:

-> Militiamen (Basic wooden-equipped soldiers, rookies)
-> Footmen (Veteran iron-equipped soldiers)
-> Velits (Basic wooden-equipped javelin throwers, rookies)
-> Archers (Veteran iron-equipped archers)
-> Captains

- Captains can only be trained if they are a veteran returning from battle.
There is not much of a power difference, aside from the fact that archers &
footmen need less swings to kill someone. A captain will keep your troops
organized so they don't split up when they are fighting barbarians inside a
barbarian village. There is a considerable difference between a captain present
or a captain NOT present.

________________________
/Fires, Riots, Happiness/
=-=-=-=-=-=-=-=-=-=-=-=-=
More times than you'd rather want to, this is going to be a problem that YOU
will have to solve in GotRE. The main reason there are rebellions are for 2
reasons:

1) Insane work load
2) Needs of people are not being met

- Slaves rarely rebel, and even when you receive warnings that they will, they
generally don't. The bigger problem is worrying about your people and their
needs. If people complain that they want something, they will go to an Altar or
Temple. You can view the needs of your people at this menu. You can also view
the material needs of people at the Tavern with the Gossip button.

- To solve a slave work overload, build a Slave Shelter in the neighborhood.
This will transport 10 more slaves from the Town Hall to live in this new
neighborhood. With more slaves in a neighborhood, that means there is more rest
for the previous slaves. Continue building slave shelters if the work load
status stays the same (you can view it in the Warehouse information panel).

- To solve needs of the people, you can:

1) Build a building that will provide them with that need
2) Donate gold to the Altar/Temple to satisfy their need

- Go with option #1 at a first glance when you start out. Generally when one
person is requesting a certain item, it means that you don't have a general
building they can go to purchase it (marketplace or tavern is needed). When one
person complains, it's usually a sign that 3-4 more will. So get on top of the
need ASAP. Make it a priority. It's also possible that you DO NOT have enough
slaves to transport the goods so that the people can acquire them. Simply get
more slaves through military enslavement, or purchases.

- If going with option #2, ensure you have a surplus of gold. You will not
receive a positive profit of gold if you donate, and the more buildings you
donate to, it can become possible to start losing gold. If you do decide to
donate gold, do it on maps where you have a large population. This will help
prevent the need for micromanagement.

> Finally, Prefectures are needed on almost every map to enforce potential
problems. If you build a prefecture, make sure it is fully staffed (build some
houses to get male workers). Put some wells in a neighborhood so they have a
location to refill their water buckets as well. This will deal with fires. You
can either build lots of Prefectures, donate gold, or satisfy the needs with
the correct buildings.

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

============================
- 5) Directory -
============================
As with any strategy game, sometimes the most key elements of the title are
what you can build with, and how you can use it. This section will describe
what buildings or units are in the game, along with some uses for them.

__________
/Buildings/
=-=-=-=-=-=-=-=-=-=-=-=-=

{ HOUSE }
=========
Description: "Necessary for populating citizens in your town."
- The Home is one of the most important buildings in the game as it provides
you with citizens, and also represents the level of prestige of your
establishment. Homes generally house 2 people, one male & one female. The
family can then multiply to produce 2 children. However, in order to hold
more housemates inside a home, the prestige of the home must increase.
This can only occur by having homes within buildings with a prestige
positive effect. Homes are where the citizens rest and sleep. It is smart
to place wells, gardens, and decorations nearby to appease to the people
and to lower needs. It is also smart to place Temples & Altars nearby so
that people can complain about their current needs. Houses ensure that
jobs are filled by providing people, but remember that there is a limited
radius through which a nearby job will be filled based on the location of
the house.
EFFECTIVENESS: *****

{ COLISEUM }
============
Description: "The most popular form of entertainment! Gladiatorial games
take place on a daily basis here. The mere existence of such
an edifice like the coliseum will contribute immensely to the
respect and admiration towards your town."
- The Coliseum is one of the premiere luxury items designed for upper-scale
neighborhoods. This mammoth building provides entertainment, and tons of
prestige value for the surrounding neighborhood. In many cases, one is
necessary to help elevate your city to premiere status. The most important
ability of the coliseum is the ability to help fight riots, and lower the
needs of surrounding citizens. When the Coliseum receives 10 Olive Oil, 10
Wine, and 10 Gold stockpiled in its storage section, you can use the
"Entertainment" button to provide a festive barbaric battle. The battle
will satisfy the needs of everyone in the surrounding vicinity, and this
helps prevent potential riots from breaking out. On a downside, the
Coliseum is the biggest resource hog of a building to construct, and can
take quite some time to gather enough resources to do so.
EFFECTIVENESS: ****

{ TEMPLE }
==========
Description: "The inhabitants go to the temple in order to show their
gratitude to the Gods. As the prestige of the town rises, the
demands of the rich people also rises simultaneously.
Eventually they won't settle for praying in front of an altar.
Here in temples they can pray under watchful eyes of wise
priests."
- The Temple is a prestige building. It helps raise the status of the town.
Temples are necessary if you reach Domus-type houses. Think of them as an
upgrade from an Altar. These are one of the first buildings that require
marble as well, and must be staffed by 2 priests. You can donate gold to
it to help satisfy the needs of the surrounding area. A very useful
building and a cheap way of getting good prestige boostage in an area.
EFFECTIVENESS: ****

{ TAILOR SHOP }
===============
Description: "Here skillful tailors create elegant linen clothes for the
inhabitants of the upper class. Because of frequent changes in
fashion styles and preferences, it is advisable to have a
tailor in your town!"
- Tailor Shops produce Cloth, which is necessary for Casa-type homes, and
their inhabitants. Two tailors can be employed in the facility, and they
require Linen in order to produce Cloth. Generally you may need 2-3 Tailor
Shops in order to provide a sufficient supply of cloth to your towns.
EFFECTIVENESS: ***


{ MARKET PLACE }
================
Description: "This is the center of trade in every town. Provisions like
bread, sausages, and fresh fish can be bought here as well as
elegant clothes."
- This is one of the most useful buildings in the game. It provides bread,
sausages, fish, and cloth - this biggest needs of any person in your Roman
establishment. What makes marketplaces great is that the resources are
shared universally from each marketplace building that is constructed. So,
a great idea is that for each new colony you establish with a warehouse,
build a market place to provide the luxury items for your neighborhood.
The Market Place can satisfy Casa-house needs. It can also employ 4 mixed-
genre people.
EFFECTIVENESS: *****

{ ARCH OF TRIUMPH }
===================
Description: "An object of prestige that offers unequalled opportunities!"
- This is practically a prestige monument. It is first offered when you
reach 50 population. It has a tunnel that can be walked through, and makes
for a fine location on popular walkways in your town.
EFFECTIVENESS: ***

{ PHILOSOPHERS ACADEMY }
========================
Description: "The academy is one of the most prestigious buildings. For this
reason, only the most respected citizens may work there as
philosophers. Since philosophers enjoy flaunting their
prosperity in public, it is easy for salesmen and traders at
markets and taverns to make them spend a lot of money."
- The Philosophers Academy is an interesting Monument-sort building. It
allows you to generate gold by having market places, taverns, and trade
outposts in the surrounding area near the Academy. However, that's all it
does. Plus, it must be employed by master citizens, which only come from
your Villa-type houses. So you basically need a Villa neighborhood nearby
this academy, in addition to taverns & market places. While the generated
revenue is truly a positive bonus, the building itself is no easy task to
build.
EFFECTIVENESS: **

{ TAVERN }
==========
Description: "In the taverns, the Romans drink toasts to their meals. A
large number of dishes are offered, from simple everyday meals
to extravagant feasts on festive days. Needless to say there
are no meals to be had in the tavern without flour, meat,
fish, olive oil, and wine. Because a lot of people meet there
to talk about the latest gossip, the tavern is a good source
of information concerning the burdens and hardships of your
town's inhabitants. You should go there and listen carefully
before you make political decisions!"
- Taverns are a slight misconception in the game. They basically share food
and wine resources between each Tavern, but that's all they do. They do
not provide cloth, which is a common need of Casa-type citizens. Because
of this, it is often not required to build Taverns, but rather Market
Places instead. You only need Taverns once your local homes morph into
Domus-type houses, where the need for Wine arises. Aside from that,
Taverns do provide the bonus of allowing you to view gossip which a built-
in button on the building. The gossip feature tells you exactly what
everyone wants, much like an Altar does.
EFFECTIVENESS: ***

{ PUBLIC BATH }
===============
Description: "Visiting the thermal bath was one of the most pleasurable
things to do in a Roman town. The upper echelons of society
particularly enjoy soaking in steamy pools."
- This is one of 2 required buildings for Villa-type houses. It's a
particularly large complex that allows people to bathe and enjoy warm
water. It does not act as a well, but it does act a prestige building,
which is a plus. Definitely a useful building, despite its moderate
construction cost, and large size.
EFFECTIVENESS: ***

{ BARRACKS }
============
Description: "Legionaries are trained in the barracks. There are different
garrisons of footmen, archers, and velites. Each garrison
requires its very own equipment which has to be strictly at
their disposal. Mercenaries are not considered inhabitants of
the town, because they are constantly moving and fighting in
different places."
- The Barracks is the base military building that you need if you wish to
have your own military force in the game. Soldiers are trained as time
progresses in game, and you can train up to 24 soldiers per building.
Barracks store your created weapons, which arrive from a Weapons Shop or
Blacksmith. Barracks have the option of surveying nearby barbarian
villages and attempting to capture slaves, or completely destroy a
village. Having multiple Barracks is the key to success and to building a
dominant military presence.
EFFECTIVENESS: *****

{ ALTAR }
=========
Description: "Altars are crucial for Roman citizens to pray to their Gods
and make sacrifices in honor of them. An altar also increases
the prestige of surrounding neighborhoods."
- This is one of the fundamental prestige buildings in the game. The Altar
is where everyone goes to complain about their needs, but it can also act
as a counterpart for problems. By donating gold to the Altar, you can help
satisfy the needs of the local neighborhood. Altars are often required by
any settlement of homes, so prepare to build them often. They are cheap to
build, offer a prestige bonus, and can be used to counter riots from even
starting. Very useful in any scenario.
EFFECTIVENESS: *****

{ WELL }
========
Description: "Everybody needs water for washing clothing, basic hygiene,
cooking, and drinking. That's why wells are indispensable for
everybody, even for the poorest citizens of your town! In case
of fire, wells can save the lives of many people. But beware!
Wells can also be a means of spreading diseases through
contaminated water."
- Wells are another fundamental building I'd recommend be placed in any
location. This is where slaves and citizens go to wash themselves. This
prevents potential plague outbreaks, and makes people happy. It is best to
have 2-3 wells for every so many buildings to ensure everyone has
accessible water. On a side note, having wells in an area reduces the
chance of receiving a plague. However, Wells must have a nearby water
source in order to place a well in an isolated location. If there is no
nearby water, the well will be shaded with "red", meaning it cannot be
built. The only way to extend potential water to a dry area is by
extending an aqueduct (look for one on the map, click the extend button,
and place it in a specific location), or by building a Water Fountain
Monument which provides water in an isolated location. Either way, this is
a necessary building in any home-established area.
EFFECTIVENESS: ***

{ TRADING POST }
================
Description: "In a crisis, it may be possible that not all available
resources are at your disposal, and that raw materials in your
warehouse are in short supply. In the worst case, your people
are in for a famine. However, many roads lead to Rome,
especially the trading routes. Negotiate skillfully with
neighboring towns and your people will always be adequately
supplied."
- This is the only building that allows you to trade for supplies. The
supply routes on your map are automatically provided, however, one trading
post can only handle one trade route at a time. Use the "Start Trade"
button, and pick a trade to begin trading. Please note that materials are
transported via your slaves. Starting trades often ties up your slave
workload, and makes it busier than normal. However, Trading Posts are
often necessary on certain missions where a supply can only be acquired
through trade (especially Gold - usually for a tradeoff item such as Olive
Oil).
EFFECTIVENESS: ***

{ HERBALIST }
=============
Description: "Even the highest standard of living and the best supply of
food does not guarantee good health. Epidemics and plagues are
a constant threat to your society. Build a pharmacy that sells
herbs in order to be prepare for an emergency. Herbs and
various plant roots ease pain and accelerate recovery."
- A very useful building as it allows you to heal any infected personnel in
your city. It can only be operated by females, and sometimes sick people
will have to wait in line to be treated. Putting these elements aside,
this is the only place you can receive treatment besides a Gypsy Village,
or from some magical healing spell. Other than that, you have to hope you
do not get infected, or have several wells on screen in every city you
build.
EFFECTIVENESS: *****

{ BUTCHER SHOP }
================
Description: "As meat repsents basic nutrition for many citizens, there is a
high demand for meat products by your people. The prosperity
of the whole town depends on the supply of meat. Don't neglect
breeding of pigs to supply the butcher and assure that there
is a steady flow."
- The Butcher Shop produces Sausages from Meat. This is a required item of
anyone with a house prestige higher than the default level. Sausages are
made moderately quickly, but since they require meat, can also take time
to produce. An interesting item of note is that Fish can replace Sausages
as a delicacy, so keep that in mind. The Butcher Shop can only be operated
by males.
EFFECTIVENESS: ***

{ PREFECTURE }
==============
Description: "Even small fires may have disastrous consequences! Think of
the narrow streets of Roman towns, and then you can easily
imagine how this can happen. In order to prevent this, you
should build a prefecture. The prefecture takes care of all
this and can restrain small insurrections as well."
- This is certainly one of the more useful, but painstaking buildings to
enforce in a city. A Prefecture can take care of fires by putting them
out, and also help quell riots. In a secondary role, they can fend off
minor attacks from barbarians, but are not superior at this task.
Prefectures will automatically react to any fire in the radius of the
building, and require wells to resupply their buckets of water. If a riot
occurs, they will attempt to prevent the riot from occurring, but they do
not always prevent fires from breaking out 100% of the time. It's a useful
building, that only males can operate. It also requires 4 men to hit full
efficiency.
EFFECTIVENESS: ***

{ BLACKSMITH }
==============
Description: "Both in times of war and peace, the blacksmith provides the
Roman people with iron."
- This is the best building for becoming a military super power in the game.
Iron weapons are vastly powerful, and allow you to construe your
destruction over opposing empires. The Blacksmith requires Iron, which is
fairly rare. Without iron, it cannot produce metal weapons.
EFFECTIVENESS: ****

{ TOWN HALL }
=============
Description: "This is the main building of administration in your town and
the center of the power! Here you can find information on the
history of your town or the gold reserves locked away in the
treasury. Also, you can check the employment rate and even see
how many slaves you have and in which projects they are
involved. Here is where you make decisions that concern all
your citizens!"
- This is the most important building you have in your city. The Town Hall
is where most of your slaves live, where you can purchase 10 slaves for 20
gold, and also acts as a supply depot. All of your supplies are stashed
here, and can be interlinked to other Warehouses in the city. The Town
Hall can only be built once, so ensure it is in a good location for the
center of your city. The Town Hall can hold up to 100 slaves inside. I
recommend building 2-3 wells nearby as slaves like washing up before
performing tasks.
EFFECTIVENESS: *****

{ THEATER }
===========
Description: "The theater plays an important role in Roman society. Various
plays are always being brought to stage. Every wealthy town
should have at least one theatre to satisfy cultural needs and
lust for entertainment of the high society."
- The Theater is designed for citizens of the Villa-type status. It provides
high-class entertainment, and also acts as a prestige building. It
requires males to operate, and can employ up to 4 men. It's a fairly large
building that does require an adequate amount of resources. This building
is required for Villa citizens.
EFFECTIVENESS: ***

{ ARMORER }
===========
Description: "Roman legionaries need powerful weapons to guarantee safety.
This is where they are produced."
- The Armorer is the primitive-type of weapons shop in the game. It creates
wooden weapons out of timber, but the Blacksmith building is better
(requires iron though). Either way, an Armorer is required in order to
equip your troops for battle.
EFFECTIVENESS: **

{ IRON MINE }
=============
Description: "Horseshoes, cutlery, weapons or coins - all this wouldn't
exist without an iron ore!"
- This is a practical iron mine. Required to harvest iron resources. Only
men can operate it.
EFFECTIVENESS: **

{ FLAX FARM }
=============
Description: "Without flax, there is no linen and no thread, and as a
consequence, there would be no cloth for the tailor."
- Flax is the base component for producing cloth, which is important. You
may need 1-2 Flax Farms to supply enough linen for products.
EFFECTIVENESS: **

{ WHEAT FARM }
==============
Description: "This is the place where grains are made into flour. One of the
most important staple foods for every city."
- Wheat is probably one of the most important base foods you need in the
game. Wheat is used to produce bread, which is consumed OFTEN in the game.
It may be necessary to build 2-3 Wheat Farms, but have 3-4 Bakeries to
produce enough bread.
EFFECTIVENESS: ***

{ GOLD MINE }
=============
Description: "Let your slaves fill your gold reserves in your town hall. If
food provisions are running low, you can compensate by trading
with other towns."
- Gold is the only resource capable of purchasing slaves, and is rare.
Because of this, owning a gold mine is crucial to the success of a Roman
city. Gold Mines never run out of gold, and require males to operate them.
EFFECTIVENESS: *****

{ WOODCUTTERS LODGE }
=====================
Description: "No Roman building was ever built with wood or at least a
wooden frame. A lumberjack is absolutely necessary for
establishing a settlement."
- This is another very important building item for your cities. The
Woodcutters Lodge can only be built near a forest of 40+ trees, but it
has men who cut down trees, and sheath them into timber. Timber is used in
constructing nearly every new building items, and also used as upkeep for
lots of buildings. A very crucial structure, and you may need 2-3 to
upkeep a general supply of timber for growth.
EFFECTIVENESS: ***

{ CLAY PIT }
============
Description: "You need clay and loam from the pits to build, repair, and
maintain Roman buildings. Bricks will be made in large kilns."
- The Clay Pit is an odd building which produces clay. Clay is used for some
structures primarily as maintenance. The catch is that Clay buildings can
only be built near a water source.
EFFECTIVENESS: **

{ MARBLE QUARRY }
=================
Description: "As pure as the marble of Carrara! Every temple or triumphal
ach demands norble marble."
- Another mine building to harvest marble. Marble is used in many of the
higher-class areas. Can only be operated by males.
EFFECTIVENESS: ***

{ OLIVE FARM }
==============
Description: "Olive Oil is one of the most sumptuous goods, reserved for the
high society."
- The Olive Farm is a basic building used to produce Olive Oil. The only
true value Olive Oil serves in the game is as a trade item. Other than
that, Olive Oil is not required by any of your citizens, unless it is
needed at the Coliseum to host a grand fight. The best advantage Olive Oil
serves is in trades for gold, or food supplies to upkeep your city's level
of needs. I would only produce one of these buildings, or a few if you
plan on massively trading Olive Oil.
EFFECTIVENESS: *

{ PIG FARM }
============
Description: "Not only butchers profit from breeding pigs. Novices and
slaves have a right to daily meat rations."
- The Pig Farm produces meat. Meat is not an actual food though. It must be
morphed into sausages at a Butcher Shop. Meat generally comes out in an
abundant supply at the Pig Farm.
EFFECTIVENESS: ***

{ STONE QUARRY }
================
Description: "The foundation of every villa is stone! This is where it is
extracted and chiselled to the right size."
- This is the basic mine that produces stone. Stone is a common construction
material, not particularly rare though. Requires males to operate.
EFFECTIVENESS: **

{ GRAPE FARM }
==============
Description: "Fruity wine should be a staple in every tavern. Wine is also
an important commodity when trading with other towns."
- Grape farms produce wine, which IS a luxury item for your people. Anyone
with a Domus house or higher requires wine. Wine can only be served in
Taverns, so keep this in mind. Aside from the consumption benefits of
wine, it can also be traded for gold or other general items. Wine is like
Olive Oil, but better. Grape Farms do produce a lot of wine as well.
EFFECTIVENESS: ****

{ FISHERMAN HUT }
=================
Description: "Every fisherman hut requires a pier. Only then can the slaves
begin construction of the hut."
- Fisherman Huts are the perfect substitute if you don't have the room to
build Pig Farms. Fish Baskets are produced as a result of Fisherman Huts,
and this food can be substituted for meat or sausages at a
Marketplace/Tavern. The only problem with a Fisherman Hut is that it needs
a dock to be built off of. Docks are only pre-placed on certain maps in
certain places (marked with yellow dots). You will have to get a warehouse
near these docks to allow easy transportation of the Fishing Basket goods.
EFFECTIVENESS: ***

{ BAKERY }
==========
Description: "Here, freshly millted flour is turned into tasty bread. Bread
represents the basis of human nutrition for both appretices
and trainees, as well as experts and masters."
- Bakeries produce the Bread resource, which is necessary for practically
everyone in your village. To produce bread, you require Wheat which is
produced at a Wheat Farm. One of the main problems with bakeries is that
their output of bread is somewhat slower than the output of sausages at a
Butcher Shop. Because of this, you may need 3-4 Bakeries to see an
adequate supply of bread for your people.
EFFECTIVENESS: **

{ WAREHOUSE }
=============
Description: "Here you can store your resources and products, and you can
easily obtain information on the level of employment in
neighboring areas. In order to distribute goods efficiently,
each storehouse must have ten slaves assigned to it.
Additional slaves can always be called in from the governor's
palace."
- This is the best building for colonizing open areas of land on a map.
When you build a Warehouse, 10 slaves are transported from the Town Hall,
and permanently live at the new Warehouse. Also, a Warehouse can interlink
any stored supply like a Town Hall does - and they share the same supply
pool. This is great because your 10 slaves can now expand and build new
stuff at a completely isolated location. I recommend you build a new
Warehouse near water. Also, if the work load around the warehouse becomes
difficult for your slaves, you will need to build a Slave Shelter to
dedicate more slaves to this Warehouse (20 or more).
EFFECTIVENESS: *****

{ SLAVE SHELTER }
=================
Description: "This is where the slaves are housed. Here they can recover
from the pains of their daily lives."
- A Slave Shelter houses 10 slaves to the nearest Warehouse/Town Hall.
If you build a Slave Shelter where a warehouse is, 20 slaves will operate
in this new area, with 10 living in the shelter, and 10 living in the
warehouse. Slave Shelters are perfect for transporting newly-bought slaves
to some of your isolated colonies where they need more slaves to lower a
work load. You will use this building later on in the game frequently.
EFFECTIVENESS: ****

{ BARBARIAN VILLAGE }
=====================
Description: "Barbarians are lurking about the Roman borders. Protect your
people with well-trained legionaries!"
- Barbarian villages are where your only enemies in the game live. These
savages operate in 3 moods - Friendly, Neutral, Hostile. In the friendly
and neutral moods, they will not attack you, but can be traded with
through a Trading Outpost. In the Hostile mood, they can and will attack
you in waves. If you fend off the attack, they will not attack again until
their village resupplies with barbarians. You can view how many barbarians
they have by clicking on the Town Hall in the center of a Barbarian
Village. Generally, waves of Barbarians attack with 20, 40, or 60 troops.
If you manage to build up your own military, then you can destroy the
opposing villages, or raid them for captured slaves.

{ GYPSY CARAVAN }
=================
Description: "Gypsy are a peace loving people. They promote trade, and the
Romans enjoy their vitality."
- Gypsy caravans are little villages established before-hand on the map.
These peace-loving people can offer trade routes, but more importantly,
can heal people. If you have buildings in the vicinity, then the Gypsy
building acts like a Herbalist Shop. Sometimes the Gypsy will also give
you goods at the Marketplace in exchange for using a well or other
resources in your city.

{ ARCH OF TRIUMPH }
===================
- This is a prestige-specific building that acts as a monument. It can
only be built when you have at least 50 citizens (then another one after
each interval of 50 citizens). This is a fairly important monument as it
is needed to construct a Coliseum.
EFFECTIVENESS: ****

{ NEPTUNE FOUNTAIN }
====================
- This is a prestige-specific building that acts as a monument. It can
only be built when you have at least a Golden Statue. It provides water to
a waterless area, which is good for an isolated colony.
EFFECTIVENESS: ****

{ GARDEN }
==========
- This is an appearance building which can help cheer up some citizens. It
requires only 2 timber, and there are various designs.
EFFECTIVENESS: **

{ GOLDEN STATUE }
=================
- This is a prestige-specific building that acts as a monument. It can
only be built when the Town Hall is upgraded in prestige. Each upgrade
allows you to build another Golden Statue.
EFFECTIVENESS: ***

{ ARCH OF TRIUMPH }
===================
- This is a prestige-specific building that acts as a monument. It can
only be built when you have at least 50 citizens (then another one after
each interval of 50 citizens). This is a fairly important monument as it
is needed to construct a Coliseum.
EFFECTIVENESS: ****

{ RESOURCE DEPOT }
==================
- This building cannot be built, but is generally given to you on certain
missions. Imported items will be placed here, and your slaves must
transport the goods to a warehouse/town hall. Often, resource depots will
receive supplies in timed intervals on certain missions.
EFFECTIVENESS: *****

{ TEMPLE OF BACCHUS }
=====================
- This is a prestige-specific building that acts as a monument. It can
only be built when you have at least 3 Vineyards built. It satisfies the
thirst for wine in the entire city, meaning that would not have to build
Taverns (but rather just marketplaces).
EFFECTIVENESS: ***

{ TEMPLE OF FORTUNA }
=====================
- This is a prestige-specific building that acts as a monument. It can
only be built when you have at least an Arch of Triumph. This building
generates gold which can be VERY useful on certain maps.
EFFECTIVENESS: *****

{ TEMPLE OF VOLCANO }
=====================
- This is a prestige-specific building that acts as a monument. It can
only be built when you have at least 6 Altars (Temple counts as 2 Altars).
The Temple of Volcano will cut in half the resources for construction of
all other structures. The potential possibility of this temple is endless,
but you have to remember, by the time you have 6 Altars, you've probably
already spent tons of resources on building the city.
EFFECTIVENESS: *****

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

============================
- 6) Challenge Mode -
============================
Challenge Mode is an inherant mode where you go about facing pre-set challenges
in the game. You earn points based on your earnings. There are certain bonuses
for accomplishing certain tasks. If you complete a series of missions on one
challenge, and your score is high enough, it can be featured on the High Scores
website on the internet with your Player's name and a comment if you wish. This
is the only "online" interaction that GotRE brings to the table. No online
play, but competitive play in a sense. Brief summaries of what scenarios are
available will be included, but no strategies provided due to the random
possibilities.

- You have a choice of 3 bonuses on each mission. Bonuses make it easy
to complete the mission, but they act like "cheats" in a sense. Because
they act like "cheats", the game subtracts points from your total score if
you choose to use them. If you choose to ignore all 3 bonuses, you will
have no negative point totals. You receive BONUS points if you complete
certain positive bonuses listed on the left side of the screen.

- If you do earn a high score that can be posted online, it is NOT posted
based on the challenge type. It is posted under a general high scores
table. Keep this in mind. It may be easier for YOU as a player to earn a
high score on a certain map, compared to another player who may have
strengths in micro-management.

- The high scores page is available at:

http://www.haemimontgames.com/gotre/highscores/highscores.php

":-> Berolinum (4 missions) <-:"
================================
- This is somewhat of an icy area complete with a huge aqueduct and several
areas to expand.

":-> Memphis (4 missions) <-:"
==============================
- This a tropical location featuring an oasis and a small pre-built
establishment. You will suffer from increased disease as a result of the
humid area.

":-> Roma (4 missions) <-:"
===========================
- The perfect location to establish the capital of the Roman empire. Your
biggest concerns are barbarian tribes, and a lack of local resources.
However, you have access to tons of trade routes to get what you need.

":-> Colonia Claudia (4 missions) <-:"
======================================
- Another area filled with lots of barbarian tribes. You are somehwat
limited as to how big you can get, but are given some counter-choices.

":-> Pompeii (4 missions) <-:"
==============================
- Pompeii is built at the foot of a volcano leading to potential fires.
You are given the task of turning it into a resource hungry city, in
exchange for getting food to feed your people.

":-> Lugdunum (4 missions) <-:"
===============================
- No tribes, tons of resources, two rivers. It's the best map available
to build on, but it's also the one where you have to be the best player if
you want your high score featured.

":-> Mediolanum (4 missions) <-:"
=================================
- Mediolanum benefits from farm-rich land. Trade and expansive development
will be your main goals in this one.

":-> Across The River (4 missions) <-:"
=======================================
- There are hardly any resources in this area, but you have a choice of
which way you want to develop the outpost to suit your needs. A somewhat
interesting challenge.

":-> Hope Island (4 missions) <-:"
==================================
- Unlimited timber is assigned to your area. Unfortunately, your people eat
twice as much food.

":-> Mountain Paradise (4 missions) <-:"
========================================
- Rocky terrain will prevent expansive colonies, but you do have access to
plenty of quarries.

":-> Highlander (4 missions) <-:"
=================================
- There is a shortage of marble and iron, and trade will be your only option
out of the dire situation.

":-> Desert (4 missions) <-:"
=============================
- Gold has been discovered in the area, but your settlement barely has
enough to survive. Will you take a bonus at the cost of some points?

":-> Kartagena (4 missions) <-:"
================================
- You must bring this coastal paradise to the utmost element through
any way you desire.

":-> Londinium (4 missions) <-:"
================================
- Sickness as usual hogs your way from the ultimate ascension, but you do
have an abundance of resources.

":-> Syracusae (4 missions) <-:"
================================
- Another coastal city with resources, but some nearby barbarian tribes that
could cause potential trouble.

":-> Massilia (4 missions) <-:"
===============================
- This small town is blessed with fertile land, but you must turn the town
into a prospering flower.

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

============================
- 7) Codes -
============================
Many strategy games can often perplex you enough that you just want to enter a
code, get hundreds of thousands of troops, and slaughter everything on site.
OK, well maybe your addiction isn't that bad, but it still roams about. This
section will provide any available cheat codes for the game. I'd like to thank:

http://www.gamespot.com/

- for providing these cheat codes. Each code is CAPs sensitive. It must be
entered exactly as portrayed during actual gameplay. No special menu or text-
recognizer must be activated.

/+++++++++++++++++++++++|++++++++++++++++++++++++++++\
|CHEAT |EFFECT |
|====================================================|
|AlmsForThePoor |50 Gold |
|ResourcesNeeded |50 of all resources |
|ShowMeTheMoney |Unlimited Gold |
|HornOfPlenty |Unlimited resources |
|MakeLove |Happy citizens |
|FireFighter |No fires |
|NoGravediggers |No plague |
|Peacemaker |No riots |
|HeroMode |Immortal Soldiers |
|Unbreakable |No upkeep |
|MagicBuild |Instant Build |
|HardWork |Double resource production |
|FireItOut |Set all buildings on fire |
|DeadManWalking |Set plague |
|YouAreSissy |Set barbarians hostile |
|HereKittyKitty |Set barbarians friendly |
|====================================================|

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

============================
- 8) Common Questions -
============================

)) Gameplay ((
----------------------------

<< What would you rate Glory of the Roman Empire? >>

- I'd rate it a [7/10]. The game itself has presentation features that wow you.
The graphics are absolutely beautiful - fully 3D. The ability to rotate and
zoom in with free will makes this a pleasure to watch and play. Where the game
suffers is in the gameplay department. It essentially is a strategic city-
builder game. However, compared to other city-builders out there, it feels
shallow. There really are no units in the game. You can click on people, but
cannot control them. Any military attack is sufficed by pressing a button, and
clicking a location. You don't pick troop formations, you don't pick where your
slaves go, you just build buildings and observe. If something goes wrong, you
try to build a building. If something goes chaoticly wrong, you're screwed.
Fires at times can get outrageously absurd, along with riots. Micromanagement
in this game is there, but not at a depth you'd expect (no relations, no
negotiations, just click-and-accept). I actually like it this way, it's less
crud for an average video gamer to deal with. But the game just doesn't feel
like it has enough interaction between the governor (you) and the game. It
feels like I build buildings, and watch. If I don't build enough buildings, I
suffer. End of gameplay.

<< Do you have a high score in the challenge mode? >>

- No, and I'm somewhat disappointed that Haemimont Games pretty much bunched
everyone on the same list. We don't know if someone who scored 80,000 points
did it on the Desert map or the Roma map. It feels like a cheap scoreboard in a
sense, even if the whole world can view it.

<< How do I stop the plague from killing so many people? >>

- Herbalist Shops that cover the entire radius of a town, and LOTs of wells.
Some people have been having trouble on the Londinium map. Well, guess what?
You can't build Herbalist Shops on that map. Simply put more wells than you
normally do, and keep the slave work load light. This can only be done by
buying more slaves with the gold you receive, and ensuring your roadways don't
get clogged with slaves, citizens, and whiny Gypsies.

<< How do I stop riots? >>

- Prefectures are your best option. Donating gold at Temples & Altars is your
next best choice. Trying to correct your slow economy or lack of resources is
difficult to do in-game, so I'd recommend just building multiple prefectures or
trying to bribe your way through donating gold.

<< Londinium 3 of 3 crashes when I load from a saved game. Help? >>

- There is a known glitch with Londinium 3 of 3 and it crashing if you try to
load from a saved game DURING the gameplay. It is not known whether the rain,
barbarians attacking you, or if you ordering soldiers has been the issue
causing the glitch. All I know is that you need to load from the file that
shows the Londinium intro screen (the objectives and what not), and just
complete the mission in one sitting without saving. It's not that hard, as the
barbarians automatically attack after several minutes.

<< Is this the only version of the game? >>

- Yes, it was only released for the PC. A patch is expected to come out to fix
potential problems.

<< Is there a game editor to create your own maps? >>

- No, and it's somewhat surprising given the parameters of GotRE. You'd expect
a game with somewhat articulate maps to have an editor so you could create your
own challenges/maps, but apparently it does not. The developers have not even
hinted at the release of an editor, which again is disappointing.

<< Is this game better than CivCity: Rome? >>

- I have no idea. The general survey is that it is not better than CivCity:
Rome, although some people have said they like the appearance of GotRE over it.
CivCity goes into more detail, involves negotiations, some unit controlling,
and items here and there. It definitely has more elements of micromanagement,
but I have not played it personally.

<< I cannot get past Londinium 2 of 2, can you help? >>

- Sure. The biggest mistake when players think of a megalopolis is that you
have to build hundreds of houses. You're wrong. You only have to build about 40
or so houses, but what you need to do is have about 75% or more of them as
Villas. This means that everyone of your expansion colonies should have an
altar, a prestige building, a Temple, a Theater, and a Bath House. There, now
you have 6-10 villas. Repeat this to complete the level (along with any other
objectives).

<< Is there any multiplayer? >>

- No. You just have the ability to post a high score online from challenge
mode. You must complete all 4 missions of a set level to post a score.

<< What do the gardens and trees do? >>

- It's for visual purposes. The game claims they change the thinking minds of
your people, but they really don't. The only known building that has an effect
on perhaps shifting the needs of a person is gardens, but they must be close to
homes. It's nice to soup up a city with trees and stuff for a screenshot.

<< How do I get someone to work in an empty building? >>

- Look at the nearest building, and stop work with the button in the
information panel. Now, one of the workers from the building should now work in
the empty building. Restart work at the shut-down building, and 1 of the
workers may jump back to help fill it in. Now you got 2 buildings working with
1 worker in each. If this does not work, that means you need more male or
female workers since there are not enough to fill the job.

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

=====================================================
- 9) Copyright/Distribution/Reproduction Guidelines -
=====================================================
This FAQ/Strategy Guide/Walkthrough is my own published work, and copyrighted
by Christopher Zawada. Whatever you do, DO NOT edit this FAQ in any way. DO
NOT steal anything from this FAQ. If you want to use some information in your
own guide, simply ask me. If you want to place this guide on your website,
either link to the GameFAQs game page, or download the file and place it on
your own web server. Basically, you can post this on your website as long as
it's in ORIGINAL form, and not linking directly to GameFAQs. Aside from that,
all proper credit is due when necessary. Also, don't even think about selling
FAQs. Trying to prosper off of other people's work will get you in big time
trouble (coming from an eBay seller myself).

Any site out there has permission to host my FAQs (following the above terms),
however, these are a list of current sites that host my FAQs officially:

- http://www.gamefaqs.com/
- http://www.ign.com/
- http://www.neoseeker.com/
- http://www.cheatcc.com/
- http://www.cheatplanet.com/

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

=============================
- 10) Proper Credit -
=============================
I'd like to thank the following people for their help in making this FAQ
possible:

)) CJayC (( for constantly updating GameFAQs, and dedicating his entire life
to it. Takes a lot of effort to keep a site going this long.

)) Rootsecure.net (( for letting me use an excellent ASCII generator, which
composed this typical-style art. Excellent.

)) Haemimont Games (( for creating a decent city-building game with great
graphics.

)) Gamespot.com (( for providing several cheat codes that help expand the
experience of a strategy-based game.

"Some people make sacrifices to make other people happy." - Chris Zawada
"Freeeeeeddooommmmmmmmm!" - William Wallace (Braveheart)

 
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