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E3 handout 2

 

MONUMENTS

Ph:  Monuments such as pyramids and temples take a long time to complete - nearly as long as the whole mission.  All require various raw materials to build.  Such buildings are assembled, finished and decorated piece by piece.

C3:  All buildings are built instantly with no waiting times.  Some buildings such as oracles and large temples require a new material such as marble to create.

 

FARMING MODEL

Ph:  Productivity depends upon the flooding of the Nile, seasonal fertility, and a split class of farmers / pyramid builders.  new crops include lettuce, chickpeas, pomegranates, and figs.  Additional raw materials include barley, flax, gemstones, reeds, and more.  More structures require raw materials to function.

C3:  Constant production of goods can occur when a farm is built in any space originally marked as fertile.  Farms produce pork, wheat, or vines.  Raw materials include clay, marble, and timber.

 

THE GODS

Ph:  Fifteen gods oversee the lives of Egyptians, but only one can be a city's patron deity.  Upgrades and additions to temples bestow a wide variety of benefits on a city.  Additionally, priests of a favoured god can aid in crime prevention, health care, entertainment, and more.

C3:  Five gods rule over roman citizens.  Each must be praised equally so the others don't get jealous.  Balancing a city's religious needs can result in beneficial events, such as increased population, better troops, faster trade, or additional food.  Disasters are the results of angry or jealous gods.

 

HUNTING / FISHING

Ph:  Droughts and other times when little can be grown require Egyptians to have other sources of food.  Boats along the Nile catch fish to add to your people's normal diet, while hunters bring game and small fowl to supplement the town's food source.

C3:  Farming isn't the only method of food production.  Fishing is a good way of adding a second food for your citizens.  Shipyards build fishing boats that can dock at a wharf and unload their food supplies at granaries.

 

COMBAT

Ph:  Combat units include charioteers and spearmen.  Units can now be ordered to attack, rather than just intercept an enemy.  Also includes naval combat, including the ability to ram enemy ships by predicting their course and speed.

C3:  Combat units include legionaries, javelin throwers and cavalry;  units have a variety of formations.

 

VISIBLE INTERACTION

Ph:  Certain events such as festivals, are shown on the city map, instead of as a movie.  Special "walkers" are generated to show the event.

C3:  Many events, like city festivals, are shown as an animation.  Some activities happen on the city map, such as children running from school, or gladiatorial combat.

 

CRIME

Ph:  Unhappy citizens sometimes turn to crime, robbing gold shipments, tax houses, and even the governor's own home.  Guards and magistrates can stop or prevent crime, and even priests can have a positive effect on crime if their god is sufficiently pleased.

C3:  When city conditions are unsatisfactory, housing may produce "rioters" who set buildings on fire.  Prefects can stop or prevent crime if well positioned throughout your city.

 

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