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Falcon's Eye hints

Falcon's Eye Strategy Guide
By: Justin Verduyn @ Xenophobia (701)239-9737

+---------------------------------------------------------------------------+
ę Just what exactly is Falcon's Eye? ę
+---------------------------------------------------------------------------+
Set in a medieval world, Falcon's Eye gives you extensive control
over a feudal state. You must learn to balance the various needs of your
empire, while competing with other states to acheive greatness. The
game is designed around one basic premise. It is that an online game must
emphasize interaction between the players. The opportunity that online games
offer of competing with other, human opponents must be utilized. Because of
that, Falcon's Eye offers interaction in every possible way, including
warfare, trade, magic, and diplomacy, and communication. This tends to bring
out the most competitive spirit and a strong dedication from the you,
immensely adding to its entertainment value.
Falcon's Eye takes this interaction to an even higher level. Through
InterBBS warfare, Falcon's Eye allows you to interact with people
throughout the world.

+---------------------------------------------------------------------------+
ę Choosing a Race ę
+---------------------------------------------------------------------------+
A very important decision indeed. This will greaty affect the rest of your
game. If you would like to experiment for awhile, then download a copy of
Falcon's Eye and set it up on your computer, and play every race. Then see
which race does the best for your particular strategy. Here is a description
of each race, and then a comment on each:

Humans
Humans - Humans are often described as the jacks-of-all-trades.
While they are not particularly inefficient in any area, they are not
noticably skilled either. Humans are used as the standard by which
all other races are measured. Diplomatically skilled, people of other
counties tend to approve of the human race. The Paladin provides
pride and honor to the human race, symbolizing the good in the world,
through virtues such as honesty and honor. The Cleric gives the
human army the benefit of healing wounds in war. Clerics, while not
particularly effective fighters, are able to revive many other fighters
which normally would have been lost in combat.
Adjustments:
Popular amongst all other empires
Adjustments prior to .910:
None
My personal opinion of the humans is that they aren't too good. Unless you
like the Falcon's Eye (see The Falcon's Eye) I wouldn't use them. They would
be a good race if you were playing in InterBBS mode and were the nation's
coordinator, since having most people naturally like you is good.

Barbarians
Barbarians - Exceptionally strong and stupid, barbarians are a
race of raw power. Their size and strength gives them additionally
combat power, but their lack of wisdom causes their productivity to
drop in all areas. The barbarian social upbringing also does not
stress magic as highly as other races. The Monster provides a
strong offensive unit with the ability to break down opposing defenses.
The Mammoth serves as a complement with strong defensive
capabilities and the ability to force attackers into confusion.
Adjustments:
115% Combat effectiveness
Armoureres work at 80% efficiency
Druids work at 70% efficiency
Builders work at 75% efficiency
Scientists work at 75% efficiency
Wages 80% of normal
-1 Total Spell Books
Adjustments prior to .910:
150% Combat effectiveness
I like the Barbarians since their Combat effectiveness is high. Merchants
are the definate choice for money makers on this one, since the Armourers
are already at a disadvantage. Recommended action for magic would be making
friends with someone who is either an Elf or a Solarian. This race should
definately be used as one of the primary attack counties in InterBBS mode.

Halflings
Halfings - The Halfling is a small, but noble race. Their small size
gives them the ability to create smaller structures and be more
efficient in construction. However, naturally, it also reduces their
combat abilities. In the Halfling education system, Magic is considered
a powerful tool, and stressed highly. The Dragon provides the
Halflings with a strong offensive and defense military force. It also
has a special attack capable of breaking down enemy defenses. The
Magician provides a worthy offensive unit whose magic can
also confuse the opposing attackers.
Adjustments:
85% Combat effectiveness
Builders work at 140% efficiency
Druids work at 125% efficiency
Adjustments prior to .910:
75% Combat effectiveness
These guys don't really have anything wrong with them, except they aren't the
best in combat. However, the Druids work at a slightly higher rate than
normal, so that is good. This is the race that I chose when I was first
introduced to the game. Finding that I was falling behind others, I have not
chosen this race again. The 140% efficiency of Builders doesn't mean a lot,
since not many Builders are required in the first place except in the
beginning.

Dwarves
Dwarves - Mountain dwellers at heart, dwarves are extremely talented
constructors. Their size provides a natural disadvantage in combat,
though, and their education system leaves more to be desired. The
practices of alchemy and magic are lacking, while construction is
stressed as the heritage of the Dwarf race. The powerful Golem, a
creature of solid rock, provides the dwarves with a solid defensive
and offensive unit. The rock attack is able to effectively penetrate
through defenses. The Centaur also provides a solid defensive unit
for a low price.
Adjustments:
90% Combat effectiveness
Builders work at 250% efficiency
Druids work at 80% efficiency
Alchemists work at 75% efficiency
Blacksmiths work at 110% efficiency
Adjustments prior to .910:
85% Combat effectiveness
I think that I might have chosen this race once, when I was experimenting.
Nothing is really fantastic about this race, except for their extremely high
efficiency in their Builders. This race may be a significant help in
InterBBS mode since many an opportunity is lost by not having the right
building at the right time. A lot of money could be made by this race if
you played the market right, and always had a large quantity of blocks for
sale at a low rate.

Elves
Elves - A powerful race, elves are known for their impressive abilities
in many aspects. Strong magic traditions, efficient Silver production
techniques, and natural combat ability make the elves a dangerous race to
compete against. However, elves have a natural tendency to overwork
themselves, insuring every detail to be perfect. Because of this,
everything they do is noticably more expensive as well. The Wizard,
while not extremely powerful, has the magic ability to negate special
powers of opposing units. The Griffin provides the elves with an
additional offensive unit.
Adjustments:
110% Combat effectiveness
Builders work at 50% efficiency
Armourers work at 50% efficiency
Druids work at 150% efficiency
Alchemists work at 120% efficiency
Wages 175% of normal
+1 Spell book
Adjustments prior to .910:
125% Combat effectiveness
One of my favorites, the Elves have the ability to possess the knowledge of
every Spell book. This can be done by building the Cathedral, and then
destroying it and building the Temple and subsequent buildings. This race
has both good Combat and Druids effectiveness. However, they require more
money than normal, simply because they are performing better. This race
also has a large advantage in local mode, but in InterBBS mode the
advantage is not as great for Mehul Patel (author of FE) has restricted the
number of InterBBS Spells that can be cast.

Trolls
Trolls - A race of travellers, Trolls have become excellent at warfare,
but have never successfully mastered the art of advanced civilization.
Silver production, and Magic ability are both lacking, but strength and
size make them talented Builders. The Hammerhead gives the Trolls a
strong defensive force to protect their cities. The War Troll, while
not quite as strong, has the unique capability of combatting Knights
extremely effectively.
Adjustments: 110% Combat effectiveness
Druids work at 80% efficiency
Alchemists work at 70% efficiency
Builders work at 130% efficiency
Adjustments prior to .910:
125% Combat effectiveness
The Trolls are a slightly higher than mediocare race. I wouldn't necessarily
pick them, except for their Builder's and Combat effectiveness is somewhat
high. They have no real outstanding attibutes that I would consider
important in the overall scheme when compared to other races.

Orcs
Orcs - The most evil of all races, Orcs have no honor whatsoever. This
however, gives the Orc race extra military might, by improving their
internal morale as well as through using unorthodox fighting methods.
The lack of honor, however, causes Silver production to drop as Orcs steal
from their own for personal gains. In addition, people from other
counties, including other Orc counties, tend to dislike and distrust the
Orcs. The Minotaur provides an adequate offensive unit with the
additional ability to penetrate enemy defenses more effectively. The
Orc Lord, while not very powerful, is capable of cutting through
Foot Soldier forces extremely effectively.
Adjustments: 125% Combat effectiveness
Alchemists work at 85% efficiency
Unpopular amongst all other empires
Cannot have Non-Intervention Pacts
-1 Spell book
Cannot research Life Spells
Adjustments prior to .910:
160% Combat effectiveness
Some people will swear by this race, myself, I don't. While their combat
effectiveness is really good, their inability concerning their Spells probably
offsets their Combat effectiveness. This decision is something that you will
have to make.

Solarians
Solarians - The race of the unknown. No one really knows too much
about the history of Solarian people; they are perhaps the most unique
of all the races. Strong fighters, the Solarian military structure
not only develops combat skills, but also provides a sense of honor which
creates strong internal morale. Magic is regarded as one of the greatest
powers a Solarian can achieve, and every Solarian Druid strives to be the
greatest in the land. Their one flaw is money. While not as efficient
in Silver production, the Solarian people demand extremely high wages,
causing problems to every Solarian government. The Champion provides
a worthy multipurpose fighting unit, while the Unicorn provides a
magic attack capable of weakening opposing defenses and serves as a
healer to revive otherwise lost units.
Adjustments: 125% Combat effectiveness
Builders work at 125% efficiency
Alchemists work at 80% efficiency
Druids work at 130% efficiency
Wages at 300% of normal
Adjustments prior to .910:
160% Combat effectiveness
When the above says their wages cause problems to Solarian governments, it's
not kidding. Immediately after registering FE I created a County of
Solarians thinking that their wages wouldn't really matter much. I was
wrong, it matters a lot more than one thinks. It is really crippling in
the beginning, especially if your SysOp or League Coordinator has set the
wages to high. Other than that, they are a really good race. Think of them
like you would a jumbo jet, slow to start but when it gets moving, it gets
moving.

Overall, I chose the Barbarians or the Elves as my race depending on which
strategy I would like to play for the game. Though strongly discouraged by
SysOps, a duplicate account could be setup with the other race being played.
The only way this might slide is if the FE game is in InterBBS mode and the
SysOp is active. I don't encourage this, but it a possible solution to your
problem of which race to pick.

+---------------------------------------------------------------------------+
ę The Main Menu ę
+---------------------------------------------------------------------------+
------------------------------[Main Menu]-------------------------------
(-) Take Turn (6) Foreign Affairs (I) International Room
(1) Labor (7) Communications (T) Technology
(2) Defense (8) War Room (*) Private Chambers
(3) City Improvements (C) Council Room (0) Quit
(4) Mystic Circle
(5) Commerce
------------------------------------------------------------------------
(-) Take Turn
Take Turn - Falcon's Eye is a turn-based game. Each turn is the
equivalent of one month, while the entire day is a year (there are not
necessarily 12 months a year). Each month, you will produce goods and
incur various new expenses. You are required to immediately pay 25%
of your total expenses; if you cannot afford this, your County may go
through some turbulence. You will then be offered the opportunity to
pay the remaining costs for your County. Each month, unpaid expenses
cost you in interest added to your total remaining expenses, so it is
highly recommended you pay immediately. However, by not paying, you
are essentially taking out a loan.
NOTE: You may automatically pay all maintenance costs each month
through a Toggle Option in the Private Chambers menu.
That really takes care of everything that there is to say about taking a turn.
Just make sure to know what turn you are on at all times, as this will affect
some of your decisions. Some things should be done every turn, others only at
the beginning or end of the year. They will be covered later in the guide.

(.) Pay Maintenance
Pay Maintenance - Should you not pay off all maintenance expenses during
the take turn option, you may cover those expenses here. It is most
useful if you do not have enough Silver or food at the beginning of the
turn but are able to acquire them before the turn is over.
This is really useful for if you do not pay your expenses eventually your
people will move out causing an upset in your labor distribution, but also
by taking land with them they will reduce the chance of you gaining the lost
people back. Where they go or where they come from is unknown, but people
are good and to lose them for simply not paying your mainetance is bad FE
etiquette and a poor gaming habit.

(1) Labor
Labor - Labor serves as the production capability for your County. At
this menu, you may assign your workers to different occupations (more
information is available on each when selected) to produce food, Silver,
Weapons, Stone Blocks, or Runes, or to conduct scientific research. When
a worker is placed in an occupation, they start at a 5.0 skill level.
(Except on your first turn in the game - all initial workers start at
7.0 skill) Each month, the skill level of all of your workers will rise,
until they reach the maximum of 10.0. A 5.0 skill worker can only produce
1/2 of a 10.0 skill worker; when you fire a worker to place him/her in
another occupation, that worker will start again at a 5.0 skill level, so
it is in your best interests to keep people mostly in their own
occupations. Your people also demand monthly wages, an expense you will
have to deal with each turn.
NOTE: You should never leave people unemployed - they still
consume food, although they do not require wages.
The distribution of your people is also very important. However, this is a
topic within itself, and will be discussed later. Right now, just remember
that you should never allow a month to go by without employing all of your
people. Your people are the core of your County, if they are happy you're
happy, if they aren't then you aren't.

(2) Defense
Defense - The defense menu is where you train your military units for
battle. To train a unit, you must supply a certain number of Weapons,
as listed in the menu. You may get information on the defense and offense
capability of a unit by selecting the Unit Information option from the
menu. If a unit has a special ability, you can get more information on
his abilities in the Race Help for your race.
NOTE: Military units require both food and Silver to maintain, so
be careful when buying a military. All units require the same amount
of food, but Silver is based on their strength.
A controversial question on the defense is this: At the beginning of the
game, you have x number of Weapons. Without the Barracks to halt their decay,
you will lose approximately 3% of your current Weapon supply. It will take
about 20 months for you to lose half of your Weapon supply, and another 16 to
be down to a mere 1/4 of your original starting supply. On the other hand,
there is the maintenance fee of whatever unit you would decide to train. So
the question is this, is it better to train your units, or to let your
Weapons dwindle... A chart will be provided later to show the maintenance
costs of each unit.

(3)City Improvements
City Improvements - As your County grows, you will want to build new
improvements to strengthen your empire. Several of the buildings have
prerequisites so that you will only be able to build them after you have
built others. Each improvement consumes some acreage of your lands; as
soon as construction is started, these lands "disappear" from your scores,
as they cannot be captured by opponents. The only way to destroy
another player's improvement is through an Earthquake Spell. Also, you
can only build one improvement at a time, so pick carefully.
Additionally, at this menu you can buy new lands. Your land serves as a
location for people to live, so obtaining land is in your best interests,
as it directly expands your population.
NOTE: Buying improvements shrinks your available land supply for people
to live on, so when building improvements, you may lose people if you
do not buy new lands as well.
Another important menu to go to on your first turn, the City Improvements'
menu allows you to purchase more land. More land means a lower population
density; a lower population density means more people will immigrate; the
immigrants mean more labor. And labor is always good, until your density is
too high, then you have to buy more land since then your people will emigrate
and that's not too good. Another thing that can be done here is telling your
people to build improvements. Another section will deal with which
improvement to build first, but be sure that you start something on your
first turn.

(4)Mystic Circle
Mystic Circle - The Mystic Circle is where your Druids cast their Spells.
Most races can learn up to 3 Spell books without any difficulties. You
should choose these books wisely, as you can't change later on. Some
races' special benefits or disadvantages and building certain
improvements can change the exact number of books your race may learn.
Each Spell cast requires a certan amount of Runes, whether successful or
not. In addition, some Spells are much easier to cast than others. The
number of Druids per acre of land in your County (as of the end of the
last month) is the main factor in determining whether a Spell is
successful or not; the larger the ratio, the more effective casting for
your County. In Spells against opponents, their ratio also determines
the amount of success your Druids will have.
NOTE: Each time a Spell is cast, the cost to cast it again in the
same year triples as accessing those same powers becomes more difficult,
except for the Wizards' Eye whose cost is constant. Therefore, you
should consider carefully whom you wish to cast Spells upon.
Unfortunately, the Circle is basically useless until you are out of
protection. Your Runes will decay with time, and I usually put all of my
Runes on the market to be sold so that none deplete, and a financial gain is
possible. Since your Druids cannot cast Spells until you are in your freedom,
I would recommend not choosing any Spell books since you won't be able to use
them. The Circle is where Spells are cast either on your own County, and the
counties of others in your nation. It is very important that you keep a high
ratio of Druids/acre as that will determine the success of Spells that you
cast, plus the more Druids that you have the more Runes you will produce.
Spells require a certain amount of Runes before they can be cast, so it is
important to figure out before hand which Spells you want to cast, and which
you would rather leave until later.

(5)Commerce
Commerce - The commerce menu is an area from which you can trade goods
with other players. Through trade, you can make deals to get things you
need or just send out assistance to other counties. You can also buy and
sell on a common market, where your Merchants will try to find the best
available price out there. If no other player has goods for sale, you
always have the option of buying from a general market, but the price
may be very high.
NOTE: If you have a lot of excess of any good, you may wish to attempt
to sell it on the market. However, once your goods have been placed
for sale, you cannot recover them, so it might help to advertise that
things are for sale in messages to other players.
NOTE: When trading military forces, the quality of those forces
drops to 50% of their initial value. Also, while food, Weapons, and
Runes are in private trade deals, they tend to slowly decay with time.
Should a trade deal not be answered within 72 hours of the time you
sent it, it will be returned to you, unable to complete its mission.
A good menu to use when you are more powerful than your ally for you will be
able to send parts of your resources to aid his/her County. If you don't
want to give your resources away, you can sell them to anyone in the general
market. One feature about FE's market is that it will automatically sell your
goods when someone wants to buy goods from the market. For instance, if
County A were to put 100,000 Weapons for sale at 100 Silver/Weapon, County B
could go to the Market, and purchase the 100,000 Weapons for 10,000,000
Silver. Then, if County B wanted more Weapons, it would be given the option
of purchasing the total amount of Weapons at the next lowest price. So if
County C has 50,000 Weapons for sale at 125 Silver/Weapon, County B could buy
those 50,000 Weapons for 6,250,000 Silver. It is easy to tell if you are
buying goods from another County, for FE puts an asterick "*" in front of the
price. Since County A's Weapons were sold, the player for County A would
receive this message: "100000 Weapons were sold for 10000000 Silver"
While mastering the Commerce Market is not essential to a successful County,
it will surely benefit it.

(6)Foreign Affairs
Foreign Affairs - Maintain relations with other counties is vital to
building a strong empire. While your County can propose various pacts to
others, your people also maintain their own feelings toward different
players. By going to war with a friend of the people, you will anger
them; however, over time, they will learn to dislike your enemies and
like your friends. In the meantime, though, plan carefully as when your
people are unhappy, your approval tends to drop.
Another place that is good to visit in your first month, Foreign Affairs is
where you can propose pacts to other counties. Different pacts do different
things, and if you accidently propose the wrong pact don't worry about it
since you can cancel your proposal to that County. Only one pact at a time
per County is effective, so sending every pact to your ally will only result
in one being accepted. If someone declines your proposal, then your approval
will drop, the same is true on the flip side of the coin so be sure to propose
pacts that the proposee will accept. If your people do not like your allies,
then you can not send anything to them, in order to improve your standing
with them propose cultural alliances.

(7)Communications
Communications - This menu allows you to talk with other players about
anything you would like. We ask that, because this game has all sorts of
players and messages can be sent to other BBSes, you keep foul language
out of the game at all times. Beyond that, enjoy communicating!
Not to be underestimated by the limit of choices, this aspect is important
too. Good communication is important to success with any team. If you are
not able to talk amongst yourselves, then you are already at a disadvantage.
Remember, a cord of three strands is not easily broken...

(8)War Room
War Room - The war room is the center from which you conduct your
attacks. You have several options of what to target, and you may attack
any County whom you have declared war on.
NOTE: In your attacks, you may set different attack strategies and attack
objectives. It is recommended that you hit ? to learn more
about the different options at their respective menus.
NOTE: Each time an attack is made, the forces return with a lower
quality rating than when sent. This means that it is better not to
send too large excess of forces in attacks, as you only will hurt the
quality of your military.
This is a really good menu, but like the mystic circle is useless until you
are out of protection. This is where you are able to use the military that
you have been creating in order to benefit your empire. There are three
different attack types, and those will be discussed later. About the only
thing that I'll mention now is to make sure not to send too much. For
instance, if you are attacking a County with only 1 Peasant, then sending
1000 Peasants would be a big mistake. Be sure to send the appropriate
amount.

(C)Council Room
Council Room - The Council Room is a central area from which you can
monitor all aspects of your County. You can get information on your
agricultural and budget situations to see where how your expenses are
distributed. Also, you can learn how productive your people are and
get a general status of your County. It is recommended you visit here
often to make sure everything in your empire is functioning properly.
This room will tell you many interesting things that are important to both
you and to your County, such as informing you of problems that might arise
before they actually do. Be sure to visit here frequently so that your
County will remain healthy.

(I)International Room
International Room - This is the menu from which you can interact with
all the other BBSes (nations) in the game. The Magic and Trade menus will
function just as from the main menu. The War and Message menus have
additional options which are self explanatory.
NOTE: At the magic menu, you will not be able to cast Spells affecting
only yourself from this menu, so the number of Spells available here
will be lower than those at the regular Mystic Circle menu.
This Room is a reflection of the Main Menu, and is available only in InterBBS
Mode. Some things are different with these selections than with the others,
the main difference being the time it takes before you know what effects
occured due to your actions.

(P)Presidential Court
Presidential Court - Having been elected President for your nation, you
have additional abilities and responsibilities on your BBS. You are in
charge of setting relations standards with other nations. In addition,
you set the defensive strategy for your nation against group attacks from
opposing nations to your entire country.
This is available to only one County per nation. I would recommend browsing
through here if you happen to be the president. Being the president should
be given to the most level-headed person, and also the best FE player in your
nation. If you know of a player who is good but isn't the president then
write messages to the other players asking them to vote for him/her. To vote
for your president go to your private chambers and hit (-) then proceed with
the instructions.

(T)Technology
Technology - The technology menu allows you to change the concentrations
of your Scientists. Initially, they work solely on decreasing maintenance
costs for the County. Here, you are allowed to change their work to
specialize in any of the many areas available.
Here you can set what area your Scientists will concentrate on. By either
lowering or raising the level of the chosen area, your Scientists will either
lower costs, or raise the effectiveness of the area whichever is appropriate.
So if you had a lot of Scientists concentrating in maintenance, eventually
your maintenance costs would go down. The areas raise and lower on a curve
that can never reach 0.

(*)Private Chambers
Private Chambers - This is the miscellaneous menu, where you can set
different preferences for the game and view news and scores. In InterBBS
games, you also can vote for your nation's President here.
Your Chambers is a good place to go when you are planning attacks against a
local County, or to read the news file to see whom to attack or send aid to.
The Chambers should be visited on your first turn, not only to turn
Auto-Pay Maintenance to a Yes, but to check the options and remember them for
future use.

(0)Quit
Quit - Quits the game until you want to play later.

+---------------------------------------------------------------------------+
ę The Labor Menu ę
+---------------------------------------------------------------------------+
-----------------------------------------------------------------------------
Key Type Employed Skill Key Type Employed Skill
(A) Farmers 0 7.0 (H) Blacksmiths 0 7.0
(B) Armourers 0 7.0 ( ) Unemployed 0
(C) Builders 0 7.0 (.) Fire Workers
(D) Alchemists 0 7.0 (/) Labor Advice
(E) Scientists 0 7.0 (-) Worker List
(F) Druids 0 7.0 (?) Help
(G) Merchants 0 7.0 (0) Quit
-----------------------------------------------------------------------------

(A)Farmers
Farmers - Farmers are the agricultural source of your County. While
it is possible to rely on the market for food, it is generally cheaper
to maintain your own production. One farmer working at 100% productivity
can produce 1 Bushel of food per month.
Farmers are the people that grow the food for your County. A vital part to
any County, and a definate priority when hiring people. When one first
starts a County I would recommend hiring first 25 people, and then going to
your Council Room and checking with your Secretary of Agriculture to make
sure that you are going to produce enough food. If you are a little below
par don't worry about it since your Farmers will become more skillful as
time passes, allowing them to produce more food per farmer. However, be sure
that you have at least one farmer per unit required; this will assure that
you will be able to provide for your population.

(B)Armourers
Armourers - Armourers produce Weapons with which you can arm
military units. The "Weapon" is the basic unit with which military
is bought (ie, a Foot Soldier might cost 3 Weapons). Armourers work
without additional lands or supplies, making them a good choice for
empires with limited lands. One Armourer at 100% productivity will
produce one unit of Weapons per month.
Personally, I like the Blacksmiths better, as they have more building
improvements than the Armourers. At the beginning of the game though, the
Armourers are better naturally, unless the race you chose reduces their
effectiveness. However, when you begin to have a good number of Armourers
(about 1000) I would fire them and switch to Blacksmiths. Both the Armourers
and Blacksmiths are a necessity to any nation, even if you are planning to go
the Magical route. I like to have about 1/5 - 2/5 of my people at either
Armourers or Blacksmiths. This should ensure a good number of Weapons per
month will be produced, while still leaving room for your people to fill
other important roles too.

(C)Builders
Builders - Builders are needed to create structures in your County.
Builders gathers and prepare Stone Blocks for use in construction work.
All buildings and houses are built using Stone Blocks only. Each
Builder will, at 100% productivity, ready 1 Stone Block per month.
In the beginning, I would recommend hiring the remainder of your people as
Builders. After covering your food and Silver maintenance, you should have
people left over. These should be Builders because you need Stone Blocks in
order to build City Improvements. If you don't have enough Stone Blocks,
then obviously you can't build the building. You can not pay for your
building on a lease or a loan, FE will only accept an upfront payment. In
the beginning Weapons aren't important because you're in protection and can't
be attacked or attack. What is more important is to get your County
self-sufficient. When you are able to do that and start to have excesses
being produced, then you are ready to hire other people but not till then.
A good supply of Stone Blocks is nice to have because they sell for a fairly
high price on the market.

(D)Alchemists
Alchemists - Alchemists are experts in changing metals into Silver.
Silver is required to maintain your County, and can serve in
miscellaneous functions such as buying food. Each Alchemist can produce
100 Silver per month, working at 100% productivity.
I don't really use the Alchemists because there isn't enough buildings that
will improve their productivity. If your race utilitizes the Alchemists more
than usual, perhaps they will be better suited for you than Merchants. Once
again however, I don't use them.

(E)Scientists
Scientists - Scientists work on developing better methods of
doing things. In the long run, strong scientific research can lead to
lower expenses and greater productivity. Each month, Scientists
develop bits and pieces of research that affect various technologies.
Because these new methods must be implemented throughout the County,
the power of science is also based upon the size of the empire. A
larger empire must maintain more Scientists to maintain equal
monthly scientific research.
I feel that my people can be used elsewhere better than discovering and
improving the various technologies. I like to hire more Blacksmiths and have
them them produce more Weapons per turn than having a higher military level.
That is only my personal preference though, I haven't done complete testing
to see which is more effective unfortunately.

(F)Druids
Druids - Druids are the masters of magic. Spells require an
assortment of Runes to be cast. Druids work each month to produce
those Runes, which can then be stored for later use. One druid is
capable of producing 1 rune per month at 100% productivity.
Your Druids are good people to have around, but not at the beginning. Since
you can't use the Runes the Druids produce, and can't be attacked by any
Spells until you are out of protection they really aren't that good. The
more Druids that you have, the better your chances of successfully casting
Spells and of repelling Spells cast against you.

(G)Merchants
Merchants - Merchants travel throughout different counties trading
goods and making profits. The more Merchants there are throughout the
nation, the less profits each will be able to earn. However, the more
in your County, the more effective each will be as they can effectively
cooperate to gain the greatest profits. A single merchant is able to
bring in 115 Silver per month at 100% productivity.
The choice income for me, I like the Merchants a lot. They have many
buildings to improve their productivity, and they earn more than Alchemists.
If you are going the Merchant route, then that will change your building
plans, but that will be covered later. Merchants are good overall, and I use
them a lot in my games, I would recommend at least looking into using them
for awhile even if you prefer Alchemists.

(H)Blacksmiths
Blacksmiths - Blacksmiths work to improve the quality of Weaponry. In
large numbers Blacksmiths tend to be most effective as they work together
in designing new products. In small numbers Blacksmiths aren't quite as
capable as the average Armourer. At 100% productivity, a lone Blacksmith
can produce 0.9 Weapon per month.
My choice for Weapon production, the Blacksmiths are good producers of
Weapons when they have all of their improvements. Until then, I would choose
the Armourers until you've built some improvements to enhance the
Blacksmiths' productivity.

( ) Unemployed
The number of people that you haven't hired yet. It is important that you
hire everyone before proceeding to your next turn. If you leave your people
unemployed they will still require food but won't give you anything in
return. FE will warn you if you are about to take a turn and have
unemployed people.

(.) Fire Workers
If you would like to fire people from one occupation and hire them in another
occupation this is how you do it. This isn't where you hire workers to fight
fires (Seriously I've been asked that), this is to allow you to more people
around. For instance, if you have a lot of Weapons being produced per month,
but don't have enough Silver being produced to pay maintenance costs, then
you could fire your Blacksmiths/Armourers and hire Merchants/Alchemists. The
only downfall of this is the new people are unskilled at their jobs and
therefore have a lower productivity level, if you return them to their old
jobs they've forgotten how to do them and require to be retrained in them
too. As you can see, moving your people around every turn does not enhance
your overall productivity and should only be used if you need the extra
resources.

(/) Labor Advice
This will have your Secretary of Labor give you a report on the productivity
levels of each labor type, how much each individual is producing, and the net
production for that labor type. Very useful when trying to make ends meet or
when comparing different types of labor.

(-) Worker List
If you need online instant help, then this function will give it to you.
However, it will be in a list not the help database so it may take a little
longer to find the information that you're looking for.

+---------------------------------------------------------------------------+
ę The Defense Menu ę
+---------------------------------------------------------------------------+
-----------[Military Training]-----------
Key Name Cost (Training) Owned
(A) Peasants 2 0
(B) Swordsmen 6 0
(C) Bowmen 6 0
(D) Knights 10 0
(E) Special One 15-60 0
(F) Special Two 12-50 0
(Z) Defensive Strategy
(.) Remove Military
(*) Unit Information
(0) Quit
-----------------------------------------
Due to the different nature of The Defense Menu, a chart has been provided
in order to more clearly explain the different options. Here it is:
+---------------------------------------------------------------------------+
ęName Networth Silver / Unit Attack/Defense Food Per Unit ę
ęPeasant 2 0.2 2/2 .025 ę
ęSwordsman 6 0.6 6/3 .025 ę
ęBowman 6 0.6 3/5 .025 ę
ęKnight 10 1.0 8/6 .025 ę
ęSpecial Unit Unit Cost 1/10 of Unit Cost .025 ę
+---------------------------------------------------------------------------+
(Z)Defense Strategy
Aggressiveness
Aggressiveness - Aggressiveness is a measure of how forcefully your army
battles with opponents in war. With a high aggressiveness, your attack
power increases, but your ability to defend your forces drops. In battles
lost, you will do more damage to your opponent. In battles won, however,
you lose more of your military. A low aggressiveness serves the opposite
effect. Sacrificing your attack capabilities, you position your forces
more effectively on the defense. This way, in battles lost, you do less
damage to your enemy, but in battles won, you lose less forces in combat.
A higher aggressiveness also increases the fatigue of your forces,
lowering their quality rating more than normal. A lower value will do
the opposite.
If you are like me, then you don't mind sacrificing some military units in
order to win a battle. If you are the conservative type then stop for a
moment and consider what you are doing by setting it to Low. You are not
willing to risk units which are trained by simply letting time pass in
exchange for gaining land, people, or other resources with which you might
even capture more than you lost. That is why I always set my Aggressiveness
to high, the same is true if I'm the President of my Nation.

Battle Length
Battle Length - This factor controls how long your forces will
fight before retreat. By setting this to a higher value, you increase
your chances to win a battle. However, whether you lose or win, you may
suffer greater damages. With a low setting, you will lose less forces,
but also lose more battles. A higher battle length also increases the
fatigue of your forces, lowering their quality rating more than normal.
A lower value will do the opposite.
The same principles from Aggressiveness apply here. I set my Battle Length
to High so that I can win the battle. Especially in InterBBS Mode when it
takes days to get attacks back. The County/Nation which you are attacking
can increase dramatically in Networth in the amount of time it takes your
forces to get there. If you've set your Battle Length to low, then you risk
having sent your forces in vain and you'll only lose when you could have
conquered. I also set my Nation's Battle Length to High when I'm the
President too.

(.)Remove Unit
If you would like to convert your unit to another, and can't find an ally who
you can trade with, or want to simply reduce costs, this will allow you to
"untrain" your units and receive 1/3 of their cost back. So if you want to
return a Knight you'll receive 2 Weapons back.

(*)Unit Information
The following is a chart that displays some information about each unit. This
chart should influence your decision when you are choosing military units to
hire.
Attack Resistance Cost Special
Unit Name Race (Swords) Per Weapon (Shields) Weapon (Weapons) Ability?
---------------------------------------------------------------------------
Peasant All 2 1.00 2 1.00 2 No
Swordsman All 6 1.00 3 0.50 6 No
Bowman All 3 0.50 5 0.83 6 No
Knight All 8 0.80 6 0.60 10 No
Paladin Human 10 1.00 5 0.50 10 No
Cleric Human 2 0.13 2 0.13 15 Yes
Monster Barbarian 20 0.80 5 0.20 25 Yes
Mammoth Barbarian 8 0.32 10 0.40 25 Yes
Dragon Halfling 18 0.30 9 0.15 60 Yes
Magician Halfling 12 0.40 2 0.67 30 Yes
Golem Dwarf 15 0.30 6 0.12 50 Yes
Centaur Dwarf 7 0.28 8 0.32 25 No
Wizard Elf 8 0.13 4 0.67 60 Yes
Griffin Elf 12 0.60 2 0.10 20 No
Hammerhead Troll 8 0.17 12 0.27 45 No
War Troll Troll 10 0.50 6 0.30 20 Yes
Minotaur Orc 12 0.60 4 0.20 20 Yes
Orc Lord Orc 6 0.30 4 0.20 20 Yes
Champion Solarian 14 0.56 5 0.20 25 No
Unicorn Solarian 2 0.17 2 0.17 12 No
---------------------------------------------------------------------------

+---------------------------------------------------------------------------+
ę The City Improvements Menu ę
+---------------------------------------------------------------------------+
-------------------------------[Construction]--------------------------------
Key Name Cost (Stone) Key Name Cost (Stone)
(1) Land 4035 Silver (9) Pub 75
(2) Library 100 (.) Destroy Improvement
(3) Town Square 200 (/) Improvement Council
(4) Barracks 400 (*) Improvement List
(5) Smithy 250 (=) Improvement Chart
(6) Temple 400 (-) Descriptions
(7) Church 650 (?) Help
(8) Farm 100 (0) Quit
-----------------------------------------------------------------------------
Here's the Improvement Chart:
+---------------------------------------------------------------------------+
ęLibrary--> School--> Museum--> University ę
ę +--> Artists' Hall ę
ę ę
ęTown Square--> Trade Fair--> Farmers' Market ę
ę +--> Town Hall--> MarketPlace--> Merchants' Guild--> Bank ę
ę ę
ęBarracks--> Fighters' Guild--> Training Grounds--> *Colliseum ę
ę +--> *Dungeon +--> Town Walls--> Towers ę
ę Palace <--Stronghold <--ę ę
ęSmithy--> Armoury--> Armourers' Guild Castle <--Fortress <--ę ę
ę +--> Waterwheel--> Cotton Mill War College <--+ ę
ę +--> Mine +--> Sawmill ę
ę ę
ęTemple--> Pyramid--> Oracle--> Wizards' Tower ę
ę ę
ęChurch--> Cathedral--> Jesters' House Farm--> Irrigation--> Water Towerę
ę +--> Granary--> *Caravan ę
ę ę
ę*Fairy Garden Pub--> Theatre--> Circus ę
+---------------------------------------------------------------------------+
* = Have other requirements as well
By pressing (*), FE will display the Improvement List which changes depending
on how many Stone Blocks that you have. If you have a lot of Stone Blocks
then the required number of blocks for each building will rise. I don't have
the exact formula for it as of yet, but I may have it published in my next
release of this. For now, just remember that the more blocks that you have
sitting around, the more you'll have to give. The Improvement List will show
you how long each building will take and how many acres of land it needs
(which doesn't change), and how many Stone Blocks are required to build it
(which does change).

(/)Improvement Council
The Council tells you which improvements you currently have, and what one
you're working on and how long that improvement has left before it is built.

(.)Destroy Improvement
This will cause an improvement of your choice to be destroyed. When you
destroy and improvement you'll receive 1/2 of the initial invest in land
back. So if you built a Pub and decided that you didn't want it, you would
receive 10 acres of land back for the 20 that you spent. You don't receive
any of the Stone Blocks back though. This is used if you build the Church
then the Cathedral learn the Spell book that you receive, but yet you want to
build the Temple in order to have the Pyramid and other things that the
Temple allows. You can do this if you want but it takes 60 acres of land and
25 months. Useful if you are the Elves and want every Spell possible, or if
you just want another Spell Book. Remember, when you do this you lose all of
the Stone Blocks and half the land.

The following is every building that FE currently allows and a short comment
about each one, the list is in the order the buildings are listed on the
Improvement Chart.

Library
Library - The Library serves as a center from which Scientists can
study and learn new techniques. The Library increases the productivity
of Scientists by 20%.
Requirements: None
Allows: School
The Library isn't all that good except that it leads to other good
improvements that are good. Build this if you have some extra time, but not
right away.

School
School - A School system helps train workers in their respective fields,
increasing productivty in all areas of work by 5%. It also serves as a
requirement for higher education.
Requirements: Library
Allows: Museum and University (Registered Only)
Useful because it improves the productivity of everyone, the School would be
a nice addition if your County is running smoothly. Not direct enough to
help you in time of need, the School will add to your County, not solve your
problems.

Artists' Hall
Artists' Hall - Bringing to the County a respect for the arts,
the Artists' Hall serves to build approval for the government. Each
month, approval rises by 1 point.
Requirements: School
A very, very nice addition to your County. This will help your approval
rating a lot because unlike the other improvements which raise your approval
yearly, the Artist's Hall will raise it every month!

Museum
Museum - A Museum helps to bring together people of the County to see and
experience the past. It brings a small sense of pride to the populace,
adding 2 points to your Approval Rating.
Requirements: School
Having a good Approval Rating is important to your County, and anything that
will add to that helps. This is another "extra" for your County.

University - Registered Only
University - By preparing workers for their professions with advanced
Schooling, the County is able to start new workers at 7.0 skill in their
professions (instead of the normal 5.0), allowing people to change
jobs without as much productivity loss.
Requirements: School
The University is nice because it allows you to change your people around and
not lose a lot of time waiting for them to become productive. This will help
your County in time of need since you can move people from one type of labor
to another relatively easy.

Town Square
Town Square - The Town Square serves as a center from which to build new
improvements for the County. The square houses markets, guilds, and
fairs for the County.
Requirements: None
Allows: Trade Fair and Town Hall
Not adding anything directly to your County, some claim it is useless.
However, it is important indirectly for it allows 6 other buildings to be
built. This should be built on your first turn though, it isn't that
important.

Trade Fair
Trade Fair - A simple improvement, the Trade Fair takes advantage of the
Town Square to build a simple market for trade. Given a locale to sell
their goods, Merchants gain a 8% productivity boost.
Requirements: Town Square
Allows: Farmers' Market
A fairly good improvement and worthy of being built in the 7 years, it adds
8% productivity to your Merchants' productivity. The Trade Fair is only good
if you are using Merchants as your Silver producers.

Farmers' Market
Farmers' Market - By having an alternative market to the standard
nationally supported one, you are able to buy food at the market at
prices 80% of normal.
Requirements: Trade Fair
Good if you don't have enough Farmers, or are planning a large offensive
movement and need to keep the troops at home for awhile, the Farmer's Market
provides a good discount on food. Basically it says Buy 4 get the 5th one
free, which isn't too bad of a deal.

Town Hall
Town Hall - The Town Hall helps give the people a sense that they can
contribute in their government, boosting your approval by 3 points. It
also sets the stage for more organized markets for Merchants.
Requirements: Town Square
Allows: MarketPlace
Approval Rating is always good to improve, and the Town Hall allows the
MarketPlace, one of the principal improvements for Merchants. Usually built
in the first couple of days in my games.

MarketPlace
MarketPlace - The MarketPlace is an organized center for Merchants to
trade goods. It reduces the effectiveness of the Trade Fair, but
increases the productivity of Merchants by 15% itself.
Requirements: Town Hall
Allows: Merchants' Guild
One of the better improvements in the game, the MarketPlace increases the
productivity of the Merchants by 15%! I've tried to do some testing to see
how much it actually lowers the effectiveness of the Trade Fair, and because
the Merchants' Productivity changes every turn, I wasn't able to get a good
estimation of it. I would say that it lowers the Trade Fair to be able half
as effective, but I'm not sure of that exact number. Even if the MarketPlace
reduced the Trade Fair to nothing, the MarketPlace would still enhance the
productivity of the Merchants.

Merchants' Guild - Registered Only
Merchants' Guild - The Merchants' Guild gives your County the ability to
buy goods from the national market at reduced prices. Through the guild,
the Merchants find better sources of goods, giving you a 20% discount
on Stone Blocks, Weapons, and Runes.
Requirements: MarketPlace
Allows: Bank
By having both the Merchants' Guild and the Farmers' Market you are able to
reduce your expenses from purchasing items from the national market. It does
the same thing as the Farmers' Guild, only on Stone Blocks, Weapons, and
Runes instead of Bushels of Food.

Bank - Registered Only
Bank - Creating a Bank for your County provides a source of development
for small businesses. Through loans, Banks are able to make a profit on
your stored Silver. Each month, you will earn 2% interest on your stored
Silver, up to a maximum of 100,000 coins, each month.
Requirements: Merchants' Guild
A nice addition to have the Bank will give you up to 100,000 coins every turn
as long as you have 5 million Silver, otherwise it will give 2% of your total
Silver. The benefits of this are obviously more money at no risk. If your
Bank is destroyed then you don't lose the money that you have since you can't
really store your Silver there. If you are actually storing your Silver
there, then it is transparent because you can spend your Silver from anywhere
and no where does it mention how much you have stored in the Bank. Building
the Bank does not automatically add an option to the Main Menu, instead your
interest is calculated at the beginning of each turn on the first line of
your Monthly County Report, you'll see how much money you made in interest.

Barracks
Barracks - The Barracks is vital for any successful military. Naturally,
Weapons tend to decay with time. Providing a Barracks as a storage site,
however, halts that decay, allowing a County to stockpile Weapons without
creating a military.
Requirements: None
Allows: Fighters' Guild
The third building that I build every game, the Barracks halt the decay of
Weapons, enabling you to build a large military force, without having to pay
maintenance on it. You can build your force in the form of Weapons and right
before you are ready to attack simply train your forces. Granted, their
quality will not be very high, but you can have enough attack points to
overcome the lower quality rating. The Barracks are a really good
improvement to have.

Fighters' Guild
Fighters' Guild - A training center for combat, the Fighters' Guild
allows 1% of your Peasants to be trained into Swordsmen each month. Over
time, this allows you to produce military at substantially lower costs.
Requirements: Barracks
Allows: Dungeon (with Pyramid) and Training Grounds
A good investment, the Fighters' Guild allows you to get Swordsmen for 1/3 of
their cost. Every month the Fighters' Guild is able to train 1/3 of your
Peasants into capable Swordsmen saving your 4 Weapons. If you had 100
Peasants, then 3 would become Swordsmen on the next month, and another 3 the
month after that, and so on.

Dungeon
Dungeon - Creating a Dungeon allows you to imprision and retrain
criminals from your society. Out of the Dungeons, you'll be able to
train 100 extra Peasants a turn for your army.
Requirements: Fighters' Guild and Pyramid
100 extra Peasants isn't all that much, but it does give you free military
which is nothing to sneeze at. I usually don't hold my breath until I get
this improvement because it takes a long time to get it, 59 turns in fact and
that's assuming that you have enough Stone Blocks and acres of land to hold
all of the other improvements that come first.

Training Grounds
Training Grounds - The Training Grounds provide a location for Swordsmen
to train and improve upon their combat skills. With the grounds, each
month 1% of your Swordsmen are converted into Knights.
Requirements: Fighters' Guild
Allows: Colliseum (with Circus) and Town Walls
I like the Training Grounds, but usually don't start building them until I
have my County self-sufficient first. The reason for this is simple, the
improvements that come after the Training Grounds are relatively large and
require a long time to build. The Training Grounds are not only good
themselves, but lead to even bigger and better things.

Colliseum
Colliseum - Attracting thousands to watch gladiators duel, the Colliseum
brings a form of entertainment rarely found in these medieval
communities. By spending to serve the people, the Colliseum boosts your
approval rating by 2 points.
Requirements: Training Grounds
Again another improvement that boosts Approval Rating, the Colliseum is a
good item to have if you have the time and resources to build it. I usually
save it because I would rather build something that will affect my County
more drastically.

Town Walls
Town Walls - By enclosing your primary lands in walls, you are able to
more effectively prevent theft by enemies. The Town Walls serve to reduce
enemy capture of land, people, and resources by 10%.
Requirements: Training Grounds
Allows: Towers
The Town Walls are really good because they reduce the amount of resources
that can be captured, possibly detouring other counties from attacking you. A
misconception is that the Town Walls improve your defense, they don't improve
your defense at all but reduce the amount of resources lost in battle. A good
improvement if you are at war with another County that can beat you.

Towers
Towers - By placing your Bowmen in Towers, they are able to attack and
resistance damage much more effectively while defending your lands. The
Towers make your Bowmen 20% more effective than normal.
Requirements: Town Walls
Allows: War College, Stronghold, and Fortress
The Towers are good, but only when defending your County. Since you can't
take them with you into battle, they will not help you there. They are
pretty good if you have Bowmen, but would be a complete waste they weren't a
requirement for other improvements.

Stronghold
Stronghold - The Stronghold serves as a center of defense for the County.
It bolsters the combat ability of all troops by 5% while defending the
County by organizing and controlling the battle.
Requirements: Towers
No Fortress or Castle
Allows: Palace
I never build the Stronghold nor the Palace, I prefer to have more military
might than good relations. If you look ahead at what the Palace does, you'll
see my reasoning behind that. Just ignore this one, unless you're not like
me and would rather have good relations, or if you're hurting for approval
points then this would be something good because it leads to the Palace which
improves relations with other counties which in the end affects your Approval
Rating.

Palace
Palace - The Palace is an inspirational structure that both provides the
government a home as well as helps bolster respect for your empire around
the country. All other counties see their people improve relations with
yours each month.
Requirements: Stronghold
The Palace would be good if you are the President of your Nation and were
Humans, then the other people would have a hard time hating you, and perhaps
the Orcs would even respect you. I don't build the Palace because I have
Cultural Alliances with the counties that I want to be allied with.

Fortress
Fortress - The Fortress provides a small location from which to stage a
rally during a battle defending your County. Because of its size it only
provides a 2% increase in the capabilities of your army, but sets the
stage for the construction of a larger, more effective Castle.
Requirements: Towers
No Stronghold or Palace
Allows: Castle
I build the Fortress every time because it allows the Castle, which is good
for me because I like military might. I don't really like losing battles and
anything that can help me with that is good. The Stronghold is better for
that than the Fortress, but the Castle is a lot better than the Stronghold.

Castle
Castle - A powerful, central station for your armies, the Castle allows
your troops to function 10% more effectively defending your County by
forcing enemies to first scale walls and cross moats.
Requirements: Fortress
With the Castle to protect your empire, and the Town Walls to further reduce
pillage, you are almost guaranteed to successfully defend your County. A
favorite of mine because it lasts forever (unless an Earthquake comes), the
Castle improves the defensive value of your entire military.

War College - Registered Only
War College - Specializing in military training, the War College teaches
professional and most advanced skills to people willing to learn. The
college trains 100 Knights per month to add to your army.
Requirements: Towers
By the time you build this, you'll be receiving 100 free Peasants, 1% of them
will be trained into Swordsmen, and 1% of the Swordsmen will be trained into
Knights; when you add the War College into the equation you are getting a
good deal of free military. The War College is a very expensive improvement
though and should only be built if you have the time and resources for it.

Smithy
Smithy - The Smithy serves as a workplace for your Blacksmiths. With
the Smithy, Blacksmiths can produce Weapons at 10% higher productivity.
It also is necessary in the creation of other, more advanced structures.
Requirements: None
Allows: Armoury, Waterwheel, and Mine
A definate favorite of mine, the Smithy enhances the Blacksmiths by 10%.
This is good for it allows your Blacksmiths to produce more Weapons per turn,
t


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