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Falcon's Eye cheats / Falcon's Eye hints / Falcon's Eye faqs / Falcon's Eye solutions 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 Other Falcon's Eye cheats hints faqs solutions: |