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Hints and Tips by Anonymous

Some HINTS FOR Falcon's Eye (FE)

   Here's some hints, enjoy!!


                    Falcon's Eye Basic Hints & Tips


Okay... so... you've played BRE... and you play BRE.  SRE and BRE were
quite similar.  You could generaly guess which one was ment to be the
missile base, and which the trooper.(in SRE that is).  Now mehul
releases another smashing hit and there is nothing that resembles the
old combat type.  Except the menus which are quite kewl.  So... how the
hell are you gonna start.  Always loosing battles.  Always running out
of food in the beginning of a game?  Well... some hints on getting the
edge of Falcon's Eye.

                           -=Startup tactic=-


Each race has its advantages and disadvantages.  For a wizard type
realm that will depend on its wizards to a large extent... i would go
with the ELVES, whereas for a normal game i go for HUMANs since they
are an allround type race. :)


When you start the game, the one thing that you need the most of is
money.   Train half of your populace to ALCHEMIST, and the other half
split between BUILDERS and FARMERS.

I recomend you follow this for at least two days, then you stop with
builders (you only need a few at the beginning of the game since most
of the improvements are relativly cheap.)  The next most important is
ARMORORS and then DRUIDS.  Dont buy blacksmiths until you have a
smithy.  The armorors make more weapons, and if you are gonna get the
edge... you are gonna want weapons.


There are soo many improvements that in order to get the edge, you will
have to make them quickly, and make the right ones.  For active games I
find the FARM the most important one to build immediately, then the
SMITHY, that will increase your Blacksmith's output.
  The next thing I do is that I max out on land.  Purchase as much land
as possible.  That way you will get more people.  Thus more income and


Okay... just a word of warning -
This is the main cause of loss of money.  YOu spend too much money on
maintainance of all those people... so what happens... you fall behind.
Only spend them before your protection ends.   Read on until you get to
the WAR section.  Very important you dont buy the wrong military.


Once again I find relations more of major factor in this game.  Try and
keep as many Free Trade agreements as possible... usualy 3, but only
use 2 of your cultural alliances.  Keep the one for when you wage war
on another person(local of coarse).   This keeps up your realm support,
and the more that the realms like each other... the more likely you are
gonna be able to get the falcon's eye.



Okay... so you got your first 4 days quite well... you could either
attack on your last turn and become an intimidator... To attack on your
last turn would be quite good... except you must make sure that your
target has a networth of less than yours.  Attack using CAPTURE PEOPLE.
                        You *HAVE* to winn this
otherwise you are at a disadvantage the next round.  If you do win this
combat... immediately put ALL of the people onto ARMORORS or
BLACKSMITH(if you have the smithy).  That way you are ahead of the
weapons race.   BTW: I suggest that you log on after midnight to follow
up on your attacks... otherwise you are gonna be attacked, and *WILL*
loose this early in the game.

                             Normal Combat

There are three types of combat.  CAPTURE LAND, CAPTURE PEOPLE and

Each have their advantages and disadvantages.

 1) Capture Land

This is only usefull if the person you are attacking has a lot of land.
This land is usefull everyturn when you automaticaly get more people.
Attacking a person for a few land clusters is not giving you a great
enough return for your attack... UNLESS you get lard ammounts of land.

 2) Capture People

I find this as the most important of the three attackforms.  When you
win an attack of this type, it is important that you place most of
your new people into the BLACKSMITH/ARMOROR catagory.   Weapons give
you the edge over the other person... If he has more military than
you... youve had it.

 3) Capture Resources

This is probably only usefull when your opponent has a large number of
resources... like stone(especialy usefull when you are trying to build
monstrosities).  I dont use this very often.  nobody has much when
there is a war.

                             When to attack

Well... assuming that the game is using the defaults.  Attack on your
third turn.  You want to have built up as many weapons as possible so
that you have more chances of winning.  Attack as late as possible in
your turns.  It helps drasticaly when you are producing large amounts
of weapons.  If possible, always follow your attack up after midnight.

                           What forces to get

Now this is an important one... Many people like buying 50% nights, 25%
bowmen, and 25% soldiers, leaving the small peasant out of sight.  Well
if you do some calculations, the pesant is the most powerfull unit to
buy in large masses.

    This little table helps to show what is more usefull.
    1000 weapons buy:

                  #  |  ATT |  DEF
    Peasants     500 | 1000 | 1000
    Swordsman    166 | 1000 |  500   < Spells enhance
    Bowman       166 |  500 |  830   < Spells enhance
    Knight       100 |  800 |  600
                     |      |
So... if you can read a table, I am sure that you would get more out of
your Peasants.   So... what the hell is so good bout the rest if
peasants are soo good.

Well... I like to see the peasants AND bowmen as the building blocks of
combat.  You see... once you have the FIGHTERs GUILD and TRAINING
GROUND improvements, your peasants get changed to Swordsmen at 1% a
turn(your fighters guild does this) and they in turn get changed at 1%
a turn into Knights.  This is a good investment in the long run.  The
peasants get better in the long run, so in the end your attack and
defense points go up automaticaly.
  Swordsmen have the advantage of sword strike, and Bowmen, flaming

Bowmen are a bit unique.  There is nothing that upgrades their
effectiveness like Peasants, except they do get the advantage of the


--- FMail/386 1.02
 * Origin: Whitsunday Waves BBS +61-79-42-4328 28.8k 2.8gig (3:640/771)

 Msg  : 457 of 472                                                              
 From : Chris Lally                         3:640/771       Fri 15 Sep 95 09:02 
 To   : Justin Eckblad                                      Sun 17 Sep 95 10:26 
 Subj : 2 FALCON'S EYE!!!!!!!!!                                                 
Okay... so there are a couple of different types of people, and what on
earth are you gonna get?


Money is a necesaty that every realm needs. The more money you make,the
better things on a whole are. Alchemists and Merchants are the labor
that make silver.  Do not get too many Merchants as the prices drift
as you get more merchants... since they all can sell stuff to the same


At the beginning of the game, armorors are the ultimate thing to go for.
Forget about blacksmiths until such time as you have a SMITHY imprvemnt

Blacksmiths are very productive with the MINE improvement.
Always have a few armorors... in case some earthquake just happens to be
in your vicinity.

                      Runes, Stone and Scientists

Druids are the only labor that produce runes.This is fueled by the WIZ
TOWER.  Stone is a necesity you need to build some big structures.Always
have a few stone on you.  Scientists are used to boost your technology.
* NEVER be afraid to fire all your guys in these catagory and shunt
them to money production and weapon production.

I follow a simple ratio of the following people.

    FABASDMB   < That is the first letters of the labor on the lists.
    53252447   < That is about the ratios of what I would have my labor

This gives you an all round realms production which is very usefull.
In war, simply move everything from your druids, builders and scientests
to armourors or blacksmiths.  Dont forget that you need food for your


Something about the improvements is very important that you should take
note of.   In order to get hold of the palace, castle and war
college...  you MUST NOT get the churce improvement.  This blocks the
temple... and in order for one to get the Pyramid for the dungeons...
you need the Temple.

I find that from the beginning of the game I work towards a few goals
immediately.  Especialy if you are gonna try get the edge over people.

 1->  Farm
 2->  Smithy
 3->  Barracks          <-- Halt Weapon decay
 4->  Fighters Guild    <-- Convert peasants to swordsmen.
 5->  Training Grounds  <-- Convert swordsmen to knights.
 6->  Irrigation
 7->  Fairy Garden      <-- I am trying to work out what this does.
 8->  Waterwheel
 9->  Temple
10->  Granary           <-- Halt food decay
11->  Pyramid
12->  Dungeons          <-- Usefull for war, very good.

That is the rough order that I would purchase my improvements for
various reasons.  That order gives you a good mix of things, and in
turn, it gives you a good base in which you can build improvements.

I do not suggest that you go for the church.  It will dissallow
everything from dungeons onwards... that means no town walls, no castle
no better imrovements.

Going via the temple does get you the Wizards tower... If your sysop
registers (which is *DEFINATELY* worth it).


So... you are the wizard type... what better than a few spells now and
then... which spheres of magic are you gonna take?

There are a couple of ways you can go.  There is :

  Sorcery Spells - A definate must.  Gives you the spell called
                   sword strike which ends up being the best spell
                   that I find usefull.

  Nature Spells - These spells are usefull... except if your sysop
                   has registered (which is a *MUST*), then i would
                   suggest you take this.  The Earthquake makes your
                   enemy tremble... (excuse the pun).  Earthquake is
                   the only thing that can easily destroy an
  Life Spells - They have the nice spells of protection.  Pretty nice
                   for those chaotic guys theat like all those spells
                   that cause death and like effects.  The protection
                   spell is *VERY* nice for combat.  Gives you a slight
                   edge in combat.
  Death Spells - These are very evil spells... as such... very good.
                   I find them only usefull when the sysop has
                   registered.  I like the Black Wind.  Tends to put
                   a kink in things for the next 3 days/years.
  Chaos Spells - These are some of the prefered spells.  It contains
                   the flaming arrow spell which in turn is quite
                   good for your bowmen.
                   The Invisible magic spell is usefull for when you
                   are gonna be backstabbing your favorite ally :)

                             -=Covert Ops=-

Well... just a pity there arnt any.  The closest thing is probably the
spells, and the treaty called   DENOUNCE COUNTRY from the relations


Once again, technology plays an important roll... especially when you
have large numbers of scientests.  Try keep the scientests at about 20%
of your total realms population.

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