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Guide and Walkthrough by wastukin

Version: 1.0 | Updated: 03/09/2016
Highest Rated Guide

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[R0.0.0] Detailed Table of Contents
[R1.0.0] Versioning and Intro
[R2.0.0] General Strategies
[R3.0.0] Villagers
[R4.0.0] An Efficient Village Walkthrough
[R5.0.0] Military Info
[R6.0.0] Walkthrough
[R7.0.0] Buildings, Jobs, Items
[R8.0.0] Challenges
[R9.0.0] Question/Comments/Etc.
[R10.0.0] Credits
[R11.0.0] Legal Stuff

*** R0.0.0 Detailed Table of Contents
[R0.0.0] Detailed Table of Contents
[R1.0.0] Versioning and Intro
[R2.0.0] General Strategies
   [R2.1.0] Turbo Speed
   [R2.2.0] Housing and Marriage
   [R2.3.0] Household items
   [R2.4.0] Tools and Shoes
   [R2.5.0] School
   [R2.6.0] Farm-Mill-Bakery (FMB) System
   [R2.7.0] Signposts
   [R2.8.0] Jacks of All Trades
   [R2.9.0] Item Producing quotas
   [R2.10.0] Job Experience
   [R2.11.0] Roads
   [R2.12.0] Village Layout Planning
   [R2.13.0] Peace vs. War missions
   [R2.14.0] Diplomacy
   [R2.15.0] Using Merchants
   [R2.16.0] Centers of Workplace
   [R2.17.0] Manually Filling Needs
[R3.0.0] Villagers
   [R3.1.0] Villager's Needs
      [R3.1.1] Food
      [R3.1.2] Sleep
      [R3.1.3] Entertainment
      [R3.1.4] Religion
   [R3.2.0] Villager's Stats
      [R3.2.1] Stat summary and listing
      [R3.2.2] How to increase stats
      [R3.2.3] How to earn bonus points
      [R3.2.4] The best Job to earn bonus points
   [R3.3.0] Villager AI Tendencies
      [R3.3.1] Item hunting
      [R3.3.2] Spouse hunting
[R4.0.0] A Generic Village Walkthrough
   [R4.1.0] Begin Game
   [R4.2.0] Middle Game
   [R4.3.0] End Game
[R5.0.0] Military Info
   [R5.1.0] Intro
   [R5.2.0] Units
   [R5.3.0] Supplies
   [R5.4.0] Raising an Army
   [R5.5.0] Controlling Military Units
[R6.0.0] Walkthrough
   [R6.1.0] Campaign Walkthrough
      [R6.1.1] Greenland
      [R6.1.2] Helluland
      [R6.1.3] Markland
      [R6.1.4] Vineland
      [R6.1.5] Mississippi
      [R6.1.6] Texas
      [R6.1.7] The Crater
      [R6.1.8] Rocky Mountains
      [R6.1.9] Mexico
      [R6.1.10] The Pursuit
      [R6.1.11] Chichenltza
      [R6.1.12] Jah Maika
      [R6.1.13] The Return
   [R6.2.0] Scenario Walkthrough
      [R6.2.1] Between The Lines
      [R6.2.2] Bone Valley
      [R6.2.3] Death Valley
      [R6.2.4] Heirs Of Vinland
      [R6.2.5] Ice Age
      [R6.2.6] Invasion
      [R6.2.7] Loki's Revenge
      [R6.2.8] Niagara
      [R6.2.9] Ragnorok - The Last Stand
      [R6.2.10] The Last Bastion
      [R6.2.11] Theives in the Snow
      [R6.2.12] Unlimited Expansion
[R7.0.0] Buildings, Jobs, Items
   [R7.1.0] Jobs
   [R7.2.0] Items
   [R7.3.0] Buildings Intro
   [R7.4.0] Tier 1 Buildings and Jobs
      [R7.4.1] Warehouse
      [R7.4.2] Supply Tent
      [R7.4.3] Dwelling Tent
      [R7.4.4] Huntsman's Tent
      [R7.4.5] Fisherman's Tent
      [R7.4.6] Woodcutter's Tent
      [R7.4.7] Carpenter's Workshop
      [R7.4.8] Clay Worker's Tent
      [R7.4.9] Stonemason's Tent
      [R7.4.10] Farm
      [R7.4.11] Well
      [R7.4.12] School
      [R7.4.13] Barracks
   [R7.5.0] Tier 2 Buildings and Jobs
      [R7.5.1] House For Two Families
      [R7.5.2] Mill
      [R7.5.3] Bakery
      [R7.5.4] Iron Mine
      [R7.5.5] Iron Smelting Works
      [R7.5.6] Gold Mine
      [R7.5.7] Leather Workshop
      [R7.5.8] Shoemaker's Workshop
      [R7.5.9] Furniture Workshop
      [R7.5.10] Fruit Farm
      [R7.5.11] Mushroom Collector's Hut
      [R7.5.12] Temple
      [R7.5.13] Shepherd's Hut
      [R7.5.14] Weaving Mill
      [R7.5.15] Potter's Workshop
   [R7.6.0] Tier 3 Buildings and Jobs
      [R7.6.1] House For Three Families
      [R7.6.2] Goldsmith's Workshop
      [R7.6.3] Brewery
      [R7.6.4] Toolmaker's Forge
      [R7.6.5] Armorer's Forge
      [R7.6.6] Swordmaker's Forge,
      [R7.6.7] Spearmaker's Workshop
      [R7.6.8] Bow Maker's Workshop
      [R7.6.9] Defense Tower
[R8.0.0] Challenges
   [R8.1.0] Completely Fill a Warehouse
   [R8.2.0] Population of 1000
[R9.0.0] Question/Comments/Etc.
[R10.0.0] Credits
[R11.0.0] Legal Stuff

Version 1.0 (8/09) - First complete version of the guide. No further changes or
additions are planned at this point. Only error corrections.


How to use this guide
This guide expects the reader (you) to know the basic mechanics of Cultures.
Knowing how to build structures, assigning people jobs, etc. This
guide is to help with only the overall strategy of the game, except for a
section on the mechanics of merchants, which can be tricky.

If you are not too familiar with the game, I recommended you play the game a
while to get a feel for it first. If you only came for the walkthrough, you
should still read the topics leading up to the walkthrough because they are
referenced in the mission walkthroughs.

If you are VERY familiar with the game, you should at least skim through the
topics. Who knows, maybe you'll read something that might surprise you.

Why am I writing this guide now?
I'm aware that this FAQ was created long (and I do mean very long) after
Cultures was released. I'm writing this now is because I have enjoyed this game
for many years but never found any strategy info. I went online to see if I
could find some general strategy advice because I was having a few problems and
had some questions. But I was unable to find anything useful. A few websites
had some cheat codes and there were some guides in German, but that didn't help
me because I don't speak German. I thought I would create a guide in hopes that
it may help someone out there who, like me, just recently discovered the game
or is rediscoverying it and would like some advice or has questions.

Where do you get Cultures?
I have not seen cultures for sale anywhere anymore. It is a very old game but
if you can get a copy it will run even on new systems.  I still play it on
Windows 10. You might be able to get a copy somewhere, but that is beyond the
scope of this FAQ.

Don't confuse the original "Cultures" with "Cultures 2", "Cultures
Northland", or "Cultures 8th Wonder of the World" which are the 3 sequels.
*** R2.0.0 General Strategies
Here are some basic strategies and information that you should keep in mind
throughout any and every mission.

   R2.1.0 Turbo Speed
There are initially two speeds. There's the starting speed, which is pretty
slow. Hit the 'L' key and the game speeds up to about double the starting

There is another faster, hidden turbo speed that makes time go 3x as fast.
Technically, it may be considered a cheat because you have to type in a code
to access it. But since all it really does is make everything go a lot faster
and nothing else, I don't consider it cheating. In fact, it is almost essential
so you don't get bored during the down times of the game (when you're waiting
for buildings to be built or for villagers creating a certain number of items).

To unlock turbo speed, make sure you don't have anything selected and hit the
F2 key. This will bring up the options menu. Now type in "funspeedup". You
don't see anything onscreen but if you typed it in correctly, you'll hear a
Viking acknowledgement and the game will be going really fast. To get back to
normal speed, hit the 'L' key. From then on, you will have all 3 speeds at
your disposal. Use the 'L' key to switch between the three.

This 3rd speed will only be available for the duration of that mission or the
duration of your game session. When you exit the game or start a new mission
you'll have to reenter the code to unlock turbo speed again.

   R2.2.0 Housing and Marriage

Get it as soon as reasonablye possible. Usually after establishing
your food chain (see FMB system).

Do not underestimate the importance of having a home. If you don't believe me,
try building an complete village without any houses. Without a home, villagers
will spend a ridiculous amount of time napping and searching for food.
Virtually all of their time will be spent trying to fill those needs and they
won't be working. It will take forever to get anything done.

If a villager has a home to rest in, his sleep bar (See Villager's Needs) will
fill twice as much (about half the bar) as it would if he napped outside (a
quarter of the bar), and it takes much less time to sleep in a home.

Marry ASAP once you have a home for the couple. No need to marry if
there isn't a home readly.

Do not underestimate the importance of having a wife. Even if a villager has a
home, he will still spend a lot of time searching for food because his home 
will not be stocked with food. In the late game, villagers with advanced jobs
will spend a long time searching for conversation or prayer if they don't have
the amenities at home. A wife will stock the house with the necessary 'need
filling' items (food, furniture, oil, and conversation).

If a villager is married, his wife will supply the entire home (even multiple
family homes) with furniture, crockery, and oil (if available). When
the villager goes home, he can eat, sleep, chat with his wife, and pray to the
sacred fire. This will fill all four of his need bars completely (or close to
completely), and he will be able to work for a VERY long time without the need
for a break even in the most advanced buildings.

While having a house and wife are not technically necessary. You will need them
if you want to have a productive and fully functioning village. Get them as
soon as reasonably possible and get only one wife per home (see household
items section).

   R2.3.0 Household items
Having the three household items in the home will greatly improve your
villager's productivity. He will not waste so much time trying to satisfy his
needs. The 3 items are Crockery, Furniture, and Oil.

Crockery: Doubles food effectiveness and quantity
Probably THE most important household item of the game. Luckily, it's also
the easiest to create. You only need to master the Clay-worker before you can
create a Potter's Workshop, which is where Crockery is made.

With Crockery in the home, every meal counts as two.  Normally, 1 food eaten
fills about 25% of the Food bar (See Villager's Needs), but with crockery in
the home, 1 food fills 50% of the food bar. Thus the villager will only need
to consume half the food he or she normally would to fill up completely.

Crockery also doubles each food brought to the home by a wife. Normally each 1
food the wife brings in actually puts 2 food in the home. With crockery, each
1 food puts 4 food in the home!

Furniture: Fully rests villagers
Furniture is really nice to have, but it's not as essential as Crockery. A
villager who comes home to sleep normally will fill about 50% of his sleep bar,
but with furniture in the home, it fills 100% of the sleep bar.

Furniture only requires wood to produce, and since wood is plentiful on
virtually every map, it is worth your while to produce it.

Oil: Fully fills Religion
Having oil in the home causes the little dish in front of the home to light
with a blue flame (a sacred flame, as the game calls it). When a villager comes
home to his house with a sacred flame, his Religion bar will be completely
filled. Having oil at their home is the only way a villager can fill his
religion bar without having to spend time praying.

The religion bar is only drained by the most advanced buildings, which are
mostly military based buildings (buildings for weapons, armors, beer, gold).
If you don't plan on building any of these buildings (i.e. like in resource
gathering missions), you normally don't need to worry about oil.

Oil create oil if you plan on using the advanced buildings. If you don't,
your advanced workers will be spending a lot of time praying at the main
warehouse or druid's temple instead of working.

Unfortunately, oil is produced from mushrooms which is usually the most scarce
resource in the game. If you create oil, you usually don't have many
mushrooms (if any) to produce it for long, so you definitely want to make sure
you have wooden tools (and perferably iron tools) already on hand so that you
create as many oil as possible from your scant number of mushrooms.

Tip1: Stock'em once (or twice) and Forget about'em
Initially when you create these household items, they will be in high demand
because no one will have them yet. Each item lasts quite a while, and each
house uses one. Each item lasts a good while, so you don't need them often.
Simply stock about 15-20 of each item either in the
warehouse or in the corresponding producer building, and then have that worker
go do something else.

20 of each item will last a good while in a normal game.  You
will only need to assign someone to stock it up once or twice when supply runs
low. In a long game, (like a war-based mission) you will probably need to fill
it 4 or 5 times.  When you notice the items running out, simply assign someone
to fill it up and then have him go back to his other tasks. It doesn't take
long to stock these items, and the benefits you get from them are definitely
worth it.

Tip2: One wife per home (even multiple family homes)
There is one bad AI script in the game. In homes with more than one wife, when
an item runs out, EACH wife in the house will try to retrieve that item. But
one item will only fill it up to 100% and no more. So in a three family house
with three wives that needs crockery, all three wives will bring crockery, but
it will still only fill up the crockery slot to 100%, essentially wasting two

There is little you can do about this problem. The only reliable way to avoid
waste is to make sure each house has only wife, even the multiple family
homes. Of course, then any bachelor's in the home will have the food and items
benefits of having a wife but won't have the entertainment bar filling
usefulness of a wife.

But unless your village is really big, the small waste of items isn't a
big deal. Except for the waste of oil, which is almost always scarce (unless
you can trade for the mushrooms).

I recommend one wife per home just to avoid having to create extra items to 
compensate the item loss. But it's a personaly choice.

Personal Note
I was pretty amazed when I saw all this for the first time. I have a villager
with all four of his need bars almost completely empty (I mean all of them
really in the red, virtually 0%). He went home to eat, with all the household
items present and his wife, and in two seconds all four of his bars were 100%
filled. It can definitely be worth it to get all of the household items.

   R2.4.0 Tools and Shoes

Shoes: Slightly reduces stamina and food bar drain
When a villager wears shoes, they tend to not tire or get hungry as quickly.
Shoes are made from leather, and they last a while like the household items.
This is a useful, but non-essential, item that you should get if you have
the extra leather and worker to do it. Again, stock up about 15-20, and you can
pretty much leave it alone until the stock runs low, which will take a while.

Wooden/Iron Tools: Doubles/Triples productivity
Wooden and Iron tools are very useful. Tools allow a villager to create more
items from the same amount of raw material. How much more depends on the
difficulty and probablity of the item being created.

The best example, a master baker without any tools creates 1 or 2 food for
every 1 flour and 1 water. A baker with a wooden tool will create up 2 or 3
food with the same raw material. And a baker with a wooden and iron tool will
create 3 or 4 food!

A worse example, is the sword maker (and most of the advanced buildings). A
master sword maker with no tools will usually creates 1 sword for every 1 wood
and 1 iron bar, and on occasion will produce no sword (thereby wasting the wood
and iron bar). A sword maker with only a wooden tool will always create 1 sword
and rarely create two swords from the same amount of material. A sword maker
with both a wooden and iron tool will often create 2 swords, but will still
sometimes make 1 sword.

These are the two extreme examples of the usefulness of tools. But in either
case, the productivity of the worker improves if he has tools. In general a
worker with a:

   Wooden Tool = slightly improves the number of items or probability to
                 produce more items per raw material(s)
   Iron Tool = greatly improves the number of items or probability to produce
               more items per raw material(s)

On maps with very little raw materials, tools very essential. Wooden
Tools are made from wood in the Carpenter's Workshop, and can be made pretty
early in the game. Wooden tools are quick and easy to produce, you should
always produce wooden tools in every game.

Iron Tools require a bit more work, and usually aren't available until the
middle or end parts of the game. Iron tools are often not worth the effort if
you don't have to produce weaponry and armour. They are high on the tech tree
and time consuming to get, but you have the time or have to tech up to build
iron armour or swords anyway, then iron tools are definitely worth getting.

As with the household items and shoes, stock up to 20 tool items and leave
them be until you start running low again.

Important note:
The actual number of items produced per raw material depends on the
game's mechanics. As we saw with the baker and sword maker examples above.
Tools increase the maximum number of items he can produce per raw material
and/or the probability of producing more items per raw material. Just because
he has a wooden tool it doesn't GUARENTEE he will create an additional item
every time. It may, or it may just improve the odds of creating an additional
item, depending on the building where he works.

   R2.5.0 School
At the school you can teach any job already mastered to another villager. This
is not a required building, but it is very useful.

Here's an example, say you build a second bakery and you need another baker,
but your baker is the only miller as well and no one else has the knowledge to
become a baker. Simply send any villager to learn to be a baker at the school
and voila, you have new second baker without having him go through the
technology tree!

You could just as well train a villager to be a farmer, then miller, and
finally baker to have a new baker, but it would take a long time. The school
allows things to move quicker in a game that can be quite slow at times.

  - Villagers do not earn stat points by mastering jobs at the school.
  - Villagers only learn the job they're taught, not that entire job's tech
    tree. For example, learning Bakery in the school does NOT teach that person
    Milling or Farming (which are prerequisites for Bakery).

   R2.6.0 Farm-Mill-Bakery (FMB) System
One of the things you want to setup as soon as possible in every game, is the
Farm-Mill-Bakery system.  Basically, this system will be your main food
producing system in pretty much every mission. It is one of only two renewable
food sources (the other being the Fruit Farm), but it is the only one you have
direct control over. You will need a renewable food source because the
Fisherman's Tent can run out of resources rather quickly. The huntsman's tent
doesn't usually run out of animals, but it doesn't produce food quickly or
efficiently like the Bakery. Supporting a large village with just hunters is
not feasible.

In the Farm-Mill-Bakery system (which will be referred to as FMB from now on),
you have a farm to create Wheat, a Mill to create flour from the wheat, a Well
for water and a Bakery to turn the flour and water into food.

FMB Setup
To create an FMB system you do the following, first build a farm and have a
farmer working there immediately. It will take some time to get your FMB
system going, so you will need an additional food source until you get to that
point. Building a fisherman's tent and/or huntman's tent is necessary to bring
in food while you get your renewable food system up and running.

Once he becomes a master farmer, build a Mill close to the farm.  Assign the
old Farmer to work at the mill, and have a new Farmer work at the farm. While
the miller is working to become a master miller, build a Well near the Mill
keeping in mind where you're going to place the bakery so that the mill and
Well will both be near the bakery. If possible you will want to build your Well
on the right side of the bakery. Water is drawn from the left side of the well,
so if the well is to the left of the bakery, your baker will have to walk all
the way around the well to draw water. This is a minor point, but it helps make
your food production more efficient.

When the miller has become a master, build a bakery close to the Mill and Well.
Have your Miller become the baker, the Farmer your new miller, and have a new
villager become the Farmer. And voila, you now have your Farm-Mill-Bakery
system, a never-ending food source. And if you're FMB workers have homes,
wives, and tools you'll be producing so much food you'll eventually run out of
room to store it all!

Tip: FMB Run by Two Villagers
Once you have your FMB setup you only need two people working the FMB
system, a Baker and a Farmer. When you start running low, on flour, simply
have your Farmer work as a Miller until he stocks up some flour, and then put
him back to being a Farmer. Don't worry, it may seem like this would slow down
your production, but the Farmer/Miller can easily keep up with the Baker. Just
make sure that your two wokers have a home and wife to minimize their downtime.

   R2.7.0 Signposts
Your village tends to grow faster than you'd think. Often, it'll get to the
point where your villagers will have trouble finding certain items, or in some
cases, they even have trouble finding their way to work or home. When your
village gets to that point, you will need to place signposts to help your
villagers find their way or to find items they need.

How Signposts Work
Signposts "know" what items are in their range of vision. Signposts connect to
other signposts automatically when they are in each other's range. You know
signposts are connected if they have an arrow pointing to the other post.
Selecting the signposts shows what other posts they are linked to in the status
window.  Even if a signpost doesn't have a particular item in his range, if he
is connected to a signpost that does have that item in range, it can still
direct villagers in the right direction because it know how to get to that
other signpost.

How Item Searching Works
If a villager is searching for a particular item, say, a shoe.  But the
Shoemaker's Hut it across town, out of that villager's range (which is pretty
limited), then he will not find shoes. He will then check any posts in his
range and see if they have shoes in their range or if they are connected to
other signposts who do. If so, he will follow the signposts to the location of
the shoes.  In this way, a web of well placed signposts in your village can
allow your villagers to find anything or anyplace they need.

Unfortunately even if your signposts perfectly cover your village, if the item
the villager is searching for is TOO far away (about two signpost lengths) the
village will NOT go get the item regardless if he should be able to find it.

Signposts become very important in maps where the shape of the village is
constrained. Some maps force you to make your village really long or really
spread out. In those cases you MUST have signposts to have your villagers find
the items they need (most importantly, food).

Signposts are a must if you plan on using merchants to trade. Merchants have
to be able to find the supply tent they're trading with. For this, you must
create a chain of signposts from your warehouse (or wherever you're trading
from) to the other warehouse (where you're trading to). This will allow the
Merchant to find his way. (See Using Merchants for more info)

Signposts for moving goods
You'll also need signposts to move items from warehouse to warehouse (by
"warehouse" that also includes the supply tent). You have to connect the two
warehouses with signposts to be able to move items from one to the other.
(See Using Merchants for more info)

Signposts Tips:
  - Signposts are built by Scouts and are free, so don't be afraid to use them.
  - Signposts have a large range. You usually only need about 3 or 4 posts to
    get around a village. You'll need more if you're trading with another
    village or moving items from warehouse to warehouse.
  - Place signposts around your village making sure they cover the whole
    village, and a little bit of the surrounding area.

   R2.8.0 Jacks of All Trades
It's important to realize that you don't need one villager for every building.
It's much more efficient to have one villager working in a variety of jobs.
It's best if they work along the same tech tree branch.  

For example, you can have your huntsman work as a shoemaker and a leather
worker. When he has hunted enough to have a good stock of leather, have him go
build some shoes for a while and/or some leather armour. When the leather stock
starts to run low have go back to hunting and repeat. You really only need one
person to work in all three of those buildings unless you have an urgent need
to quickly produce those items.

The same can be said for a lot of other related jobs. One man's time should be
split working in the Clay-worker's Tent and Potter's Hut. Another should be
split working as a Shepard and Weaver. Your wood cutter should also be your
carpenter and furniture maker.

You will have to make good use of building item quotas to keep track of your
villagers and make sure they're working at peak efficiency (See next section
for quota information)

If you follows these ideas, you will have a fully functioning and efficient
village with a small population.

   R2.9.0 Item Producing quotas
So how do you have one guy working in different building without having to
constantly be monitoring the raw materials he has or how much he's produced?

Well, the creator's of Cultures give each building probably the most useful
tool of the game, the item quota. In the bottom right corner of every gathering
or item producing building, there is a little plus button and a little minus
button. In between these two buttons is the quota for this particular building.
By default when you assign someone to work there the quota is set to infinity,
which means the worker will constantly be gathering/producing the item as long
as the necessary resources are available.

If you click on the plus or minus button, you can change the quota to be any
number from 0 to 9 or infinity. If you set it to any other number other than
infinity, your worker will produce that many number items and then you will be
notified that he has finished. Each time he creates or gathers the item, the
quota will go down by that amount. When he has produced the number of requested
items (the quota reaches 0), he stops working, and notifies you that he is done.
You can then change the quota, give him a new job, or whater you want.

Here's an example using the hunter/shoemaker buildings. If you were to leave
the shoemaker working too long unsupervised, he would eventually run out of
leather and not be able to produce any more shoes but the game won't notify
you once that happens. The villager will just enter/exit the building 
repeatedly. So he will 
need to switch back to hunting before running out of leather to not waste any
of his time. To ensure this, set a quota in the shoemaker's shop when you
assign him to work there.

Let's say you have 14 leather in the huntsman's tent, and you just sent your
huntsman to become a shoemaker. You can set his quota to 9 and you can go do
other things and not worry about your shoemaker because he will let you know
when he's met his quota.

After awhile, your shoemaker speaks up that he's produced the 9 shoes. At that
point you should still have about 5 leather (mayber even more if you have
tools), so can reset his quota to 5 to finish off the leather.

After he creates 5 more shoes, he let's you know. At that point, your likely
not to have any more leather, so you can direct him to be a huntsman again to
get more leather. You can also set a quota at the huntman's tent so he collects
how ever much leather you specify, then send him back to shoemaking, and so on.

In this way, you never have to constantly watch your workers and you never have
to worry about running out of whatever resource they need.

Item Quota Tips:
  - To have a worker continue working after meeting a quota, you have to set
    the quota to a non-zero number. If you leave it at 0, he won't do
  - If you have more than one worker in the building, the quota applies to
    everyone as a group working there. In other words, if the quota is 9, then
    your notification will come after all workers there gather/make 9 items
    between all of them, not 9 items per worker.
  - If you abandon a building, the next
    time you assign someone to work there, the quota is reset to infinity.
  - Be careful not to set your quota too high if you don't have the necessary
    raw materials. If you, for example, set the quota to 9 shoes, but you only
    have 2 leather avaiable, your worker will still waste time because he'll
    not be able to find the necessary raw materials to meed his quota. Make
    sure whatever quota you set, that you have the raw materials to produce
    that many items.
  - Sometimes you may notice the items produced is less than the quota you set.
    This is most common for workers who are have not yet mastered the job (but
    it still happens rarely with masters of the job). The worker will produce,
    say 1 item, but the quota will go down by 2 instead of one. I don't know
    why that is, I imagine because the worker was supposed to create 2 items
    but he actually produces 1 (because of not mastering the job or the simple
    probabilities of producing items) instead of 2 but the quota still
    considers it 2. Whatever the reason, you can't ensure that you will produce
    the number of items you set in the quota, but you usually do.

   R2.10.0 Job Experience
Whenever you assign someone to work in a job he has not yet mastered, he will
gain some job experience while working in that job until he master's it. This
job experience is indicated by the bar right below his job title. It will show
his progress (0% to 100%) until he has mastered it. Once he's a master of that
job, the bar will be filled-in light blue and he will have a crown next to that
job title.

Worker's gain a little experience every time they work in their job, even if
they produce an item or not (in advanced jobs, an apprentice worker will
sometimes not produce the item but his experience will still go up). Experience
gain does not include transporting the required items to produce the building
item or taking excess produced items from their workplace to the warehouse.

For example, a Baker only gets experience when he creates food. He does not get
experience from carrying water or flour to his workplace, nor when he delivers
food from his workplace to a warehouse or home. Only when he does his job,
actually baking the food, does he get experience.

Each job gives a different amount of experience, depending on the difficulty
of the job. For example, a Clay-worker will get 25% experience every time he
collects a piece of clay, so he will become a master after only collecting 4
clay. But a bowmaker will only get 10% experience for every bow he makes, so
he will need to make, or try to make (apprentice bowmakers don't always
succeed), at least 10 bows before he becomes a master. That's why you notice
that early on, your villagers master their jobs quickly, but then take a long
time mastering advanced jobs.

On average:
  - Tier 1 buildings give you experience quickly, between 20% to 25% per work
  - Tier 2 buildings give around 15% per work completed.
  - Tier 3 buildings give around 10% per work completed.
(See Buildings for Tier information.)

If you change a villager's job BEFORE he masters that job, he will
lose any experience he may have gained. This really isn't an issue with the
early jobs because experience comes so easily, but it is a big deal with the
advanced jobs. You don't want to have a bowmaker be at 90% job mastery (which
takes a while to get) and then suddenly change his job and have him loose all
that hard-earned experience before mastering it.

Why master jobs?
You have to master jobs to be able to get more advanced jobs. The basic jobs
are prerequisites for the intermediate and advanced jobs. Mastering a job also
allows that job to be taught in the school to other villagers without those
villagers having to work in those jobs or their corresponding prerequisites.
Villagers will also get one stat point for each job they master (not including
jobs learned in school).

   R2.11.0 Roads
Villagers are able to walk much faster along roads than they can on regular
ground, and also use less energy to do so (i.e. they won't get as tired or
hungry as quickly on roads).

Roads are more of a luxury than a necessity. I rarely build roads unless I have
a lot of extra workers and I need to give them something to do, but that's rare
for most missions. But roads do make your village look rather spiffy.

You'll definitely need a stonemason's tent if you plan on building roads. What
little stone there is lying around or initially in your warehouse will most
likely be taken up when you build buildings. So you will need a stonemason to
produce the stone you're going to need for roads.

You want to initially limit the building of roads because you'll have much more
important things to worry about, like getting a steady food supply. At first,
only build roads between complimentary buildings. By that, I mean buildings
that require each other. For example, the clay-worker's tent and Potter's hut,
or the Woodcutter's Tent and Carpenter's workshop. Because there will be a lot
of traffic between buildings that use each other's resources.

After you have your village more or less going, you can then build roads from
your item producing buildings to your storage building(s). That way, when your
workers need to transport the excess items, they can do so quickly and
efficiently. For example, a road from your bakery to the main stock house would
help your baker a lot when his bakery fills up and he needs to transport food
from his bakery to the main stock house.

And finally, when you have a mature village, you can focus on
completing your road infrastructure by building roads between the workers and
their homes. Or anywhere else you want. Making a nice stone plaza in the middle
of your village adds a nice touch to the overall look of your village. You just
need a lot of stone for that!

   R2.12.0 Village Layout Planning
Before you start building you should have an idea of where you're going to
build certain buildings. For example, you want to build the Clay-worker's tent
near large clay deposits, but you also want to make sure you build it in such a
way that there will be room nearby to build a Potter's Shop.

When building a Farm, make sure it is in a grassy area and that there will be
room nearby to build a Mill, Bakery and Well (for the FMB system).

Keep related buildings like that in mind when you build. You don't have to
plan out the entire village ahead of time (though if you can, that's even
better), just remember that almost every building need some kind of other
resource or item.

You'll definitely want to scout the surrounding area early on before building
too much to locate resources and plan your village accordingly.

   R2.13.0 Peace vs. War missions
There is a HUGE difference between peaceful missions (where you need to trade
items or gather a certain amount of items) and war missions (where you need to
defend or attack villages).

Peace Missions:
In peaceful missions, you don't need to worry about getting iron, unless you
really want iron tools (in peaceful missions wooden tools will suffice). You
don't need to create any weapons or armor, thus there will be many buildings
that you never need to build. And you don't need to create a Temple or Mushroom
hut for oil because it's mostly the weapons and armor jobs that drain the
Religion bar. Basically, once you've gone through the Begin Game strategy (see
Begin Game), you can pretty much focus on creating the item(s) you need to
trade or gather. These missions are much shorter than war missions and much
easier as well.

War Missions:
For war missions, things get a lot more complicated. It's those missions
where you will need to make use of pretty much every building in the game. You
will need to create weapons and armor, and you will want to produce oil to
provide sacred fire for your weapon and armor makers' homes. You will want to
produce beer to supply your troops and you will want gold to promote them to
more powerful soldiers. It's these mission where you will need to scout out
your surrounding area and plan out where you want to build your buildings.
War missions take a long time to complete because raising an army takes a
VERY LONG time because of all the items and extra villagers you will need.

   R2.14.0 Diplomacy
When you meet a new foreign village, they will have one of three policies
towards you:  Friendly, Neutral, or Hostile.

Friendly villages allow each other's villagers to wander freely amongst each
other and allow you to trade with them.

With neutral villages you can wander freely among each other but you will not
be able to trade with that village.

Hostile villages will attack your on sight. Needless to say, you cannot trade
with them.

To see how foreign villages feel towards you click the diplomacy button on the
main menu (it's the button with two hands shaking). This will bring up the
current map and display all known foreign parties on it and their policy
towards you. A handshake symbol means they're friendly with you, a question
mark means they are neutral towards you, and two crossing swords mean they are
hostile towards you.

You cannot attack another village unless you are hostile towards them. If a
village is hostile towards you, but you are neutral or friendly towards them,
you still cannot attack them until you change your feelings to hostile. It's
possible for a village to be hostile towards you, but you are neutal or
friendly towards them (meaning they can attack you but you can't attack them).
Make sure you are hostile towards any village you plan to attack. There's
nothing worse then sending your army to attack a village and have your
soldiers stand around happily getting slaughtered without fighting back (it
happened to me once).

Changing your foreign policy
You can directly control you policy toward another village. Bring up the
diplomacy window and select the village you want to change your feelings about,
this will bring up another menu with the village chief telling you how he feels
about you. At the bottom left of this window is your current policy towards
this village and three buttons, a handshake, question mark and two swords. To
change your policy towards this village select the corresponding button,
handshake = friendly, question mark = neutral, and two swords = hostile.

Changing other's feelings towards you
Sometimes it is possible to change how a village feel about you.

To see if you can improve your diplomatic relations, bring up the diplomacy
window and then select the village of interest. In the window that appears,
the village chief will tell you his feelings about you and may provide an
offer to change his policy towards you (there's usually one to become neutral
and another one to become friends). This is usually involves your village
providing some sort of tribute to their village. The offer will tell you what
they want and how much you have in your warehouse(s). If you have enough
items and accept the offer, their policy will change immediately to whatever
the offer stated (neutral or friendly).

If there is no offer provided by the village chief, then you cannot change
their policy towards you and you are out of luck.

To make a neutral or friendly village be hostile towards you, simply attack
them. Making yourself hostile towards them doesn't automatically change their
views towards you. You actually have to attack them to make them change their
policy towards you. Of course, why you would want to make enemies is your
business, but I wouldn't recommend it. Mostly because then if you want to be
friends again, you'll have to pay a tribute, or worse, that village will not 
want to ever be friends again. Some villages hold on to a grudge forever.
Attack friendly/neutral villages at your own risk.

   R2.15.0 Using Merchants
Merchants can be tricky to use, even after you get some experience using them.
They are used for two purposes, trading with friendly villages and moving items
between your own warehouses or supply tents.

Trading with a foreign village
Once you have a friendly village and they have a trade your interested in, you
can establish a trade route. To know what trade offers are available, select
the foreign villages supply tent or warehouse and a list of trade offers will
be displayed. The item on the left is the items they will give you for the
items listed on the right.

Before you can establish a trade route, you will need to have a scout place
connected posts from your warehouse to the village's warehouse you want to
trade with. The posts do not have to be right at the base of the warehouses, as
long as the warehouses are in range of one of the posts of the merchant route.
But to ensure the warehouses are in post range, it's not a bad idea to place a
post really close to the warehouses.

Once that is done, right click on your merchant (which requires mastering the
Carrier job) and click the button that has the number 1 on it, then select the
warehouse that you are going to get your items from. Then right click your
merchant again and click the button that has a number 2 on it then select the
village's supply tent or warehouse that you want to trade with. At that point a
window will pop up with the list of available trade offers, select the trade
offer you want to initiate.

After that, your merchant will head to your warehouse and gather the items
required for the trade and take them to the foreign village. He will then
return with the items you traded and put them in your warehouse. This trading
will go on until you change the trade agreement, change your merchant's job, or
the merchant is unable to find the items required to fulfill the trade: in
that case, he will let you know by complaining that he can't fulfill the trade

Trading Tips:
  - There can only be one trade agreement per merchant.
  - If you wish to change the merchants trade agreement, right click him, and
    select the button with the two opposing arrows. This will bring up the
    trade offers again. Simply select the new trade offer you want. Once he
    has completed his current trip, he will begin the new trade.
  - If you want to change either the warehouse where he gets his items from, or
    the supply tent he trades to, simply right click on him and select the
    button with the number 1 crossed out or the button with the number 2
    crossed out. Then reassign them to the desired building.
  - If you are in a hurry to trade, send multiple merchants. You can have more
    than one merchant trading with the same village, on the same trade
    offer or a different one.

Moving items from one warehouse to another
If you have a very large village or two separate villages (if you setup a
second colony), you may have two or more warehouses that you may want to stock
one with certain items that the other has. You can transfer these items from
warehouse to warehouse using a merchant.

NOTE: Supply tents are just small warehouses, so when I say warehouse here I
mean either a supply tent or warehouse.

Before you assign a merchant to move items around, you have to have your
warehouse specify what items it wants. To do this, select the warehouse and
in the status window will be a list of all the items it can store. To REQUEST
a certain item, select the item in the status window, then hit the plus (+)
sign next to the green light until you reach the number of that item you want.
You can decrease the requested limit by clicking the minus (-) sign.  Do this
for every item you want to stock in that warehouse.

Once that is done, setup a trade route between the two warehouses just as you
did when you setup a foreign trade route. The merchant will then commence
transporting the requested goods to that warehouse until he meets the
requested limit assuming there's enough items available.

Item Moving Tips:
  - If your warehouse is requesting more than one kind of item, you cannot
    specify which item your merchant will deliver first. The merchant will
    deliver the most needed item. The most needed item is the one that has the
    largest amount left to fill. For example, if you're requesting 60 food and
    10 wheat, the merchant will make 5 trips taking 10 food each trip and then
    he will take 5 food and 5 wheat after until the request limit is reached.
  - If your merchant meets all of both warehouses' requests, he will end up
    transporting empty carts back and forth. Keep an eye on your merchant when
    the requested limit it about to be met to make sure his time isn't wasted.

Goods moving in both directions
If you've only request items in one warehouse (when moving items between your
warehouses) you'll notice though that the merchant is only transporting goods
in one direction.

If you want your merchant to move items in both directions, you'll have to
have both warehouses requesting items.

But becareful because if both warehouses request the same item, the merchant
will just be shifting that item between the warehouses but he won't be doing
anything useful. This usually won't happen between two warehouses, but if
you have a chain of warehouse (3 or more), it's certainly possible to run into
this problem. If so, make sure you use the minimum stock limits (see below).

Setting a minimum stock limit (for all trades)
Now, in some cases you want to make sure that the merchant leaves at least a
minimum number of a certain item in that warehouse, meaning you don't want him
to move it all to the other warehouse accidentally (or trade it all) and leave
that warehouse empty. In such cases, you'll have to have the warehouse specify
a minimum stock limit for that item. That way, if the item is at or below the
minimum, the merchant will not trade the item, even if the other warehouse
(your own or for a foreign village trade) still requests it.

To set the minimum limit, select the warehouse where you want to set the
minimum. This brings up a status window that lists all the items the warehouse
can store. Select the item you want to set a minimum for, then select the plus
(+) sign next to the red light, and set it the minimum number you want of that
item. You can lower the minimum by clicking the minus (-) sign. Do this for
every item you want to set a minimum for. Now you don't have to worry about
running out of the item because of your merchant.

The minimum limit only affects the merchant's moving/trading of that item. Your
other villagers can and will continue to use any items in the warehouse if they
need it and can reach it. So even if you set a minimum you can still run out of
that item, but at least it won't be because your merchant.

   R2.16.0 Centers of Workplace
For most jobs, you can set what is called the "Center of Workplace".  The
Center of Workplace is the location of where the villager starts looking for
the items they gather or require for their job. In general, you really won't
need to change that location very often, almost never in fact. But there are
some rare cases where changing it can be useful or necessary.

Once simple example of how the Center of Workplace works is to set your
woodcutter's center of workplace. His center of workplace is where he should
start gathering wood from (i.e. where he should cut trees down). By setting his
center of workplace, you can tell him what trees to cut down first. So maybe
you want him to chop down trees in a particular area to give you more space to
build later on or to clear a path.

But the most useful use is to set the Center of Workplace for your carriers. An
example: say you are in a mission that requires you to trade 10 bows to a
village. For that, you need to stock 10 bows in your warehouse because you
can't trade the bows dirently from the bowmaker's shop. Rather than make bows
until you bowmaker fills his workshop with bows and starts transporting excess
bows to the warehouse (which would mean he would have to make 30 bows before
the warehouse has 10), you can simply to create the 10 bows you need and assign
a carrier to the warehouse to transport the bows to it. Unfortunately, there
are other item producing buildings closer to the warehouse than the bowmaker's
workshop, so the carrier will transport those other items instead of the bows
you need. This is because his center of workplace is initially set at the foot
of the warehouse. The center of workplace is where the carrier begins searching
for any item to bring into the warehouse. Setting the carrier's center of
workplace right next to the bowmaker's workshop will force the carrier to stock
the warehouse with bows first. In this way, you tell the carrier what items to
transport to the warehouse. Thus you only have to produce the 10 bows instead
of normally having to produce 30.

Center of Workplace Tips:
  - Center of Workplaces can be set on every worker in the game.
  - Center of Workplace for a gather idicates where the gather begins to look
    for the item he gathers.
  - Center of Workplace for an item producer indicates where the producer
    begins searching for the raw materials to produce his item.
  - Center of Workplace for a carrier is where the carrier begins to search
    for the item his assigned building requires. In the case of a warehouse
    or supply tent, he searches for ANY item.
  - A villager's center of workplace is initially set at the foot of the
    building he is working in.
  - If you change a villager's job, his center of workplace will be reset, even
    if you change him back to a job where his center of workplace was once set.
  - Center of Workplaces have very limited ranges, so you still need to build
    the required resource gathering items near their associated buildings.

   R2.17.0 Manually Filling Needs
Early in the game you'll notice that your workers will be spending an awfully
long time sleeping or searching for food. Before they have a home and a wife
they will likely only be able to work once before having to sleep or eat
again. This will mean they will take forever to master a job or to create a
decent number of any item.

To help them, make sure they have mastered their job first, then switch them
to a scout. Then you can manually force them to eat and sleep until those two
bars are completely filled. Then switch them back to their old job and they
will be able to work a long time and actually get something done before tiring

IMPORTANT: You'll want to make sure they've mastered whatever job they're
working in to avoid losing any experience loss when switching jobs.

*** R3.0.0 Villagers
You villagers are a funny bunch, but you'll grow to love'em. So it's in your
best interest to learn how they work.

   R3.1.0 Villager's Needs
Male villagers have four needs: Food, Sleep, Entertainment, and Religion.
Women only have Food and Sleep needs. These needs are each represented by a bar
that indicates how much that particular need is satisfied. When you select a
villager, their status window displays these need bars. The bar is filled from
left to right, changing from red to white. When the bar is full, that need is
completely satisfied. When the bar is almost empty (in the red), that need must
be satisfied somehow. How quickly each need is drained depends on the
villager's corresponding statistics. (See Villager's Stats below)

R3.1.1 Food Need
Quick Info:
   - Eating 1 food anywhere => Fills 25% of Food bar (approx.)
   - Eating 1 food at home w/ crockery => Fills 50% of Food bar (approx.)
   (Note: 1 berry bush = 1 food)

  - All jobs drain this need. This need is satisfied by eating a food item
    from their own house, warehouse, bakery, huntsman's tent, fisherman's tent,
    fruit farm or berry bush.
  - A villager will always seek food from his house first, even if it is
    farther than some other source of food.
  - If a villager has no home, or his house has no food, the villager will
    seek the nearest food source.
  - Woman and civilians will have this need drained over time. Civilians
    will take MUCH longer to drain this need than any worker. If you ever find
    yourself running out of food, have any worker you can become a civilian
    until your food is restocked to safe levels.
  - A villager who goes home to sleep will always eat as well.

Food is the most basic of all needs and will be the one that you notice needing
to be filled the most. Early on, before you are able to build a house for
everyone or have a reliable food source, searching for food may lead to your
villagers wandering far from your village to find food. It is important to
have a food producing building in a central location to feed your population.

Ideally, you want every villager to have a home, a wife in the home, and
crockery. The female members of the home will fill the house with food and also
bring crockery to the home. For each 1 food the wife brings home, 2 food will
be put into the house because she cooks the food. With crockery, she
will put 4 food in the home for every 1 food she brings in and every meal eaten
in the home will count as two meals. So a wife in the home and crockery in the
home essentially quadruples the total amount of food produced.
NOTE: In a multiple family home, as long as there is one wife, even the single
villagers in the home will benefit from the crockery and food in the home.

A villager usually eats 2 food per visit home. So if crockery is present, his
Food bar will be completely filled, otherwise, it will usually only get filled
to about 1/2 to 3/4 full. Don't worry about food being wasted though. If the
villager visits the home and his food bar isn't too drained, he will likely
only eat 1 food not 2.

R3.1.2 Sleep Need
Quick Info:
   - 1 Nap outside => Fills 25% of Sleep bar
   - 1 Nap in home => Fills 50% of Sleep bar
   - 1 Nap in home w/ furniture => Fills 100% of Sleep bar

  - If the villager has no home, he will nap pretty much anywhere he's at.
    He will usually have to take two naps before continuing his work.
  - If the villager has a home, he will always go home to sleep.
  - If a villager goes home to eat, he will always take a nap as well. 
  - Sleep is the next most used need. All jobs drain the sleep bar, including
    the civilian job (but it will drain MUCH slower than if he worked).

Not only are the naps at home shorter than outside naps, they also fill up
50% of the Sleep bar instead of 25%. If a female member of the home has
furnished the house with furniture, the Sleep bar will be completely filled
with a nap at home. It is very important to give a villager a home, even if
he's not married simply to help him refill his sleep bar quicker. Without a
home, your worker will spend a LOT of time napping instead of working.
R3.1.3 Entertainment Need
Quick Info:
   - Chatting with friend => Slowly fills Entertainment bar (fills about 50%
                            of bar before stopping)
   - 1 Visit at home w/ wife => Fills 100% of Entertainment bar instantly

Entertainment is only drained by Tier 2 jobs (see Buildings for tiers). This is
one stat that you really can't do much about (no helpful items for this one),
but luckily its usually one you really don't need to worry about. The only
thing you can do to help satisfy this need is to make sure your villager is
married. If your villager is married, his entertainment bar will fill when he
goes home to eat or sleep because his wife will be there to chat with him and
the bar will fill 100%. Even if the wife is not at the house, his entertainment
bar will still be filled.

If his entertainment bar is drained and needs to be filled before he needs
sleep or food, he will search for someone to speak to. This usually isn't a big
issue because there are usually always people near by that he can chat with
especially if you have women in the your village.

On occasion though (usually if you don't have many women or civilians in your
village) it can take him quite a while to find someone to talk to. He has to
talk to someone who is stationary, usually a civilian or a woman. If he tries
to talk to someone who is working, the worker will walk away before he can even
begin to fill up his entertainment bar. So then the villager will look for
someone else to talk to. It can become a vicious cycle if all the other people
nearby are workers because then it will likely take the villager forever to
fill up his entertainment bar adequately. Having women, civilians, or soldiers
improves the odds of villagers finding someone stationary to talk to.

R3.1.4 Religion Need
Quick Info:
   - Praying to sacred flame => Slowly fills Religion bar (adds about 50% of
                                bar before stopping the prayer)
   - 1 Visit at home w/ oil => Fills 100% of Religion bar

  - The Religion bar is only drained by Tier 3 jobs (see Buildings Tier 3).
  - Main Warehouses and Temples always have a sacred flame.

The religion bar is satisfied by praying to sacred fires at the Main Warehouse,
Temples, or by staying at home if it has oil. The oil is supplied by a female
member of the home if oil is available.

If you plan on using Tier 3 buildings, used most in military campaigns, then
you will want to make sure that homes have oil available to them. Villagers
tend to spend too much time praying at holy sites so having a Sacred Fire at
their home really improves their productivity.

Of course, mushrooms, the item used to make oil, is usually the most scarce
resource so you may have trouble providing oil to your village. If you can
trade for mushrooms, then all the better to gather mushrooms if you need oil.

   R3.2.0 Villager's Stats
Male villagers are the only ones with visible stats, and the only ones who's
stats can be increased. So the this section only applies to male villagers.

R3.2.1 Stat summary and listing
Each need listed in the previous section has a corresponding villager statistic
that affects how quickly each need is drained while working. The higher the
corresponding stat, the slower the need bar is drained and therefore the
villager can work for longer periods of time without having to stop to satisfy
that need. The four stats are:

   The strength stat corresponds to the Food need. The stronger the
   villager is the longer he can go without food.

   Stamina corresponds to the Sleep need. The more stamina the villager
   has, the longer he can go without sleep.

   Rhetoric corresponds to the Entertainment need. The higher the rhetoric,
   the longer he can go without conversation.

   Piety corresponds to the Religion need. The higher the piety, the longer he
   can go without praying.

R3.2.2 How to increase stats
You can increase a villagers stats by earning stat points and applying them to
the stat you wish to improve. Stat points are the little yellow coins in the
bottom left of a male villagers status window. If you have available stat
points, you apply them one at a time by clicking the little plus symbol to the
right of the stat you want to improve. You can apply a max of 10 stat points
per stat.

R3.2.3 How to earn stat points
There are two ways to earn stat points.

   1) A villager earns one stat point for each job he masters. This does not
      apply to jobs mastered in the school.
   2) A villager will earn a stat point periodically after having worked in the
      same profession for a certain amount of time.

So even if a villager has been doing the same job for the entire game, he will
still be earning stat points. The actual amount of time required to earn a
stat point depends on the job he works in. Some jobs earn points quicker than

One way to help earn stat points is to not use the school and put all your
villagers on a job rotation. Assign each one to a particular job, once everyone
has mastered their job, reassign everyone to a different job that they have not
yet mastered. Do this until everyone has pretty much mastered every job in the
game. This of course requires patience and a some work because you'll probably
want to reassign homes when they switch jobs.

R3.2.4. Best job to earn stat points
Any job a villager works long enough in will give him stat points, but most
take a long time to gain stat points. The best one is the Farmer. For whatever
reason, the Farmer earns stat points much quicker than any other job. He will
max out his stats much sooner than any other worker in the game.

  - When your villager has accumulated 3 stat points, you will get a
    notification telling you the villager is "very experienced and can be

   R3.3.0 Villager AI Tendencies
This is just a little info on minor annoyances the AI of the game provides.

R3.3.1 Item hunting
Let's face it, these villagers aren't the smartest people in the world. When a
villager needs an item (this applies to males and females), they will head
towards the nearest one. This behavior is normally fine, but the problem is
that villagers are unaware of what other villagers are doing. Meaning that if
there is only one of a given item and someone is already heading to get that
particular item, the villager will not know that and will go for the item
anyway. But by the time he gets there, the other villager would have already
taken the item. So now the late villager is out of luck, needs to look for the
item again, and has wasted his time as have any other villager who was going
to collect that item.
The other issue that seems to arise is that once your village has expanded to
a large size, sometimes the villagers may have trouble finding certain items
if the item in question is on the other side of the village. Villagers have a
limited range of vision.  ou will need to place signposts in strategic
locations to direct your villagers to the given items (see Signposts). For
men, even if they can find an item they want via signposts, if the item is
REALLY far away, they won't go get the item anyway.

It's just the opposite for women. If the item they want (crockery, furniture,
or oil) is really far away, the women will go out of their way to get the item
if they can find it with signposts or their visual range. It's not surprising
to see women wandering far from the village but if you let them go you'll
eventually see they went after some particular item that was far away (even in
some one else's village). It can be annoying. They'll even wander amazing
distances to find conversation on occasion.

R3.3.2 Spouse hunting
When you direct a villager to find mate, they will look in their immediate area
for a single person of the opposite sex. They really don't care whom. They will
marry the person closest to them. When you want to arrange a particular
marriage, you will need to bring the two people together before telling them to
marry. Otherwise, they may end up marrying someone whom you didn't intend.

There is no such thing as divorce in this game. The only time you can remarry
is if the spouse dies.

*** R4.0.0 A Generic Village Walkthrough
This following walkthrough to create an efficient village should be used as a
loose guideline. I do get specific in this walkthrough, but is designed to be
mainly a demonstration on how to build a successful village using the
strategies described above.

Your situation will vary from map to map, and your goals will also vary. This
village walkthrough is just to give you an idea of build order and the flow of
the game.

   R4.1.0 Begin Game
NOTE:  These strategies assume you're starting a village from scratch, as you
       do in all campaign missions. Some Scenario missions already have a
       pre-built village. Here I assume a generic map, which will contain some
       of every resource. I assume that you plan on creating every building and
       item in the game.

Goals of the Begin Game
1) Setup a Farm-Mill-Bakery system
2) Produce crockery to make our food supply last longer
3) Setup the essential raw material gathering buildings (hunting, woodcutting)

When the game begins you will have a handful of men (about 7 or so), and about
half that in women. There will often be a child or two.  For the purposes of
this walkthrough, we'll assume we have 7 men. If you get more you will simply
be able to do things quicker but the strategy is the same. Don't forget
throughout this process to allocate your stat points as your villagers earn

   * First make three or four of your men into scouts and have them uncover
     the surrounding area.

You don't need to explore the whole map right away, just enough around your
starting point so that you can locate all the important resources like the
clay, iron, gold, and stone deposits, and also good locations for wood and
animals to hunt.

   * While your scouts are exploring, make your remaining men into building
     constructors, if they're not already.

You main warehouse will have enough items to build most of your tier 1
structures. Now the question is, what should you build first?  This really
depends on your map. If your scouts have uncovered an area nearby with lots of

   * Build a huntsman's tent there to provide your villagers with food
     until you can get the FMB system going.
   * Build a dwelling next to the huntsman's tent for the Huntsman to live in.
   * Build a fisherman's tent if there is fish nearby and build him
     a dwelling to live in as well.

NOTE: The dwellings next to the mentioned buildings are really optional. I
personally do not build any homes until I can build 3 family homes so that I
don't take up space by so many single family homes and minimize household item
use. But if you like the single or double homes, then feel free to build them

If any of your starting children become a mature males, have them become
building constructors.

By the time the buildings are built, your scouts should have uncovered enough
of the surrounding area that they can return home and get to work building.

   * Direct your scouts home and make them into building constructors.
   * Once the huntman's tent and fisherman tent have completed, assign
     villagers to work there and move them into the corresponding homes (if
     you built them)
   * Direct a woman over to the two new workers and have them marry.

Next queue up more buildings to get your food supply started.

   * Build a farm in an open grassy area where there is room nearby for a
     mill, well, and bakery.
   * Build a dwelling near the farm.
   * Build a Clay-worker's tent near the clay deposits
   * Build a dwelling next to the Clay-worker's tent

Make sure you leave room to build a Potter's Workshop next the clay-worker's

   * Build a woodcutter's tent near a forest
   * Build a dwelling near the woodcutter's tent.

If any of these buildings are really far from your main warehouse or far
from one another, temporarily have someone become a scout and build a post or
two to make sure your workers there can find the food or other resources they

   * Every time a workplace is built, have one of your building constructers
     begin work there.
   * Once the worker's corresponding dwelling (the one next to his workplace)
     is complete have him move in and direct a woman over and have them marry.
     Until the women all have spouses.

Continue until all the above buildings are built.

At this point you should have a Huntsman, Fisherman, Farmer, Clay-worker, and
Woodcutter all chugging along in their jobs, each with a home, and those that
were quick enough, with a wife. Try to make sure the farmer is married. He
will eventually become the baker and you want to make sure your baker is
married to keep his productivity maxed.

You will still have about 3 homeless building constructors, but this is only
temporary. Once your Farmer and Clay-worker have mastered their jobs...

   * Build a Mill and a Potter's Workshop near the Farm and Clay-worker's
     Tent, respectively.
   * Build a two-family house in a general area where you plan on needing
     workers in the future.

For the two family house, I would suggest building it near the farm (because
you'll need a miller and baker, and possibly a carrier) or near the stone or
iron deposits since you'll be needing workers there eventually.

   * Make your clay-worker into a potter and your farmer into a miller.
   * Make another building constructer into the farmer

If you farmer still hasn't produced much wheat and there's none in your
warehouse, leave your original farmer there along with the new farmer until
they produces 10 or so wheat, then have him become a Miller. You potter should
work until his clay supply runs low, when that happens, have him move back to
the clay-workers tent.

   * Have your potter switch back and forth from potter to clay-worker as
     needed, I recommend you use the item quota tracker for this
     (see Item Quotas).

At this time, you should have enough food to in your married couples houses to
have a child. If not, wait on having children until our bakery is up and
running, but here we will assume you are able to have at least one child. Our
goal is to have every person in town married. So work on producing enough
women for this. Your initial couple will probably have to have children twice
before there are enough women for each man. We are having the children now
because by the time the reach maturity, the other single men should have homes.

   * Direct your couples (you should have 2 or 3 couples) to have baby girls.
   * When the two-family house is built, move in two of your single

By now your Miller is a master and has created some flour.

   * Direct your Miller to be Farmer again for the moment because you will
     likely be low on wheat and you will be needing plenty of wheat to get your
     FMB going.
   * Dig for water where you want to build a well
   * Build a well once you have uncovered enough water to do so.
   * Build a bakery near the mill and well

If you find that at this point you feel you don't have enough builders, or your
buildings are taking too long to build, have your potter or woodcutter (or
both) become a building constructors until the necessary buildings are built,
and then direct them back to their old jobs.

   * Direct your master miller to become the baker.
   * Direct another of your building constructors with a home to work at the
     Farm, after directing the other farmer to work at the mill.
   * If it makes sense, move around housing assignments to fit your villagers
     new jobs so that they live closer to their workplace.

Now you have a fully functioning Farm-Mill-Bakery system, a never ending
food source. That is the primary goal of the Begin Game. The children you had
earlier should mature into women.

   * Direct you new adult women marry the single men who have homes.

It's pretty pointless to marry someone without a home because the women cannot
bring items or prepare food or anything.

Once your bakery is running, I consider the end of the "Begin Game" portion of
the game. You have the essential tier 1 buildings (Huntsman's Tent,
Woodcutter's Tent, Clay-worker's Tent, Potter's Hut, and the FMB system). You
have someone working in those buildings, and all your workers should have a
home. You may have a building constructor or two who are still homeless, but
we'll take care of that in the Middle Game. If you don't like having any
homeless people, build a home for them before continuing. Just make sure its
somewhere useful, i.e. somewhere where you plan on needing people to work
nearby in the future (say near gold, iron, or sheep areas).  

Your village at this point should be producing plenty of food, crockery,
leather, and wood.

   R4.2.0 Middle Game

Goals for the Middle game
1) Create items that will increase our villager's productivity (shoes, wooden
   tools, furniture).
2) Create and master the buildings necessary to begin creating an army.
   (Shepherd, Iron Smelter, Joiner, Shoemaker, Stonemason, Mushroom Collector)
3) Create a school

We will focus on goal 1 first because initially that is more important, and
will aid in goal 2.

   * Direct your building constructors to build a shoemaker's hut and
     Carpenter's Tent near the huntsman's tent and woodcutter's tent,

Also at this time, your Miller should have created plenty of flour (probably
over 20). More than enough to have your baker baked for a good while.

   * Once you Miller makes at least 15 flour, have him become a building
     constructor to help the other builders. Optionally you can termporarily
     assign other workers to help build the new buildings.

From here on you should be switching your current farmer from Farmer to Miller
throughout the game, having him work in each building whenever necessary (see
FMB section).

When the new buildings are built....

   * Make your huntsman a shoemaker and have him stock 10 to 15 shoes. Then
     have him switch between shoemaking and hunting as needed.
   * Make your woodcutter become a joiner and have him stock 10 to 15 wooden
     tools. Then have him switch between making wooden tools and woodcutting as

Initially, the shoes and wooden tools will be taken up quickly because no one
has them yet. But once everyone has one, you'll be able to stock them quickly.

   * Direct your couples to have some more baby girls to match the number of
     single men (if you still have bachelors).
   * Build a Stonemason's Tent near your stone deposits.
   * Build a house near the stonemason's Tent.
   * Direct a building constructor to work at the stonemason's tent and move
     him into the new home. Marry him if there are any single women.
   * Build another home in the location of your choice and move a homeless man
     in. I would build it near the woodcutter's tent as we'll be needing
     another worker there soon.

You can build a one, two, or three family homes. From now on when I say build
a house, it's your choice. Usually a single dwelling or two-family house
will suffice.

NOTE: If you find that your builders are too slow, you could take your Potter/
Clay-worker to be a building constructor to help out temporarily. He should
have made plenty of crockery that you could take him off it for quite a while.
Once the buildings are complete, you can put him back to work. You can do this
for any job who has created enough of their particular items.

   * When the new baby girls reach maturity, have them marry the single men.

Now, you should still have about 2 building constructors. Once we build a few
more buildings, we'll be out of building constructors. So it's time to create
some more workers.

   * Direct your couples to have 3 baby boys.

By the time they grow up, we'll have new buildings for them to work in.  Now
we're going to go on a bit of a building spree to accommodate our growing
workforce. The new workers may be ready before their buildings are. In that
case, have them be building constructors to help hurry the process. And
temporarily change any available worker to a building constructor to help out.

   * Build a school somewhere out of the way (it doesn't use resources so it
     doesn't need to be in any particular place).
   * Build a Shepherd's Hut near where there is a cluster of sheep
   * Build a home near the Shepherd's Hut.
   * Build an Iron Mine near clusters of iron ore
   * Build a home near the Iron Mine.
   * Build a mushroom collector's hut near collections of mushrooms
   * Build a home near the mushroom collectors hut.

Note: I'm telling you to build homes near these new buildings, but if, say,
you've built a few two or three family homes, and they are nearby and have an
open room, simply use that home for that worker instead of making a new house.

By now, your new children should have matured.

   * Send your 3 new men to the school once they grow up.
   * Make one a master huntsman and direct him to become a shepherd.
   * Make another a master clay-worker and direct him to be an iron minor.
   * Make the last a master farmer and direct him to be a mushroom collector.
   * Direct some of your couples to produce some more women to marry the new
     single men. Once these new girls grow up, have them marry.

Now, we just have four more buildings and some job changes before we declare
the middle game over. Again, if you need help with building, temporarily
direct some other workers (most likely your clay-worker, stonemason, and/or

   * Build a Gold Mine near gold deposits
   * Build a home near the Gold Mine.
   * Build a Furniture Workshop near the Woodcutter's Tent.
   * Build an Iron Smelting works next to your iron ore minor's hut. Remember
     to make sure to leave room for the Swordmaker's Forge and Armorer's Forge,
     if you can.
   * Send a building constructor to the school and have him become a Master
     Stonemason, then direct him to be a Gold Digger and move him into a home
     near the Gold Mine.  
   * Direct the building constructor who lives near the woodcutter's tent
     to work as a woodcutter.
   * Direct your current woodcutter to become a furniture maker.

As with the other tools and household items, have your furniture maker stock up
about 15 or so of furniture before going back to woodcutting. That guy will
act as your wooden toolmaker, furniture maker, and, in the future, your bow
and spear maker. That sounds like a lot, but one villager is more than enough 
if properly managed.

   * Direct your Iron Ore Minor to work at the Iron smelting works.

He will also switch between the two jobs throughout the game as needed. You
may want to build a woodcutter's tent near the Iron smelting works because it,
the Swordmaker's Forge, and the Armorer's Forge, all need wood. You will
need to have another worker there to keep up with the demand you will be

You should still have a building constructor with nothing to do at the moment.

   * Direct any remaining building constructors to be Carriers for the main
     warehouse or bakery or any other building that needs to increase

The carrier for the main warehouse should take food from the bakery to the main
warehouse. Do this by setting his center of workplace right at the bakery's
door (or as close to it as you can get). Because by now, your baker is making
food so fast, he is wasting a lot of time transporting food out of the bakery,
and you're carrier will help him be more productive by taking the food out for
him, leaving the baker with more time to bake.

   * Direct your couples to make 3 more baby boys.

And the middle game is over. You have all your productivity items, except for
iron tools and oil, and you are producing all the items and meet all
prerequisites you will need for your tier 3 structures. You can watch your
villagers work for a while and just enjoy your efficient little village.

Some fun things to do at this point, before moving on:
1) Have some villagers become building constructors and build roads between
   your workplaces and/or homes.
2) Make a scout and have him explore the map.
3) Setup a trade route with a foreign village.

Take your time and explore the map. Check and make sure you're not running
out of any particular items.

   R4.3.0 End Game
In the End Game, is where we build the remaining buildings, which are primarily
your war buildings.

Goals for End Game
1) Produce all the items available in the game.
2) Be able to make soldiers.

Also at this point of the game, it's possible that some buildings may have run
out of resources, namely the huntsman's tent or woodcutter's tent. It's not
likely, but it's possible, depending on the map. If that's the case, you will
probably want to build another in a more lucrative location. If you were able
to stock of a lot of their corresponding item, then you could probably wait and
build them later when you start running low.

   * Direct the 3 new boys you had at the end of Middle Game into building
   * Direct your carriers (if any) to be building constructors.
   * Direct the Potter to be a building constructor.
   * Direct your stonemason to be a building constructor.
     (If you have others that can be temporarily be reassigned, go ahead and
      do so.)

We're going to be doing a lot of building and we'll need all the help we can
get. Your stonemason should have gathered a lot of stone by now and should
last for a long time. If not, keep him working there instead of changing his
job. Don't change jobs if a worker hasn't mastered his job yet.

   * Build the following buildings in which ever order your choose:
     - A Toolmaker's Forge near the Iron Smelting works
     - A Goldsmith's Shop near the Gold Digger's Hut
     - A Brewery as close to both the Farm and Well as you can
     - A home near the brewery
     - A Temple next to the mushroom collector's hut
     - A spearmaker's Tent close to the Woodcutter's tent.
     - A Swordmaker's Forge near the Iron smelting works
     - A Armorer's Forge near the Iron smelting works
     - A home near the Sword and Armor forge buildings.
     - A Weaving Hut near the Shepherd's hut
     - A Leather workshop near the huntsman's tent

Whew! That's a lot of buildings, now you need to have people working in these
new buildings.

   * Direct your mushroom collector work at the Temple and have him switch back
     and forth as needed.
   * Direct your gold digger work at the Goldsmith's shop and have him switch
     back and forth as needed.
   * Direct your shepherd work at the weaving hut and switch between the two as
   * Direct your huntsman work at the leather workshop and have him switch
     between leather worker, shoemaker, and huntsman as needed.
   * Direct the building constructor that was a Potter go back to potting or
     clay gathering as needed.
   * Direct a woodcutter to become a spear maker (at least one woodcutter
     should have necessary masteries to do so).
   * Take one of three young new building constructors, make him a master Baker
     at the school, then direct him to work at the brewery, and move him into
     a home nearby.

Meanwhile, your iron smelter should have created plenty of iron by now.

   * Direct your Iron Smelter to be a toolsmith.
   * Direct another one of your young new building constructors to the school
    and have him master iron smelting.  Then direct him to work at the sword or
    armor forge, and move him into nearby home.

From now on have your two iron workers switch between iron minor, iron smelter,
toolsmith, sword maker, and armorer, as needed. It sounds like a lot of work
for two guys, but it's not really. If you want put a third guy into the
rotation go ahead, but two will usually suffice if you manage them properly and
make good use of the quotas in each building.

This leaves you with about 2 building constructors.

   * Build a barracks. You may want to temporarily redirect some of your
     villagers to help build this one too (it takes a lot of stone to build).

By the time the Barracks is finished, your spearmaker should now be a master.
You therefore can build a bowmaker's shop.

   * Build a Bowmaker's shop near the woodcutter and near a source of leather,
     either the huntsman's test or main warehouse.
   * Direct your spearmaker to work at the bowmaker's Shop when it is complete.

For the rest of the game have your two wood workers switch between woodcutter,
furniture maker, joiner, spearmaker, and bow maker as needed. Again, if you
wish (and you have the manpower) you could add a third man to the rotation.

Now you will have 3 or so building constructors with nothing to do.

   * If you still have villagers without a home, make sure you build more
     homes to accommodate everyone.
   * If you still have unmarried folks, have children until you everyone is

Once you no longer need to build anything, you could build a defense tower once
the bow maker masters hisjob, but unless you plan on being attacked, there
really is no need for such a structure.  

   * Direct any remaining building constructors to work in whatever building
     you see fit.

If you find that everything is running smoothly, have them be carriers for 
your barracks, and whatever other building a carrier would be helpful in.
Filling the barracks usually takes a long time since there are so many items to
stock, that you usually want to have 4 or 5 carriers working there if you plan
on going to war.

   * If you want people to focus more on their current job (rather than
     switching jobs so often) or, in general you need more people to keep up
     with demand, have more children.

Just make sure to build homes for your growing population, and make sure your
food production and keep up with the growing population. A single bakery can
easily support a village of 30 or so people. If your village gets really big
(40+) you may want to consider building a second bakery if you find your food
storage shrinking. Or add people to the FMB to improve productivity.

And there you have it! Everything should be running smoothly. You now have a
fully functioning village with everything you could every need and somewhere
around 14 couples. All your homes should have food, crockery, furniture, and
oil. Your workers should have shoes and tools, and should be working at peak
efficiency. You are able to produce any item in the game, and you have every
building in the game (except maybe a defense tower that is). And you can raise
an army if need be after your Barracks carriers stock it up with armor and

Remember, if your village is really spread out, make sure you put plenty of
posts around to help villagers find what they need. Also, if your village is
spread out, you could build a supply tent or warehouse on the far side of your
village and have a merchant deliver the items they need there so that any
needed item is closer to your distant villagers.

You can apply this village walkthrough strategy to almost any mission. Some
missions you will only need the Begin Game strategy, others maybe up to the
Middle Game strategy. For the war missions, you'll probably need to apply the
entire strategy.

*** R5.0.0 Military Info
   R5.1.0 Intro
The fighting aspect of cultures is the only aspect of the game that I think
really needed some significant improvements before release. But I will do my
best to explain how it works.

Military units can only be trained at the Barracks. Before you can create any
military unit you will first need to stock the Barracks with the necessary
items required for the kind of soldier you want to create. Each class of
soldier (Bowman, Spearman, Swordsman) requires a different kind of weapon and
armor. You can also stock the Barracks with items to support and promote your
soldiers with, beer and gold, respectively.

If you need to return your soldier back to civilian life, you can do so by
having go back to the barracks and selecting the "release to civilian life"
option. The soldier will then leave his weapon and armor in the barracks for
someone else to use. Unfortunately, the beer given to the soldier and the gold
used to promote him (if any) are lost forever when he is released. So consider
this when releasing soldiers to civilian life.

   R5.2.0 Units
There are 3 different kinds of soldiers. You level them up by giving them gold.
(the stats are from the ingame help, there is no information on their stats
 from their status window)

1) Bowman 
   Weapon: bow
   Armor: tunic

   Stats          Level 1   Level 2   Level 3 
   -----------    -------   -------   -------
   Attack:           15        25       35
   Defense:          20        20       20
   Attack Radius:     8        12       18
   View Radius:      12        12       12

2) Spearman
   Weapon: spear
   Armor: leather armor

   Stats          Level 1   Level 2   Level 3 
   -----------    -------   -------   -------
   Attack:           20        25       30
   Defense:          30        30       30
   Attack Radius:     2         2        2
   View Radius:      12        12       12

3) Swordsman
   Weapon: sword
   Armor: iron armor

   Stats          Level 1   Level 2   Level 3 
   -----------    -------   -------   -------
   Attack:           50        60       70
   Defense:          50        55       60
   Attack Radius:     1         1        1
   View Radius:      12        12       12

   R5.3.0 Supplies
There are eight items you can store in the Barracks to use with your soldiers.

1) Bows - Weapon for Bowmen.
2) Tunics - Armor for Bowmen.
3) Spears - Weapon for Spearmen.
4) Leather Armors - Armor for Spearmen.
5) Swords - Weapon for Swordsmen.
6) Iron Armors - Armor for Swordsmen.
7) Gold - used to promote your soldiers to the next level.  Two gold bricks are
          required to promote one soldier by one level.  Each soldier can be
          promoted twice (up to level 3).
8) Beer - You can give a soldier beer that will keep his hunger in
          check. Thus he will not require food for a MUCH longer period of
          time. This is very useful if the war you are fighting is far from
          your village and to not have to feed soldiers frequently. Soldiers
          need to be told to eat or they will starve

   R5.4.0 Raising an Army
In most military campaigns you will usually need around 20 or 30 soldiers
before you can take on an enemy (assuming they're level 1, you could use less
if they're at higher levels). In some campaigns, you will could need up to 60
or more soldiers to complete your objective, depending how good a strategist
you are. Here we assume you'll need up to 60 soldiers, which is usually the top
range you'll ever need.

So what do you do when you have a village of only about 15 couples and want to
raise an army of 60 soldiers?

Stock up on Food
First, as you're building your village make sure you have a good food
production because you will need to stock up plenty of food for all the
villagers you need to create. This means you need an FMB system and plenty of
crockery, this will ensure you have a renewable food source, and the crockery
will double your foods effectiveness. I'd have at least 100 food in your main
warehouse before producing your soldiers. Each child born immediately consumes
5 food from their house.

Stock your Barracks
Get your village producing the weapons, armor, beer, and gold that you need for
your army. What items you create depends on what kind of army you want but you
want enough weapons and armor to be able to make about 60 or so soldiers.

Beer is not a necessity but it is VERY helpful, and in many maps where the
enemy is far away, it really becomes a necessity. With beer, your soldier can
go a very, VERY long time without eating. Whenever he gets hungry, he takes a
sip of beer (3 or 4% of his beer) and it will fill his food need completely. On
large maps, your soldiers will be literally starving before they even encounter
the enemy so beer is very useful.

Gold is also as useful, but much more difficult to produce. If you have the
time and manpower, go ahead. But it takes a lot of gold to promote enough
soldiers to make producing the gold bars worth it.

As your producing these items, assign a few carriers to your barracks so that
they begin to stock it with the items your making immediately.

Make your non-essential people civilians
After you have produced enough war items for your 60 soldiers, and your
Barracks is well stocked (if not completely stocked), change everyone in your
village to civilians except for your Farmer (which should also be your Miller
remember), Baker, and the Carriers from you Barracks (if not yet fully
stocked). If your Barracks is fully stocked, then you can convert those
carriers to civilians as well.

The purpose of making everyone civilians is three fold:
    1) They are immediately available to breed without delays.
    2) It will allow them to rest up and refill their food and sleep bars for
       the battle ahead.
    3) As civilians they will not consume nearly as much food as workers nor
       tire quickly. 
We leave
the Farmer and Baker alone because they are the food produces and if the
battle ahead goes horribly wrong and we loose all our soldiers (which
SHOULDN'T happen if you have 60 of them), we will still have at least two
couples to repopulate our village.

Overpopulation: The Way to War
Once you've made them civilians have everyone (including the baker and farmer)
start breeding like rabbits to produce male villagers. Assuming you have 15
couples, this first wave will produce 15 boys. When they grow up, leave them
alone as civilians and have your 15 couples produce another 15 boys. Do this
once more. After that, you will have 60 men in your village. And 58 of those
men will be available for war. Simply send your civilians to the Barracks to
equip them, and there you have a very large and hopefully undefeatable army.

This process is slow because you have to have grow 3 generations of villagers,
so you definitely want to use turbo speed to make it go much faster. You will
notice a significant drop in your food supply as you breed. This is not
because everyone's eating, but you consume a lot of food every time you have a
child (5 food for each child). Your stored food supply should be more than
adequate to support your large civilian population for a while. But you won't
have to support them for long because they should be marching to war soon

Another option, instead of creating all your items and stocking up on food to
create all your soldiers in three waves. You could slowly, throughout the
mission be creating men as you food supply allows and leave them as civilians
(so they don't consume so much food). That way you can already have a large
population once you have the necessary items for war and not have to wait to
breed various generations of men for battle.

Whatever your play style, go with it.

   R5.5.0 Controlling Military Units
Soldiers are sometimes difficult to order around. The first thing you want to
do is group your army and assign them a hot key. In this way all you have to do
is hit a key and all your soldiers will be selected.

Assign your soldiers a hot key
To do this, select all the soldiers you want to belong to the group. You can do
this by holding down the shift key as you click on them or drag a box around
the units you want in a group. Once you have all the units you want selected,
hold down the ctrl key and hit any number key from 1 through 6 (you can have up
to 6 distinct groups). From then on, any time you hit that number key, that
group you assigned to it will immediately be selected.

A good way to group your soldiers would be to assign your bowmen to one hot key
and assign your melee fighters (swordsmen or spearmen) to another. If perhaps
your doing a pincer attack and attacking from two sides, you could group each
attack group to separate hot keys. This way you can quickly select the soldiers
you need to direct.

Don't wander off alone
A soldier by himself is VERY vulnerable. If he wanders close to an enemy, he
will either attack by himself or be attacked. In either case, since the enemy
is rarely wandering off alone (they know better), that soldier is pretty much
sure to be killed.

And the worst part of it is that even if you know he is out numbered and try to
tell him to run instead of attack, he won't. He will start to run away but as
soon as he is hit again (by a bowmen for example), he will head back to strike
at his attacker. You can tell him to run again, but the same thing will
happen, and eventually he will be killed because of his stubbornness. If you
constantly click away from the battle he MAY get away, but it's not easy.

The only sure way to avoid losing your guy is to NOT get into that situation,
make sure your soldiers stay away from all enemies until YOU tell them to
attack. Otherwise you will be forced to defend the soldier and engage the enemy
before you want to, or you will loose that soldier.

When your soldiers sleep, they sometimes walk a ways off from where they're
standing. So make sure you're not too close to the enemy when your soldiers try
to take a nap or they may nap in enemy territory.

Rest before attacking
Before you begin your attack, make sure you have all your soldiers sleep to
completely refill their sleep bars. Otherwise, you may have soldiers napping
in the middle of your battle, which could be fatal.

Focus your attacks
You will usually want to have your soldiers focus their attacks on one enemy or
one building at a time.  If you watch carefully during a battle, you'll notice
that the enemy seems to do this too.

By splitting up your attacks, you cause more damage but it's spread across
many units. In this game, a single building and unit can take a lot of damage
before dying. If you aren't inflicting serious damage (from focusing your
soldiers' attacks) then your soldiers will be picked of one by one by the enemy
(because they do focus their attacks) before you're able to kill a unit or
destroy a building.

Only if you have a very large army of 40 or more soldiers should you consider
splitting up into more than one attack group.

Lure your enemy from their defenses
In almost every mission where you have to attack a village, you can almost
always lure the enemy soldiers out of their village and away from their
defensive buildings. How effective this is depends on how gullible your enemy
is, but it always works at least a little bit.

To lure your enemy, set your army just outside the enemy village and enemy
observation range. Send a single soldier to get near the village. The enemy
will detect him pretty quickly and they will head towards him. As they are
getting close, but before they're in attack range, have him walk back to your
waiting army. The enemy will follow the soldier and you can kill those who
fell for the trap without losing any soldiers of your own.

How effective this tactic is really depends. Some enemies will follow the
bait wherever he goes, no matter how far. That makes this tactic very good.
Other villages will send almost their entire army after the bait, and this is
great because they'll usually arrive in small groups and be slaughtered by
your army. But some villages are really smart and only send a small number of
soldiers that won't stray far from their village. It just depends on the
enemy, but it's still a helpful tactic no matter what.

Things to watch out for with this tactic:
1) Make sure the soldier you send in doesn't go too far, or he will get
   attacked and not be able to make it out alive.
2) Don't leave your army too close to the village because they'll attack too
   early before the enemy followers are out of their defensive structure range.
3) Don't leave your army too far away because the enemy will only follow the
   bait for a short while, rarely do they follow him very far, and they may
   turn back before reaching your trap.

Watch out for rebuilt buildings
As long as the village still has a male alive, any building you destroy can
and often is rebuilt. This is something you need to watch out for if the
building is a defensive building (a building that attacks). You may destroy a
defense tower on the edge of their village and continue further in, but if you
aren't careful, the villagers will have rebuilt it soon after and it could
be trouble for you again.

Rebuilding is especially dangerous when you initially attack a village, because
there are a lot of villagers around to rebuild.  Which leads to my next

Kill the civilians
I know it sounds heartless, but this is war after all. When you have destroyed
the enemy army and defensive buildings, you want to proceed by killing the
male non-military villagers, starting with the building constructors. This
will prevent them from rebuilding their village or any defensive structure.

You don't have to worry about women or children (I'm not THAT heartless). In
fact, the game won't even allow you to kill children. Unfortunately, the
children could grow up and become new building constructors, so if you don't
keep a military presence there, they could still rebuild their village once
they mature.

Many enemies aren't considered completely destroyed until you kill every
single male in the village. This sometimes means you have to wait for the
male children to mature so you can kill them and complete your mission.

Conserve you soldiers
If you begin an attack, and you see that you are out numbered or out gunned,
you should pull back immediately. In this game, you do not want to have
kamikaze runs. Your soldiers and their equipment are too hard to come by to
just let them die. It's true that when you pull back, a couple of soldiers
won't make it out simply because the soldiers are difficult to command. But a
few casualties is nothing compared to losing your entire army. You should fall
back, saving as many of your guys as possible. Then you can re-plan your

*** R6.0.0 Walkthrough

IMPORTANT NOTE: This walkthrough contains story elements, so if you haven't
played through the missions yet, they may spoil the story.

   R6.1.0 Campaign Walkthrough
The story begins as the voice of an elderly man tells a story of what
happened to him when he was just 12 years old. That year was a terrible year
for his village on the coast of Greenland. They had non stop rain for many
days. That, combined with an unusual cold, ruined their crops.

Then suddenly one day, he says, the sun broke through the clouds and flew
across the sky [in reality we see in the movie it was a meteor and not the
actual sun]. A piece of the meteor breaks off and lands at the feet of his
grandfather. The meteor continues to the west and breaks off into five pieces
in the distance.

His people see this as a sign of the gods and they decide to go and gather the
pieces of the "sun" to restore the sun and prosperity back to their land. So
they depart and after many long days and night they find a new land.

And so the story begins.....

NOTE 1: 
Rather than listing this in every mission summary, I'll do it once
here: In all your missions your main stock house will have usually 20 to 30 of
the following items:  food, wood, wheat, stone, and leather. Just enough to
allow you to get a basic village going.

In the missions that involve soldiers, I will give you a rough estimate
of how many you will need. For this walkthrough, I assume all your soldiers
will be at level 1. If you promote your soldiers, you theoretically would
possibly need less than the number I specify since your soldiers will be more
powerful than the ones this walkthrough assumes. Or you may be a very good
strategist and need much less soldiers than recommended.

R6.1.1 Mission 1: Greenland
Before setting off on their journey, your villagers will need to gather
supplies for the long trip ahead.

  - Collect 100 food
  - Collect 30 wood
  - Collect 30 leather

  - 10 men
  - 4 women
  - 1 boy
  - 1 Main Stock House
  - 1 Warehouse
  - 2 Two-family Homes

Here is a layout of the map and the key resources:
NV1 = Naja Village 1
NV2 = Naja Village 2
MW = Starting Main Warehouse
An = Animal resource
Fi = Fish resource
Wd = Wood resource
Cl = Clay resource
|                                    |
|                                    |
|                                    |
|                 NV2                |
|                                    |
|                                    |
|                                    |
|                        An          |
|                           Wd   Fi  |
|                                    |
|                                    |
|           NV1             MW       |
|                     Cl             |
|                                Fi  |
|                        An Wd       |
|                                    |
|                                    |

In most missions you simply begin by going through the Begin game strategy
explained in the Generic Village section. But this mission is an exception to
that rule, because the technology to complete a Farm-Mill-Bakery system is not
available. So you will need an alternative food source.

Send you scouts out to uncover the area and to the west and/or northwest. They
will meet an eskimo people called the Naja. They have two villages near your
settlement, as shown in the map. Each has a supply tent. Here are the offered

Naja Village 1 trade offers:
   - 7 food for 1 wooden tool
   - 6 leather for 2 wood

Naja Village 2 trade offers:
   - 5 food for 3 wood

Clearly, the best offer is the 7 food for 1 wooden tool offer.  I suggest
you take advantage of this trade to quickly stock up on food.

VILLAGE SETUP: Build a woodcutter's tent next to a wood resource, and a
huntsman's tent next to the animal resource. I built mine next to the south
wood and animal resources. Build a Clayworker's Tent next to the clay and a
dwelling next to it. Build a fisherman's tent on the coast northeast of the
Main Stock House. Assign a villager to work in each of those buildings.

Build two more 2-family homes. By then, you should have a master woodcutter
and clay-worker. Build a Potter's Hut and a Carpenter's Workshop. And assign
a villager to each building. These are all the buildings you are going to need
for this mission.

Now create another huntsman, woodcutter, and fisherman (you should have two of
each now). Have the two remaining villagers without a job into carriers for
your warehouse. At this point you could just let you game run without doing
anything else and you could probably reach your goals after awhile. But to
speed up the process I would recommend trading with the Naja Village 1. Do
the 7 food for 1 wooden tool trade.

Once your joiner has created 10 or more wooden tools, have him become another
woodcutter. Yes, you want 3 woodcutters because that will be the resource you
will have a harder time getting. Have you carriers stock the warehouse with
wooden tools before anything else. Once they become master carriers and you
have put about 10 wooden tools in the warehouse, convert both of them to
merchants and have each of them trade with Naja Village 1, the same trade, 7
food for 1 wooden tool.

Within a short time, you will have reached your goals and the mission will be
accomplished. Your villagers set off on their journey the next day.

ADDITIONAL NOTES: If you make the Naja your enemy (through the diplomacy menu)
and you approach either village, you will be attacked. And you will be unable
to make them your friend again, so if you plan on trading, do NOT do this.

R6.1.2 Mission 2: Helluland
After many days and nights, you villagers come upon a new land and call it
Helluland, which means stoneland.

  - Search the area and find the sunstone

  - 6 men
  - 3 women
  - 1 boy
  - 1 girl
  - 1 Main Stock House

Here is a layout of the map and the key resources:
BV = Blackfeet Village
IV = Inuit Village
MW = Starting Main Warehouse
An = Animal resource
Fi = Fish resource
Wd = Wood resource
Cl = Clay resource
By = Berry resource
|                                       |
|                                       |
|                 IV                    |
|                                       |
|                                       |
|                                       |
|                                       |
|                             Cl        |
|                                       |
|                                 Fi    |
|                                       |
|                        An Wd          |
|         BV                            |
|                    Cl    MW           |
|                     An                |
|                      ByWd             |
|                                 ByWd  |
|                             Fi        |

After you scout and discover the other peoples of this land your initial goal
will be met and you will be given new goals to choose from.

  - Supply the Blackfeet with 50 spears
  - Supply the Inuit with 20 food
  - Supply the Inuit with 20 spears

You supply either village with the requested items by trading that item with
them. Here are the trade offers:

Inuit Trade offers:
  - 4 wood for 3 food
  - 5 leather for 3 spear

Blackfeet Trade offers:
  - 7 leather for 3 spear
  - 5 leather armor for 3 food

It doesn't matter which goal you choose to complete, both end in the same way.
I chose to trade with the Inuit because you have to trade less total items.
But if you find it easier to trade with the Blackfeet, go ahead. Either way
you're pretty much going to build your village the same way.

VILLAGE SETUP: This map you can follow the Begin Game strategy. You can build
your FMB system in the open area east of your starting point. In this map you
can also build a fisherman's Tent and a fruit farm. There are plenty of berry
bushes to the southeast and southwest. The fish in the northeast will last
most, if not all the game, so it is worth fishing.

Once you've gone through the Begin Game strategy, focus on getting a
spearmaker's tent, meaning you'll need to have a master joiner. Once you've
stocked up some spears (and food if your trading with the Inuit), begin
trading with the village of your choice. Soon, your goal will be reached. And
you will have the second sun stone.

ALTERNATIVE WAY TO WIN: Destroy either village and you'll complete the mission
successfully. But it takes much longer to do so than to trade the requested
items. Each foreign village has about 4 spearmen, and you can destroy either
village with about 4 spearmen, but 8 spearmen will make it easy. Only spearmen
are available for this mission. Make 4-8 spearmen to destroy either village.

FUNNY NOTE: If you do attack one of the villages, the villagers will take
refuge in their storage hut and will launch snowballs at you! Hilarious! The
snowballs don't hurt you, but it's funny to see them try.

R6.1.3 Mission 3: Markland
Your villagers travel south along the coast line and find a good land to
replenish their stores, they call this land Markland, which means forestland.

  - Defend your village from attacks from the Bjarni tribe
  - Trade 20 beers with the Crooked Noses tribe

  - 10 men
  - 3 women
  - 1 boy
  - 3 soldiers (2 bowmen, 1 swordsman)
  - 1 Main Stock House
  - 1 Defense Tower

Here is a layout of the map and the key resources:
BV = Bjarni Village
CV = Crooked Noses Village
MW = Starting Main Warehouse
An = Animal resource
Fi = Fish resource
Wd = Wood resource
Cl = Clay resource
By = Berry resource
Sh = Sheep resource
St = Stone resource
|                                    |
|             BV                     |
|                                    |
|                                Fi  |
|                        Sh  St      |
|                         Wd  MW     |
|                       ByAn      St |
|                            Wd      |
|                        Cl  An      |
|                                    |
|                                    |
|                                    |
|         CV                         |
|                                    |
|                                    |
|                                    |

In this map you are introduced to the Native American people. Your scouts will
discover two tribes. The Bjarni to the northwest, which are hostile towards
you, and the Crooked Noses to the south west, which are not only friendly
towards you, but you discover that they also have another sunstone.

Crooked Noses Trade Offers
  - 5 leather for 3 beer
  - 4 crockery for 5 wooden tool
  - 2 shoe for 1 leather armor
  - 5 wool for 3 clay

You only need the first trade to complete your mission.

In this mission you will be getting attacked by the Bjarni periodically.
Luckily their attacks are few and far between, and they always attack from the
northwest, which is where your defense tower is. The 3 soldiers (2 of which
are in the defense tower) you have there will be enough to fend off all of
their attacks. The 2 bowman in the defense tower you really don't have to
worry about, but you do need to be careful with your swordsman. If you don't
watch him carefully during an attack, he could die.

Keep your swordsman just to the southeast of the defense tower. That way, when
the enemy approaches, your bowman will get in a lot of shots before your
swordsman rushes in to attack. If you find that your swordsman is taking too
much damage, have him run away. Your bowman can finish off the intruders.
Have building constructors repair the defense tower as needed. Don't worry if
your swordsman looses significant life, by the time the next attack comes he
should have recovered most, if not all, of his life (it regenerates over time).

VILLAGE SETUP: This mission can follow the standard Begin Game strategy. There
is plenty of wood and animals. Pretty much starting with this mission it's
really not worth creating a fisherman's tent. You can, but it tends to run out
of resources too fast. The clay resource is a little far off here, but it's
not too bad, just make sure you put a post or two to make sure the worker can
find his way.

Be sure not to build any buildings north or west of the defense tower. You
don't want them to get attacked before the enemy reaches the defense tower.
Once you finish the Begin Game and have your bakery up and running. Simply
build a Brewery, and stock up on beer. Begin trading with the Crooked Noses
tribe, and voila, in a short time you will have your third sunstone!

NOTE: The are a lot of trees on this map, so the burn tree option of the scout
can be useful to clear up space or clear your view.

ATTACKING YOUR ENEMY: If you attack the Bjarni village to the northwest (6
spearmen and 6 bowmen are more than enough) and you destroy their supply tent,
the Crooked Noses will scold you and you will have to trade 50 beers and 20
wooden tools to complete the mission. If you continue your attack and
completely  destroy the enemy, the Crooked Noses will require you to trade 70
beers and 30 wooden tools to complete the mission.

ATTACKING YOUR FRIENDS: If you attack your allys you will have to trade 10
beers to be neutral and an addtional 10 crockery to reestablish the friendship.

ALTERNATIVE WAY TO WIN: You can destroy your ally's village completely to
complete the mission, but they have a LOT of warriors and it's certainly not
worth the time and effort to do so, but if you want a challenge, go for it.

R6.1.4 Mission 4: Vineland
After leaving Markland, your villagers will sail south then west and come upon
a rich and luscious land. They find grapes that were used to create wine, so
they called the land, Vineland, meaning wine land. You villagers decide to
gather resources, keeping in mind that some of the natives are not necessarily

  - Create a village of 30 inhabitants
  - Setup a Defense Tower
  - Collect 80 food
  - Collect 50 wood
  - Collect 30 leather

  - 6 men
  - 5 women
  - 1 boy
  - 1 girl
  - 1 Main Stock House

Here is a layout of the map and the key resources:
YM = Yellowknife main village
YO = Yellowknife outpost
MW = Starting Main Warehouse
An = Animal resource
Fi = Fish resource
Wd = Wood resource
Cl = Clay resource
Sh = Sheep resource
St = Stone resource
|                                              |
|                            Wd    An          |
|                                 Wd Mh  Sh    |
|           YO                            St   |
|                                              |
|                                   MW         |
|                                      Cl      |
|                               Fi      Fi     |
|                YO                 Wd         |
|                                              |
|                               Cl             |
|                                              |
|                                              |
|                                              |
|                                              |
|         YM                                   |
|                                              |
|                                              |
|                                              |

Your scouts will discover the Yellowknife tribe. They are friendly towards
you. You can only trade with the main village, not the outposts.

Yellowknife Trade Offers:
  - 5 gold for 7 beer
  - 3 shoe for 5 wooden tool
  - 3 bow for 3 leather armor

None of these trade offers help you fulfill your mission goals, so it's up to
you if you choose to do any trading just for fun.

This map is a good opportunity to finally practice creating a village up
through the middle game strategy. Follow the begin game strategy and then move
on to the middle game strategy

When you meet the initial goals, which will take some time but not too long,
you discover that your villagers brought an epidemic upon the Yellowknifes.
Their people get sick and begin to die. They blame your villagers for this and
declare you their enemy. At this point, you decide to gather mushrooms to
create a healing powder to aid the Yellowknifes.

  - Collect 30 mushrooms

Don't worry about being attack by the Yellowknifes.  Even though they declare
you and enemy, they won't attack you directly. At least, the whole time that
I let the game run (which was quite a while), they never did. Besides, you
should already have a mushroom collector's Hut built (assuming you followed the
middle game strategy) so it won't take you but a few minutes to collect the
30 mushrooms you need.

NOTE: if you already have 30 mushrooms on stock when you meet your initial
goals, you will immediately get the Mission Accomplished window and you will
miss the middle story and be little confused by the mission completed summary.

Once you gather your 30 mushrooms, your villagers and the Yellowknifes become
friends again. During your reconciliation party, they tell you of a story of a
star falling to the west. The next sunstone.....

ATTACKING THE YELLOWKNIVES: If you attack the yellowknives before the epidemic
you will have to pay 10 beers to be neutral and an additional 15 wood to
reestablish friendship.

DESTROYING THE YELLOWKNIVES: If you destroy the yellowknives before the epidemic
you will fail the mission. If you destroy them AFTER the epidemic, you will
complete the mission, but they are well defended, so it's much easier to gather
the mushrooms to win.

R6.1.5 Mission 5: Mississippi
After hearing the story of a star falling in the west, your villagers split
into two parties. The smaller one stays to watch the ship. The other heads
west, inland. After finding a good location to setup camp, they meet with two
tribes disputing over bison hunting rights. And one of them has the sunstone!
Your villagers must help the tribe in order to get the sunstone.

  - Supply a tribe with 10 bows
  - Supply the same tribe with 50 beers

  - 7 men
  - 3 women
  - 1 boy
  - 1 Main Stock House

Here is a layout of the map and the key resources:
PV = Platefeed Village
LV = Longnoses Village
NV = Nighthunters Village
MW = Starting Main Warehouse
An = Animal resource
Wd = Wood resource
Cl = Clay resource
Sh = Sheep resource
St = Stone resource
Ir = Iron Ore resource
By = Berry resource
|                                              |
|                                              |
|                                              |
|                   PV                         |
|                                              |
|                                              |
|                                              |
|                        Wd                    |
|        LV                   Ir               |
|                 St  MV  Cl                   |
|                  By      Sh                  |
|                     Wd                       |
|                    An                        |
|                        Ir                    |
|                       St                     |
|                                              |
|                                              |
|                                     NV       |
|                                              |
|                                              |

Your scouts will find 3 different villages. The Platefeed and the Longnoses
are the ones that you need to trade with to complete the mission. The third is
just another friendly village that you can trade for items that are hard to
get in this map.

Platefeed Trade Offers:
  - 6 crockery for 4 bow
  - 4 food for 3 leather armor
  - 7 leather for 5 beer

Longnoses Trade Offers:
  - Exactly the same as the Platefeed offers

Nighthunters Trade Offers:
  - 7 mushroom for 3 beer
  - 6 gold for 3 furniture

The Platefeed and Longnoses offers aren't great, but you need to do the bow
and beer trade to complete the mission. The Nighthunters' trade offers are
actually quite good because there are very little mushrooms in your area and
no gold anywhere near you. So if you want oil or gold, you'll have to trade
with that village. If you're not interested, simply ignore
the Nighthunters, they're only there for you to trade with.

It's your choice on which village you want to trade with to complete your
mission, Platefeed or Longnoses, both offer the same trades and you'll need to
provide the same items. The end result is the same as well. I recommend
trading with the Platefeed to the north simply because they are slightly
closer. Your merchants will trade quicker and are less likely to get lost.

As soon as you trade with one village of the two villages, the other
will declare you their enemy and will attack you immediately. So before you
start trading, make sure you setup defenses and have some soldiers. See below
for what you'll need.

VILLAGE SETUP: Go through the Begin and Middle Game strategies. At that point
decide what type of soldiers you want, bowmen, spearmen, and swordsmen. I
recommend you create bowmen and spearmen. Swordsmen are better than spearmen
but the iron is kind of far from you village so its easier to stick with
spearmen. Besides you will not be needing many soldiers.

Setup a Defense Tower on the north side of your village because that's where
the attacks are going to be coming from. Create 3 bowmen and about 4 or 5
spearmen. These soldiers are more than enough to defend the village until you
complete your mission. Have your bowmen take positions in the defense tower,
and put your spearmen to the southeast of the tower. That is to make sure your
bowmen get as many attacks in as they can before your melee fighters enter the

Now that your defense is set, make sure you stock all the items you need to
trade BEFORE beginning to trade, that way you minimize the time it takes you to
trade thus minimizing the attacks you have to face. Once you have all the
necessary items, have two or three merchants begin trading.

As soon as one of your merchants trade, the other village will declare you
their enemy and send their soldiers. The village will send about 3 or 4 waves
of about 5 soldiers each. Your defenders should be able to take them out with
minimal damage and hopefully no losses. After each wave, send your melee
fighters behind the defense tower again, as mentioned earlier. Don't worry
about your merchants, the enemy will leave them alone. After the enemy runs
out of their initial army, they'll only send soldiers as they produce them,
which is usually only one or two at a time.  Your bowmen should easily take
them out before they can do anything to you.

Soon enough, you'll have met your mission goals and the village chieftain of
whichever tribe you helped will give you the fourth sunstone.

DON'T HUNT THE BUFFALO: The tribes warn you not to hunt the sacred buffalo and
they mean it. If you even build a huntsman's tent near the buffalo, both native
american tribes will declare you their enemy and send warriors against you.
Just building the building will trigger this, even before you kill any of the
buffalo. Each tribe will ask for 10 beers for neutrality and 30 beers to
reestablish friendship.

ALTERNATIVE WAY TO WIN: You can destroy both native american villages and
complete the mission. Destroying one doesn't cut it, you have to destroy BOTH.
Of course that requires quite a bit of manpower, but it is doable.

NIGHTHUNTERS HOLD A GRUDGE: If you make the nighthunter's your enemy (by
attacking them or whatever) you will not be able to reestablish friendship. So
if you plan on trading with them make sure you remain friends.

R6.1.6 Mission 6: Texas
Before your villagers are able to head back to their ship, a storm comes and
causes a flood that forces them to continue southwest. They come upon a Viking
village that was apparently destroyed by the Vinlanders. Your villagers vow to
avenger their fallen comrades.

  - Find and destroy the Vinlanders

  - 8 men
  - 4 women
  - 1 boy
  - 1 girl
  - 1 Main Stock House

Here is a layout of the map and the key resources:
VV = Vinlander Village
RV = Robber Village
MW = Starting Main Warehouse
An = Animal resource
Wd = Wood resource
Cl = Clay resource
Sh = Sheep resource
St = Stone resource
Ir = Iron Ore resource
By = Berry resource
Gd = Gold resource
|                                        |
|                                        |
|                                        |
|                     RV                 |
|                                        |
|                                        |
|    VV                                  |
|                                        |
|                                        |
|                             Gd         |
|                        StIr   An Wd    |
|                                Mh  Cl  |
|                          ShSt  MW      |
|                        Wd By           |
|                                        |
|                                    By  |
|                                        |
|                                        |

This is the first mission in the game that has you destroying another village.
War missions are by far the hardest and longest of all missions, but this is
your first one so it's not too difficult, and you even get some help.

Your scouts will find the Vinlanders on the far west part of the map, they of
course, will declare you their enemy but will not attack your village. They
will only attack those who go near their village.

Your scouts will also discover a small hut to he north-north west of your
village that belongs to a group of Robbers who also warn you to stay away and
are hostile towards you. You can change their attitude by providing them with
a tribute of 20 food, but DON'T DO THIS NOW. Only pay the tribute when you are
ready to attack the Vinlanders. See why later on in this mission summary.

VILLAGE SETUP: Simply follow the Begin, Middle, and End game strategies.  On
this map you have every resource you need.  You will have to produce enough
weapons and armor for about 10 bowmen, and 10 melee fighters (preferably
swordsman). If you can produce more, then great, but at least get those 20

Since the Vinlander's village is far away, you'll definitely want to provide
your soldiers with beer so that they don't get hungry. It would also be nice
if you could promote you soldiers, but it's not necessary.

When you have your army of 20 or more soldiers, direct them to march towards
the Vinlanders village.  As soon as you do, that's when you pay the tribute to
the Robbers. A little bit after you pay the tribute to the Robbers, they will
attack the Vinlander's Village. They will send about 15 soldiers, half archers
and half swordsman. But even better, they have level 2 and level 3 soldiers in
their army. This is why we didn't pay the tribute until we were ready to

Both armies, yours and the Robbers, should arrive at the Vinlanders at about
the same time. If not, make sure you wait until your allies arrive before
attacking. When they arrive, you will have a combined force of at least 35
soldiers. This should be enough to destroy the Vinlanders. If your soldiers
start getting hungry (if you didn't give them beer), have them eat the food
that remains when you destroy the supply tent or a dwelling. 

The Vinlanders are now destroyed and your villagers have avenged their fallen

R6.1.7 Mission 7: The Crater
After destroying the Vinlander's Village, one night, one of your scouts sees a
pinpoint of light at a peak in the mountain range to the west. They
investigate and discover that another Vinlander village has stored a sunstone
in a temple heavily guarded by soldiers.

  - Destroy the Vinlander Temple

  - 5 men
  - 3 women
  - 1 boy
  - 1 girl
  - 1 Main Stock Warehouse
  - 1 Huntsman's Tent
  - 2 Dwellings

Here is a layout of the map and the key resources:
V1 = Vinlander Main Village
V2 = Vinlander Secondary Village
MW = Starting Main Warehouse
An = Animal resource
Wd = Wood resource
Cl = Clay resource
Sh = Sheep resource
St = Stone resource
Ir = Iron Ore resource
By = Berry resource
Gd = Gold resource
|                                        |
|                                        |
|                                        |
|                                        |
|                                        |
|                           Gd  Sh       |
|                        ByStIr          |
|      V1                An    Cl MW     |
|                                        |
|                                WdAn  Wd|
|                               Mh  Sh   |
|                  V2                    |
|                                        |
|                                        |
|                                        |
|                                        |
|                                        |

In this mission you technically only need to destroy the Temple in the
Vinlander's main village, but to do so, you'll first need to destroy its
defenses. You'll need less soldiers and resources if you ignore the
Vinlander's secondary village, you don't need to destroy it. But if you want a
bigger challenge, go ahead and destroy it as well.

VILLAGE SETUP: Follow the Begin, Middle, and End games to produce the armor and
weapons you'll be needing. You can build a secondary food or wood source west
of the iron deposits if you need to as the game progresses. Make sure to use
signposts if you do, it's a ways off from your main village.

If your goal is to destroy just the Temple, then you'll need enough weapons and
armor for 20-25 soldiers. If you're having fun and want to destroy the
secondary village as well, you'll probably need 30+. For this walkthrough
we're going to focus on the mission only, so you'll 20-25 soldiers of about 1/3
archers, 1/3 spearmen, and 1/3 swordsmen. If you running low on leather (since
there are not a lot of animals in this map), try to make more swordsman than

Simply send your north enough of the southwest village to ensure you don't
draw any fire from the secondary village. You then want to go south and then
west to attack the main village directly from the south. Don't attack head on,
instead, leave your army just outside their observation range, and send a
single soldier to lure out as many of their soldiers as possible. Kill all
those soldiers then march on their village. Make sure you take out their
supply tent ASAP (to avoid the damage from the villagers housed within), then
you can take out their defense tower. With those two
out of the way, you're free to destroy the Temple (assuming you've taken out
the other soldiers).

The Vinlanders may send some reinforcements from their wandering patrols, but
by the time they get there, you should have destroyed their defenses and be
close to destroying the temple. So just focus on destroying the temple.

With that, you'll have your fifth sunstone.

R6.1.8 Mission 8: Rocky Mountains
After retrieving the fifth sunstone, your villagers decide to send a small
party to meet up with the ship to tell them of their adventures and to go meet
them far to the south. The remainder of the village heads south, to do so
they had to go past a Native American tribe. A scout gets cut off by the
village, and has not the supplies to last long....

  - Send 20 food to the Vanguerd Camp
  - Send 10 spears to the Vanguerd Camp

  - 9 men
  - 4 women
  - 1 boy
  - 1 Main Stock House
  - 1 Supply Tent (that's the vanguerd camp)

Here is a layout of the map and the key resources:
RV = Redfaces Village
VC = Vanguerd Camp
MW = Starting Main Warehouse
An = Animal resource
Wd = Wood resource
Cl = Clay resource
Sh = Sheep resource
St = Stone resource
Ir = Iron Ore resource
|                                  IrMh  |
|                           Cl     AnWd  |
|                               MW   St  |
|                                        |
|                       AnWd    Cl  Sh   |
|                                        |
|                                        |
|                                        |
|                                        |
|                                        |
|                  RV                    |
|                                        |
|                                        |
|                                        |
|                                        |
|                                        |
|                   VC                   |

Compared to the last two missions this one is a breath of fresh air. There is
a very large Redfaces Village in the very center of the map who are initially
hostile towards you. While they are hostile towards you, it will be difficult
to send goods to the south without running into their patrols. The only to do
it is to set up a trade route that goes around the village to the west through
the mountains, but
that is a VERY long route and difficult to find.

Luckily, you can change the Redfaces feelings about you. By paying them a
tribute of 20 beers, they will be neutral towards you. You can't make them be
friends with you, but neutral is good enough to allow you to move through
their village and send the goods south without being attacked.

VILLAGE SETUP: You want to follow the Begin and Middle strategies for the most
part, but don't build the buildings you feel you won't need (like the
shepherd's hut and mushroom collector's hut). There aren't abundant resources,
but there's enough to complete the mission. If you run out of wood or animals
in the northeast, go ahead and build another woodcutter and huntsman tents to
the southwest west. It's kind of far, but you may want or need to.

You'll want to get a Brewery ASAP to stock the 20 beers that you'll need to
make the Redfaces neutral towards you. Once you're neutral, setup your trade
route to the south which will probably run through their village, and send the
necessary goods.

Don't worry about your scout to the south. There are plenty of berries around
for him to eat. The supply tent starts out with 10 food, but he shouldn't
touch that unless he has to because you're trying to get 20 food in that supply

Once you've supplied the necessary good, your villagers move on and
successfully travel past the Rocky Mountains.

NOTE: Nothing special happens if you destroy the Redface village.

R6.1.9 Mission 9: Mexico
After passing through the mountains your villagers find a fertile plain and
decide to setup camp, recover, and search for clues to the next sunstone.

  - Find a clue for the next sunstone

  - 7 men
  - 2 women
  - 1 boy
  - 1 Main Stock House
  - 1 Fisherman's Tent
  - 1 Dwelling

Here is a layout of the map and the key resources:
X = point were enemy enters map
Rt1 = enemy route 1
Rt2 = enemy route 2
NV = Nachos Village
MW = Starting Main Warehouse
An = Animal resource
Wd = Wood resource
Cl = Clay resource
Sh = Sheep resource
St = Stone resource
Ir = Iron Ore resource
Gd = Gold resource
Fi = Fish resource
Mh - Mushroom resource
|                                        |
|                      Wd                |
|                        Mh       Wd     |
|                                        |
|                         Fi  MW StGd    |
|                               An   Ir  |
|                            Cl  Sh      |
|                                        |
|                                        |
|                                        |
|                                        |
|                                        |
|                  NV_______ Rt2         |
|                   |       \_____       |
|                   |             |      |
|                   |Rt1          |      |
|                   |____________ X      |

Your scouts will find a village to the south in the center of the map, these
are the Nachos.  They become your friends.

Nachos Trade Offers:
  - 7 food for 2 crockery
  - 3 gold for 1 leather armor
  - 6 shoe for 4 leather
  - 7 wool for 3 wood

You don't need to trade with the Nachos, but, as always, the choice is yours.
The only worthy trade is the first one, the 7 food for 2 crockery.  That is
definitely to your advantage, especially since you have a very large supply of
clay for crockery.

When you meet up with the Nachos, they will tell you that they have been under
attack by foreign invaders and request your help.  You will be given a new
mission goal.

  - Support the Nachos against the intruders

Now this goal is rather cryptic in the sense that it doesn't tell you exactly
what you need to do. What they mean is that you need to provide the Nachos
with some soldiers to protect their village and defend it from 4 waves of

VILLAGE SETUP: Follow the Begin, Middle, and End strategies as best you can.
In this map, there is very little wildlife and you will definitely have short
supply of leather. So you should not worry about creating shoes or leather
armor. In other words, for your soldiers just create bowmen and swordsmen.
Also, in this map, there are plenty of fish, so your starting fisherman's tent
will last a long time before running out of resources.

You will definitely want to create beer for this mission because your soldiers
will be at the Nachos village for quite awhile and that will keep them from
starving. If you do send soldiers without beer, there are berries on the west
side of the Nachos village that you can use to feed your soldiers. But since
these berries won't last long, it's definitely recommended you supply your
soldiers with beer. You don't want them having to run back to your village to
eat right when you're expecting an attack.

There will be 4 separate attacks from the foreign invaders (known as the
Palenque) each 15 minutes apart. The attacks will initially come from the
south (Route 1 on the map above), but the last two attacks will come from the
south and east (Routes 1 and 2 on the map above). All these attacks should come
in contact with the defense tower in the southeast part of the Nachos Village.
You should position your soldiers behind that tower. You'll want to have a
scout explore the southeastern area of the map so you can see when the enemy

These attacks seem to begin as soon as you create your 6th soldier. So first
create your initial 5 soldiers and send them to the village. That way they'll
be there when the first attack comes. As soon as you create your 6th soldier,
the attacks will begin.

I don't know exactly what triggers the attack, but the attacks don't start
until you have soldiers or until you have soldiers in the Nachos village. But
I've never had the attacks come before I have at least a few soldiers ready.

The following is more or less
the number you should expect during each attack. Also stated is how many
defenders you should have for each attack, but as always, the more soldiers you
have the better.

1st Attack - They will send about 12 soldiers of all 3 types and all 3 levels
             along route 1. Your initial 5 soldiers, combined with the Nachos
             defenders, you should be able to fend them off without loosing any
             of your soldiers, but the Nachos will loose a few.

2nd Attack - They will send about 8 soldiers of all 3 types but only of levels
             1 and 2. They will come along route 1. You should have at least
             8 soldiers at the Nachos village for this attack. You should not
             suffer any losses on this attack, but the Nachos will probably not
             be left with many.

3rd Attack - They will send about 7 soldiers of all types and levels via route
             1, and about 5 soldiers of levels 1 and 2 via route 2. You should
             have at least 10 soldiers defending the Nachos village. You may
             suffer one or two casualties. Replenish your forces before the
             next attack. You will pretty much be alone for the last attack as
             all of the Nachos defenders will probably die in this attack.

4th Attack - They will send about 9 soldiers of all types and of levels 2 and 3
             along route 1, and about 4 soldiers (archers and swordsmen) all of
             level 3 along route 2. You should have at least 12 soldiers for
             this attack, preferably 15. Expect many casualties in this

Even if all your soldiers die in the last attack (hopefully they don't), you
should have killed most of the enemy that the remaining supply tent and defense
tower should be able to kill whatever soldiers are left, and you will still win
the mission even if none of your soldiers are left.

After successfully defending the village, your villagers and the Nachos decide
to chase the intruders and defeat them once and for all.

ATTACKING THE NACHOS: If you attack the Nachos and make them your enemy, they
will request 9 wood for neutrality and 20 wood to reestablish the friendship.
If you destroy the Nachos village, you will fail the mission.

R6.1.10 Mission 10: The Pursuit
The follow the so called intruders, the Palenque, south towards the Palenque
land. Your villagers setup camp and search for their enemy.

  - Find and destroy the attackers

  - 7 soldiers
  - 6 men
  - 4 women
  - 1 boy
  - 1 Main Stock House

Here is a layout of the map and the key resources:
NV = Nachos Village
PV = Palenque Village
MW = Starting Main Warehouse
An = Animal resource
Wd = Wood resource
Cl = Clay resource
Sh = Sheep resource
St = Stone resource
Ir = Iron Ore resource
Gd = Gold resource
Mh = Mushroom resource
|                                        |
|       NV                               |
|  Sh                                    |
|           Ir  Cl                       |
| Wd  MW   StGd                          |
|   An   Wd                              |
|       Mh Sh                            |
|                                        |
|                                        |
|                                        |
|   St                                   |
|     Ir                                 |
|                                        |
|                                        |
|                    PV                  |
|                                        |
|                                        |
You will be introduced to the Maya people and buildings in this mission.

This mission turns out to be easier than you would imagine. This is because
the Nachos will constantly be attacking the Palenque Village and will pretty
much destroy most of their forces before your army is ready. Initially the
Nachos will attack with small forces, but later, they will send larger and
larger forces. Eventually, their attacks will stop. I don't know what triggers
them to stop attacking, but it doesn't really matter, because the time they
stop attacking the Palenque village will not have many soldiers left.

You can help out the Nachos soldiers with your 7 soldiers early in the game.
Don't attack head-on, instead, go to the northwest side of the Palenque village
and draw out as many of their soldiers as you can and have them chase you all
the way back to the Nachos village (they will do this!), and then attack when
the Nachos supply tent and defenders attack your followers. This way, you
won't loose any soldiers and you'll still help out the Nachos by removing a lot
of the Palenque defenders.

When you first meet the Palenque, they will tell you they are a peace loving
village and that they want peace with you. Even so, they will still declare
you their enemy. Don't worry, the Palenque don't launch any attacks towards
you, they only defend. The Nachos will say the Palenque are liars. Whom you
choose to believe doesn't really matter because you have destroy the Palenque
village anyway to complete you mission.

The first time you attack the Palenque, they will pop up another message saying
that you have attacked them and that are forced to defend themselves (even
through they're already your enemy). In any event, the Nachos will chime in
and support you.

VILLAGE SETUP: Follow the basic Begin, Middle, and End game strategies to get
your army running. The only thing to watch out for is that you will probably
need to gather the stone lying in front of the iron deposits on the east side
of the village before trying to gather iron ore from there. Otherwise, your
iron ore minor will have trouble gathering iron because there will be stone in
the way.

You will want to want about a total of 20-25 soldiers (you start with 7).  1/3
of each type as usual. Send the first 10-15 soldiers to attack the Palenque
village. Because of the Nachos' attacks they shouldn't have many soldiers
left, so you'll just have to worry mostly about their defensive structures,
which aren't too dangerous without any soldiers around. Leave your other 10
or so soldiers home to defend your village.

When you destroy the Palenque village, the Nachos will turn on you and attack
you. They had been using you to get the treasure of the Palenque.

  - Destroy the Nachos.

The Nachos attacks aren't too bad.  Make sure you call your villages to defend
at the Main Stock House, that combined with your 10 soldiers should be able
to hold off the attacks until your other force can make their way over from the
Palenque village.  Once they are back, move forward and destroy the Nachos
village.  And the mission is complete.

ATTACKING THE NACHOS BEFORE THEY ATTACK YOU: If you attack the Nachos, you will
have to pay 10 food for neutrality and 10 beer for friendship. If you destroy
the Nachos BEFORE they turn on you, you will fail the mission.

NOTE: There is a little joke in the bottom left of the map. There is fenced
off area that has what appears to be an alien spaceship with the game maker's
logo on it. There are also two space travelers standing around, apparently
wondering how they could have crashed. This all serves no purpose that I'm
aware of. It's just a fun little thing they put into the game.

R6.1.11 Mission 11: Chichenltza
Your villagers debate on whether they should go back and repay the Nachos for
their treachery. In the end though, your villagers decide to continue their
journey. After passing through the jungle, they find a place to setup camp and
search for the next sunstone.

  - Find the last sunstone

  - 7 men
  - 3 women
  - 1 boy
  - 1 girl
  - 1 Main Stock House
  - 1 House for 2 Families
  - 1 Well
  - 1 Fisherman's Tent

Here is a layout of the map and the key resources:
AV = Apotecs Village
MW = Starting Main Warehouse
An = Animal resource
Wd = Wood resource
Cl = Clay resource
Sh = Sheep resource
St = Stone resource
Ir = Iron Ore resource
Gd = Gold resource
Mh = Mushroom resource
Fi = Fish resource
|                                        |
|      Mh                                |
|   Wd                                   |
|                                        |
|   Sh                                   |
|         Wd                             |
|           Ir                           |
|                           AV           |
|          St                            |
|                                        |
|                                        |
|     MW     Cl                          |
|          Wd                            |
|       An                               |
|         Mh                             |
|               St                       |
|                   Gd                   |
|     Fi                                 |

Detailed Apotecs Village (defensive structures and goal only):
D = Defense Tower
S = Supply Tent
W = Warriors Tent
T = Temple
|           D              |
|                          |
|                          |
|  D                       |
|                          |
|              D           |
|             S T     W   D|
|                          |
|       D                  |
|                          |
|                 D        |

This is a relatively small map, and the Apotecs Village takes up most of it.
You will have to build your village along the western edge of the map. When
you find the Apotecs, they will declare you their enemy because you killed the
Palenque who were part of their people. They state they have a gift from the
heavens to help destroy you. Thus you know where the next sunstone is and you
are given a new goal.

  - Destroy the temple of the Apotecs.

VILLAGE SETUP: Follow the standard strategies as usual. You are going to need
quite a few soldiers for this mission. 50-60 soldiers will probably be
required. You can send them in two waves, or all at once. I prefer the all
at once approach, but that's just me.

There are two approaches to destroying the temple. You won't have to worry at
all about the Warrior's Tent, the eastern Defense Tower, or the south eastern
defense tower. They are all far enough away that they won't be able to attack
you while you take out the temple.

ATTACK STRATEGY 1: This is more of a direct attack approach. Attack the
village from the southwest. Take out the defense tower there and whatever
soldiers they send, then march to the center and take out the supply tent, then
the defense tower, and finally the temple.

ATTACK STRATEGY 2: Attack from the northwest.  Take out the northwest defense
tower and whatever soldiers they send. Then march to the east between the
village and the northern most defense tower. If you're lucky you'll be out of
range of both defense towers, but you may have to take out the northern defense
tower. The plan is to attack the center defense tower from the northeast.
Take out the defense tower, then the supply tent and finally the temple.

Either strategy is pretty difficult, that's why I recommend building up a
large force before attacking. You can try to lure soldiers away from their
defenses, but in this map, they're not as dumb, so it's not as successful as it
was in the other maps.

There's not really much more to advise for this map. Try to give your soldiers
beer and promote them as much as you can. When attacking, make sure you give
them all your attention and manage them well and watch out for dying soldiers,
get them out if you can. Remember, if you can tell your army is going to
destroyed, save as many as you can, and regroup before attacking.

After destroying the temple, you find that the remaining Apotecs take the
sunstone and sail away to the north.

R6.1.12 Mission 12: Jah Maika
Your villages, being land ridden for the moment, have no choice but to search
for their ship and other comrades once again. Once they reunite, they set of
in search of the Apotecs. When their supplies run low, they stop at an island
to replenish their stores.

  - Collect 200 food

  - 8 men
  - 4 women
  - 1 boy
  - 1 girl
  - 1 Main Stock House

Here is a layout of the map and the key resources:
PaV = Papagayos Village
PiV = Pinacolada Village
MW = Starting Main Warehouse
An = Animal resource
Wd = Wood resource
Cl = Clay resource
Sh = Sheep resource
St = Stone resource
Ir = Iron Ore resource
Gd = Gold resource
Mh = Mushroom resource
Fi = Fish resource
|                                        |
|                                        |
|                                        |
|                                        |
|                                        |
|                                        |
|  PaV      Sh                           |
|              Ir                  PiV   |
|                St                      |
|                Cl Gd Wd    Sh          |
|             MhAn                       |
|                   MW   Wd              |
|                Wd    An                |
|                                        |
|                   Fi                   |
|                                        |
|                                        |

This is a welcome break after the last mission. This mission is basically to
give you a chance to regroup and have a fun, relaxing mission before the final
battle. On this map you will find plenty of all the resources you need, and
you will find two friendly peoples there as well, which is a nice change
considering you haven't had good friend for awhile. The Pinacoladas lie to the
east, and the Papagayos lie to the west.

Pinacolada Trade Offers:
  - 7 food for 3 wooden tools
  - 6 wool for 4 wood
  - 8 mushrooms for 2 beer

Papagayos Trade Offers:
  - 6 food for 3 wood
  - 4 shoe for 2 beer
  - 5 crockery for 7 clay
  - 4 gold for 1 furniture

Most of these trade are pretty good, but of course the ones you're interested
in are the food trades, which are pretty generous in your favor. If you setup
food trades with both villages, and have your own food production, you will
reach your goal VERY fast.

VILLAGE SETUP: This is a fun map, so here do whatever you want. Follow the
basic strategies if you want, or create your own strategies. Just make sure
you enjoy yourself. Explore the map, experiment, whatever.

Once you have collected your food, you villagers will set sail once again.

ATTACKING YOU FRIENDS: If you attack the Pinacolada village you will have
to pay 10 food for neutrality and 7 spears for friendship. If you attack the
Papagayo village you will have to pay 10 leather for neutrality and 9 furniture
for friendship. Nothing special happens if you destroy either village.

R6.1.13 Mission 13: The Return
After replenishing your food supply, your villagers continue north even though
they have no trace of the Apotecs. They get caught in a current that forces
them to their homeland. But they discover that their neighboring village was
destroyed by the Apotecs.

  - Find the Mayas, destroy them, and recover the sunstone.

  - 6 men
  - 4 women
  - 1 boy
  - 2 soldiers
  - 1 Main Stock House
  - 1 Warehouse

Here is a layout of the map and the key resources:
AV = Impoteken Village (the Apotecs)
IV = Ig Luu Village
W = Warehouse location
MW = Starting Main Warehouse
An = Animal resource
Wd = Wood resource
Cl = Clay resource
St = Stone resource
Ir = Iron Ore resource
Gd = Gold resource
Mh = Mushroom resource
Fi = Fish resource
|                                        |
|  ------                                |
|  | AV |                                |
|  ------                   IV           |
|                                        |
|                                        |
|                        Gd              |
|                                        |
|                                        |
|                 St                     |
|                An                      |
|              Cl     Wd                 |
|  Ir    St   An     An                  |
|              Wd MW   St                |
|             Mh                         |
|  W                                     |
|           Fi    Fi                     |

Detailed Impoteken Village (defensive structures):
D = Defense Tower
S = Storage Tent
W = Warriors Tent
|         S            |
|                      |
|                      |
|           w          |
|                 D    |
|                      |
|                      |
|                      |
| D                    |

This is designed to be the most difficult mission in the game, but I think this
one is tied with Mission 11 for the hardest mission on the game because you
pretty much need the same size army in both. But this one is harder due to the
fact that resources are rather scarce on this map.

You will find the Maya (called Impoteken on this map) in the northwest
corner of the map. You will find a friendly eskimo village to the northeast
who have some very nice trade offers for you.

Ig Luu Trade Offers:
  - 7 food for 2 wood
  - 5 food for 1 leather
  - 5 gold for 2 crockery
  - 6 iron ore for 2 shoes
  - 3 spear for 1 furniture
  - 1 tunic for 3 wooden tools

All of these trades are pretty good deals except for the last one (1 tunic for
3 wooden tools). Unfortunately, that is the one MUST HAVE deal because in this
map there are no sheep to create tunics with. The only way to create bowmen is
to trade with the Ig Luus for tunics. So make sure you have someone constantly
creating wooden tools to stock up for trading.

VILLAGE SETUP: As usual, follow the standard strategies, except don't bother
with the Shepherd's Hut or Weaving Hut because there are no sheep. The iron
ore deposits are far to the west just above the secondary warehouse. Even
though you get a good trade for iron ore from the Ig Luus, you still need to
build an iron mine to master the trade to get the iron smelting works and
beyond. But once you have that mastered, your welcome to get your iron ore
just by trading with the eskimos. If you have villagers living over by the
other warehouse, you should probably send the items they need to that
warehouse using a merchant.

You will find a lot of animals in this map so don't worry about running low
on leather or leather items. The only gold deposit is REALLY far to the north
of your village. It's not really practical to build a gold mine way over there
so I'd suggest that if you want gold, simply trade for it with the Ig Luus.

Since you'll be needing to trade with the Ig Luus for tunics for your bowmen,
you'll probably want someone working at the Carpenter's Workshop fulltime until
he stocks up at least 60 wooden tools, that will net you 20 tunics, which 
should be enough to complete the mission.

Like mission 11, build up an army of about 60 soldiers, or you can send two
separate waves of 30 as you get them. The Apotecs village will have a total of
about 35 soldiers, but many of them will be level 3 soldiers, so it will be a
rather difficult fight. When you're ready to attack, there are three points of

ATTACK STRATEGY 1: Attack from the southwest. There are a lot of soldiers next
to that defense tower, but once you take them out and the defense tower, you
should be able to take out most of their other soldiers before getting in
range of their other defensive buildings. With that done, proceed to
destroying their remaining defenses, and finally, their whole village.

ATTACK STRATEGY 2: Attack from the east. There aren't many soldiers near this
defense tower, but they will arrive in a hurry. Hopefully you can take out the
defense tower before the other soldiers arrive. When they do, make sure you
stay out of range of the warrior's tent. Kill the soldiers before taking on
the warrior's tent. With that out of the way, destroy the remaining defenses
and the rest of the village.

ATTACK STRATEGY 3: Combing attack strategies 1 and 2. You want an army of 60
soldiers for this attack. Split your armies and assign each to a separate hot
key. Then at the same time have one attack from the southwest and the other
from the east. Your southwest attack will face the majority of their soldiers,
but your east will have more structures to deal with. Have both parties meet
where the warrior's tent stands, and proceed destroying the village.

With the village destroyed, you will get the last sunstone, and you will see
the ending cut scene.

And that's it, you've beaten the game!  Congratulations!

NOTE: if you watch the entire credits, at the very end, it will display a
message in the bottom left corner of the screen: "To Be Continued..."
Hmmmm....what could that mean?  Could that mean a sequel?  In fact, it does,
and the sequel already exists, Cultures 2.  I have played it a little bit.
Perhaps you'll see a walkthrough for that one as well.....

ATTACKING THE IG LUUS: If you attack the Ig Luus you will have to pay 8 beers
for neutrality and 5 furniture for friendship. Nothing special happens if you
destroy the Ig Luus. Of course, trading with the Ig Luus is critical in this
mission so you'd be nuts to kill them or make them your enemy.

   R6.2.0 Scenario Walkthrough
This Scenario Walkthrough is not a real detailed walkthrough. I'll simply
describe the missions and anything special I noticed when I played them, but I
only played them once and I didn't explore them fully like the campaign maps.
I won't be doing a detailed description (like maps, triggers, etc.) as I did in
the campaign walkthrough. The scenarios are pretty simple. If I get requests
for a detailed walkthrough of the scenarios, I may do so, but until then, this
simple scenario description will suffice. Hey, you gotta beat some of these
missions by yourself!

R6.2.1 Between The Lines
   - Destroy the 2 villages Warrior Tents but ONLY the warrior tents.

You won't need many soldiers for this mission. Focus only on melee fighters
(swordsmen and spearmen) because you only want to destroy the buildings, and
bowmen are not good at attacking structures. You'll want 10-20 melee fighters.

Take out the Warrior Tents one at a time, they're each in the north part of
their village. You can reach the village in peace as you will be at least
neutral with each village. As soon as you destroy the first Warrior's Tent,
immediatly pay a small tribute (food I believe, so make sure you have some food
stocked up before attacking) to be at least neutral with the village you just
attacked. That way you're not forced to kill their people. You should not
have lost any soldiers. Then proceed and kill the other Warrior's Tent and
also immediatly pay the tribute to avoid more fighting, and you will have
completed the mission.

R6.2.2 Bone Valley
  - No goal, do what you want for as long as you want.

R6.2.3 Death Valley
  - Collect 20 gold bars

The gold you seek is in the bottom right corner of the map. It is guarded by
soldiers from the village in the top right corner of the map. There is another
village in the bottom left corner of the map you can trade with if you'd like.
You will need 20+ soldiers to secure the gold. Once it's secured, simply mine
the gold and generate gold bars, you'll probably need to place a line of
signposts to help your villagers to find their way.

Note: If you were able to secure the gold with minimum casualties, you should
be able to destroy the village in the top right corner of the map. You don't
have to do that to complete the mission, but it gives you something to do while
you mine the gold.

R6.2.4 Heirs Of Vinland
  - Collect 20 spears
  - Collect 20 leather armors
  - Collect 20 bows
  - Collect 20 swords
  - Collect 50 food

There are 4 villages in this mission (2 friendly, 2 hostile) but you don't need
to interact with them at all if you don't want to. You have enough resources
around you to complete the mission without any help. One friendly village is
in the top right of the map, the other 3 are all along the left side of the

This is very simple mission, just create the items you need.

R6.2.5 Ice Age
  - Find the Mogensens Village
  - Find the Blood Axe Clan
  - Destroy the Inuit's Ice Fortress

The Mogensens Village is directly north of your village. The Blood Axe clan
is north west west of your village, you'll probably have to go around the
mountain chain there. You start off with a partially built village.

You will need about 25 soldiers to destroy the Inuit village.
The Inuit village is in the top right corner of the map. They only have
spearmen so if you have swordsmen, you're in good shape. There is a small path
through the mountains to the south that will get you to the Inuit village
quicker than going around the moutain range.

R6.2.6 Invasion
  - Destroy your enemy's Headquarters (Main Warehouse)

The village is across the river to the northwest west. You should focus on
building melee fighters because you'll be fightin only buildings in this
mission. The enemy only has soldiers in the defense towers (archers). You'll
need about 25 soldiers. There are 2 defense towers right next to each other
accross the bridge, once you make it through those, there is one more defense
tower you have to worry about as you enter the village. Take it out then you
can take out the main warehouse without any trouble. The other two defense
towers are in the back of their village and out of range of the main warehouse.

R6.2.7 Loki's Revenge
  - Destroy Loki's Army

You start off with a village already partially built for you. It will take you
awhile to gather the weapons and armor you need. Loki has about 45-50 soldiers
at his disposal, but don't worry, you'll get to attack them in waves. I'm not
sure what triggers the attacks to begin, but it appears to happen as soon as
you send a few of your soldiers away from the village towards Loki. You will
need about 25+ soldiers.

The attacks will be against the defense tower you have at the bottom right of
your village. The first wave will be the hardest one, it will be of about 10
soldiers, after that, the rest of the enemy soliders trickle in. As long as
you didn't suffer too many casualties in the first wave, the rest shouldn't be
too hard.

After the attacks begin, get to the enemy's tent as soon as you can as it will
be creating more enemy soliders. Don't worry, there are no enemy defensive
structures. Once the enemy is destroyed, the mission is complete.

R6.2.8 Niagara
  - No goal, do what you want for as long as you want.

R6.2.9 Ragnorok - The Last Stand
  - Destroy Loki's Army and all his buildings.

This mission may be the hardest of the scenarios. You will need about 35+
soldiers to defeast his army. Luckily, your village already has most of the
buildings and resources stocked to create weapons and armor immediately. Stock
you barracks ASAP because Loki will launch an early attack from the north.

Make sure you send all your archers to the two defense towers to the north.
The path there leads to Loki's army (in the northeast part of the map). You
start with archers in the other towers, but move them to the north towers. You
aren't attacked from anywhere else. Your starting soldiers should be enough to
hold off the attack, but you'll probably lose all your soldiers not in the
towers, and you may even lose one of the towers. That's why I recommend
getting new soldiers ASAP to lessen the damages of the attack.

You don't have the buildings to make spearmen, and you don't need spearmen. I
went ahead and worked towards getting some anyway. Once you have your army
march north along the path, then west, and destroy the Loki army and buildings
to complete the mission.

R6.2.10 The Last Bastion
  - Bring peace to the land.

A pretty generic goal, but it just means you either have to become friends with
all the villages or destroy the villages. While it would probably be fun and
challenging to destroy all the villages, it would be much simpler to simply be
friends with everyone. Unfortunately, you are forced to destroy at least one
village because it will not change its hostile attitude towards you.

There are 5 villages. One to the south south west, one to the southwest, two
to the west, and the other one to the north west. This is a very large map so
your scout will have a tough time finding all the villages. The 3 southern
most villages you can befriend relatively easily. Their demands are pretty
reasonable. The Orange village to the west is the one that you must destroy.
The northwest one you can befriend, but it may be just as easy to destroy it.
It requires gold nuggets to befriend it, and the gold nearest you is near and
guarded by the Orange hostile people, and is far from your village. By the
time you destroy that village, setup your gold collecting building (plus supply
tent to stock it because it must be in a warehouse to be able to trade), you
could have destroyed the northwest village.  Whatever you choose to do with the
northwest village is up to you.

Note that there is no iron near your village. The nearest iron if VERY far,
and the sheep are not very close either. So you really can only create
spearmen easily, bowmen are a hassle. You can defeat the Orange village with
just spearmen. You'll need about 20 spearmen to do so.

If you decide to destroy the northwest village, you'll probably need about 30

R6.2.11 Theives in the Snow
  - Find and destroy the enemy village

This is a small map with a pretty easy mission. The enemy village is to the
north. They only have spearmen, and not that many either. You will only need
about 15+ soldiers to defeat them.

Early on, there is one enemy soldier patroling the southern part of the map,
but your archer in the tower can take him out before he can do anything. You
will also get attacked once from the north by about 8 soldiers, but by the time
the attacks come you should have enough soldiers to deal with them. I don't
know what triggers the attack.

After the attack, assuming you have your 15+ soldiers, send them to destroy the
enemy village.

R6.2.12 Unlimited Expansion
  - No goal, do what you want for as long as you want.

*** R7.0.0 Buildings, Jobs, Items
   R7.1.0 Jobs
Here I am only going to list the Jobs, their corresponding workplace, what
items they require to produce, and the item they produce.  For more details on
usefulness of the job and/or items produced, read the details under their
corresponding building in the Buildings list.  Those jobs without a
specific work place are described right after the following chart.

    Job Name     |      Workplace      |  Item Produced  |Items req. to Produce
Armorer          |   Armorer's Forge   |   Iron Armor    |     Iron, Wood
Baker            |      Bakery         |      Food       |    Water, Flour
Bowmaker         | Bowmaker's Workshop |      Bow        |    Leather, Wood
Brewer           |      Brewery        |      Beer       |    Water, Wheat
Cabinetmaker     | Furniture Workshop  |    Furniture    |        Wood
Clay-worker      | Clay-worker's Tent  |      Clay       |    Clay Desposits
Druid            |      Temple         |      Oil        |      Mushroom
Farmer           |       Farm          |     Wheat       |     Green Plain
Fisherman        |  Fisherman's Tent   |      Food       |    Water w/ Fish
Fruit Collector  |     Fruit Farm      |      Food       |     Berry Bushes
Goldsmith        | Goldsmith's Workshop|      Gold       |     Gold Nugget
Gold Miner       |      Gold Mine      |   Gold Nugget   | Gold Nugget Deposits
Huntsman         |   Huntsman's Tent   |  Food, Leather  |      Animals
Iron Miner       |      Iron Mine      |    Iron Ore     |   Iron Ore Deposits
Iron Smelter     | Iron Smelting Works |      Iron       |    Iron Ore, Wood
Joiner           | Carpenter's Workshop|   Wooden Tool   |        Wood
Miller           |        Mill         |      Flour      |       Wheat
Mushroom Collector|Mushroom Collector's Hut|  Mushroom   |  Mushroom Deposits
Potter           |  Potter's Workshop  |     Crockery    |        Clay
Shepherd         |    Shepherd's Hut   |      Wool       |       Sheep
Shoemaker        | Shoemaker's Workshop|      Shoe       |      Leather
Spearmaker       |Spearmaker's Workshop|      Spear      |        Wood
Stonemason       |  Stonemason's Tent  |      Stone      |   Stone Deposits
Tanner           |   Leather Workshop  |  Leather Armor  |      Leather
Toolsmith        |  Toolmaker's Forge  |    Iron Tool    |     Iron, Wood
Weaponsmith      | Swordmaker's Forge  |      Sword      |     Iron, Wood
Weaver           |    Weaving Mill     |      Tunic      |        Wool
Woodcutter       |  Woodcutter's Tent  |      Wood       |       Trees

Special Jobs:
These are jobs that have no specific building to work in and carry out unique

 - Building constructor
   Their workplace is the building they are building.

 - Carrier
   Most of the buildings allow for
   at least one carrier. The
   carrier transports the items needed for whatever building he works in.
   This helps boost productivity in that building. For the Barracks, carriers
   are the only way to stock the Barracks with weapons, armor, beer, and gold.
   When working at a supply tent or warehouse, the carrier brings any and
   every item it can find, starting with whatever is closest to his center of

 - Merchant
   Merchants carry out trades with foreign villages and also transport good
   between your own village's supply tent and warehouses.

 - Scout
   This job is designed simply to explore the area and
   help others get around the area using signposts.
   The caveat of this Job is that you need to specifically tell them when and
   where to eat. If you don't, your scout will literally starve to death.
   But usually since you use him to explore, he can find food relatively
   quickly if need be (just find some berry bushes). You can also specify
   when your scout should sleep, but if he gets tired enough, he'll sleep on
   his own.

 - Soldiers
   Your soldiers (bowmen, swordsmen, spearmen) are similar to the scout in that
   you must tell them when to eat or sleep (they'll sleep on their own if need
   be). Luckily with the solider, if you give him beer, his hunger will be
   satisfied for quite a while. You can only create a soldier in the barracks
   assuming it contains the necessary equipment, and you can only disband a
   soldier (send him back to civilian life) at the barracks.

   R7.2.0 Items
Here is the list of items, who produces them and where, and what
is required to produce them. If you want more info on the item or its
usefulness, see its the description under its producing building in the
Buildings section.

  Item Name   |   Produced by    |     Produced At     | Items req. to Produce
Beer          |      Brewer      |      Brewery        |     Water, Wheat
Bow           |     Bowmaker     | Bowmaker's Workshop |    Leather, Wood
Clay          |    Clay-worker   |  Clay-worker's Tent |    Clay Deposits
Crockery      |      Potter      |  Potter's Workshop  |        Clay
Flour         |      Miller      |        Mill         |        Wheat
*Food         |      Various     |       Various       |       Various
Furniture     |   Cabinetmaker   | Furniture Workshop  |         Wood
Gold          |    Goldsmith     | Goldsmith's Workshop|     Gold Nugget
Gold Nugget   |    Gold Miner    |      Gold Mine      | Gold Nugget Deposits
Iron          |   Iron Smelter   | Iron Smelting Works |    Iron Ore, Wood
Iron Armor    |      Armorer     |   Armorer's Forge   |      Iron, Wood
Iron Ore      |    Iron Miner    |      Iron Mine      |   Iron Ore Deposits
Iron Tool     |     Toolsmith    |  Toolmaker's Forge  |      Iron, Wood
Leather       |     Huntsman     |   Huntsman's Tent   |       Animals
Leather Armor |      Tanner      |  Leather Workshop   |       Leather
Mushroom      |Mushroom Collector|Mushroom Collector's Hut| Mushroom Deposits
Oil           |       Druid      |       Temple        |       Mushroom
Shoe          |     Shoemaker    | Shoemaker's Workshop|        Leather
Spear         |    Spearmaker    |Spearmaker's Workshop|         Wood
Stone         |    Stonemason    |  Stonemason's Tent  |    Stone Deposits
Sword         |    Weaponsmith   |  Swordmaker's Forge |      Iron, Wood
Tunic         |      Weaver      |     Weaving Mill    |         Wool
Water         |        N/A       |        Well         |  Digging for Water
Wheat         |      Farmer      |        Farm         |     Green Plain
Wood          |    Woodcutter    |  Woodcutter's Tent  |        Trees
Wooden Tool   |      Joiner      | Carpenter's Workshop|         Wood
Wool          |     Shepherd     |   Shepherd's Hut    |        Sheep

* Food is produced at the following locations:
  - Huntsman's Tent -> requires animals
  - Fruit Farm -> requires berry bushes
  - Fisherman's Tent -> requires water with fish
  - Bakery -> requires Water and Flour

   R7.3.0 Buildings Intro
I have divided all the buildings into three levels, which I call tiers.  This
is not directly specified anywhere in the game or game manual, this is just my
way of separating the numerous buildings available in Cultures.

Tier 1 buildings are the most basic buildings. Villagers who work in these
buildings (where applicable) will expend their Food and Sleep bars, but their
Entertainment and Religion bars will not be affected. Most of these buildings
are immediately available or only require one or two masteries before being

Tier 2 buildings are more advanced buildings requiring masteries in some of
the tier 1 buildings before they can be constructed. Villagers working in
these buildings (where applicable) expend their Food, Sleep, and Entertainment
bars. Only the Religion bar is left unused.

Tier 3 buildings are the most advanced buildings in the game. They require
masteries of tier 2 buildings. Villagers working in these buildings (where
applicable) will expend all four of their stats bars Food, Sleep,
Entertainment, Religion. The other thing to note with these buildings is that
all of them except for the "House For Three Families" and the "Toolmaker's
Forge" are all used for military purposes.

   Building Name
   JOB: title of the villager who works here, if any (does not count carriers
        or merchants)
   TECH REQS: job mastery(ies) required to build
   BUILDING COSTS: list of items required to build the building
   PRODUCES: item produced   REQUIRED: items requires to produce
   USES: items used in this building (for houses only)
   WORKERS/HOUSES: # of workers, # carriers, or how many can live there
   DESCRIPTION: Ranking of usefulness, from 1 to 10, and a brief description.

   R7.4.0 Tier 1 Buildings
   R7.4.1 Warehouse
   TECH REQS: Scout
   BUILDING COSTS: 3 wood, 1 wheat, 1 clay
   WORKERS:  5 Carriers or Merchants
   DESCRIPTION: Usefulness 10/10
   The warehouse is a must have building, but only one, usually. More than
   that is rarely necessary. The warehouse can hold 200 of every item in
   the game. Every time you start a game, there will always be one warehouse
   (often called the "Main Stock House"), and it will usually be stocked with
   some essential items. The warehouse also serves as
   your default line of defense.  It
   can defend itself by calling the villagers into it (clicking on the Bell
   icon in its status window).

   R7.4.2 Supply Tent
   TECH REQS: None
   BUILDING COSTS: 3 wood, 1 leather 
   WORKERS: 3 Carriers or Merchants
   DESCRIPTION: Usefulness 2/10
   The Supply Tent can store 100 of each item. I have not made use of this
   building hardly at all, but it can be useful. Say
   you have a very large village that covers a very large area. When your
   villagers need a particular item, it may be in the main warehouse all the
   way on the other side of the village. If you were to build a supply tent
   or warehouse nearby and stock with the needed items, your villagers would
   find what they need much faster and be that much more productive. This
   should be built far from the main warehouse where villagers need an
additional storage

   R7.4.3 Dwelling Tent
   TECH REQS: None
   BUILDING COSTS: 3 wood, 1 leather 
   USES: 1 Furniture, 1 Crockery, 1 Oil
   HOUSES: 1 Single Villager, or 1 Family (Husband, Wife, and 1 Child)
   DESCRIPTION: Usefulness 10/10
   Dwellings in this game are very important. Without them and marriages,
   productivity would absolutely plummet. This is the place where a villager
   sleeps and eats if it's stocked with food. A villager will recover much
   more of his food and sleep bars here than he would outside the home. If he
   has a wife, his entertainment bar will be recharged. If his wife has stocked
   the house with oil, his religion bar will recharge. The dwelling should be
   close to the home owner's work place.

   R7.4.4 Huntsman's Tent
   JOB: Huntsman
   TECH REQS: None
   BUILDING COSTS: 3 wood, 1 leather
   PRODUCES: food, leather REQUIRED: None
   WORKERS: 3 Hunters
   DESCRIPTION: Usefulness 10/10
   The hunter will hunt the animals in his work range (excluding sheep), and
   stock his tent with the food and leather produced.  Eventually, the animals
   will run out, but that tends to take a very long time, and you usually
   finish the mission before that happens. So this building is useful
   throughout the game. It is also the only natural source of leather. You
   will want to build this building where there are many roaming animals.

   R7.4.5 Fisherman's Tent
   JOB: Fisherman
   TECH REQS: None
   BUILDING COSTS: 3 wood, 1 leather 
   WORKERS: 3 Fishermen
   DESCRIPTION: Usefulness 3/10
   This building is used to gather fish for food. The reason it gets a
   usefulness rating of 3 is because, one, It doesn't take long to run out of
   fish, and two, not all maps have streams or lakes with fish. You're better
   off having the fisherman be a hunter, or a building constructer to get the
   farm-mill-bakery system going instead. The Fisherman's Tent should be
   built near the source of the fish.

   R7.4.6 Woodcutter's Tent
   JOB: Woodcutter
   TECH REQS: None
   BUILDING COSTS: 3 wood, 1 leather
   PRODUCES: wood REQUIRED: none
   WORKERS: 3 Woodcutters
   DESCRIPTION: Usefulness 10/10
   This is another must have building. If you notice, the main item used in
   constructing buildings is wood. Initially, wood can be found lying on the
   ground around your village, but it runs out REALLY fast. You need a
   woodcutter to constantly be producing wood. Wood is required to make
   furniture and wooden tools. Wood is essential if you plan on creating a
   military. All weapons and iron armor require wood to be produced. Build
   this building close to many trees, preferably in the middle of many trees.

   R7.4.7 Carpenter's Workshop
   JOB: Joiner
   TECH REQS: Woodcutter
   BUILDING COSTS: 3 wood, 1 leather
   PRODUCES: wooden tools REQUIRED: wood
   WORKERS: 1 Joiner, 1 Carrier
   DESCRIPTION: Usefulness 9/10
   This building produces wooden tools, which are great to have but you can do
   without it if need be. I highly recommend you get wooden tools.
   They can double your produced items and it doesn't take much work to get
   these tools. Build near wood, usually best near the woodcutter's

   R7.4.8 Clay Worker's Tent
   JOB: Clay-worker
   TECH REQS: None
   BUILDING COSTS: 3 wood, 1 leather 
   WORKERS: 3 Clay-workers
   DESCRIPTION: Usefulness 8/10
   This is a useful building in the fact that you can use the clay to make
   crockery, which essentially doubles the use of food in houses. That is
   crucial to have an efficient village. The Clay-worker's Tent is also
   required to build the more advanced military items. It also allows access
   to the Stonemason. Build this building near areas with abundant clay.

   R7.4.9 Stonemason's Tent
   JOB: Stonemason
   TECH REQS: Clay-worker
   BUILDING COSTS: 3 wood, 1 leather
   WORKERS: 3 Stonemasons
   DESCRIPTION: Usefulness 6/10
   The stonemason's test is an okay, but not very essential building. You
   usually need one to make sure you have enough stones for construction
   purposes (the local stones around your village run out pretty quick). But
   after that the only use for stones is for roads. I'm not big on making
   roads, but if you are, then you will definitely need one of these. Build
   this building near areas with abundant stones.

   R7.4.10 Farm
   JOB: Farmer
   TECH REQS: None
   BUILDING COSTS: 3 wood 1 leather
   WORKERS: 3 Farmers
   DESCRIPTION: Usefulness 10/10
   In every village you will need a farm-mill-bakery system to constantly
   produce food. The Farm produces wheat to be used
   in the Mill. One farm with multiple farmers can produce enough wheat for 2
   or 3 wheat consuming buildings. The Mill and Brewery are the two wheat
   consuming buildings. Build Farm on green grassy open areas.

   R7.4.11 Well
   TECH REQS: Farmer
   BUILDING COSTS: 3 wood, 1 leather
   WORKERS: None
   DESCRIPTION: Usefulness 10/10
   This is part of the farm-mill-bakery system, and therefore an essential
   building. Build near the Mill and Bakery, and close to the farm if
   you're going to have a brewery. The well must be built on little streams.
   In very few maps are these streams naturally occurring. Usually you must
   have your building Constructers dig for water where you want the Well, and
   they will dig up water where the Well can be built. If you find that the
   Well fills the buckets very slowly, dig for water around the well to speed
   up water production.

   R7.4.12 School
   TECH REQS: None
   BUILDING COSTS: 3 wood, 1 wheat, 2 stone 
   WORKERS: None
   DESCRIPTION: Usefulness 7/10
   A very useful building because it can teach any villager a new trade in a
   very short amount of time. This is almost essential in an older village
   when you want a new member of the village (one who just reached adulthood)
   to begin working on an advanced trade without having to go through the trade
   hierarchy. Build the school pretty much anywhere in your village.

   R7.4.13 Barracks
   TECH REQS: None
   BUILDING COSTS: 3 wood, 7 stone
   PRODUCES: Military units REQUIRED: Depends on military units desired
   WORKERS: 3 carriers
   DESCRIPTION: Usefulness 0/10 on peaceful missions,
                10/10 in war missions.
   This building is only needed if you need a military of some sort. Otherwise
   don't bother with it. Any male villager can become a fighting unit in the
   barracks providing the barracks contains the necessary items. The barracks
   holds 8 items: spears, bows, swords, tunics, iron armor, leather armor,
   gold, and beer. Build the barracks near the armor and weapon
   producing structures if you can (it's a very big building). But the carriers
   will find the necessary items anyway as long as you have a good system of

   R7.5.0 Tier 2 Buildings

   R7.5.1 House For Two Families
   TECH REQS: Clay-worker
   BUILDING COSTS: 3 wood, 1 wheat, 2 stone
   USES: 1 Furniture, 1 Crockery, 1 Oil
   HOUSES: 2 Single Villagers, or 2 Families
   DESCRIPTION: Usefulness 9/10
   This building is just two dwellings combined into one. I tend to use this
   house more than the other house buildings simply because it can be built
   really early on (only need to master the clay-worker job), and usually two
   families are enough to run most of the work buildings around it. The items
   and food in house is shared, so as long as there is one woman (even if the
   other tenant is a single male), the food she stocks is eaten by all house
   and the crockery, furniture, and oil are also shared. This does take up more
   space than a dwelling though.

   R7.5.2 Mill
   JOB: Miller
   TECH REQS: Farmer
   BUILDING COSTS: 3 wood, 1 wheat, 1 clay
   PRODUCES: flour REQUIRED: wheat
   WORKERS: 1 Miller, 1 Carrier
   DESCRIPTION: Usefulness 10/10
   Another crucial piece of the Farm-Mill-Bakery system. The Mill is used to
   ground the wheat into the flour that is used by the bakery. Should be built
   near the Farm.

   R7.5.3 Bakery
   JOB: Baker
   TECH REQS: Miller
   BUILDING COSTS: 3 wood, 1 wheat, 2 stone
   PRODUCES: food REQUIRED: wheat, water
   WORKERS: 1 Baker, 1 Carrier
   DESCRIPTION: Usefulness 10/10
   The final piece of the Farm-Mill-Bakery system. The Bakery is the place
   where food (in this case bread) is produced from the flour and water. Build
   near the Mill and Well.

   R7.5.4 Iron Mine
   JOB: Iron Miner
   TECH REQS: Clay-worker
   BUILDING COSTS: 3 wood, 1 wheat, 1 clay
   PRODUCES: iron ore REQUIRED: None
   WORKERS: 3 Iron Miners
   DESCRIPTION: Usefulness 3/10
   Unless it is a military campaign, this building is not very useful. In
   fact, if you don't need any iron tools and you are not raising an army, this
   building is completely useless. The iron ore is used to create iron bars,
   which in turn are used to create either swords, iron armors, or iron tools,
   and that's it. Build near large areas of iron ore deposits.

   R7.5.5 Iron Smelting Works
   JOB: Iron Smelter
   TECH REQS: Iron Miner
   BUILDING COSTS: 3 wood, 1 wheat, 1 clay
   PRODUCES: iron REQUIRED: iron ore, wood
   WORKERS: 1 Iron Smelter, 1 Carrier
   DESCRIPTION: Usefulness 3/10
   Same usefulness as the Iron Mine because, again, this building is basically
   useless if you don't need a military or iron tools. Having a carrier on
   this building is very helpful because you will need both iron ore and wood
   to make iron. Build near the Iron Mine and Woodcutter's Tent.

   R7.5.6 Gold Mine
   JOB: Gold Digger
   TECH REQS: Stonemason
   BUILDING COSTS: 3 wood, 1 wheat, 1 clay
   PRODUCES: gold nuggets REQUIRED: None
   WORKERS: 3 Gold Digger
   DESCRIPTION: Usefulness 1/10
   The Gold Mine is used to gather raw gold nuggets that can later be used to
   produce gold bars. The gold is only used to promote your military units to
   higher levels. If you don't need military units, you don't need a gold
   mine. But even if you DO need military units, so much gold is required to
   promote all of them (2 bars = 1 level of promotion) that it requires a LOT
   of gold. That and the fact that the different levels aren't that noticeably
   better, you're better off directing your villagers to more productive tasks.
   Build near large collections of gold.

   R7.5.7 Leather Workshop
   JOB: Tanner
   TECH REQS: Shoemaker
   BUILDING COSTS: 3 wood, 1 wheat, 1 stone
   PRODUCES: leather armor REQUIRED: leather
   WORKERS: 1 Tanner, 1 Carrier
   DESCRIPTION: Usefulness 5/10
   You only need this building if you plan on creating spearmen. Spearmen are
   the only ones you can wear the armor produced here. Build near the
   Huntsman's Tent.

   R7.5.8 Shoemaker's Workshop
   JOB: Shoemaker
   TECH REQS: Huntsman
   BUILDING COSTS: 3 wood, 1 wheat, 2 stone
   PRODUCES: shoe REQUIRED: leather
   WORKERS: 1 Shoemaker, 1 Carrier
   DESCRIPTION: Usefulness 7/10
   This is a good building to have, provided you have the leather to support
   it. In some maps, leather is hard to come by, so it may be better to save
   your leather for more important uses. But usually, you will have
   sufficient leather that you don't need to worry about it. Shoes will allow
   your villagers to not get as tired or hungry as quickly as they would
   without shoes. Build near the Huntsman's Tent.

   R7.5.9 Furniture Workshop
   JOB: Cabinet Maker
   TECH REQS: Joiner
   BUILDING COSTS: 3 wood, 1 leather
   PRODUCES: wooden tool REQUIRED: wood
   WORKERS: 1 Cabinet Maker, 1 Carrier
   DESCRIPTION: Usefulness 8/10
   Furniture in the home will allow a villager to completely recover their
   sleep bar. The Furniture lasts a while, so you only need to have someone
   working here for a while, then you can pretty much leave it alone for most
   of the game. Build near the Woodcutter's Tent.

   R7.5.10 Fruit Farm
   JOB: Fruit Collector
   TECH REQS: Farmer
   BUILDING COSTS: 3 wood, 1 wheat, 1 clay
   WORKERS: 1 Fruit Collector
   DESCRIPTION: Usefulness 3/10
   The Fruit Farm is nice, but you can certainly get by without it. The FMB
   system will be taking care of all the village's food needs. The most
   difficult part is finding a good place for the Fruit Farm. It needs to be
   placed near large clusters of berry bushes. There aren't too many maps
   setup for fruit farms. But it is helpful to setup one of these nearby if
   your main food source is far away. Build near berry bushes.

   R7.5.11 Mushroom Collector's Hut
   JOB:  Mushroom Collector
   TECH REQS: Farmer
   BUILDING COSTS: 3 wood, 1 wheat, 1 clay
   PRODUCES: mushrooms REQUIRED: None
   WORKERS: 1 Mushroom Collector
   DESCRIPTION: Usefulness 4/10
   The purpose of this building is to gather mushrooms that will later be used
   by the Druid to make oil for you villagers. Unless you're raising a
   military, oil will not really be useful to you because almost all the
   buildings that drain the religion bar are for military uses. Also mushrooms
   are the most scarce natural resource and you'll likely run out of mushrooms
   very quickly. Build near large collections of mushrooms.

   R7.5.12 Temple
   JOB: Druid
   TECH REQS: Mushroom Collector
   BUILDING COSTS: 3 wood, 7 stone
   PRODUCES: oil REQUIRED: mushroom
   WORKERS: 1 Druid, 1 Carrier
   DESCRIPTION: Usefulness 6/10
   Here the Druid uses mushrooms to create oil. Oil is used in households to
   burn a blue flame in front of the house, and when a villager returns home,
   his religion bar will be completely reenergized. This is very useful in
   military maps where the weapon, armor, brewery, and gold buildings drain
   your villagers' religion bar. Your workers waste a lot of time praying if
   they don't have oil in their home.
   Build near the mushroom's collectors hut.

   R7.5.13 Shepherd's Hut
   JOB: Shepherd
   TECH REQS: Huntsman
   BUILDING COSTS: 3 wood, 1 wheat, 1 clay
   WORKERS: 1 Shepherd
   DESCRIPTION: Usefulness 5/10
   Only useful if you plan on training bowmen. The wool gathered here is used
   by the weaver to create tunics, the armor of the bowman. Build near herds
   of sheep.

   R7.5.14 Weaving Mill
   JOB: Weaver
   TECH REQS: Shepherd
   BUILDING COSTS: 3 wood, 1 wheat, 1 clay
   PRODUCES: tunic REQUIRED: wool
   WORKERS: 1 Weaver, 1 Carrier
   DESCRIPTION: Usefulness 5/10
   Useful only if you plan on training bowmen. The tunics created here are
   the armor of the bowman. Build near the Shepherd's Hut.

   R7.5.15 Potter's Workshop
   JOB: Potter
   TECH REQS: Clay-worker
   BUILDING COSTS: 3 wood, 1 wheat, 1 clay
   PRODUCES: crockery REQUIRED: clay
   WORKERS: 1 Potter, 1 Carrier
   DESCRIPTION: Usefulness 10/10
   This is one of the buildings I try to build as soon as I can. Basically, it
   allows you to double your food supply by creating crockery for your
   villagers' houses. Crockery in the home will allow every meal to count as
   two meals, thus halving your food use. Of course, meals are only doubled
   when eaten in the home. Your villagers should always have homes to go to
   with at least one woman in the home to provide the food. Build near the
   Clay-worker's Tent.

   R7.6.0 Tier 3 Buildings
   R7.6.1 House For Three Families
   TECH REQS: Joiner, Clay-worker
   BUILDING COSTS: 3 wood, 1 wheat, 2 stone
   USES: 1 Furniture, 1 Crockery, 1 Oil
   HOUSES: 3 Single Villagers, or 3 Families (Husband, Wife, 1 Child)
   DESCRIPTION: Usefulness 7/10
   A nice building to have, but usually too large to build in the areas you
   probably need it. If you can build this where you want it, great. I tend
   to stick with the two-family house or dwellings, but I usually don't grow
   my village too large. If you plan on making a very large village with a
   large population, you'll definitely want to build three-family houses
   instead to minimize the amout of space you take up.

   R7.6.2 Goldsmith's Workshop
   JOB: Goldsmith
   TECH REQS: Gold Digger
   BUILDING COSTS: 3 wood, 1 wheat, 1 clay
   PRODUCES: gold REQUIRED: gold nuggets
   WORKERS: 1 Goldsmith, 1 Carrier
   DESCRIPTION: Usefulness 2/10
   Again, this is another building with only military uses. The gold produced
   here is used to promote military units to higher levels (there are 3
   levels). Build near the Gold Mine.

   R7.6.3 Brewery
   JOB: Brewer
   TECH REQS: Baker
   BUILDING COSTS: 3 wood, 1 wheat, 2 stone
   PRODUCES: beer REQUIRED: wheat, water
   WORKERS: 1 Brewer, 1 Carrier
   DESCRIPTION: Usefulness 5/10
   Beer is only used for military units so that they don't get hungry for a
   long time. If you don't raise a military, you won't need this building
   unless the mission has you trading beer. Build near the Well and

   R7.6.4 Toolmaker's Forge
   JOB: Toolsmith
   TECH REQS: Iron Smelter
   BUILDING COSTS: 3 wood, 1 wheat, 1 clay
   PRODUCES: iron tool REQUIRED: iron, wood
   WORKERS: 1 Toolsmith, 1 Carrier
   DESCRIPTION: Usefulness 9/10
   The Iron tool can up to triple your
   productivity in conjunction with the wooden tool. The problem with the iron
   tools is that you need both iron and wood to produce them, and it isn't
   until late in the game that they become available. It's difficult to get to
   the point to make iron tools, but they are great to have if you cant. Build
   near the Iron Smelter's Workshop and Woodcutter's Tent.

   R7.6.5 Armorer's Forge
   JOB: Armorer
   TECH REQS: Iron Smelter
   BUILDING COSTS: 3 wood, 1 wheat, 2 stone
   PRODUCES: iron armor REQUIRED: wood, iron
   WORKERS: 1 Armorer, 1 Carrier
   DESCRIPTION: Usefulness 3/10
   Armor for the Swordsman is produced here. Build near the Iron Smelter's
   Workshop and Woodcutter's Tent.

   R7.6.6 Swordmaker's Forge
   JOB: Swordsmith
   TECH REQS: Iron Smelter
   BUILDING COSTS: 3 wood, 1 wheat, 2 stone
   PRODUCES: swords REQUIRED: wood, iron
   WORKERS: 1 Swordsmith, 1 Carrier
   DESCRIPTION: Usefulness 3/10
   Swords for the Swordsman are produced here. Build near the Iron Smelter's
   Workshop and Woodcutter's Tent.

   R7.6.7 Spearmaker's Workshop
   JOB: Spearmaker
   TECH REQS: Joiner
   BUILDING COSTS: 3 wood, 1 wheat, 2 stone
   PRODUCES: spears REQUIRED: wood
   WORKERS: 1 Spearmaker, 1 Carrier
   DESCRIPTION: Usefulness 3/10
   Spears for the Spearman are produced here. Build near the Woodcutter's

   R7.6.8 Bow Maker's Workshop
   JOB: Bowmaker
   TECH REQS: Spearmaker
   BUILDING COSTS: 3 wood, 1 wheat, 2 stone
   PRODUCES: bows REQUIRED: wood, leather
   WORKERS: 1 Bowmaker, 1 Carrier
   DESCRIPTION: Usefulness 3/10
   Bows for the Bowman are produced here. Build near the Woodcutter's Tent
   and Huntsman's Tent.

   R7.6.9 Defense Tower
   TECH REQS: Bowmaker
   BUILDING COSTS: 3 wood, 1 wheat, 1 clay
   HOUSES: 3 archers
   DESCRIPTION: Usefulness 1/10
   In almost all maps, the Defense Tower is utterly pointless to have. Your
   village will almost never be under attack. In almost all military campaigns
   you are the one doing the attacking. Only build this when you expect to be
   attacked. Build in front of your village where you expect the attacks to
   come from to stop the enemy before he reaches the village. It also houses
   up to 3 archers for added attack power and range.

*** R8.0.0 Challenges
So you think you've beaten the campaign and every scenario so there's nothing
left to do? Well, here are some challenges for you to tackle and give you
some new things to do.

   R8.1.0 Completely Fill a Warehouse
Challenge 1: Fill a Warehouse with 200 of every single item in the game!

This is actually not that difficult to do, it simply is very time consuming
but if you plan ahead you will be able to complete it in less time than you

There are at least two maps with enough resources to complete this challenge
(I have done it on both).

1) The Last Bastion (scenario map)
This is the easiest map to complete this challenge. There is plenty of every
resource except for gold. But one of the other villages offers gold bars, so
you will have to trade for the gold bars. But other than that, you will be able
to gather/make the other items yourself.

2) Bone Valley (scenario map)
This map is a little more difficult to complete the challenge. You can gather
or make everything yourself except for gold and oil. Make sure you trade for
gold. And you HAVE to trade for the oil because there is barely enough
mushrooms on the map to collect the 200 mushrooms. Since the oil trade requires
leather, you may want to also trade your wheat for leather to make sure you
have enough leather to trade for oil. You're going to need a total of 400
leather to get the 200 oil. It's also a good idea to destroy the viking
village to the northwest ASAP because they will be gathering the iron ore there
and you don't want to risk them taking up too much iron before you can collect
and make all the iron items. I killed them, but if you don't you may still
be able to get enough iron. It's just a saftey precaution.

In either map you still have to plan ahead so you complete the challenge
quicker. This thing to note is that you need to start moving items into your
"master" warehouse ASAP. It will take a long time to move the items you want
into the warehouse, so starting as soon as you can will definitly speed
things up.

You also have to build your master warehouse far from your villagers hands.
This is to ensure you villagers won't be using the items you are storing there.
Particularly the oil and tools you're going to be storing there. If your master
warehouse is too close, your villagers will be using up your hard earned items.

   R8.2.0 Population of 1000
Challenge 2: Get a population of 1000 with each villager having a home
and a spouse.

This challenge can be done on pretty much any map, and it's not that hard.
It's mostly time consuming. The key is to grow slowly and steadily until you
have stored plenty of food to grow quicker. You'll likely want to make use of
the 3-family homes rather than the other dwellings so you take up less space.

For a population of 1000 you're going to need multiple FMB systems. To not risk
running out of food, you should have around 200 people per each FMB system.

The only thing you have to becareful about is not growing too fast. Your food
production has to be greater than your food consumption and everytime you have
a child you immediately consume 5 food. Having 30 kids at once immediately
consumes 150 food.

I would recommend having around 24 kids at one time per FMB. That way your food
supply takes a hit, but you don't risk running out of food. Once you have your
food supply restocked, have another 24 kids.

Don't grow to fast!
In my high population game, at one point I had 480 people, and I had them
create about 60 kids at once. This lead to me running out of food and the baker
could not keep up to feed the hungry. And when my baker or other FMB workers
got hungry there wasn't any becaue the other villgers had eaten it so those
workers would wander off looking for food. That meant they wouldn't be
producing food which led to even less food production. This created a horrible
cycle of constant starvation. Half my popultion died because of this until I
was finally able to establish a functioning FMB again. Lesson: DO NOT GROW

Performance issues with large populations:
You will likely run into perfomance issues once you're population gets too
big. This most likely varies depending on your PC. For me once I was between
400 and 500 people, the turbo speed (x3 speed), got rather choppy. Once I
reached 800 the x2 speed begins to get choppy. Reaching the 1000 mark caused
the slowest speed to  begin to get choppy and x2/x3 speeds VERY choppy (not
really playable speeds at that population)

It's because of the performance issues that this challenge stops at the 1000
mark. But if your machine can handle, see how big you can make your village
before it becomes unplayable because of the performance.

*** R9.0.0 Question/Comments/Etc.
If you have questions or comments, find errors in this faq, or suggestions
please send them in a constructive email to:


with subject "Cultures FAQ".  I can't guarantee a response, but I'll try. :)

*** R10.0.0 Credits
The strategies and walkthrough are based on my experiences playing Cultures and
the lessons I learned along the way. The basic facts (such as what items are
needed to build a particular building, soldier stats, etc.), were referenced
using the Cultures in game help.

If you need help it the mechanics of playing cultures (such as what a certain
button does or how to navigate menus, etc.) I recommend you reference the
instruction booklet or in game help.

Thanks to the creators of Cultures for such a fine and engrossing game.

*** R11.0.0 Legal Stuff
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

Only www.gamefaqs.com is currently authrized to display this document.

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