@######### x# ####-## *# #### %# *#### =######=+######### #######x # x# # =# #### %# ######## #=@# # =# #### ## ######## #######x #@##@# =#@####@## #####@ # x## #x # +% # # #### @# #*###*#x #x##*#+*#*####x## ####@#@ #=@%# #x #+%#-####-####=## #*%# #+ #%%%%# # x%# #+ # x% #%%# #### @% # *# # # #@ # #@###@####%####%%######################## # %## ############################## ##-# x*+--=+=- - -+++= -=+++++= =+++==* -%@x =%@* @ - @x- @*=-+x =-++- =+ + @x+ *x+-+@# x##+ @*@@* +## *% *#% *@ ## @=#% @ +##@ ### *# @##x # *## x# ### ##* #* ### *# ### + ##@ @ ###= xx## =##x #%# ==*##* # ### x ### =##* # ### =@ =#%# =#%@ =%@@#@ **### =##x #%# @+##+ # ### ### %##* x ### # +#@# *#%@ *##@@##* #@#@ =#%x #@# x+##+ # ### ### ###* +-#%# % +#@# +#%@ *+-#%@#* x#@#- =##x #@# +*##* # ##% ### ###* + #@# @ #%# = ##@ + @ %##+ #%#x =##x #@# # *##* # ##% ++ #%# +##* @ #%# # x## @ x#@ @ % +#*+ ##= =##@ #%#=# ##= # @#% # ### ##+ +x ###*# x#x% @#@@ % -x=#@#* +##x #%# +#= *##%# @#@# ### ###@ ### +#= _______________________________________________________________________________ ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Constructor Complete Strategy Guide - By Seb Holt (aka Sir Pobalot) 79 characters per line, approx. 68 pages, 241KB in size Copyright 2004 Seb Holt _______________________________________________________________________________ ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо v1.00 - September 2004 _______________________________________________________________________________ ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо _______________________________________________________________________________ Table of Contents _______________________________________________________________________________ To find a section instantly, press CTRL+F and enter the code by the entry, preceeded by the letter 'C'. For example, to instantly find '9.5.2. Classic Georgian', press CTRL+F and type 'CHECG' then enter. ________________________________________________ 1. Introduction INRO 1.1. Foreword FRWR 1.2. Version History VRHS ________________________________________________ 2. Controls CNTL ________________________________________________ 3. Starting the Game STGM 3.1. The Title Menu TTLM 3.2. New Game NWGM 3.3. Game Settings GMST ________________________________________________ 4. Town Overviews TWOV 4.1. Greenfields TOGF 4.2. Riverside TORS 4.3. Small Town TOST 4.4. Concrete City TOCC 4.5. Jungle TOJG ________________________________________________ 5. Workforce WKFC 5.1. Workers WRKR 5.2. Foremen FRMN 5.3. Repairmen RPRM 5.4. Gangsters GNGS 5.5. Policemen PLCM 5.6. Delivery Man DLVM ________________________________________________ 6. Tenants TNNT 6.1. Level 1 TNLA 6.1.1. Slobs TASL 6.1.2. Greasers TAGR 6.2. Level 2 TNLB 6.2.1. Punks TBPN 6.2.2. Students TBST 6.3. Level 3 TNLC 6.3.1. Nerds TCND 6.3.2. Major and Wife TCMJ 6.4. Level 4 TNLD 6.4.1. Yuppies TDYP 6.4.2. Professor and Wife TDPR 6.5. Level 5 TNLE 6.5.1. Stockbrokers TESB 6.5.2. Sloanes TESL 6.6. Super TNLS 6.6.1. Accountant TSAC 6.6.2. Neighbourhood Watch TSNW 6.6.3. Financial Advisor TSFA 6.6.4. GP TSGP 6.6.5. Magistrate TSMG 6.6.6. Insurance Agent TSIA ________________________________________________ 7. Undesirables UNDS 7.1. Hippies UHPY 7.2. Thieves UTHV 7.3. Mr Fixits UMFX 7.4. Thugs UTHG 7.5. Psychos UPSC 7.6. Ghosts UGST 7.7. Clowns UCLN ________________________________________________ 8. Resources RSRC 8.1. Wood RSWD 8.1.1. Wood Yard WDYD 8.1.2. Wood Factory WDFC 8.2. Cement RSCM 8.2.1. Cement Yard CMYD 8.2.2. Cement Factory CMFC 8.3. Brick RSBR 8.3.1. Brick Yard BRYD 8.3.2. Brick Factory BRFC 8.4. Steel RSST 8.4.1. Steel Yard STYD 8.4.2. Steel Factory STFC ________________________________________________ 9. Houses HOUS 9.1. Level 1 HSLA 9.1.1. Log Cabin HALC 9.1.2. Wooden Lodge HAWL 9.1.3. Soweto Hut HASH 9.2. Level 2 HSLB 9.2.1. Bungalow HBBG 9.2.2. Northern Mews HBNM 9.2.3. Council House HBCH 9.3. Level 3 HSLC 9.3.1. Mid West House HCMW 9.3.2. Dakota House HCDH 9.3.3. Ohio House HCOH 9.4. Level 4 HSLD 9.4.1. Mock Tudor HDMT 9.4.2. Scottish Lodge HDSL 9.4.3. Town House HDTH 9.5. Level 5 HSLE 9.5.1. Beach House HEBH 9.5.2. Classic Georgian HECG 9.5.3. Atlantan House HEAH 9.6. Special Commissions HSSC 9.6.1. Welsh Cottage HSWC 9.6.2. Gothic Church HSGC 9.6.3. Pub HSPB 9.6.4. Russian HSRS 9.6.5. Japanese HSJP 9.6.6. Dutch HSDT 9.6.7. Pyramid HSPY ________________________________________________ 10. Utilities UTLS 10.1. Gadget Factory UGDF 10.2. Police Station UPLS 10.3. Mob HQ UMHQ 10.4. Prison UPRS 10.5. Park UPRK 10.6. School USCL 10.7. Hospital UHSP ________________________________________________ 11. Undesirable Abodes UDBD 11.1. Commune UBCM 11.2. Pawn Shop UBPS 11.3. Fixit's Store UBFS 11.4. Apartment Block UBAB 11.5. Biker Bar UBBB 11.6. Haunted House UBHH 11.7. Arcade UBRC ________________________________________________ 12. Objects OBJC ________________________________________________ 13. Construction CNST 13.1. Choosing a Location CSLC 13.2. Building the Property BLPR 13.3. Upgrading Houses UGHS 13.4. Expansion XPNS ________________________________________________ 14. Maintenance MNTN 14.1. Deterioration DTRR 14.2. Combustion CMBS 14.3. Infestation INFS ________________________________________________ 15. Scenario Missions SCNM 15.1. Financial Conquest FNCQ 15.2. Egomania EGMN 15.3. World Domination WRDM 15.4. Utopian State UTST 15.5. Build, Build, Build.... BBBD ________________________________________________ 16. Playing Guide PLGD 16.1. Level 1 PGLA 16.2. Level 2 PGLB 16.3. Level 3 PGLC 16.4. Level 4 PGLD 16.5. Level 5 PGLE 16.6. Advanced PGAD ________________________________________________ 17. Acknowledgements AKNW ________________________________________________ 18. Contact Information CNIF ________________________________________________ _______________________________________________________________________________ ******************************************************************************* **/ооо\**/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ оо | 1 I n t r o d u c t i o n CINRO *\ __ **\___/**\_____________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 1.1 Foreword CFRWR *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Welcome to the Constructor strategy guide. This guide contains everything you will need to make your way through this god- game of 1997. Although perhaps not as recognised as the Sim, Theme and Tycoon games that became very popular in the late nineties, Constructor is a clever game that is very difficult, even if you know what you are doing. Unlike other games that focus on a particular point and allow the other aspects to run alongside, Constructor requires player input on nearly all levels. From buying the land to constructing a house, from choosing the nature of your tenants to taking care of their every problem, from setting up police patrols to arranging deals with the mob boss, this game has it all. I have tried to include as much information as possible about the game in this guide, and have given tips and advice on constructing and maintaining a successful town. Ready? Then let's begin! _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 1.2 Version History CVRHS *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо v1.00 - Started: 4th September 2004 Finished: 27th September 2004 The first complete version of the guide _______________________________________________________________________________ ******************************************************************************* **/ооо\**/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ оо | 2 C o n t r o l s CCNTL *\ __ **\___/**\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The controls for Constructor are fairly simple, and include shortcuts for many of the common functions involved in the game. They are as follows: Mouse: Move around to highlight icons, areas, buildings, objects and people, and to scroll the play area and lists by pushing the edge of the screen Left-click to select options or targets, position buildings and objects, and accept the current selection Drag the cursor while holding the left mouse button on the game screen to select multiple people Right-click to display the function of the highlighted icon or to cancel the current selection Keys: A - Attack highlighted enemy or building (Workers or Gangsters) D - Destroy highlighted building or object (Foremen) G - Opens workgang screen M - Move selected member of group of your workforce P - Pause/unpause the game S - Have the selected character or group stop their current action T - Take over an enemy building (Foremen) Esc - Cancels current selection or screen, or exits the game Tab - Opens the radar screen Enter - Opens the Homebase screen Arrow Keys - Scrolls the play area or list Page Up/Down - Speed up / slow down the game Ctrl + F1-12 - Group currently selected characters or cancel group F1-F12 - Select or call assigned group _______________________________________________________________________________ ******************************************************************************* **/ооо\**/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ оо | 3 S t a r t i n g t h e G a m e CSTGM *\ __ **\___/**\_____________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 3.1 Title Menu CTTLM *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо There are six options available on the Title Menu of Constructor: _____________________________________ _____________________________________ | P L A Y G A M E | | G A M E S E T T I N G S | ооооооооооооооооооооооооооооооооооооо ооооооооооооооооооооооооооооооооооооо _____________________________________ _____________________________________ | L O A D S A V E D G A M E | | R E P L A Y I N T R O | ооооооооооооооооооооооооооооооооооооо ооооооооооооооооооооооооооооооооооооо _____________________________________ _____________________________________ | P L A Y N E T W O R K G A M E | | E X I T P R O G R A M | ооооооооооооооооооооооооооооооооооооо ооооооооооооооооооооооооооооооооооооо Play Game: Begin a single-player game against 0-3 opponents Load Saved Game: Continue for a previously saved game Play Network Game: Play against 1-3 other players over a network Game Settings: Open a menu of play options Replay Intro: Watch the opening sequence again Exit Program: Select Yes to quit the current game session _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 3.2 New Game CNWGM *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо After selecting Play Game, a screen appears with a range of game options. From here you can select the colour of your team and opponents, the town to play, the difficult setting and the Scenario Mission. The options are as follows: Teams: The first option of each colour allows you to select that colour as your team, and input your player name The second option allows you to toggle the colour between a computer- controlled opponent or not The third option allows you to cancel the current selection Game Type: Select this to skip through the Scenario Missions available: Financial Conquest Egomania World Domination Utopian State Build, Build, Build.... Difficulty: Select the current setting in the lower-left to switch between Easy, Medium and Hard modes Town: Select the current town to skip through the towns available: Greenfields Riverside Small Town Concrete City Jungle Start: Select the start setting in the lower-right to switch between Fixed Start and Random Start (determines the initial team estates) Accept: If the selected settings are allowable, select Accept to begin Abort: Return to the Title Menu _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 3.3 Game Settings CGMST *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо At any point during the game, you can access the Game Settings menu by clicking the icon on the right of the control panel. The options are as follows: Save current game: Select one of 10 save slots in which to store your current game (including a user-defined filename) Language: Select the language with which to play: English American French German Portugeuse Spanish Character Animation: Switch between having each character's animation playing only once or every time it is selected Automatic Screen Scroll: Switch between the screen scrolling automatically when the mouse cursor is at a border, or having to be scrolled automatically Screen Scroll Speed: Select the speed at which the screen scrolls, from 1 (slowest) to 5 (fastest) Pause game during messages: Switch between the game pausing automatically when a message appears or not Display All Video Animations: Switch between video animations being displayed always or never Return: Return to previous screen Quit Current Game: Select Yes to return to the Title Menu _______________________________________________________________________________ ******************************************************************************* **/ооо\**/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ оо | 4 T o w n O v e r v i e w s CTWOV *\ __ **\___/**\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо There are five different towns initially available at the start of the game. The following sections describe each town, including the requirements for them and the details of them. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 4.1 Greenfields CTOGF *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Minimum Difficulty Level: Easy оооооооооооооооооооооооо Greenfields is the basic town, and the best to use when beginning to play the game. Of the five, it is the only town that can be played in Easy mode, and therefore with no opponents. Greenfields is also the largest town in the game. Although this seems unusual for a god-game, it makes perfect sense, as the larger area provides more scope for expansion and makes playing easier. Total Estates: 45 ооооооооооооо Total Land Area: 19927 ооооооооооооооо Fixed Start Homebase Locations: оооооооооооооооооооооооооооооо Green - Underhill (SE corner) Red - New Pastures (NE corner) Blue - Castle Rock (NW corner) Yellow - Bilton Road (SW corner) Council - Brompton (Centre) Estates: ооооооо Abbey Park - 405 Abbey Well - 325 Albert Ross - 322 Armarkie - 656 Beaverbrook - 540 Bilton Road - 476 (Yellow Homebase) Brompton - 496 (Council Homebase) Cale's End - 512 Castle Rock - 598 (Blue Homebase) Chalk Hill - 528 Desperation - 527 East Gurner - 880 Eric Spitz - 384 Futtock End - 324 Grey Sky - 558 Grimsdyke - 204 Hernia Farm - 384 Heronwood - 384 Hunton Bridge - 275 Katie Swallows - 416 Kingsdene - 360 Lacklustre - 322 Lower Lip - 266 Malone - 360 Meldrew - 308 Moss Side - 420 Nelson Mandela - 320 Nerdwell - 400 New Pastures - 444 (Red Homebase) Otterdam - 496 Poppers Mill - 336 Pucker - 420 Putty - 408 Ravenhill - 533 Redemption - 533 Shawshank - 496 Spodmore - 630 Sunnymead - 416 Toxteth - 425 Underhill - 540 (Green Homebase) Upper Meadow - 420 Well Blown - 360 Windsor - 512 Wood Farm - 432 Woodmere - 576 _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 4.2 Riverside CTORS *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Minimum Difficulty Level: Medium оооооооооооооооооооооооо The second of the towns is fairly similar to Greenfields. It is only slightly smaller than the first town, and has the notable feature of a river running through the centre. Riverside must be played with a minimum of one opponent. Total Estates: 40 ооооооооооооо Total Land Area: 16721 ооооооооооооооо Fixed Start Homebase Locations: оооооооооооооооооооооооооооооо Green - Castle Rock (W corner) Red - Albert Ross (S corner) Blue - New Pastures (E corner) Yellow - Upper Meadow (N corner) Council - Spodmore (Centre) Estates: ооооооо Abbey Park - 442 Abbey Well - 416 Albert Ross - 475 (Red Homebase) Armarkie - 360 Beaverbrook - 510 Bilton Road - 360 Brompton - 341 Castle Rock - 420 (Green Homebase) Chalk Hill - 528 Desperation - 570 East Gurner - 455 Eric Spitz - 275 Futtock End - 540 Grey Sky - 525 Grimsdyke - 512 Hernia Farm - 384 Heronwood - 384 Hunton Bridge - 204 Katie Swallows - 286 Lacklustre - 533 Moss Side - 420 Nelson Mandela - 320 Nerdwell - 738 New Pastures - 444 (Blue Homebase) Otterdam - 496 Poppers Mill - 336 Pucker - 300 Putty - 308 Ravenhill - 420 Redemption - 476 Shawshank - 496 Spodmore - 462 (Council Homebase) Sunnymead - 360 Toxteth - 275 Underhill - 330 Upper Meadow - 450 (Yellow Homebase) Well Blown - 360 Windsor - 512 Wood Farm - 432 Woodmere - 266 _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 4.3 Small Town CTOST *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Minimum Difficulty Level: Medium оооооооооооооооооооооооо Much smaller than the first two towns, the aptly named Small Town provides little space for growth. This difficulty is compounded by the fact that its small area must be shared with at least one opponent. Total Estates: 17 ооооооооооооо Total Land Area: 8107 ооооооооооооооо Fixed Start Homebase Locations: оооооооооооооооооооооооооооооо Green - Nelson Mandela (SE corner) Red - Brompton (SW corner) Blue - Poppers Mill (NW corner) Yellow - Windsor (NE corner) Council - Wood Farm (Centre) Estates: ооооооо Beaverbrook - 615 Brompton - 595 (Red Homebase) Chalk Hill - 520 Eric Spitz - 364 Hernia Farm - 465 Heronwood - 336 Katie Swallows - 132 Moss Side - 450 Nelson Mandela - 527 (Green Homebase) New Pastures - 450 Otterdam - 403 Poppers Mill - 756 (Blue Homebase) Shawshank - 600 Upper Meadow - 520 Well Blown - 429 Windsor - 495 (Yellow Homebase) Wood Farm - 450 (Council Homebase) _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 4.4 Concrete City CTOCC *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Minimum Difficulty Level: Hard оооооооооооооооооооооооо The fourth town, Concrete City is completely different from its predecessors. Instead of green grass, trees and rocks, this town is a complex of industry. It covers a considerably large area, but can only be played in Hard mode. This means that at least one opponent must be selected. Total Estates: 42 ооооооооооооо Total Land Area: 15711 ооооооооооооооо Fixed Start Homebase Locations: оооооооооооооооооооооооооооооо Green - Truss Lane (SW corner) Red - Monte Casino (NW corner) Blue - Slaughter House (SE corner) Yellow - Slag Heap (NE corner) Council - Solidarity Way (Centre) Estates: ооооооо Asbestos Alley - 168 Back Passage - 330 Ballast Lane - 308 Black Mill - 432 Blast Furnace - 336 Blocked Drain - 480 Boiled Beef - 336 Burnt Tyre - 216 Carbon Monoxide - 416 Combustion Lane - 540 Dead Dog Island - 551 Gas Works Road - 192 Gorbuls Gallows - 425 Methane Estate - 480 Monte Casino - 540 (Red Homebase) Offal Square - 672 Oil Drum Lane - 180 Paradise Gardens - 480 Phlegm Park - 296 Pig Iron Road - 364 Rickets Road - 330 Rubber Goods - 110 Rude Boy Lane - 144 Rusty Road - 272 Scouse End - 464 Scrapyard Lane - 560 Scum Alley - 336 Semtex Road - 312 Sewage Outlet - 330 Skids Row - 216 Slag Heap - 464 (Yellow Homebase) Slaughter House - 336 (Blue Homebase) Smog Lane - 551 Solidarity Way - 336 (Council Homebase) Southern Drip - 165 Squallor View - 308 Toxic Alley - 480 Trashcan Alley - 216 Trouble At Mill - 551 Truss Lane - 330 (Green Homebase) Vapor Road - 330 Walkers End - 828 _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 4.5 Jungle CTOJG *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Minimum Difficulty Level: Hard оооооооооооооооооооооооо Jungle is the final town, and the smallest of the five. It is set deep in the heart of a dense forest, and due to its size and difficulty requirement, it is the hardest of the all the towns. Total Estates: 22 ооооооооооооо Total Land Area: 7867 ооооооооооооооо Fixed Start Homebase Locations: оооооооооооооооооооооооооооооо Green - Tantony Road (SW corner) Red - Juhu Beach (NW corner) Blue - Malabar Hill (NE corner) Yellow - Bandra Gymkhana (SE corner) Council - Victoria Gardens (Centre) Estates: ооооооо Apollo Bunder - 816 Bandra Gymkhana - 552 (Yellow Homebase) Bassein Fort - 357 Bindi Bazaar - 357 Byculla Bypass - 320 Carter Road - 297 Chowpetty Road - 110 Churchgate - 220 Crawford Market - 110 Flora Fountain - 110 Grant Road - 220 Juhu Beach - 323 (Red Homebase) Kohli Crescent - 220 Malabar Hill - 374 (Blue Homebase) Marine Drive - 410 Mutton Lane - 288 Pali Hill - 374 Santa Cruz - 160 Santa's Grotto - 520 Shiv Sena - 656 Tantony Road - 410 (Green Homebase) Victoria Gardens - 663 (Council Homebase) _______________________________________________________________________________ ******************************************************************************* **/ооо\**/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ оо | 5 W o r k f o r c e CWKFC *\ __ **\___/**\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо All of the tasks that need to be undertaken in the game are dealt with by the various members of your workforce. There are four main types of staff: Workers - Not very bright, but hardworking and the base of your workforce ооооооо Foremen - Supervise a group of Workers in order to get them to do any work ооооооо Repairmen - Perform maintenance on buildings to prevent them falling apart ооооооооо Gangsters - Gifted by the Mob Boss to protect your estates and trouble enemies ооооооооо In the Homebase, these members of your Workforce can be created by different means. In order to convert one type of staff to another, the required staff must be inside the Homebase. The possible conversions are as follows: Worker Convert 2 Tenants оооооо Have a Level 1 Tenant spawn a Worker Buy from the council for њ5000 each (only if there is no other way) Foreman Convert 4 Workers ооооооо Repairman Convert 3 Workers ооооооооо Gangster Convert 6 Workers (only after the Mob HQ has been built) оооооооо There are another two types of staff, although these are not listed on your workforce list. They cannot be created from your Homebase as the other staff can, and their control methods differ from your normal workforce: Policemen - Patrol estates that you designate to arrest enemy Undesirables ооооооооо Delivery Man - This sole chap delivers objects made in the Gadget Factory оооооооооооо The following sections describe each staff type in greater detail. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 5.1 Workers CWRKR *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Workers are the backbone of your construction empire. They are the people who do the actual building, producing and upgrading in your estates, and can also hold their own in a fight. You begin the game with eight Workers in your HQ, six of which are grouped with the two Foremen, and two are unassigned. They will be carrying random tools, which determine how much damage the Worker can inflict in combat (they have no effect on the efficiency of the Worker). All new Workers have an initial Efficiency of 12%. As a Worker carries out tasks, he becomes more skilled and his Efficiency increases. Efficiency affects the rate at which Workers carry out jobs, meaning that Workers with higher Efficiency scores will complete work more quickly than others. Active Workers also get tired over time, and this affects their performance detrimentally. A Worker's tiredness can be remedied by sending them back to the Homebase to recuperate. Increasing Efficiency and keeping Workers refreshed is paramount in carrying out tasks quickly. Selecting a Worker displays their name, the tool they are carrying, and their current state of health. Damage sustained by the Worker will deplete their health bar. If the bar is completely drained, the Worker dies. For a Worker to work, he must be assigned to a Foreman. Unassigned Workers can only move and attack. Workers can perform the following functions while under the supervision of a Foreman: * Construct Resources, Houses, Utilities and Undesirable Abodes * Produce Wood, Cement, Bricks and Steel in Yards and Factories * Erect Fences around Houses * Upgrade Bedrooms, Living Rooms, Bathrooms and Kitchens in Houses A Worker can be created by converting two Tenants in your Homebase, by having a Level 1 Tenant produce a Worker, or by buying one from the council for њ5000 (this option is only available if you are very low on Workers). Two Workers can be converted into a Level 1 Tenant at your Homebase Four Workers can be converted into a Foreman at your Homebase. Three Workers can be converted into a Repairman at your Homebase. Six Workers can be converted into a Gangster at your Homebase (once the Mob HQ has been built). The total number of Workers in your town and HQ can never exceed 30. You will not be allowed to convert Tenants to Workers if this will increase the amount. If a Tenant produces a Worker when you already have 30, the new Worker will be removed and the council will penalise you with 100 Black Marks. You will be warned when your Worker total is approaching 30, so as to avoid this event. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 5.2 Foremen CFRMN *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Your Workers won't be able to do any work without the supervision of a Foreman. These experienced staff can organize and direct a team of Workers to carry out construction and production, and are also capable of more skilled jobs. You begin the game with two Foremen just outside your HQ, each with three Workers assigned to them. Like Workers, they will also be carrying tools. Any one Foreman can have up to five Workers in their group, but they can also have no group at all. Foreman have no Efficiency in the way that Workers do (at least, not that I've seen), but they can become tired. Keep your Foremen refreshed along with their Workers, rotating your active groups to give each of them a chance to rest. Selecting a Foreman displays their name, the tool they are carrying, and their current state of health. Damage sustained by the Foreman will deplete their health bar. If the bar is completely drained, the Foreman dies. To change the group assigned to a Foreman, select the appropriate icon and add or remove the Workers you wish to change. Workers with white stripes in the corners of their box are those assigned to a Foreman, and a yellow background denotes the ones assigned to the particular Foreman you have selected, As well as managing groups of Workers, Foremen can also carry out the following tasks on their own: * Take over enemy buildings by replacing their equipment with yours * Blow up any building or object that is in your possession A Foreman can only be created by converting four Workers in your Homebase. The total number of Foremen in your town and HQ can never exceed 10. You will not be allowed to convert Workers to Foremen if this will increase the amount. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 5.3 Repairmen CRPRM *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Working independently, Repairmen have only one function in the game, but it is a very important one. They are the only staff capable of restoring buildings to their maximum strength, preventing them from destruction. You begin the game with two Repairmen just outside your HQ, both just standing around aimlessly. You can send a Repairman to fix a building by selecting him to walk to it, but this process would take a long time when you have dozens of buildings in your town. For this reason you can activate the Auto-Repair function for a Repairman, causing him to constantly patrol whichever estate you choose. By setting a Repairman to patrol each estate, you can be fairly assured that you shouldn't have any buildings falling apart (unless provoked by unhappy Tenants or enemy Undesirables). A Repairman can only be created by converting three Workers in your Homebase. The total number of Repairmen in your town and HQ can never exceed 20. You will not be allowed to convert Workers to Repairmen if this increases the amount. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 5.4 Gangsters CGNGS *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо These powerful members of your workforce exist solely to take out enemies. They use special Weapons to attack enemy people and buildings, and are very skilled at defending themselves. In the game, Gangsters act as your elite soldiers, and should be handled with care. Gangsters are only available once you have built the Mob HQ. At this point, the Mob Boss will grant you one Gangster and four Favours. Each additional Gangster that is added to your workforce also adds four Favours to your tally. You can instruct a Gangster to move around just like your other members of staff, but using their special talent comes at a price. Every time you use a Gangster to attack, you lose one Favour. If this figure is reduced to zero, all of the Gangsters return to the Mob HQ and are unusable until you gain more Favours. Every Gangster is initially armed with a Knife - his only available Weapon at the start. The number of kills that a Gangster makes determines the other Weapons that he can access. To change a Gangster's Weapon, select the required Weapon and purchase it. The following list outlines how many kills a Gangster must make to acquire each Weapon: At start - Knife 2 kills - Hand Gun 4 kills - Shotgun 7 kills - Machine Gun 11 kills - Mini Gun 16 kills - Laser Gun A Gangster can only be created by converting six Workers in your Homebase. The total number of Gangsters in your town and HQ can never exceed 20. You will not be allowed to convert Workers to Gangsters if this increases the amount. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 5.5 Policemen CPLCM *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Policemen can be designated to patrol estates that you have bought. They will apprehend any enemy Undesirables that they see, and either lock them up in the Police Station or the Jail (if it has been built). In order to create Policemen, Level 2 Tenants must produce Cadets. Each Cadet produced increases the coverage, allowing Policemen to be assigned to estates. Once the Police Station has been built, you can start building your force. Each Cadet produced increases your coverage by 100 man/days. A man/day equals how many days coverage you have for one Policeman at 100% Efficiency. As long as there are no Policemen patrolling, your coverage will stay constant. As soon as you assign your first Policeman to an estate, however, the coverage starts to decrease. Each Policeman starts at 30% Efficiency. You can use the icons to modify this figure as low as 10% and as high as 100%. The higher a Policeman's Efficiency, the longer his field of vision, as indicated by the image on the screen. You can assign a Policeman to as many estates as you wish, so long as you have at least one man/day of coverage. You can also recall them at any point. If you run out of coverage, all Policemen are recalled to the Police Station until you have produced more Cadets. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 5.6 Delivery Man CDLVM *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This man is brought into the game after the Gadget Factory is built. His only responsibility is to deliver manufactured Objects to their chosen locations. It is impossible to create additional Delivery Men, although Tenants can be ordered to collect their own Objects to improve their home. A Delivery Man can be killed, and will lose any Object he is carrying, but a replacement will be automatically available at the Gadget Factory at no charge. In other words, you will have your Delivery Man so long as the Gadget Factory stands. _______________________________________________________________________________ ******************************************************************************* **/ооо\**/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ оо | 6 T e n a n t s CTNNT *\ __ **\___/**\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Even the most spectacular Houses imaginable are useless without someone to live inside them. All of the Houses you build in the game should be populated by Tenants. These diverse folks are your main source of income in the game, and can also provide additional staff for your workforce. Unfortunately, Tenants are very difficult to please, and must be kept free of stress in order to be profitable. Each different type of Tenant has different likes and dislikes, and knowing and making use of their preferences is the key to keeping them happy. Tenants cannot be directly controlled at all. Although you can choose whom to put in your Houses, you cannot interfere with their actions once they are there (apart from evicting them, but even that has its dangers). Tenants refuse to rent Houses of a lower Level than themselves, as they feel that the properties are too inferior for their way of life. Tenants will accept being placed in higher level Houses, but they will not reproduce in such properties. Their reasons for refusing to spawn new people are their own. You can also convert two Tenants into a Worker at your Homebase. The total number of Tenants of a particular Level in your HQ can never exceed 10. You will not be allowed to convert Workers to Tenants if this will increase the amount. If a Tenant is produced when you already have 10 at that Level, the new Tenant will be removed and the council will penalise you with 100 Black Marks. You will be warned when your Tenant total for a particular Level is approaching 10, so as to avoid this event. The following sections give details of each type of Tenant in the game, as well as tips on getting the most out of them. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 6.1 Level 1 CTNLA *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Level 1 Tenants are the basic residents of the game. They are reasonably poor, but they are fairly easy to keep content. Generally, they tolerate much more than later Tenants, although they pay very little rent in comparison. At the beginning of the game, you will have four Level 1 Tenants in your HQ. These allow you to fill your first few Houses, but additional Tenants will need to be produced to continue expanding. As well as new Tenants, Level 1 Tenants are also able to produce new Workers. Use this function if you need to increase your workforce. You can create a Level 1 Tenant by converting two Workers at your Homebase. The two Level 1 Tenant families, the Slobs and the Greasers, are described in greater detail below. _______________________________________________________________________________ ******************************************************************************* 6.1.1 Slobs CTASL ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This family is the lowest on the social ladder, and is the poorest of all the Tenant types. However, the Slobs can breed like rabbits, and are the most efficient way to produce additional Tenants and Workers. They also have the highest stress threshold of all the families, and will accept conditions that other Tenants would complain about. _______________________________________________________________________________ Typical Monthly Rent: 3.75% Freehold Cost (maximum њ500) Tenancy Period: 60 days _______________________________________________________________________________ Life Expectancy: 2000 days (based on Standard kitchen and 0% Stress) _______________________________________________________________________________ Reproduction Times (based on Standard bedroom and 0% Stress): Level 1 Tenant: 100 days Worker: 120 days Level 2 Tenant: 300 days (Home Computer or School required) _______________________________________________________________________________ Stress Threshold: Extremely High _______________________________________________________________________________ Notes: None _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 6.1.2 Greasers CTASL ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This family is slightly above the Slobs in terms of their social standing, and are also willing to pay more rent. However, the Greasers do not reproduce as quickly as the Slobs, and they are more fussy about the conditions in which they live. Because of their cleaner way of life, the Greasers also tend to live longer than their fellow Level 1 Tenants. _______________________________________________________________________________ Typical Monthly Rent: 5% Freehold Cost (maximum њ500) Tenancy Period: 60 days _______________________________________________________________________________ Life Expectancy: 2700 days (based on Standard kitchen and 0% Stress) _______________________________________________________________________________ Reproduction Times (based on Standard bedroom and 0% Stress): Level 1 Tenant: 150 days Worker: 160 days Level 2 Tenant: 350 days (Home Computer or School required) _______________________________________________________________________________ Stress Threshold: Average _______________________________________________________________________________ Notes: None _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 6.2 Level 2 CTNLB *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Level 2 Tenants are socially higher than their Level 1 cousins, but are still part of the lower class group. They are quite tolerant of adverse conditions, and are willing to pay more rent than Level 1 Tenants. The two different families do not get on well with each other, and it is best to avoid placing a Level 2 Tenant of one family next to one of the other. As well as new Tenants, Level 2 Tenants are also able to produce Cadets for the police force. Each Cadet produced for the Police Station increases the police coverage time by 100 man/days. The two Level 1 Tenant families, the Punks and the Students, are described in greater detail below. _______________________________________________________________________________ ******************************************************************************* 6.2.1 Punks CTBPN ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Punks are _______________________________________________________________________________ Typical Monthly Rent: 3.5% Freehold Cost (maximum њ750) Tenancy Period: 100 days _______________________________________________________________________________ Life Expectancy: 1800 days (based on Standard kitchen and 0% Stress) _______________________________________________________________________________ Reproduction Times (based on Standard bedroom and 0% Stress): Level 2 Tenant: 200 days Cadet: 300 days Level 3 Tenant: 350 days (Home Computer or School required) _______________________________________________________________________________ Stress Threshold: Very High _______________________________________________________________________________ Notes: Punks paying rent may complain about Students living nearby _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 6.2.2 Students CTBST ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Almost a direct opposite of the Punks, _______________________________________________________________________________ Typical Monthly Rent: 4.7% Freehold Cost (maximum њ750) Tenancy Period: 100 days _______________________________________________________________________________ Life Expectancy: 2700 days (based on Standard kitchen and 0% Stress) _______________________________________________________________________________ Reproduction Times (based on Standard bedroom and 0% Stress): Level 2 Tenant: 300 days Cadet: 450 days Level 3 Tenant: 450 days (Home Computer or School required) _______________________________________________________________________________ Stress Threshold: Quite High _______________________________________________________________________________ Notes: Must have Country Hedgerow fence _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 6.3 Level 3 CTNLC *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Level 3 Tenants are the lower middle class citizens of your town, and are about average in terms of their stress tolerance and rent paying. They generally keep pretty much to themselves, but expect a fair amount more from you. It is with these Tenants that you will start having to fulfil more specific requirements, as each family has their own agendas and expectations. As well as new Tenants, Level 3 Tenants are also able to generate Favours for the Mob Boss. This will help increase your Gangster usage. The two Level 3 Tenant families, the Nerds and the Major & Wife, are described in greater detail below. _______________________________________________________________________________ ******************************************************************************* 6.3.1 Nerds CTCND ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо These brainy Tenants _______________________________________________________________________________ Typical Monthly Rent: 3.2% Freehold Cost (maximum њ1000) Tenancy Period: 200 days _______________________________________________________________________________ Life Expectancy: 1700 days (based on Standard kitchen and 0% Stress) _______________________________________________________________________________ Reproduction Times (based on Standard bedroom and 0% Stress): Level 3 Tenant: 200 days Mob Favour: 150 days Level 4 Tenant: 300 days (Home Computer or School required) _______________________________________________________________________________ Stress Threshold: Average _______________________________________________________________________________ Notes: Every fifth Nerd family produced is an Accountant (see below) _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 6.3.2 Major and Wife CTCMJ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо After his military career, this retired Major and his wife are just looking for a peaceful place to live. _______________________________________________________________________________ Typical Monthly Rent: 4.6% Freehold Cost (maximum њ1000) Tenancy Period: 200 days _______________________________________________________________________________ Life Expectancy: 2600 days (based on Standard kitchen and 0% Stress) _______________________________________________________________________________ Reproduction Times (based on Standard bedroom and 0% Stress): Level 3 Tenant: 300 days Mob Favour: 225 days Level 4 Tenant: 375 days (Home Computer or School required) _______________________________________________________________________________ Stress Threshold: Average _______________________________________________________________________________ Notes: Must have White Picket Fence Every fifth Major family produced runs a Neighbourhood Watch (see below) _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 6.4 Level 4 CTNLD *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Level 4 Tenants are wealthy and respected members of the community, and are regarded as upper middle class in the social scale. They have certain demands to complement their way of life, and are not very tolerant of inconveniences. These Tenants can be awkward if you do not fulfil their specific requirements, but are very profitable if you take care of them. Level 4 Tenants can only produce new Tenants. The two Level 4 Tenant families, the Yuppies and the Professor & Wife, are described in greater detail below. _______________________________________________________________________________ ******************************************************************************* 6.4.1 Yuppies CTDYP ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This family tries to follow a high-class lifestyle, although they are not quite at the social level to which they aspire. _______________________________________________________________________________ Typical Monthly Rent: 3% Freehold Cost (maximum њ1500) Tenancy Period: 300 days _______________________________________________________________________________ Life Expectancy: 1600 days (based on Standard kitchen and 0% Stress) _______________________________________________________________________________ Reproduction Times (based on Standard bedroom and 0% Stress): Level 4 Tenant: 350 days Level 5 Tenant: 1000 days (Home Computer or School required) _______________________________________________________________________________ Stress Threshold: Low _______________________________________________________________________________ Notes: Likes to have lots of garden features for social gatherings Every fifth Yuppie family produced is a Financial Advisor (see below) _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 6.4.2 Professor and Wife CTDPR ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Professor likes to carry out his research at home, and demands certain conditions in which to work. _______________________________________________________________________________ Typical Monthly Rent: 4.3% Freehold Cost (maximum њ1500) Tenancy Period: 300 days _______________________________________________________________________________ Life Expectancy: 2400 days (based on Standard kitchen and 0% Stress) _______________________________________________________________________________ Reproduction Times (based on Standard bedroom and 0% Stress): Level 4 Tenant: 500 days Level 5 Tenant: 1200 days (Home Computer or School required) _______________________________________________________________________________ Stress Threshold: Quite Low _______________________________________________________________________________ Notes: Must have a Small Shed for experiments Every fifth Professor family produced is a GP (see below) _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 6.5 Level 5 CTNLE *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Level 5 Tenants are at the top of the food-chain, each being in positions of wealth, power and importance. They expect a great deal of attention from you, but pay very well for good treatment. These upper class families will not tolerate anything that inhibits their high living, and can become stressed very easily. As well as new Tenants, Level 5 Tenants are also able to produce building plans for the Special Commissions. The two Level 5 Tenant families, the Stockbrokers and the Sloanes, are described in greater detail below. _______________________________________________________________________________ ******************************************************************************* 6.5.1 Stockbrokers CTESB ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This family is the least tolerant of all the Tenants in the game. City-born and public school educated, the Stockbrokers have very specific demands that they insist on being met. _______________________________________________________________________________ Typical Monthly Rent: 3% Freehold Cost Tenancy Period: 400 days _______________________________________________________________________________ Life Expectancy: 1500 days (based on Standard kitchen and 0% Stress) _______________________________________________________________________________ Reproduction Times (based on Standard bedroom and 0% Stress): Level 5 Tenant: 800 days Building Plans: 2000 days _______________________________________________________________________________ Stress Threshold: Extremely Low _______________________________________________________________________________ Notes: Must have a Rose Arbor in which to relax Every fifth Stockbroker family produced is a Magistrate (see below) _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 6.5.2 Sloanes CTESL ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Sloanes were born into money, and usually have unnecessary but well-paying jobs in their daddy's firm. _______________________________________________________________________________ Typical Monthly Rent: 4.3% Freehold Cost Tenancy Period: 400 days _______________________________________________________________________________ Life Expectancy: 2200 days (based on Standard kitchen and 0% Stress) _______________________________________________________________________________ Reproduction Times (based on Standard bedroom and 0% Stress): Level 5 Tenant: 1200 days Building Plans: 2000 days _______________________________________________________________________________ Stress Threshold: Very Low _______________________________________________________________________________ Notes: Must have a Rose Arbor in which to relax Every fifth Sloane family produced is an Insurance Agent (see below) _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 6.6 Super CTNLS *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Super Tenants are specialists in a particular field, and provide either great benefits to you or terrible disadvantages to your opponents. Every fifth family of a particular Tenant in either Level 3, 4 or 5 will be a Super Tenant, and their special abilities take effect as soon as they are placed in a House. In all other respects, Super Tenants behave in exactly the same manner as their normal brethren. The Super Tenants created as the fifth family are as follows: Level 3 - Nerd - Accountant Major - Neighbourhood Watch Level 4 - Yuppie - Financial Advisor Professor - GP Level 5 - Stockbroker - Magistrate Sloane - Insurance Agent The special abilities of the Super Tenants are described in the sections below. _______________________________________________________________________________ ******************************************************************************* 6.7.1 Accountant CTSAC ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Every fifth Nerd family will be an Accountant. This mathematical genius decreases the bank interest rate from 1% to 0.8%. The result of this is that the monthly cost for a loan drops from њ50 to њ40 per њ5000 borrowed. It is worth noting that this effect does not apply to the Mob Boss, as his loans will still carry the usual 2% compound interest. _______________________________________________________________________________ ******************************************************************************* 6.7.2 Neighbourhood Watch CTSNW ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Every fifth Major family will set up a Neighbourhood Watch. By keeping a close eye on the streets around them, the Neighbourhood Watch prevents any enemies from squatting in empty Houses. This is a very useful aid as it removes one potential problem of the many that can befall you. _______________________________________________________________________________ ******************************************************************************* 6.7.3 Financial Advisor CTSFA ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Every fifth Yuppie family will be a Financial Advisor. A certified tax expert, the Financial Advisor will greatly reduce your annual tax bill by 37.5%. This means that you will only have to pay њ625 out of every њ1000 for which you are billed. _______________________________________________________________________________ ******************************************************************************* 6.7.4 GP CTSGP ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Every fifth Professor family will be a GP. As a recognised medical practitioner, the GP will establish himself as the town's consultant doctor. The result of this is that all enemy Hospitals cease functioning (very useful in a hostile game). _______________________________________________________________________________ ******************************************************************************* 6.7.5 Magistrate CTSMG ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Every fifth Stockbroker family will be a Magistrate. Cold-hearted and stern, the Magistrate is an enemy convict's worst nightmare. Once this lawman has taken residence, any enemy Undesirables that are caught are given sentences much longer than normal. _______________________________________________________________________________ ******************************************************************************* 6.7.6 Insurance Agent CTSIA ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Every fifth Sloane family will be an Insurance Agent. By employing a devious system of free cover, the Insurance Agent supplies you with a guarantee that you will be compensated for any damage you suffer. This basically means that you receive money for any buildings that explode. I am not entirely sure how this is calculated, but I am fairly certain that the amount is capped at 150% of the Freehold Value of the property. The insurance does not apply to buildings that you demolish using a Foreman. _______________________________________________________________________________ ******************************************************************************* **/ооо\**/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ оо | 7 U n d e s i r a b l e s CUNDS *\ __ **\___/**\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Your community is not complete without a bad element inside it. Your workforce and Tenants provide the stability of your town, but you need Undesirables to cause problems for your opponents. It is worth noting that it is not a good idea to have Undesirables in your town unless you are playing against at least one opponent. Their only purpose is to wreak havoc, and this is only useful when directed against enemy estates and people. Each Undesirable has its own special abilities that it can use to cause stress, damage and destruction to enemy people and buildings. Some Undesirables also have abilities to counteract the actions of enemy Undesirables, and this is very important when playing against ruthless opponents. The abilities that the Undesirables can use are restricted based on the difficulty level. It is only in Hard mode that you have complete access. The following sections give details of the actions that each Undesirable can use, including which difficulty levels are required. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 7.1 Hippies CUHPY *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Hippies are the residents of Communes. They are capable of causing disturbances and stress to the enemy, although they cannot inflict any serious damage. The abilities available to the Hippy are as follows: _______________________________________________________________________________ Picketing: Required difficulty - Easy ооооооооо The Hippy marches off to an enemy Resource site that you select, and begins protesting outside. This causes the Resource to be inoperational until the Hippy is recalled or forced away. _______________________________________________________________________________ Street Party: Required difficulty - Easy оооооооооооо The Hippy grabs his huge speakers and wanders off to the street you select. Upon his arrival, he sets up the system and begins playing loud music. Any people within range immediately stop what they are doing and start dancing. Be careful, as any of your people in the area will start dancing as well. _______________________________________________________________________________ Squatting: Required difficulty - Easy ооооооооо The Hippy packs a few things and makes a bee-line for an empty enemy House that you select. No enemy Tenants are able to move into the property, and the House becomes unusable to your opponent. He will only leave if he is recalled or your opponent finds a means of getting him out, or when his life expectancy is reached (standard of 850 days). _______________________________________________________________________________ Distracting: Required difficulty - Easy ооооооооооо The Hippy heads to one of your Houses that is already occupied by an enemy Hippy, and entices him from the House. Once the enemy Hippy is outside, you can do whatever is necessary to get rid of him (arresting or attacking him). _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 7.2 Thieves CUTHV *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Thieves congregate in Pawn Shops. They are experts at infiltrating enemy areas and pilfering money and Objects from an opponent. The abilities available to the Thief are as follows: _______________________________________________________________________________ Steal Resources: Required difficulty - Easy ооооооооооооооо The Thief attempts to break in to a selected enemy Resource site and steal 10 units of that Resource. If he brings it back to the Pawn Shop, the units will be added to your stock (this can exceed the normal maximum storage by up to twice as much). _______________________________________________________________________________ Steal Gadget: Required difficulty - Easy оооооооооооо The Thief attempts to break in to a selected enemy House and steal one of their installed Objects. If he brings it back to the Pawn Shop, the Object will be added to your stock. _______________________________________________________________________________ Steal Money: Required difficulty - Medium ооооооооооо The Thief attempts to sneak in to a selected enemy Homebase and steal a load of cash. Although he probably keeps a fair amount for himself, you will get њ2000 of it if he makes it back to the Pawn Shop. _______________________________________________________________________________ Steal Weapon: Required difficulty - Medium оооооооооооо The Thief attempts to pick an enemy Gangster's pocket for their equipped weapon. This is a very dangerous business, as Gangsters are very alert, and can work out costly for the Thief. If you make it back to the Pawn Shop with the Weapon, it will become available for your Gangsters. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 7.3 Mr Fixits CUMFX *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Mr Fixits have their own stores. They are very knowledgeable about a variety of maintenance disciplines, and they use this to wreak havoc in enemy Houses. The abilities available to Mr Fixit are as follows: _______________________________________________________________________________ Electrical Repairs: Required difficulty - Easy оооооооооооооооооо Mr Fixit grabs his trusty toolkit and makes his way to an enemy House you select. Upon his arrival, he immediately gets to work on the wiring of the building. Electrical discharges leaping from the House tell him that his work is done, as the building falls into disrepair from the currents. _______________________________________________________________________________ Gas Repairs: Required difficulty - Medium ооооооооооо Mr Fixit marches off to an enemy House you select, and makes a few changes to their gas oven. The resulting gas leak fills the property very quickly, making the House a lot easier to blow up. _______________________________________________________________________________ Plumbing Repairs: Required difficulty - Medium оооооооооооооооо Mr Fixit grabs his trusty toolkit and makes his way to an enemy House you select. Upon his arrival, he immediately gets to work on the plumbing of the building. Water gushes out of the House in all directions, slowly filling the site. Mr Fixit then leaves the Tenants with their unwanted swimming pool. If the leak isn't solved quickly, the House may sink into the swamp. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 7.4 Thugs CUTHG *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Thugs live in rundown Apartment Blocks. They are general nuisances, causing disruption and stress to the estates they frequent. The abilities available to Thugs are as follows: _______________________________________________________________________________ Terrorise: Required difficulty - Medium ооооооооо The Thugs pile out of their apartments and flock to the enemy House you select. When they arrive, they attempt to intimidate the Tenants into moving out. Happier Tenants are more difficult to persuade, but given enough time the Thugs will be able to drive anyone out. _______________________________________________________________________________ House Party: Required difficulty - Easy ооооооооооо The Thugs make their way to an enemy House you select, and begin partying in a destructive manner. Over time, the rooms in the house will be downgraded, until they are all ripped out. The Thugs then finish and go back home. _______________________________________________________________________________ Cruising: Required difficulty - Medium оооооооо The Thugs wander around an estate you select, generally causing as much trouble as they can. All of the Tenants on the estate become more stressed as the Thugs pass them. _______________________________________________________________________________ Brawling: Required difficulty - Easy оооооооо The Thugs engage in a fight with another group of enemy Thugs you select, causing havoc and mayhem. The brawl doesn't end until one of the Thug group leaders is knocked out. When this happens, the losing side goes back to their Apartment Block. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 7.5 Psychos CUPSC *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Psychos reside in Biker Bars, where they can dispose of their victims in peace. They are maniacs, causing fear and destruction to enemy people and buildings. The abilities available to Psychos are as follows: _______________________________________________________________________________ Rampage: Required difficulty - Easy ооооооо The Psycho grabs his chainsaw and heads to an enemy construction site you select. When he gets there, the Psycho wanders around the site manically, frightening away all Workers and Foremen on the site. _______________________________________________________________________________ Destroy Fence: Required difficulty - Easy ооооооооооооо The Psycho grabs his chainsaw and heads to an enemy House you select. Upon his arrival, the Psycho starts hacking through the Fence, only stopping if he is recalled or killed, or once the Fence is destroyed. _______________________________________________________________________________ Destroy House: Required difficulty - Medium ооооооооооооо The Psycho grabs his chainsaw and heads to an enemy House you select. Upon his arrival, the Psycho starts wildly hacking at the House, only stopping if he is recalled or killed, or once the House is about to explode. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 7.6 Ghosts CUGST *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Ghosts live in the Haunted Houses. They have a range of abilities, involving terror and manipulation. Ghosts cannot be killed. The abilities available to Ghosts are as follows: _______________________________________________________________________________ Possession: Required difficulty - Easy оооооооооо The Ghost floats towards an enemy person you select, possessing the person's body upon its arrival. The victim turns grey, indicating that he is no longer controllable. The effect only lasts a short while, before the Ghost leaves the body and returns home. _______________________________________________________________________________ Haunting: Required difficulty - Easy оооооооо The Ghost makes its way to an enemy House you select, settling in straight away. The Ghost begins to haunt the Tenants inside, causing them to run away in fear. The Ghost then inhabits the House. Its standard life expectancy is only 500 days, or it will leave if it is recalled or otherwise removed. _______________________________________________________________________________ Make Invisible: Required difficulty - Easy оооооооооооооо The Ghost hovers over to one of your people, and imbues the person with temporary invisibility. While in this state, the person cannot be seen by any opponents or enemy people, but is still visible to you (flashing). _______________________________________________________________________________ Create Zombies: Required difficulty - Easy оооооооооооооо The Ghost heads to an estate you select, sinking into the ground upon its arrival. Shortly afterwards, Zombies begin to rise from the earth and wander the estate. These living dead terrify the local residents and cause any Policemen in the area to go haywire. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 7.7 Clowns CUCLN *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Clowns are found in 'House of Fun' Arcades. Like Ghosts, these unusual allies are capable of a variety of abilities, including distraction and destruction. The abilities available to Clowns are as follows: _______________________________________________________________________________ Entertain: Required difficulty - Easy ооооооооо The Clown makes his merry way to one of your Houses being haunted by an enemy Ghost, and begins his routine. The Ghost cannot stand your aggravating Clown, and promptly leaves the House. _______________________________________________________________________________ Hypnotise: Required difficulty - Easy ооооооооо The Clown heads to an enemy Doghouse you select and begins to hypnotise the dog inside. All the while the Clown is distracting the dog, your people can enter the site without invoking the canine wrath. _______________________________________________________________________________ Wheel of Death: Required difficulty - Medium оооооооооооооо The Clown ambles to an enemy person you select and targets his enticing ray on them. If successful, the enemy person makes his way to the Arcade along with the Clown. Here, the Clown puts the person in the Wheel of Death and launches him high into the sky. This ride is lethal. _______________________________________________________________________________ Play with Matches: Required difficulty - Medium ооооооооооооооооо The Clown heads to an enemy property you select and starts playing with matches outside. The Clown is very clumsy, however, and causes the House to set on fire very quickly. After this, the Clown goes back to the Arcade. _______________________________________________________________________________ ******************************************************************************* **/ооо\**/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ оо | 8 R e s o u r c e s CRSRC *\ __ **\___/**\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо All of the buildings in the game (except the Wood Yard) require resources to construct. In order to create these essential materials, special production sites must be built and operated. The four resources - Wood, Cement, Brick and Steel - are stored in the sites after their manufacture, and the stock levels of each can be monitored on the top-left of the screen. The following sections outline each resource in the game, including the sites that have to be constructed in order to manufacture them. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 8.1 Wood CRSWD *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Wood is the initial and most commonly used resource in the game. As it is required for the construction of every building, it is wise to ensure you have a constant supply of wood. It may be a good idea to permanently post a small workgang in a Wood Yard or Factory in an area that won't disturb local Tenants. This should provide you with a steady influx of Wood, yet not waste too many staff in the process. Additional Workers can always be temporarily added if you get in a desperate situation, or your permanent Workers taken out if you have a full stock that you won't be needing for a while. However you play it, just make sure that this vital resource is there when needed. _______________________________________________________________________________ ******************************************************************************* 8.1.1 Wood Yard CWDYD ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Wood Yard is the first and only property available at the beginning of the game. It is the base for the construction of all other buildings, and should be built as soon as possible to start the industrial wheels rolling. As Wood is the most commonly used resource, it is best to make sure there is always a constant supply of it available. As the town grows, you may consider building another Wood Yard to keep up with the demand. _______________________________________________________________________________ Requirements: None _______________________________________________________________________________ Purchase Cost: њ5000 (+њ10 per additional square occupied) Resources: Wood - 0 Cement - 0 Brick - 0 Steel - 0 Build Time: 50 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ5000 _ _ _ _ |_|_|_|_| Base Strength: 200 |_|_|_|_| |_|_|_|_| Dimensions: 4x4 (minimum 8x8 required on estate) |_|_|_|_| _______________________________________________________________________________ Storage: 25 Wood units _______________________________________________________________________________ Houses Unlocked: Log Cabin Wooden Lodge Soweto Hut Utilities Unlocked: None Undesirables Unlocked: None Fences Unlocked: Country Hedgerow White Picket Fence Objects Unlocked: None _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 8.1.2 Wood Factory CWDFC ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Wood Factory is the upgraded version of the Wood Yard. Production is much quicker, and the storage space is doubled. It is created by selecting the Upgrade icon from a Wood Yard screen. _______________________________________________________________________________ Requirements: 10 Wood units in stock 10 Cement units in stock _______________________________________________________________________________ Upgrade Cost: њ5000 Resources: Wood - 10 ########## Cement - 0 Brick - 0 Steel - 0 Upgrade Time: 50 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ5000 _ _ _ _ |_|_|_|_| Base Strength: 200 |_|_|_|_| |_|_|_|_| Dimensions: 4x4 (minimum 8x8 required on estate) |_|_|_|_| _______________________________________________________________________________ Storage: 50 Wood units _______________________________________________________________________________ Houses Unlocked: None Utilities Unlocked: None Undesirables Unlocked: None Fences Unlocked: Panel Fence Objects Unlocked: Small Shed _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 8.2 Cement CRSCM *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо After a while, it becomes apparent that decent buildings can't be made from just Wood. The second resource, Cement, allows you to build the first Utilities and Undesirable Abodes. Although not the same extent as Wood, Cement is used in the construction of the majority of buildings. For this reason, you may find that building another Cement Yard is a good idea later in the game. It may also be a good idea to have one Foreman and a Worker constantly producing Cement, but remember that Cement is not in as much demand as Wood. _______________________________________________________________________________ ******************************************************************************* 8.2.1 Cement Yard CCMYD ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Cement Yard allows access to the first few Utilities and Undesirable Abodes. After its construction the game begins to get more complicated, as Objects can be manufactured and Level 2 Tenants can be created. _______________________________________________________________________________ Requirements: Log Cabin built Wooden Lodge built Soweto Hut built _______________________________________________________________________________ Purchase Cost: њ7500 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 0 Brick - 0 Steel - 0 Build Time: 80 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ7500 _ _ _ _ _ _ |_|_|_|_|_|_| Base Strength: 200 |_|_|_|_|_|_| |_|_|_|_|_|_| Dimensions: 6x4 (minimum 10x8 required on estate) |_|_|_|_|_|_| _______________________________________________________________________________ Storage: 25 Cement units _______________________________________________________________________________ Houses Unlocked: Bungalow Northern Mews Council House Utilities Unlocked: Gadget Factory Police Station Undesirables Unlocked: Commune Pawn Shop Fences Unlocked: Dry Stone Wall Objects Unlocked: Trees Garden Gnome Subway Site Home Computer Double Glazing _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 8.2.2 Cement Factory CCMFC ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Cement Factory is the upgraded version of the Cement Yard. Production is much quicker, and the storage space is doubled. It is created by selecting the Upgrade icon from a Cement Yard screen. _______________________________________________________________________________ Requirements: 10 Wood units in stock 10 Cement units in stock _______________________________________________________________________________ Upgrade Cost: њ7500 Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 0 Steel - 0 Upgrade Time: 80 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ7500 _ _ _ _ _ _ |_|_|_|_|_|_| Base Strength: 200 |_|_|_|_|_|_| |_|_|_|_|_|_| Dimensions: 6x4 (minimum 10x8 required on estate) |_|_|_|_|_|_| _______________________________________________________________________________ Storage: 50 Cement units _______________________________________________________________________________ Houses Unlocked: None Utilities Unlocked: None Undesirables Unlocked: None Fences Unlocked: Immovable Monolith Objects Unlocked: None _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 8.3 Brick CRSBR *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The third resource is Brick, and after it becomes available your options are increased dramatically. The more advanced buildings require the use of Brick, and some Objects are only available with this resource. As the more common buildings do not need Brick, it is unlikely that you will need more than one Brick Yard (or Factory). Also, you will probably find that you only need to have Workers producing Brick when you get low on stock, rather than keeping the line running constantly. _______________________________________________________________________________ ******************************************************************************* 8.3.1 Brick Yard CBRYD ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Brick Yard makes Level 3 Houses and additional Utilities and Undesirables available. It also increases the range of Objects that can be manufactured at the Gadget Factory. _______________________________________________________________________________ Requirements: Bungalow built Northern Mews built Council House built _______________________________________________________________________________ Purchase Cost: њ10000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 0 Steel - 0 Build Time: 100 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ10000 _ _ _ _ _ _ |_|_|_|_|_|_| Base Strength: 200 |_|_|_|_|_|_| |_|_|_|_|_|_| Dimensions: 6x4 (minimum 10x8 required on estate) |_|_|_|_|_|_| _______________________________________________________________________________ Storage: 25 Brick units _______________________________________________________________________________ Houses Unlocked: Mid West House Dakota House Ohio House Utilities Unlocked: Mob HQ Park School Hospital Undesirables Unlocked: Fixit's Store Apartment Block Fences Unlocked: Brick Hedge Objects Unlocked: Garden Pond Dog Kennel Window Shutters Burglar Alarm Mouse Trap _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 8.3.2 Brick Factory CBRFC ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Brick Factory is the upgraded version of the Brick Yard. Production is much quicker, and the storage space is doubled. It is created by selecting the Upgrade icon from a Brick Yard screen. _______________________________________________________________________________ Requirements: 10 Wood units in stock 10 Cement units in stock Brick Yard built _______________________________________________________________________________ Upgrade Cost: њ10000 Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 10 ========== Steel - 0 Upgrade Time: 100 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ10000 _ _ _ _ _ _ |_|_|_|_|_|_| Base Strength: 200 |_|_|_|_|_|_| |_|_|_|_|_|_| Dimensions: 6x4 (minimum 10x8 required on estate) |_|_|_|_|_|_| _______________________________________________________________________________ Storage: 50 Brick units _______________________________________________________________________________ Houses Unlocked: None Utilities Unlocked: None Undesirables Unlocked: None Fences Unlocked: Solid Brick Wall Objects Unlocked: Wishing Well _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 8.4 Steel CRSST *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The final and most spectacular buildings in the game require the use of Steel. This resource is used in only a few buildings and Objects, so it should only be produced when you need to refill your stock. It is highly unlikely that you will need any more than one Steel Yard or Factory, unless you intend to build a considerable number of expensive building and Objects. _______________________________________________________________________________ ******************************************************************************* 8.4.1 Steel Yard CSTYD ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Brick Yard makes Level 4 Houses and additional Utilities and Undesirables available. It also increases the range of Objects that can be manufactured at the Gadget Factory. _______________________________________________________________________________ Requirements: Mid West House built Dakota House built Ohio House built _______________________________________________________________________________ Purchase Cost: њ15000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 10 ========== Steel - 0 Build Time: 150 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ15000 _ _ _ _ _ _ |_|_|_|_|_|_| Base Strength: 200 |_|_|_|_|_|_| |_|_|_|_|_|_| Dimensions: 6x4 (minimum 10x8 required on estate) |_|_|_|_|_|_| _______________________________________________________________________________ Storage: 25 Steel units _______________________________________________________________________________ Houses Unlocked: Mock Tudor Scottish Lodge Town House Utilities Unlocked: None Undesirables Unlocked: Biker Bar Haunted House Arcade Fences Unlocked: Brick & Steel Fence Objects Unlocked: Garden Furniture Home Repair Kit _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 8.3.2 Steel Factory CSTFC ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Steel Factory is the upgraded version of the Steel Yard. Production is much quicker, and the storage space is doubled. It is created by selecting the Upgrade icon from a Steel Yard screen. _______________________________________________________________________________ Requirements: 10 Wood units in stock 10 Cement units in stock Steel Yard built _______________________________________________________________________________ Upgrade Cost: њ15000 Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 10 ========== Steel - 10 @@@@@@@@@@ Upgrade Time: 150 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ15000 _ _ _ _ _ _ |_|_|_|_|_|_| Base Strength: 200 |_|_|_|_|_|_| |_|_|_|_|_|_| Dimensions: 6x4 (minimum 10x8 required on estate) |_|_|_|_|_|_| _______________________________________________________________________________ Storage: 50 Steel units _______________________________________________________________________________ Houses Unlocked: None Utilities Unlocked: None Undesirables Unlocked: None Fences Unlocked: Iron Railings Objects Unlocked: Rose Arbor Greenhouse _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* **/ооо\**/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ оо | 9 H o u s e s CHOUS *\ __ **\___/**\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The majority of your buildings will be in the form of Houses. These residential properties are used to provide shelter and sanctuary to Tenants, and it is from the letting of your Houses that nearly all of your income is generated. The Houses are split into six distinct groups, or Levels, corresponding to the Level of the Tenants for which they are most suitable. There are no Houses available at the very beginning of the game, as each House requires certain resources in order to be built. The first four House Levels are unlocked following the construction of different resource types, and the Level 5 Houses are accessible after all of the Level 4 Houses have been built. It is only the Special Commissions that take a little more effort. The following sections describe each House in the game, grouped into their relevant Levels. _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 9.1 Level 1 CHSLA *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Level 1 Houses become available after the Wood Yard has been built. As these Houses are only made of wood, they are rather poor quality and require frequent repair to keep in a decent condition. They are the cheapest of the Houses in the game, and are most suitable for Level 1 Tenants. Higher Level Tenants refuse to rent Level 1 Houses. Once at least one of each Level 1 House (Log Cabin, Wooden Lodge and Soweto Hut) has been built, the Cement Yard becomes available. _______________________________________________________________________________ ******************************************************************************* 9.1.1 Log Cabin CHALC ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This is the cheapest and easiest House to build, being a simple wooden shack with only the basic features. It is likely to be the first House you construct in the game, and is a simple introduction to later House development. _______________________________________________________________________________ Requirements: Wood Yard built _______________________________________________________________________________ Purchase Cost: њ3500 (+њ10 per additional square occupied) Resources: Wood - 3 ### Cement - 0 Brick - 0 Steel - 0 Build Time: 50 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ5000 Base Strength: 50 _ _ _ |_|_|_| Dimensions: 3x2 (minimum 7x6 required on estate) |_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.1.2 Wooden Lodge CHAWL ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The second of the wood houses has the same dimensions as the Log Cabin, but is more sturdily built. The Wooden Lodge is a quaint, if somewhat breezy, abode. _______________________________________________________________________________ Requirements: Wood Yard built _______________________________________________________________________________ Purchase Cost: њ4500 (+њ10 per additional square occupied) Resources: Wood - 3 ### Cement - 0 Brick - 0 Steel - 0 Build Time: 70 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ6500 Base Strength: 60 _ _ _ |_|_|_| Dimensions: 3x2 (minimum 7x6 required on estate) |_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.1.3 Soweto Hut CHASH ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This House is slightly larger than the other two Level 1 properties, but still requires the same amount of wood to build. It is the best of the wood Houses, taking the longest time to construct of the three. _______________________________________________________________________________ Requirements: Wood Yard built _______________________________________________________________________________ Purchase Cost: њ5000 (+њ10 per additional square occupied) Resources: Wood - 3 ### Cement - 0 Brick - 0 Steel - 0 Build Time: 90 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ7000 Base Strength: 70 _ _ _ _ |_|_|_|_| Dimensions: 4x2 (minimum 8x6 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 9.2 Level 2 CHSLB *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Level 2 Houses become available after the Cement Yard has been built. These Houses are of a much higher quality than their wooden counterparts, with much more sturdy foundations and supports. Although they are superior to Level 1 Houses, they are still quite poor buildings, and are most suitable for Level 2 Tenants. Higher Level Tenants refuse to rent Level 2 Houses. Once at least one of each Level 2 House (Bungalow, Northern Mews, Council House) has been built, the Brick Yard becomes available. _______________________________________________________________________________ ******************************************************************************* 9.2.1 Bungalow CHBBN ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This simple, one-storey House is of a much greater quality than the Level 1 Houses, and this is reflected by its considerably higher build time. _______________________________________________________________________________ Requirements: Cement Yard built _______________________________________________________________________________ Purchase Cost: њ5800 (+њ10 per additional square occupied) Resources: Wood - 3 ### Cement - 3 $$$ Brick - 0 Steel - 0 Build Time: 300 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ7500 Base Strength: 80 _ _ _ |_|_|_| Dimensions: 3x2 (minimum 7x6 required on estate) |_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.2.2 Northern Mews CHBNM ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This House is a great advance upon the Bungalow, increasing in both price and strength by quite a wide margin. Interestingly, though, it still requires the same number of resources to build. _______________________________________________________________________________ Requirements: Cement Yard built _______________________________________________________________________________ Purchase Cost: њ9000 (+њ10 per additional square occupied) Resources: Wood - 3 ### Cement - 3 $$$ Brick - 0 Steel - 0 Build Time: 350 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ11000 _ _ _ Base Strength: 130 |_|_|_| |_|_|_| Dimensions: 3x3 (minimum 7x7 required on estate) |_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.2.3 Council House CHBCH ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The last of the Level 2 Houses is only a slight improvement on the Northern Mews, although its larger structure requires just a little more wood to build. _______________________________________________________________________________ Requirements: Cement Yard built _______________________________________________________________________________ Purchase Cost: њ9200 (+њ10 per additional square occupied) Resources: Wood - 4 #### Cement - 3 $$$ Brick - 0 Steel - 0 Build Time: 400 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ11500 _ _ _ _ _ Base Strength: 140 |_|_|_|_|_| |_|_|_|_|_| Dimensions: 5x3 (minimum 9x7 required on estate) |_|_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 9.3 Level 3 CHSLC *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Level 3 Houses become available after the Brick Yard has been built. With brick available, the building potential is greatly improved. The three Level 3 Houses are based on different styles from areas around the States, and are far stronger and more comfortable than the wood and cement Houses. They are most suitable for Level 3 Tenants, although higher Level Tenants refuse to rent Level 3 Houses. Once at least one of each Level 3 House (Mid West House, Dakota House, Ohio House) has been built, the Steel Yard becomes available. _______________________________________________________________________________ ******************************************************************************* 9.3.1 Mid West House CHCMW ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The first of the Level 3 Houses is based on classic properties in the colonies. Its strength far exceeds that of the wood and cement Houses, although the wood cladding hides its true structure. _______________________________________________________________________________ Requirements: Brick Yard built _______________________________________________________________________________ Purchase Cost: њ9500 (+њ10 per additional square occupied) Resources: Wood - 2 ## Cement - 3 $$$ Brick - 3 === Steel - 0 Build Time: 500 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ12000 _ _ _ |_|_|_| Base Strength: 150 |_|_|_| |_|_|_| Dimensions: 3x4 (minimum 7x8 required on estate) |_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.3.2 Dakota House CHCDH ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This rustic-style House is a lot more advanced than it appears to be, making it a superior wilderness hideaway. It is a little larger than the Mid West House, only taking a little more time and resources to build. _______________________________________________________________________________ Requirements: Brick Yard built _______________________________________________________________________________ Purchase Cost: њ9500 (+њ10 per additional square occupied) Resources: Wood - 2 ## Cement - 3 $$$ Brick - 4 ==== Steel - 0 Build Time: 500 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ12400 _ _ _ _ |_|_|_|_| Base Strength: 160 |_|_|_|_| |_|_|_|_| Dimensions: 4x4 (minimum 8x8 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.3.3 Ohio House CHCOH ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Ohio House is the last of the Level 3 Houses, and is an expansive property. It is built in a similar manner to the Mid West House, although its larger size requires more resources and construction time. _______________________________________________________________________________ Requirements: Brick Yard built _______________________________________________________________________________ Purchase Cost: њ10500 (+њ10 per additional square occupied) Resources: Wood - 3 ### Cement - 3 $$$ Brick - 4 ==== Steel - 0 Build Time: 500 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ13000 _ _ _ _ |_|_|_|_| Base Strength: 170 |_|_|_|_| |_|_|_|_| Dimensions: 4x4 (minimum 8x8 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 9.4 Level 4 CHSLD *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Level 4 Houses become available after the Steel Yard has been built. Making use of all the resource types, these Houses are built in a classic style that is both sophisticated and elegant. They are very comfortable, expansive and sturdy Houses, taking a great deal of time and resources to build. Designed for Level 4 Tenants, these Houses will be accepted by all Tenants except for the very rich Level 5 Tenants. Once at least one of each Level 4 House (Mock Tudor, Scottish Lodge, Town House) has been built, the Level 5 Houses become available. _______________________________________________________________________________ ******************************************************************************* 9.4.1 Mock Tudor CHDMT ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Based on a classic design from the Tudor period, this half-timbered Level 4 House supports a traditional thatched roof over tarred black beams. The 16th- century architecture requires a considerable amount of time and resources to build, but it is worth the effort. _______________________________________________________________________________ Requirements: Steel Yard built _______________________________________________________________________________ Purchase Cost: њ12000 (+њ10 per additional square occupied) Resources: Wood - 3 ### Cement - 2 $$ Brick - 4 ==== Steel - 2 @@ Build Time: 620 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ15000 _ _ _ Base Strength: 180 |_|_|_| |_|_|_| Dimensions: 3x3 (minimum 7x7 required on estate) |_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.4.2 Scottish Lodge CHDSL ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Representing a stately Scottish manor, this House is comfortable and spacious. Structurally stronger than the first Level 4 House, the Scottish Lodge requires a few more Resources and cash, and takes a little while longer to build. _______________________________________________________________________________ Requirements: Steel Yard built _______________________________________________________________________________ Purchase Cost: њ13500 (+њ10 per additional square occupied) Resources: Wood - 4 #### Cement - 2 $$ Brick - 4 ==== Steel - 3 @@@ Build Time: 650 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ17500 _ _ _ _ _ Base Strength: 190 |_|_|_|_|_| |_|_|_|_|_| Dimensions: 5x3 (minimum 9x7 required on estate) |_|_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.4.3 Town House CHDTH ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This House is based upon a typical high-class suburban residence. Split over three large floors, this large property has many external features that add to its charm and stability. Nearly all Tenants would be very happy in this House. _______________________________________________________________________________ Requirements: Steel Yard built _______________________________________________________________________________ Purchase Cost: њ15000 (+њ10 per additional square occupied) Resources: Wood - 4 #### Cement - 2 $$ Brick - 5 ===== Steel - 3 @@@ Build Time: 680 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ19000 _ _ _ _ |_|_|_|_| Base Strength: 200 |_|_|_|_| |_|_|_|_| Dimensions: 4x4 (minimum 8x8 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 9.5 Level 5 CHSLE *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Level 5 Houses become available after each Level 4 House has been built. The final group of standard Houses represent the best in modern property design and construction. Although they differ in style, they are all strong, charming and comfortable. Any Tenant will agree to move into a Level 5 House, but they are most suited to Level 5 Tenants. _______________________________________________________________________________ ******************************************************************************* 9.5.1 Beach House CHEBH ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Representing the pinnacle in modern design and sophisticated technological construction, the Beach House is both functional and spacious. It requires a fair chunk of resources and a lot of time to build. _______________________________________________________________________________ Requirements: Mock Tudor built Scottish Lodge built Town House built _______________________________________________________________________________ Purchase Cost: њ20000 (+њ10 per additional square occupied) Resources: Wood - 4 #### Cement - 6 $$$$$$ Brick - 2 == Steel - 2 @@ Build Time: 700 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ25000 _ _ _ Base Strength: 200 |_|_|_| |_|_|_| Dimensions: 3x3 (minimum 7x7 required on estate) |_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.5.2 Classic Georgian CHECG ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо A true classic from Belgravia, this three-storey House is filled with spacious rooms oozing elegance and charm. It takes a lot of time and resources to build, but the captivating facade of the building is worth all the effort. _______________________________________________________________________________ Requirements: Mock Tudor built Scottish Lodge built Town House built _______________________________________________________________________________ Purchase Cost: њ23000 (+њ10 per additional square occupied) Resources: Wood - 4 #### Cement - 2 $$ Brick - 6 ====== Steel - 3 @@@ Build Time: 750 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ28000 _ _ _ _ Base Strength: 200 |_|_|_|_| |_|_|_|_| Dimensions: 4x3 (minimum 8x7 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.5.3 Atlantan House CHEAH ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The final residence of the standard list is the Atlantan House. This beautiful building represents the very best in traditional architecture and modern construction. It takes a very long time to build and requires a considerable supply of each resource, but it is a necessary addition to any modern town. _______________________________________________________________________________ Requirements: Mock Tudor built Scottish Lodge built Town House built _______________________________________________________________________________ Purchase Cost: њ25000 (+њ10 per additional square occupied) Resources: Wood - 4 #### Cement - 4 $$$$ Brick - 4 ==== Steel - 4 @@@@ Build Time: 800 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ32000 _ _ _ _ |_|_|_|_| Base Strength: 200 |_|_|_|_| |_|_|_|_| Dimensions: 4x4 (minimum 8x8 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */ооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 9.6 Special Commissions CHSSC *\___/*\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо There is a group of unique Houses that are only accessible after having a Level 5 Tenant specifically design them. These are the Special Commissions, and they mark the pinnacle of construction achievement. Each Special Commission must be designed and built before the next one is made available. If a Level 5 Tenant designs plans and you haven't yet built the previous Special Commission, the Tenant will refuse to give you the designs and all that time will have been wasted. Don't design the next Commission until you've built the previous one. Any Tenant will accept the opportunity to live in one of these fabulous Houses, but they will refuse to pay any rent or reproduce at all. Any Tenants you place in these properties will be too overawed by the splendour of their surroundings to bother with things like that. All of the Commissions are extremely expensive and time-consuming to build, and require a huge supply of resources. Unless you're playing the Egomania Scenario Mission, it is probably best not to bother building them.. _______________________________________________________________________________ ******************************************************************************* 9.6.1 Welsh Cottage CHSWC ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The first Commission is a representation of the traditional farm cottages of Wales. Although not hi-tech or flamboyant, this House is rustic and beautifully picturesque. Any Tenant will be pleased to live here. _______________________________________________________________________________ Requirements: Building Plans designed _______________________________________________________________________________ Purchase Cost: њ50000 (+њ10 per additional square occupied) Resources: Wood - 20 #################### Cement - 20 $$$$$$$$$$$$$$$$$$$$ Brick - 20 ==================== Steel - 20 @@@@@@@@@@@@@@@@@@@@ Build Time: 1000 days (based on one refreshed Worker at 12% Efficiency) No. Available: 1 _______________________________________________________________________________ Freehold Cost: њ50000 _ _ _ _ _ _ Base Strength: 250 |_|_|_|_|_|_| |_|_|_|_|_|_| Dimensions: 6x3 (minimum 10x7 required on estate) |_|_|_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.6.2 Gothic Church CHSGC ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Built in the style of a flamboyant church, this Commission is architecturally unique. The various extremities and odd angles of its design are captivating to any prospective Tenant. _______________________________________________________________________________ Requirements: Welsh Cottage built Building Plans designed _______________________________________________________________________________ Purchase Cost: њ50000 (+њ10 per additional square occupied) Resources: Wood - 20 #################### Cement - 20 $$$$$$$$$$$$$$$$$$$$ Brick - 20 ==================== Steel - 20 @@@@@@@@@@@@@@@@@@@@ Build Time: 1000 days (based on one refreshed Worker at 12% Efficiency) No. Available: 1 _______________________________________________________________________________ Freehold Cost: њ50000 _ _ _ _ _ _ Base Strength: 250 |_|_|_|_|_|_| |_|_|_|_|_|_| Dimensions: 6x3 (minimum 10x7 required on estate) |_|_|_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.6.3 Pub CHSPB ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The accuracy of its design makes this property almost indistinguishable from an English country pub. Any Tenant will be very pleased to live here, owing to the large reception rooms and facilities available in this Commission. _______________________________________________________________________________ Requirements: Gothic Church built Building Plans designed _______________________________________________________________________________ Purchase Cost: њ50000 (+њ10 per additional square occupied) Resources: Wood - 20 #################### Cement - 20 $$$$$$$$$$$$$$$$$$$$ Brick - 20 ==================== Steel - 20 @@@@@@@@@@@@@@@@@@@@ Build Time: 1000 days (based on one refreshed Worker at 12% Efficiency) No. Available: 1 _______________________________________________________________________________ Freehold Cost: њ50000 _ _ _ _ _ Base Strength: 250 |_|_|_|_|_| |_|_|_|_|_| Dimensions: 5x3 (minimum 9x7 required on estate) |_|_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.6.4 Russian CHSRS ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо A property designed in the style of a classic Russian residence. You will have no problem persuading Tenants to move in to this exquisite Commission. _______________________________________________________________________________ Requirements: Pub built Building Plans designed _______________________________________________________________________________ Purchase Cost: њ50000 (+њ10 per additional square occupied) Resources: Wood - 20 #################### Cement - 20 $$$$$$$$$$$$$$$$$$$$ Brick - 20 ==================== Steel - 20 @@@@@@@@@@@@@@@@@@@@ Build Time: 1000 days (based on one refreshed Worker at 12% Efficiency) No. Available: 1 _______________________________________________________________________________ Freehold Cost: њ50000 _ _ _ _ Base Strength: 250 |_|_|_|_| |_|_|_|_| Dimensions: 4x3 (minimum 8x7 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.6.5 Japanese CHSJP ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Immaculately representative of traditional Japanese design, this Commission is extremely spacious and light. Any Tenant will be pleased to live here. _______________________________________________________________________________ Requirements: Russian built Building Plans designed _______________________________________________________________________________ Purchase Cost: њ50000 (+њ10 per additional square occupied) Resources: Wood - 20 #################### Cement - 20 $$$$$$$$$$$$$$$$$$$$ Brick - 20 ==================== Steel - 20 @@@@@@@@@@@@@@@@@@@@ Build Time: 1000 days (based on one refreshed Worker at 12% Efficiency) No. Available: 1 _______________________________________________________________________________ Freehold Cost: њ50000 _ _ _ _ _ _ _ Base Strength: 250 |_|_|_|_|_|_|_| |_|_|_|_|_|_|_| Dimensions: 7x3 (minimum 11x7 required on estate) |_|_|_|_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.6.6 Dutch CHSDT ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The penultimate Commission is based on an elegant and structurally sound design traditionally used in Holland. You can place any Tenant in this property. _______________________________________________________________________________ Requirements: Japanese built Building Plans designed _______________________________________________________________________________ Purchase Cost: њ50000 (+њ10 per additional square occupied) Resources: Wood - 20 #################### Cement - 20 $$$$$$$$$$$$$$$$$$$$ Brick - 20 ==================== Steel - 20 @@@@@@@@@@@@@@@@@@@@ Build Time: 1000 days (based on one refreshed Worker at 12% Efficiency) No. Available: 1 _______________________________________________________________________________ Freehold Cost: њ50000 _ _ _ _ _ Base Strength: 250 |_|_|_|_|_| |_|_|_|_|_| Dimensions: 5x3 (minimum 9x7 required on estate) |_|_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* 9.6.7 Pyramid CHSPY ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The final and most extravagant Commission is the absolute peak of construction. Not only is it the largest House of all, but the largest building of any type. Using an ancient and time-proved architectural design, the Pyramid is based on the pyramids of Giza, in Egypt. No Tenant would pass up an opportunity to live in this property. _______________________________________________________________________________ Requirements: Dutch built Building Plans designed _______________________________________________________________________________ Purchase Cost: њ50000 (+њ10 per additional square occupied) Resources: Wood - 20 #################### Cement - 20 $$$$$$$$$$$$$$$$$$$$ Brick - 20 ==================== Steel - 20 @@@@@@@@@@@@@@@@@@@@ Build Time: 1000 days (based on one refreshed Worker at 12% Efficiency) No. Available: 1 _______________________________________________________________________________ _ _ _ _ _ _ Freehold Cost: њ50000 |_|_|_|_|_|_| |_|_|_|_|_|_| Base Strength: 250 |_|_|_|_|_|_| |_|_|_|_|_|_| Dimensions: 6x5 (minimum 10x9 required on estate) |_|_|_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* **/оооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ о | 10 U t i l i t i e s CUTLS *\ _ **\____/*\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо There are several buildings that have specific purposes to improve the smooth flow of your town, known as Utilities. As their nature and function varies from building to building, there is no generic background upon which to place them. Therefore, the individual Utility descriptions are given in the sections below. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 10.1 Gadget Factory CUGDF *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The first Utility to which you will have access is the Gadget Factory. This is unparalleled in its usefulness, as it allows you to manufacture a wide range of Objects. In order to produce Objects, you must place a workgang inside the Gadget Factory, and select an Object to manufacture. The Objects available depend on the resources you have constructed, and are detailed in section 12. _______________________________________________________________________________ Requirements: Cement Yard built _______________________________________________________________________________ Purchase Cost: њ5000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 0 Steel - 0 Build Time: 200 days (based on one refreshed Worker at 12% Efficiency) No. Available: 1 _______________________________________________________________________________ Freehold Cost: њ5000 _ _ _ _ |_|_|_|_| Base Strength: 200 |_|_|_|_| |_|_|_|_| Dimensions: 4x4 (minimum 8x8 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 10.2 Police Station CUPLS *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо In order to protect law and order in your estates, you will need to build a Police Station. Once you have acquired this Utility, you can use Cadets to distribute Policemen around the town, and modify individual police Efficiency. Each Cadet added to your total increases the coverage by 100 man/days. This means that one Policeman at 100% Efficiency can patrol an estate for 100 days. More Policemen will decrease this time, and lower Efficiency will increase it. The length of time the Policemen patrol the estates is equal to the man/days available divided by the total combined Efficiency of all Policemen. (Take into account Efficiency is measured as a percentage, so 10% = 0.1). For example: If you have 200 man/days available, and you assign one Policeman at 40% Efficiency, there will be 500 days of coverage. (200 divided by 40% = 500) If you have 240 man/days available, and you assign three Policemen with 60%, 30% and 70% Efficency, there will be 150 days of coverage. (240 divided by 60%+30%+70% (140%) = 150) If you have 465 man/days available, and you assign three Policemen with 50% Efficiency and two with 20% Efficiency, there will be 244 days of coverage. (465 divided by 50%+50%+50%+20%+20% (190%) = 244) _______________________________________________________________________________ Requirements: Cement Yard built _______________________________________________________________________________ Purchase Cost: њ10000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 0 Steel - 0 Build Time: 400 days (based on one refreshed Worker at 12% Efficiency) No. Available: 1 _______________________________________________________________________________ Freehold Cost: њ10000 _ _ _ _ _ |_|_|_|_|_| Base Strength: 100 |_|_|_|_|_| |_|_|_|_|_| Dimensions: 5x4 (minimum 9x8 required on estate) |_|_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 10.3 Mob HQ CUMHQ *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо As soon as you build the Mob HQ, a Gangster will be added to your workforce, along with 4 Favours to make use of him. The Mob HQ has two functions - to give you access to Gangsters via the use of Favours, and to lend money to you. In order to have a Gangster attack a person, you must use a Favour. Four of these are awarded for each Gangster added to your workforce, and additional Favours can be generated by Level 3 Tenants. If you run out of Favours, all of the Gangsters return to the Mob HQ and become unusable until you generate more. The Mob Boss is also willing to give you a loan, although his rates are more expensive than the bank's. Mob Boss loans are taken and repayed in њ20000 increments, but additional money cannot be borrowed if the current loan is more than њ50000. The interest is 2% per month, and as this is compound interest the 2% applies to the current loan (including previous interest). For example, if you borrow њ40000, the interest after the first month is њ800. This is added to the њ40000 initially borrowed, to give a total of њ40800. The loan will then be incremented as follows unless repayed or increased: After month 1 - њ40800 + 2% (њ816) = њ41616 After month 2 - њ41616 + 2% (њ832) = њ42448 After month 3 - њ42448 + 2% (њ848) = њ43296 After month 4 - њ43296 + 2% (њ865) = њ44161 After month 5 - њ44141 + 2% (њ883) = њ45044 Due to the compound nature of the interest, the loan will be increased by about 27% after one year, and by almost 61% after two years. Therefore, it is very important to repay the loan as soon as possible. As soon as a loan is taken a counter begins ticking. You are given two years to repay the loan, else the Mob Boss will take matters into his own hands. If you reduce the loan to њ0, the counter is stopped and will restart at two years the next time you borrow money. However, all the time that you owe at least њ1, the counter will continue to tick. You will be warned when you have 90 days remaining, and again once the duration has expired. After this point, the Mob Boss begins to arrange alternative forms of payment. Once the debt is 180 days overdue, the Mob Boss will send in a helicopter and completely remove one of your Houses (killing any people inside or in the garden). The same thing will happen again unless the debt is repayed, only the time period is one week shorter (i.e. 173 days later). The period between each removal decreases by a week each time, until it stops at 60 days. The guide below gives the first five removal times of the debt being overdue: House removed at 180 days overdue House removed at 353 days overdue House removed at 1 year & 159 days overdue House removed at 1 year & 318 days overdue House removed at 2 years & 110 days overdue etc. If there are no Houses to be removed, the Mob Boss will not do anything else (until you build more Houses, that is). Frankly, you've got enough problems to deal with anyway, what with no Houses and a sizeable debt to the Mob. By the way, don't think that you can borrow money from the Mob Boss and then destroy the Mob HQ to wipe the debt. As soon as the Mob HQ is built, the Mob are forever a constant presence in your town. Even without an HQ, they will still remember your debt (and act upon it, accordingly). _______________________________________________________________________________ Requirements: Brick Yard built _______________________________________________________________________________ Purchase Cost: њ10000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 10 ========== Steel - 0 Build Time: 400 days (based on one refreshed Worker at 12% Efficiency) No. Available: 1 _______________________________________________________________________________ Freehold Cost: њ10000 _ _ _ _ Base Strength: 100 |_|_|_|_| |_|_|_|_| Dimensions: 4x3 (minimum 8x7 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 10.4 Prison CUPRS *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The efforts of your police force are inconsequential unless you have a secure facility in which to incarcerate your convicted criminals. The Prison is the only Utility to have a specific requirement other than resources before it can be built. Enemy Undesirables caught by your Policemen are sent to a Prison for a much longer period of time than they can normally be detained at the Police Station. This keeps them off your streets, which should make your residents happy. _______________________________________________________________________________ Requirements: Steel Yard built 6 Cadets produced _______________________________________________________________________________ Purchase Cost: њ10000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 10 ========== Steel - 10 @@@@@@@@@@ Build Time: 400 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ10000 _ _ _ _ |_|_|_|_| Base Strength: 100 |_|_|_|_| |_|_|_|_| Dimensions: 4x4 (minimum 8x8 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 10.5 Park CUPRK *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The Park has no special function, nor does it have any direct effects upon your workforce, buildings or finances. However, the Park does provide relaxation for the Tenants, and this makes them happy. I am not sure exactly how the effects of the Park are calculated, but some of the higher level Tenants like to spend a fair bit of their time there. Generally, it is worth building at least one Park in your town. _______________________________________________________________________________ Requirements: Brick Yard built _______________________________________________________________________________ Purchase Cost: њ10000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 10 ========== Steel - 0 Build Time: 400 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ10000 Base Strength: 100 _ _ |_|_| Dimensions: 2x2 (minimum 6x6 required on estate) |_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 10.6 School CUSCL *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо To make sure that every House has access to a decent education, you can build a School in your town. This building takes the longest time to build of all the properties in the game, but it is worth the wait. The School has the same effect as a Home Computer being installed in every House in the town. In other words, owning a School will allow you to have any Tenant produce new Tenants of the Level above, regardless of whether or not they have a Home Computer. _______________________________________________________________________________ Requirements: Brick Yard built _______________________________________________________________________________ Purchase Cost: њ10000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 10 ========== Steel - 0 Build Time: 1500 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ10000 _ _ _ _ Base Strength: 100 |_|_|_|_| |_|_|_|_| Dimensions: 4x3 (minimum 8x7 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 10.7 Hospital CUHSP *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо When playing against a hostile opponent, it is very likely that some of your people will be injured. The Hospital acts as a means of quickly healing people, much faster than the Homebase. This is a useful Utility during a heated fight, but not really worth building if you are not playing against any opponents. _______________________________________________________________________________ Requirements: Brick Yard built _______________________________________________________________________________ Purchase Cost: њ10000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 10 ========== Steel - 0 Build Time: 800 days (based on one refreshed Worker at 12% Efficiency) No. Available: 5 _______________________________________________________________________________ Freehold Cost: њ10000 _ _ _ _ _ |_|_|_|_|_| Base Strength: 100 |_|_|_|_|_| |_|_|_|_|_| Dimensions: 5x4 (minimum 9x8 required on estate) |_|_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* **/оооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ о | 11 U n d e s i r a b l e A b o d e s CUDBD *\ _ **\____/*\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо There is a group of buildings that are each home to a special type of person - the Undesirables. These buildings are only required in games against opponents, as the Undesirables can only be used for negative purposes. The abodes have no inherent functions of their own, as they are merely conduits to access your Undesirables' abilities. They are listed in the sections below. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 11.1 Commune CUBCM *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This is the abode of the Hippy. _______________________________________________________________________________ Requirements: Cement Yard built _______________________________________________________________________________ Purchase Cost: њ5000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 0 Steel - 0 Build Time: 300 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ5000 Base Strength: 100 _ _ |_|_| Dimensions: 2x2 (minimum 6x6 required on estate) |_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 11.2 Pawn Shop CUBPS *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This is the abode of the Thief. _______________________________________________________________________________ Requirements: Cement Yard built _______________________________________________________________________________ Purchase Cost: њ5000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 0 Steel - 0 Build Time: 300 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ5000 _ _ _ Base Strength: 100 |_|_|_| |_|_|_| Dimensions: 3x3 (minimum 7x7 required on estate) |_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 11.3 Mr Fixit CUBFS *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This is the abode of Mr Fixit. _______________________________________________________________________________ Requirements: Brick Yard built _______________________________________________________________________________ Purchase Cost: њ5000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 10 ========== Steel - 0 Build Time: 300 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ5000 _ _ _ _ |_|_|_|_| Base Strength: 100 |_|_|_|_| |_|_|_|_| Dimensions: 4x4 (minimum 8x8 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 11.4 Apartment Block CUBAB *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This is the abode of the Thugs. _______________________________________________________________________________ Requirements: Brick Yard built _______________________________________________________________________________ Purchase Cost: њ5000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 10 ========== Steel - 0 Build Time: 300 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ5000 _ _ _ Base Strength: 100 |_|_|_| |_|_|_| Dimensions: 3x3 (minimum 7x7 required on estate) |_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 11.5 Biker Bar CUBBB *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This is the abode of the Psycho. _______________________________________________________________________________ Requirements: Steel Yard built _______________________________________________________________________________ Purchase Cost: њ5000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 10 ========== Steel - 10 @@@@@@@@@@ Build Time: 300 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ5000 Base Strength: 100 _ _ _ _ |_|_|_|_| Dimensions: 4x2 (minimum 8x6 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 11.6 Haunted House CUBHH *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This is the abode of the Ghost. _______________________________________________________________________________ Requirements: Steel Yard built _______________________________________________________________________________ Purchase Cost: њ5000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 10 ========== Steel - 10 @@@@@@@@@@ Build Time: 300 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ5000 Base Strength: 100 _ _ _ _ |_|_|_|_| Dimensions: 4x2 (minimum 8x6 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 11.7 Arcade CUBRC *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо This is the abode of the Clown. _______________________________________________________________________________ Requirements: Steel Yard built _______________________________________________________________________________ Purchase Cost: њ5000 (+њ10 per additional square occupied) Resources: Wood - 10 ########## Cement - 10 $$$$$$$$$$ Brick - 10 ========== Steel - 10 @@@@@@@@@@ Build Time: 300 days (based on one refreshed Worker at 12% Efficiency) No. Available: 3 _______________________________________________________________________________ Freehold Cost: њ5000 Base Strength: 100 _ _ _ _ |_|_|_|_| Dimensions: 4x2 (minimum 8x6 required on estate) |_|_|_|_| _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* **/оооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ о | 12 O b j e c t s COBJC *\ _ **\____/*\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Once you have a Gadget Factory up and running, you will be able to manufacture a range of different Objects. These include interior gadgets for use in your Houses and exterior improvements for gardens and streets. Different Objects require certain Resources to have been constructed, although no Resources are actually used in their manufacture. A maximum of 5 of each Object can be stored at any time, with the exception of Trees, which are capped at 25. Trees are also produced in batches of 5, so their statistics apply to this amount. Also, no more than four different Objects can be waiting to be manufactured at any one time - you must complete the order of one Object before another one can be requested in this case. The complete list of all 16 Objects is given below, in alphabetical order: _______________________________________________________________________________ Burglar Alarm: Resource Required - Brick Yard (Interior) Manufacture Cost - њ500 Manufacture Time - 65 days (based on one Worker) Installation Cost - 20% property Freehold Value _______________________________________________________________________________ Dog Kennel: Resource Required - Brick Yard (Exterior) Manufacture Cost - њ250 Manufacture Time - 35 days (based on one Worker) Installation Cost - њ1000 _______________________________________________________________________________ Double Glazing: Resource Required - Cement Yard (Interior) Manufacture Cost - њ100 Manufacture Time - 50 days (based on one Worker) Installation Cost - 15% property Freehold Value _______________________________________________________________________________ Garden Furniture: Resource Required - Steel Yard (Exterior) Manufacture Cost - њ1000 Manufacture Time - 130 days (based on one Worker) Installation Cost - њ1000 _______________________________________________________________________________ Garden Gnome: Resource Required - Cement Yard (Exterior) Manufacture Cost - њ150 Manufacture Time - 25 days (based on one Worker) Installation Cost - њ100 _______________________________________________________________________________ Garden Pond: Resource Required - Brick Yard (Exterior) Manufacture Cost - њ500 Manufacture Time - 65 days (based on one Worker) Installation Cost - њ1000 _______________________________________________________________________________ Greenhouse: Resource Required - Steel Factory (Exterior) Manufacture Cost - њ750 Manufacture Time - 80 days (based on one Worker) Installation Cost - њ750 _______________________________________________________________________________ Home Computer: Resource Required - Cement Yard (Interior) Manufacture Cost - њ100 Manufacture Time - 50 days (based on one Worker) Installation Cost - 10% property Freehold Value _______________________________________________________________________________ Home Repair Kit: Resource Required - Steel Yard (Interior) Manufacture Cost - њ1000 Manufacture Time - 130 days (based on one Worker) Installation Cost - 20% property Freehold Value _______________________________________________________________________________ Rat Trap: Resource Required - Brick Yard (Interior) Manufacture Cost - њ200 Manufacture Time - 50 days (based on one Worker) Installation Cost - 10% property Freehold Value _______________________________________________________________________________ Rose Arbor: Resource Required - Steel Factory (Exterior) Manufacture Cost - њ400 Manufacture Time - 65 days (based on one Worker) Installation Cost - њ250 _______________________________________________________________________________ Small Shed: Resource Required - Wood Factory (Exterior) Manufacture Cost - њ500 Manufacture Time - 65 days (based on one Worker) Installation Cost - њ500 _______________________________________________________________________________ Storm Shutters: Resource Required - Brick Yard (Interior) Manufacture Cost - њ100 Manufacture Time - 50 days (based on one Worker) Installation Cost - 15% property Freehold Value _______________________________________________________________________________ Subway Site: Resource Required - Cement Yard (Exterior) Manufacture Cost - њ100 Manufacture Time - 17 days (based on one Worker) Installation Cost - њ500 _______________________________________________________________________________ Trees: Resource Required - Cement Yard (Exterior) Manufacture Cost - њ10 for 5 Manufacture Time - 40 days for 5 (based on one Worker) Installation Cost - њ50 _______________________________________________________________________________ Wishing Well: Resource Required - Brick Factory (Exterior) Manufacture Cost - њ250 Manufacture Time - 35 days (based on one Worker) Installation Cost - њ125 _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* **/оооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ о | 13 C o n s t r u c t i o n CCNST *\ _ **\____/*\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Construction is the name of the game (well, actually it's Constructor, but I was speaking figuratively). Building properties is the basis of creating a great empire, and it is important to get it right. This section outlines the processes involved in construction, including hints and tips on making the most of your available land. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 13.1 Choosing a Location CCSLC *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо To begin with, you will only have one estate. This will be partly occupied by your 11x12 Homebase, but there should be a fair space left over to add new buildings. The first addition will be a Wood Yard, but after that your options are increased as the game goes on. When placing new properties, make sure that you fit the buildings directly next to each other. Also try to lay them in such a fashion as to leave little (if any) gap between the buildings. The council requires that you use up at least 90% of your land with development. Any excess land is considered waste, and the council will complain after their inspection if less than 90% is used. As well as ensuring that the buildings are packed close together, you should also try to use only as much land as you need for each property. After all, extra land is not cheap, and oversizing building premises means fewer buildings per estate. If you can, build Resources, Utilities and Undesirable Abodes as small as possible. Houses, on the other hand, should use up more space. Larger gardens make Tenants happier, and provide scope to install features that they may require. The rule of thumb is as follows: Non-Tenant properties should be only as big as they need to be to fill a gap in your available land. Don't leave a space too small to be built upon. Houses should be built at least twice as large as their minimum size if there is space. This is especially true of higher Level Houses, as their Tenants will demand certain Objects for their gardens. Regardless of the type of property, always try to place the actual building as close as possible to the entrance of the premises. This will save trekking a long distance over the site's land to reach the buildings, and improve your town's overall efficiency. Although placing a building centrally on a site may be more aesthetically sound, it is not very practical. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 13.2 Building the Property CBLPR *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Once you have selected a suitable place to construct your new building, the next step is to actually construct it. In all cases, speed is of the essence. There is no point leaving a newly erected building site to gather moss, so send in a workgang or two to begin construction straight away. If you have a number of free gangs available, send in a lot of Workers. The quicker you get the property built, the sooner you can start making use of its facilities. Make sure you always have enough Resources before you send your workforce in, as lack of Resources means a halt in production. Send Workers to manufacture any Resources required at the same time as starting construction on the new building, as the Resources can be used as soon as they are manufactured (again, saving time). It is very important to remember that building sites deteriorate quite quickly, and unattended sites may ignite after only a short while. Keep track of unfinished construction areas, completing them as soon as time allows. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 13.3 Upgrading Houses CUGHS *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо All Houses have four main rooms that each play a specific part in the behaviour of your Tenants and the state of the House. Each of these rooms automatically begin as Standard (basic and unimpressive). You can use Workers to upgrade the rooms in your Houses, which will improve the effects that each room has. This is a costly process, but well worth the effort in the long run. The condition of the rooms can also be degraded as well. If the House is the victim of a Thug party, or if you evict Tenants that are not too pleased about leaving, rooms may be wrecked. Ripped out rooms have an adverse effect on Tenants, and will almost certainly prompt complaints. The cost and the length of time required for each upgrade are as follows: Ripped out > Standard - 10% property Freehold Value, 16 days (for one Worker) Standard > Level 2 - 10% property Freehold Value, 32 days (for one Worker) Level 2 > Superior - 20% property Freehold Value, 48 days (for one Worker) Superior > Deluxe - 30% property Freehold Value, 64 days (for one Worker) The rooms and the conditions available for each are listed below: _______________________________________________________________________________ Bedroom ооооооо Ripped out bedroom - Increases typical reproduction time by about 25% Standard bedroom - Typical reproduction time Level 2 bedroom - Reduces typical reproduction time by about 25% Superior bedroom - Reduces typical reproduction time by about 50% Deluxe Master bedroom - Reduces typical reproduction time by about 65% _______________________________________________________________________________ Bathroom оооооооо Ripped out bathroom - Increases rate of building deterioriation a little Standard bathroom - Standard deterioration rate Level 2 bathroom - Decreases rate of building deterioriation a little Superior bathroom - Decreases rate of building deterioriation Deluxe bathroom - Decreases rate of building deterioriation a lot _______________________________________________________________________________ Lounge оооооо Ripped out lounge - Increases rate of Tenant stress a little Standard lounge - Standard stress rate Level 2 lounge - Decreases rate of Tenant stress a little Superior lounge - Decreases rate of Tenant stress Deluxe lounge - Decreases rate of Tenant stress a lot _______________________________________________________________________________ Kitchen ооооооо Ripped out kitchen - Reduces typical life expectancy by about 9% Standard kitchen - Typical life expectancy Level 2 kitchen - Increases typical life expectancy by about 11% Superior kitchen - Increases typical life expectancy by about 24% Dream kitchen - Increases typical life expectancy by about 40% _______________________________________________________________________________ _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 13.4 Expansion CXPNS *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Before very long you will use up all of the land available on your original estate. Fortunately, additional land can be bought from the council via the map screen, so long as a few conditions are met: The council will refuse to sell you another estate if you do not have at least one House on each estate you own The council may refuse to sell you another estate if your total land area used is less than 90%. The cost of each estate is њ10 multiplied by the land area, and it can be built upon immediately after it is purchased. Two council Workers will head out and begin developing the streets around the estate by constructing a pavement along each edge followed by a road next to it (unless there is already one there). In addition, the council will throw in a free Subway Site on every third estate that you buy. You are allowed to build an extra Subway Site on estates that include one built by the council. Try not to buy land too far away from your existing development - although your people can commute via the subway from distant estates, it makes supervising your town that much more difficult. Also, do not buy land beyond your needs. If you only need a small space to build what you need for a considerable time, you may find problems with a larger estate - especially when it comes to council inspection time. This is particularly important in games against opponents, as you may find some of your unused land quickly stolen by enemy construction. _______________________________________________________________________________ ******************************************************************************* **/оооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ о | 14 M a i n t e n a n c e CMNTN *\ _ **\____/*\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Construction is only the first step on the road to success. Once a property is built, a fair amount of time and attention must be paid to it in order to make sure that it remains in a good state of repair. This can be mostly handled by your Repairmen, but there are other options available as you progress through the game. Buildings in a poor state of repair lose value very quickly. Avoid selling properties that need maintenance, as you will very likely receive a low price for them. The following sections describe the different types of disrepair and how to deal with them. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 14.1 Deterioration CDTRR *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Gradually, over time, each property in your town will deteriorate. This is due to weathering, general wear and tear, and damage from stressed Tenants (in the case of Houses). The gauge at the bottom of a building's screen indicates the level of deterioration on the property, as well as an estimate of the number of days remaining before the property explodes. In Houses, the rate of deterioration depends on the quality of the bathroom and the stress level of the Tenants. Higher level bathrooms slow the rate, whereas more stressful Tenants speed it up. Electrical repairs by Mr Fixit will also greatly increase the deterioration rate. Other buildings have a regular rate of deterioration, although damage from enemy characters may have a detrimental impact on this rate. Properties can be fully restored by a visit from a Repairman. The length of time this takes depends on the current state of the property. Houses containing Home Repair Kits are maintained automatically, so they do not require routine checks by your Repairmen. If all else fails, you also have the option to have the building totally renovated. This procedure, although instantaneous, is an expensive one. It is best reserved for emergencies. Building sites also deteriorate if left unattended. Unlike buildings, however, sites are not affected by the presence of a Repairman. The only way to restore a building site to normal is to have a workgang begin doing something with it. After all - that's what it's for. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 14.2 Combustion CCMBS *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо If a building gets in a very bad state of repair, it will start burning. This usually occurs when the building has around 100-150 days of life remaining. If left to its own devices, the flame will quickly graduate into an inferno, and will eventually cause the building to explode. Tenants complain quite strongly about their Houses being on fire, and will give you little time to sort out the problem. Fortunately, this acts as a useful warning of a House burning, and allows you to rectify the problem before it is too late. Repairmen can extinguish fires as they repair buildings, and using the quick- repair function will automatically stop any flames in your properties. If the worst does happen and one of your precious properties explodes, shrapnel from the blast will cause damage to all buildings surrounding it. The remains of the exploded building disappear quickly, and you can rebuild upon them straight away. If you have an Insurance Agent in your town, you will receive compensation for any exploding buildings. Otherwise, you get nothing. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 14.3 Infestation CINFS *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Enemy Hippies can squat in your empty Houses if you are not careful. Ghosts may also evict Tenants and occupy Houses themselves. However, these two uninvited guests are fairly harmless, and do not cause you any real trouble (apart from the inconvenience of temporarily losing a House). The major concern in empty Houses is that of infestation. Once a House has been empty for a considerable length of time, it will become infested with all manner of bugs, led by the dreaded eight-foot Cockroach. The 'To Let' sign outside of the house will become tattered, and the House will deteriorate quickly. If this happens, a Repairman will do no good - he just hasn't got the skills to exterminate a House full of bugs. Your only options are to quick-repair the House or put some Tenants in. However, this isn't the real problem. Occasionally, the eight-foot Cockroach will wander out of the infested House. This giant bug will wander your streets looking for another House to infest, and will cause tremendous complaining from nearby Tenants. If you spot one of these critters, kill it immediately. Obviously, prevention is better than the cure, so the best method of avoiding infestation is to put Tenants in empty Houses quickly. Try to ensure that you have available Tenants before building new Houses. _______________________________________________________________________________ ******************************************************************************* **/оооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ о | 15 S c e n a r i o M i s s i o n s CSCNM *\ _ **\____/*\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо There are four different missions that you can play, each involving a specific goal that must be completed within 40 years of game time, plus an additional option that virtually removes any time constraints. The different Scenario Missions are outlined below, along with tips on how to achieve your goal. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 15.1 Financial Conquest CFNCQ *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The first Scenario Mission requires you to have њ1000000 in the bank before the end of Year 40, while having no debts whatsoever. As profit is the key variable in this mission, creating a lot of Houses is a must. Build a town in the standard manner, until you have created about two of each type of House up to Level 3 or 4. While ensuring that your Tenants are reproducing effectively, the monthly rent from this number of Houses should far exceed your typical monthly costs. In case something goes wrong, it is probably best not to continue expanding once you reach this point. Keep cycling Tenants and dealing with each problem as they arise, and you should reach the њ1000000 barrier after around 20 to 30 years. Try to avoid paying out for buildings that you don't need, or manufacturing Objects that are unnecessary (e.g. only buy garden features at the Tenants' request. and only install gadgets that they require). Once you have a working town, there is no need to pay out for anything except repairs. Additional tips are as follows: * Take every opportunity to score White Marks and trade them for cash * If playing against opponents, build a Pawn Shop next to an enemy Homebase and have your Thief constantly run back and forth stealing money (although risky, you should be able to acquire a huge amount of money before the Thief is arrested or killed) * If you are almost out of time and still don't quite have enough cash, start selling your Houses (starting with the most expensive) - with a Level 3 town this should make you at least њ200000 _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 15.2 Egomania CEGMN *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The second Scenario Mission requires you to have built a Pyramid - the last Special Commission - by the end of Year 40. Although this mission may sound easy at first, it is more complicated than it seems. Unlike the above mission, this requires you to build at least one of every type of House in the game. As there are no special requirements other than playing through the game fully, play the game as normal. Remember not to wait longer than necessary when accumulating revenue, as your total cash is not important at the end. Try to get each Level of Houses built as quickly as possible, while ensuring that you are keeping your Tenants happy enough to generate money for you. Deal with each council mission efficiently and swiftly, so that you can get back to building your required Houses or Resources. Additional tips are as follows: * Buy only one of each House to begin with - you may want to buy additional Houses later if you need the cash, but progressing through the Levels is the primary goal in this mission * After building the first House of a Level, make sure that you have the Tenant reproduce Tenants of the Level above as quickly as possible (Home Computers or Schools) - this will ensure that you won't have to wait around for new Tenants to occupy your later Houses * Remember that the Special Commissions must be designed first, and then must be built before the next Commission can be designed - make sure you have plenty of money and Resources before you start designing Commissions, so that you can simply blitz through each of them without having to stop to make some cash or generate more Resources _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 15.3 World Domination CWRDM *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The third Scenario Mission requires you to have built at least one House on every estate in the town by the end of Year 40. This mission is unique in that it is the only one that is more difficult in a larger town. If you are playing this mission in Small Town or Jungle, this mission should be fairly easy, as there are only about 20 estates in each. The other towns are far more difficult, as they have twice as many estates. In the smaller towns, just play the game normally. Make building premises a little larger than usual, so as to use up more space and have fewer buildings on each estate. This shouldn't be too difficult, really. In the larger towns, this mission can be extremely difficult. Try to average about two buildings per estate, if possible. A very important Object in this mission is the Home Repair Kit, as this will be essential later in the game. With only 20 Repairmen available, 40 estates are virtually impossible to keep maintained unless Tenants get into DIY. Additional tips are as follows: * Place non-House properties together on the same estates - these buildings need Repairmen to keep maintained, unlike Houses, so should be grouped into one place that is patrolled by a Repairman * Spend a little time on each Level to build all of the Houses and other required properties available - you need to fill up the space, and the extra money will come in very handy when you need to buy lots more buildings later * If playing against opponents, make use of their land - putting just one House on an enemy estate will fulfil the requirement of the mission, and the extra enemy buildings mean you have less space to fill overall _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 15.4 Utopian State CUTST *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The fourth Scenario Mission requires you to have three of each Tenant type with a minimum of 90% happiness by the end of Year 40. This is definitely the hardest mission of the four, as it requires 30 Tenants to be extremeley happy at exactly the same time. Only once three of each Tenant are 90% happy simultaneously can this goal be achieved. Obviously, excellent living conditions and pleasant estates are a must for this mission. Make sure each House has a huge garden, giving the Tenants room to relax and providing space to add a range of garden features. Play the game as normal, building spacious Houses with plenty of features, up to Level 5 (the Special Commissions are not required). Resolve any complaints swiftly and efficiently, and make sure that all trouble is kept away from your target residents (no Undesirables, fights or explosions). Your main priority is to make your Tenants as happy as possible. Additional tips are as follows: * As you only need six of each Level of House, make sure you fully upgrade every room to Deluxe standard, and install top of the range gadgets inside * Give Tenants lots of garden features, making sure that neighbours have the same features (Tenants complain if they live nextdoor to a Tenant with more garden features than themselves) * Once you have your town set up and all the Tenants prepared, you should have enough money to tide you over - at this point, reduce all Tenants rent to њ0, increasing their happiness tremendously _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 15.5 Build, Build, Build.... CBBBD *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The final mission isn't really a mission at all, as it cannot be completed. Basically, you have complete freedom over your town, with no real time limits. You have 1000 years to build the best town possible, without a specific agenda to meet. Council missions and Tenant complaints will still arise, but you can continue playing way past 40 years. _______________________________________________________________________________ ******************************************************************************* **/оооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ о | 16 P l a y i n g G u i d e CPLGD *\ _ **\____/*\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The following sections outline the standard course of play to get you from the Wood Yard to the Pyramid. Obviously, slight adjustments are required for the various Scenario Missions, but these are explained above. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 16.1 Level 1 CPGLA *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо The difficulty level you have selected determines how much cash you begin with: Easy - њ100000 Medium - њ80000 Hard - њ60000 You will have one estate containing your Homebase, with 8 Workers, 2 Foremen, 2 Repairmen, and 4 Level 1 Tenants. At the start, regroup your Foremen's gangs to include the two spare Workers, so that you have two gangs of four Workers each. Next, place a Wood Yard in a suitable location nearby and send in both workgangs to quickly build it. Once the Wood Yard is finished, put one of the workgangs inside to manufacture more Wood, and place a Log Cabin close by. Send the other workgang in to build the first House, then erect a Country Hedgerow around the House. Upgrade the rooms to Level 2 (especially the bedroom), then put some Level 1 Tenants (the Slobs) into the House. Immediately have the Tenants begin reproducing new Level 1 Tenants, then go back out to the town view. If you have a large enough estate, build the other two Houses of Level 1 on it, else buy an estate nearby and build them there. Put Country Hedgerow around each one and upgrade the rooms to Level 2, then move the Tenants in. The first House should have more Slobs, which should be producing Workers, and the second House should contain rent-paying Greasers. By this time, the Cement Yard should be available. However, build a few more Level 1 Houses first, and place Greasers in them to pay rent. This will give you a basic monthly income. Also, set both your Repairmen on Auto-Repair and place them on your two estates. Don't expand to any more estates just yet, as you don't have any maintenance for them at the moment. You should have 25 Wood in stock by now, and at least five Level 1 Houses. You are now ready to begin the next stage of development. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 16.2 Level 2 CPGLB *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Once you have produced at least another three Workers in your Homebase, convert them into a Repairman. Buy another adjoining estate and build a Cement Yard on it. Have your new Repairman on Auto-Repair on this estate, then take the gang from the Wood Yard and put them in the Cement Yard. Build a Gadget Factory as quickly as possible, and begin manufacturing Trees and Subway Sites. Place two Trees in the garden of each House (you've probably had complaints about this already), then position a Subway Site in a good spot on each of your three estates. Once this is done, max out your stocks of Home Computers and Double Glazing, then install Double Glazing in each House near to a Resource, and put a Home Computer in one of your Level 1 Houses (not one that is reproducing). With the Home Computer set up, instruct the Tenants to begin producing Level 2 Tenants Don't build a Police Station just yet, as you won't be able to do anything at the moment anyway. If you are playing against opponents, you may wish to build a Commune and a Pawn Shop in one of your enemies' estates. As this is not essential to developing your town, it is up to you how you deal with this. As soon as a Level 2 Tenant arrives at your HQ, get to work on your Level 2 Houses. Place a Punk in your first House, making sure to upgrade the rooms to at least Level 2 and to put any fence except Country Hedgerow around it. Let the Punks start producing new Level 2 Tenants straight away, then revert their Level 1 counterpart back to paying rent. As each new Level 2 Tenant becomes available, build a new Level 2 House. In the second House, place Punks again, and also install a Home Computer so they can start producing Level 3 Tenants. Although you may not be building Level 3 Houses for a while yet, having a few Tenants in storage is a good idea. If you are playing against opponents, have the Tenants in the third Level 2 House be Punks again, and set them to start spawning Cadets. This will also be a good time to construct a Police Station. If you have run out of space, make sure you have at least three spare Workers to convert into a Repairman, then buy another estate. This one will include a free Subway Site. If your Worker production is going too slowly, have another Level 1 Tenant help out for a while. You can always return them to rent-paying later. Build a couple more Level 2 Houses when you can, swapping your manufacturing gang between Wood and Cement to keep the Resources stocked. You may wish to have another Tenant produce Level 2 Tenants if one is not fast enough. Also, start placing Policemen on your estates when Cadets become available (only if playing against opponents). Let the town run for a while, concentrating on producing at least another six or seven Workers, and ensuring that you have two or three Level 3 Tenants in your HQ. This will also give you a chance to recover some of your lost cash, and refill your Resource stocks. You should now be ready for the next stage. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 16.3 Level 3 CPGLC *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Convert four of your Workers into a Foreman and group him together with the rest of the spare Workers to create a third workgang. Keep producing Workers, though, as you'll need them to convert into more Repairmen later. From now on, buy estates as needed and have Repairmen assigned to them on Auto-Repair. As estates have different sizes, it is impossible for me to give details of when and where to buy new estates. Build a Brick Yard, and get your new workgang to start manufacturing. Have one of your other gangs to upgrade the Wood and Cement Yards to Factories, while letting the last one handle the construction. To save the hassle of producing Home Computers in the future, build a School first. After constructing your first Level 3 House, place a Nerd family inside and get them to start producing more Level 3 Tenants. Revert the Punks producing Level 3 Tenants to paying rent. Also try to upgrade all of the rooms in the House to Superior quality, and wrap a White Picket Fence around them. If you are playing against opponents, you may wish to build a Fixit's Store and an Apartment Block. Also, a Mob HQ will come in handy for dealing with enemy attacks. Build another Level 3 House and have the Nerds start earning Favours with the Mob Boss, and have the next Level 3 House have Nerds spawning Level 4 Tenants. Keep building new Level 3 Houses when Tenants are available, putting rent-paying Major and Wife families inside. Once one of each of the Level 3 Houses has been built, the Council will demand a special service from you. They will request that you build a Park in a specific estate (random), with 8 Trees and a Garden Pond. First of all, deliver a Subway Site to the estate requested, then buy the land and construct a Park. Have a workgang produce the required Objects, then deliver them to your new recreational area. You have 2 years to complete this mission, else you lose the game. If you succeed, 300 White Marks are awarded to you. Keep an eye on your older Houses, making sure that they are always populated with Tenants. Even if you are not playing against opponents and there is no fear of enemy Hippies squatting in your vacant properties, empty Houses may become infested if they are left too long. Allow the town to run on its own for a while, making sure that each estate has a Repairman and that Policemen are patrolling the estates if necessary. Once you have a few Level 4 Tenants available, and you have earned a reasonable amount of money back, recharge your Resource stocks. You may also wish to upgrade your Brick Yard and build a Hospital if required. You are then set up for the next stage of development. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 16.4 Level 4 CPGLD *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо If you have enough Workers available, another Foreman might be worth creating. Group him with a few Workers and have them ready to start working. If you are playing against opponents, you may decide to create a Gangster instead. This is entirely up to you, depending on your style of play. Construct the final Resource - the Steel Yard - and have a workgang manufacture a full stock of Steel. If you have the cash, you can also upgrade the Steel Yard straight away, as this will come in handy later on. If playing against opponents, you may also wish to build some more Undesirable Abodes. This is entirely up to you, but remember that it is an expensive process. A Prison may also be worth building if you have produced enough Cadets and you are having to deal with a lot of enemy Undesirables. Again, this is not cheap. Build the first Level 4 House, and place Yuppies inside to start producing new Level 4 Tenants. Repeat this with the next House, but have the Yuppies spawn Level 5 Tenants instead. Upgrade all the rooms to Superior quality if possible, and build a nice Fence around them. Before building the third House, make sure you have enough money and Resources to construct another four Level 4 Houses straight away. You'll see why in a moment. The remaining Houses should contain Professor and Wife families, and they should be paying rent. Make sure to erect Small Sheds in their gardens, else they will complain. After all three Level 4 Houses are finished, another council mission will be submitted. You must build four Scottish Lodges on one estate, each with Trees and a Greenhouse. within 3 years. Completing this mission awards you with 400 White Marks, but failure means the game is over. The exact estate you choose is not important, but you should ensure that it is large enough to support four large Houses with spacious gardens (enough room to place a Greenhouse and Trees at least). By now, you should have two or three Level 5 Tenants ready to go. Fortunately, the Level 5 Houses become available immediately after each of the Level 4 Houses has been built. Once the council mission has been completed, move on to the next stage. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 16.5 Level 5 CPGLE *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Restock your Resources, and upgrade the Steel Yard as well. Let your bank balance return to a reasonable level, then build your first Level 5 House. Upgrade the rooms to Superior or even Deluxe standard, and put Iron Railings around the House. Put some Trees and a Rose Arbor in the garden, then place a Stockbroker family inside the House. Have them produce Level 5 Tenants, then get your Level 5 Tenant-producing Yuppie family to start paying rent. Construct the remaining two Level 5 Houses, setting them up in the same manner as the first, but place Sloane families inside to start paying rent. In all of your Level 5 Houses, make sure that you install a Rose Arbor. If you don't, it is likely that the Tenants will request one in a complaint. After all three Level 5 Houses are finished, the council will set you another mission to complete. You must cover every square of a single estate with all three Level 5 Houses, each with Garden Furniture and a Rose Arbor. In addition, each room in the Houses must be upgraded to Deluxe standard (no less). This task must be achieved within 6 years and 198 days, else the game is lost. Upon successful completion of the mission, you are awarded 500 White Marks. As with the Level 4 council mission, the estate you choose is not important, but you must make sure it will fit three Level 5 Houses with large gardens. If the estate is too small, there will not be enough room to place the required garden features. If it is too large, you may have difficulty using up all the space. If you have enough Workers, now would be a good time to produce another Foreman or Gangster (whichever you prefer). Build some more Houses of any type to have a strong revenue base, and fully restock all of your Resources. The next stage is very expensive, requiring a minimum of њ350000 to construct the remaining properties of the game. Once you are fully prepared, begin the final stage. _______________________________________________________________________________ ******************************************************************************* */оооо\/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо | 16.6 Advanced CPGAD *\____/\_______________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо As Tenants neither pay rent nor reproduce in Special Commissions, building them is really only worthwhile if you are playing the Egomania Scenario Mission. However, you may just wish to construct the Special Commissions to provide an overall sense of completion to your town. It is up to you whether you continue into this stage or not. Have one of your Level 5 Tenants begin designing plans for the first Special Commission. Keep a close eye on your many Houses, making sure that they are all constantly occupied, and changing the rate of Tenant production if necessary to accommodate the demand. Build any remaining Undesirable Abodes or additional Utilities that you feel may be useful, and upgrade rooms on older Houses to increase the happiness and efficiency of the Tenants within them. Any new Foremen or Gangsters will be beneficial as well, so long as you ensure you have enough Workers to convert into Repairmen when required. Once the first Commission has been designed, build it immediately. If you are unsure whether you will have enough time to construct it before the next Commission is designed, cease the designing until you are ready. After all, new plans will be ignored if the current Commission has not been built. Place any Tenant you desire in the first Commission (Level 5, probably), and upgrade all rooms as you see fit. Work your way through each of the Commissions, ensuring that you build the most recent one before the plans for the next are designed. Have additional Tenants working on the plans if you feel the progress is too slow, and keep your Resources constantly stocked (each Commission does use up 20 of each of them, after all). Once you have built the Pyramid, the strategy for the rest of the game is entirely up to you. Build more properties of the various types, pushing back any opponents that confront you and expanding your empire to achieve the goal of the Scenario Mission you have selected. However you play from this point on, good luck. _______________________________________________________________________________ ******************************************************************************* **/оооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ о | 17 A c k n o w l e d g e m e n t s CAKNW *\ _ **\____/*\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо Me Jonathan Mathews' ASCII Generator At the moment, I don't really have anyone else to thank for helping me make this walkthrough (apart from the creators of Constructor at System 3 and Acclaim for producing this excellent game). This is mainly because it was written entirely by myself. I alone have scribed the various details and strategies. No other resource, save for the ASCII Generator and Constructor itself, has been used in the creation of this guide. Any additional information or rectification of mistakes will earn credit for their source in future versions. This section will then have some use. I am perfectly happy for this guide to be used on anyone's sites, so long as my permission is first obtained. Please do not remove, amend or add anything from this guide. If you feel something needs to be changed, please e-mail me at either address below and I will make appropriate adjustments. _______________________________________________________________________________ ******************************************************************************* **/оооо\*/ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо */ о | 18 C o n t a c t I n f o r m a t i o n CCNIF *\ _ **\____/*\_____________________________________________________________________ ******************************************************************************* ооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооооо If you have any queries or comments about the Constructor game, any additional information that you wish to add to this walkthrough, or would like to point out any mistakes or errors that you may have noticed while reading, please e-mail me at either of the following addresses: dvarik@aol.com pobalot@aol.com I will be happy to answer any questions you may have about the game, and I will credit any help given to improve this walkthrough. Also, if you like my style, and can suggest any other games for which I should write a walkthrough, then drop me a line too.