__ ___ /\ /\ / _\_ | | / \ ---____ ____ ____ _|_ | | /____\ / \ / \ / \ | | | / \ | | |____| | | | | | _/_ _\_ \____/ \ __ \____/_|_ _______ | | | \___/ /| / \ | | __ | / | / ___ \ | | \___| <-------< | / \ | | | \ | \ \___/ / | | ------| \| \_______/ | | | | | | _ _ ____ /\__|__|__/\ |-----| | _ _ _ ___ | | __ ____ / | \/ |--| \/ | |/ \/ \ |/ \ |/ \ / \ \____ |--| | | | | | | | | - |____| \ |--| |-----| | | | |\___/ | | \ _ |____/ / \ - - - | - - \___/ \__/ | - THE RISE OF ROME Version History: (v1.3) 4\9\00 Wow, I had thought I had lapsed after four days… well, this update, I've added the next campaign (Expansion: Enemies of Rome), a new section on hotkeys, a scoring section and I've tested the remaining untested cheats. Just a few more campaigns and the 'hotkey' cheats (I haven't actually looked them up yet…). Oh, yeah, I've also elaborated on the 'Credits' section, adding more 'legal stuff'. (v1.2) 3\10\00 Added some new cheats, but I have yet to confirm them. I didn't add any new campaigns yet because, shocker, I do have a life (or will have one soon). (v1.1) 3\6\00 Added the third campaign. Added more information to the credits section and FAQ section. The schedule for the remaining campaigns is as follows: One new one every day, as long as I feel like it. (v1.0) 3\5\00 First Version of the FAQ. Right now, I only have the first two campaigns, but the others will be ready soon. Contents: 1: Civilization attributes 2: Buildings 3: Units 4: Technologies 5: Campaign Tips 6: Cheat Codes 7: FAQ 8: Scoring 9: Hot Keys 10: Credits 1. Civilization Attributes Assyria: Archer units fire faster; Villagers are 30% faster Babylon: Wall and tower HP doubled; Priests regain faith 30% faster; +30% stone mining speed Carthage: Transport ships 30% faster; fire galley +25% damage; Academy + elephant units +25% hp Chos: Long Swordman + legion +80 hp; +2 tower range; Priests cost 30% less Egypt: +20% gold mining speed; chariots +33% hp; +3 conversion range Greece: Academy units 30% faster; warships 30% faster Hititia: Double HP for catapult units; archer units +1 damage; warships +4 range (not fire galleys) Macedonia: Academy units +2 armor vs. missile weapons; non-ranged units +2 line of sight; siege weapons cost 50% less; units 4x resistant to conversion Minoa: Ships cost 30% less; composite bowmen +2 range; farm production +25% Palmyra: Tribute free; 2x gold per trade; villagers cost 50% more, have armor, and work 20% faster; camel riders 25% faster Persia: +30% hunting speed; elephant units 50% faster; trireme +50% fire rate Phoenicia: Elephant cost 50% less; +30 woodcutting speed; catapult trireme, juggernaught, and Flying Dutchmen +65% firing rate Rome: Buildings except for towers, walls, and wonders cost 15% less; towers cost 50%less; swordsmen +33% attack speed Sha: villagers cost 30% less; 2x wall HP Sumeria: villagers +15 HP; catapult units +50% fire rate; farm production doubled Yamoto: Horse archers, scout cavalry, heavy cavalry, and cataphract, cost 25% less; villagers 30% faster; ships +30% hp 2: Buildings Technology buildings: (w=wood f=food g=gold s=stone) Age Cost HP Purpose Academy: bronze 200W 350 Train Military Units Archery range: tool 150w 350 Train Archer Units Barracks: stone 125w 350 Train Infantry Dock: stone 100w 350 Build Ships Gov. Center: Bronze 175w 350 Research Technologies Granary: stone 120w 350 Hold Food; Research Market: tool 150w 350 Give Tribute; Research Siege Workshop: bronze 200w 350 Build Siege Weapons Stable: tool 150W 350 Train Cavalry Storage Pit: stone 120w 350 Hold w, g, s. Research Temple: bronze 200w 350 Train priests; research Town Center: Stone 200w 600 Train Villagers; Advance Ages Non-Technological Buildings Age Cost HP Attack Range Ballista Tower: iron 150s 200 20 7 Farm: tool 75w 50 - - Fortification: iron 5s 400 - - Guard tower: iron 150s 200 6 7 House: stone 30w 75 - - Medium Wall: Bronze 5s 300 - - Sentry Tower: bronze 150s 150 4 6 Small Wall: tool 5s 200 - - Watch Tower: tool 150s 100 3 5 Wonder: iron 1000w,s,g 500 - - 3: Units Note: If something is 'Strong' against something, it both takes less damage from those sources and deals them more damage. Misc.: Cost HP Attack Range Speed Special Villager: 50F 25 3 - m build\gather Priest: 125g 25 - 10 s - Infantry: Clubman: 50f 40 3 - m - Axeman: 50f 50 5 - m - Slinger: 40f10s 25 2 4 m Strong vs. missile Short Sword: 35f15g 60 7 - m - Broad Sword: 35f15g 70 9 - m - Long Sword: 35f15g 80 11 - m - Legion: 35f15g 160 13 - m - Hoplite: 60f40g 120 17 - s - Phalanx: 60f40g 120 20 - s - Centurion: 60f40g 160 30 - s - Archers: Bow: 40f20w 35 3 5 m - Imp. Bow: 40f20g 40 4 6 m - Comp. Bow: 40f20g 45 5 7 m - Chariot: 40f70w 70 4 7 f Strong vs. Priests Elephant: 180f60g 600 5 7 s - Horse: 50f70g 60 7 7 f Strong vs. missile H. Horse: 50f70g 90 8 7 f Strong vs. missile Cavalry: Scout: 100f 60 3 - f - Camel: 70f60g 125 6 - f Strong vs. Cavalry Chariot: 40f80g 100 7 - f Strong vs. Priests Sc. Chariot: 40f60w 120 9 - f Strong Vs. Priests* Cavalry: 70f80g 150 8 - f Strong Vs. Barracks Units H. Cavalry: 70f80g 150 10 - f Strong vs. Barracks + Missile Cataphract: 70f80g 180 12 - f Strong vs. Barracks + Missile W. Elephant: 170f40g 600 15 - s -* A. Elephant: 170f40g 600 18 - s Strong vs. Walls + Towers* *Adjacent enemy units take damage Ships: All ships 2x resistant to conversion Fish Boat: 50w 45 - - m - Fish Ship: 50w 75 - - f - Trade Boat: 100w 200 - - f - Merc. Ship: 100w 250 - - f - L. Trans.: 150w 150 - - m - H. Trans.: 150w 200 - - f - Scout S.: 135w 120 5 5 f - War Galley: 135w 160 8 6 f - F. Galley: 115w40g 200 24 1 f Weak vs. Missile Trireme: 135w 200 12 7 f - Cat. Trir.: 135w75g 120 35 9 f - juggernaught: 135w75g 200 35 10 f - Siegecraft: For speed, all are very slow. Cost HP Damage Range Rate Damage Area Min. Range S. Thrower: 180w80g 75 50 10 1/5sec small 2 Catapult: 180w80g 75 60 12 1/5sec medium 2 H. Catapult: 180w80g 150 60 13 1/5sec large 2 Ballista: 100w80g 55 40 9 1/3sec target 3 Helepolis: 100w80g 55 40 10 1/1.5sec target 3 4: Technologies Storage Pit Research Cost Benefit Tool Working 100f +2 infantry attack Metal Working 200f120g Same as above Metallurgy 300f180g +3 Infantry attack; required for cataphract Bronze shield 150f180g +1 infantry armor vs. slinger,archer, missile Iron Shield 200f320g Same as above; required for A. elephant Tower Shield 250f400g Same as above L. Archer Armor 100f +2 armor for archer units S. Archer Armor 125f50g Same as above C. Archer Armor 150f100g same as above Leather Barding 125f +2 armor for cavalry Scale Barding 150f50g same as above Chain Barding 175f100g same as above L. Infantry 75f +2 infantry armor S. Infantry 100f50g same as above C. Infantry 125f100g same as above Government Center Research Architecture 150f175w -33% construction time; +20hp for buildings Aristocracy 175f120g academy units 25% faster; required for centurion Writing 200f75g allies share exploration Logistics 180f100g barracks units count as 1\2 unit Nobility 175f120g +15% cavalry hp; required for Scythe Chariot Alchemy 250f200g missile weapons,siegecraft, slinger attack bonus Ballistics 100f50g missile accuracy; required for Ballista tower Engineering 200f100w +2 Siegecraft range; required for Juggernaught Market Research Woodworking 130f75w +1 missile range; +2 woodcutting speed Artisanship 170f150w same as above Craftsmanship 240f200w same as above Stone mining 100f50s +3 stone mining speed Siegcraft 190f100s same as above; villagers can attack walls and towers; required for heavy catapult Gold mining 120f100w +3 gold mining speed Coinage 200f100g same as above; tribute is free Domestication 200f50w +75 farm production Plow 250f75w same as above Irrigation 300f100w same as above Wheel 175f75w villagers 30%faster; required for chariots Temple research Astrology 150g Conversion 30% more effective Mysticism 120g Priest hp doubled Polytheism 120g priest moves 40% faster Fanaticism 150g Priest regains faith 50% faster Monotheism 350g Priests can convert enemy priests and buildings Afterlife 275g +3 conversion range Jihad 120g + villager attack, hp, speed; - gathering speed Martyrdom 600g Press delete to instantly convert (not priests) Medicine 150g increases healing speed 5: Campaign Tips 1: EXPANSION I RISE OF ROME 1: Birth of Rome Build your towers to the north first. Build a storage pit on the cliff side for quick stone gathering. Also be sure to build a dock on the shore north of your city to reach the LAST two towers built. Do not expect much interference once your towers are up. 2: Pyrrus of Epirus Mass your navy in one spot, but do not attack without triremes and juggernaughts. Siegecraft are essential to the attack. I suggest, however, that you simply use the fleet as a diversion. Move you troops along the path north of your city to Pyrrus' army's citadel. The trick is to build towers all along the path, so if you retreat all the units following you will suffer severe damage. The enemy army consists mostly of elephants and cavalry. 3: Syracuse Move you villagers behind the forest and use it as cover. Keep your catapults near the area they originally were and use them to keep your dock's area clear. Move your ships around, toward the northern end of the landmass your units are on, and order them to stand ground. The best way to get to Archimedes (he is in the area you have to invade) is to head to the far west with many Balistae and Archers (some infantry too) and battle up the hills to the area where Archimedes is surrounded by walls, markets and government centers. Use the archers and balistae to attack the balistae in the walled in areas. 4: Metaurus The main threats are to the north and the south. In the beginning, the northern army has very little in the way of troops, so ignore them temporarily. A short way to the south are three more axe men and a catapult. Take them out immediately. Then, take part of your army north and kill all the villagers to the north. To the south, infantry will be more important than siege weapons. 5: Zama The best place for a wonder is just east of your city, between the lake and the forest. Build towers on all the cliffsides around your city. The weakest point in defense is to the far east. 6: Mithridates Your fleet will fall under attack almost immediately, so once the first threat is defeated head slightly northwest. Stay between the two forests and build towers to protect either end. Also disperse your fleet and troops throughout the area. When I say this, I mean still avoid contact, but try to find advanced signs of attack. When your area seems stable, advance with catapults, balistae and a horde of infantry and archers. The area of the wonder is teeming with towers, so be careful. 2: EXPANSION II AVE CAESAR 1: Caesar vs. Pirates When you start out, you're just Caesar. Don't worry, just run like 'heck' (kiddies might be reading this) to the west. Don't think, just run. Soon enough, you will reach a small village, it then becomes yours. Run up next to a tower. Now you're safe. Next, you have to build up a huge fleet, consisting of triremes and catapult triremes. There are nine docks in all. Three in the western corner, three in the southern and three in the center (those might be a little off). Take out the ones in the center first, then the ones in the western half. The ones in the southern section are the best defended, so bring that huge fleet you've been building up just for this occasion. 2: Britain There are three ruins in total. All three are across the river. To begin, move all of your units across the river. Do this as quickly as possible. Once there move all your units except for priests and transports away from your landing site. Try to convert a villager and build some method of getting more military units. On the Western side, expect to run into several priests, catapults, chariots and towers. Expect more of the same in the center. On the western side, however, you only have to worry about axe men and a few cavalry, unless you gave the red army time to cover them. Then, expect still more of the same. 3: Alesia Like the hints say, complete your fortress as soon as possible. Build about 15 villagers and set them to work building towers. The armies on either side of you are in the far corners. The one to the west is harmless for a great length of time. The army in the east has archers and long swordmen. Don't forget about siegecraft and archers. They can fire through the walls. The armies on the inside of the fortress only have two catapults, but multiple horseback archers. The actual enemy hero is in a fortification of small walls with four mounted archers. Balistae anyone? 4: Caesar vs. Pompey Don't waste time looking for a hero named Pompey. There are two ways to win this scenario: (1) build a massive army and fight your way through a city and dozens of towers, taking heavy casualties such that the victory is so hollow it is almost worthless, or (2) build some transport ships and float merrily across the river. Bringing with you of course, enough siege equipment to level Washington D.C., siege equipment that you built in the safety of a fortress surrounded by towers. The choice is yours. One point of interest though, using the cheat E=MC2 TROOPER, you can level the city from the comfort of your own town center. 3.EXPANSION III PAX ROMANA 1. Actium You will fall under attack immediately from Antony's short swordmen. Dispatch of them quickly and save your remaining troops for an assault on his base. You will need some catapults for the towers, but everything else in his possession are short swordmen. As for Egypt, expect chariot archers, barracks units and catapults. Cleopatra's navy consists of five triremes, five juggernaughts, seven archers and the barge itself. Interestingly, the ships only attack when attacked or when a ship draws near, so it is possibly to destroy the fleet ship by ship. 2. The Year of Four Emperors First, attack the brown civilization, just north of the red wonder. They only have villagers, so they should go down quickly. Next, build several towers around the shallows to either side of both wonders. If the red civilization attacks, it will be with academy units and short swordmen. Most importantly though, make sure the second blue wonder is in the middle of the four flags. I have made the mistake of placing it between the wrong two many times. 3. Ctesiphon First of all, head straight south, you will run into some villagers with houses and a granary (the granary is right after you cross the bridge). If you can, try to get some of your caravan's escort troops to rendezvous with your other army. There are three artifacts in total, one on the cliff overlooking your village, one where your caravan was ambushed and one in the northern corner of the map. As soon as you find one, give a protective escort and bring it to the orange city in the eastern corner of the map. 4. Queen Zenobia The main threat to your northern Town Centers is to the north. Quickly train villagers at all your town centers and research axemen. Build a Barracks at each of your northern Town Centers, and attack the northern Civilization. The Zenobian's main defense is towers, so bring siege equipment. Also prepare for a strong armada, however. Make sure to bring some infantry and archers as well. 5. Coming of the Huns Pay tribute whenever it is demanded, until you have built enough of a defensive army to repel a large invasion. You will have some time before any of the Huns' allies attack you, so make the most of it. When you do attack the Huns, they will have balistae, heavy horse archers, academy units, broad swordmen, composite bowmen and armored elephants. Bring some strong infantry and archers. Good Luck! 4: EXPANSION IV EMEMIES OF ROME 1: Crossing the Alps Looking for the Scouts? On the map, there will be two yellow areas you can see to begin with. One of them is an area where your 'scouts' (villagers) are being held. You can order them to attack the walls without fear, because the town will be bracing for your attack. When they get out, build a storage pit and some towers around it, then start collecting wood and gold. (In case you're wondering why, it's so you can create priests later to heal your troops.) When you start moving, run right past the first tower. Do NOT go between the flags, it is just a waste of time. Instead, follow the road along the cliffs. You will see the cliffs to your south cease going east and start going south. Follow them south until you run into a pair of canyons. Take the second canyon you run into (following these instructions will bypass the first village completely) If you have the aforementioned priests ready, march on to the second town with no fear, otherwise, hang out in the canyon for a while. When you are ready to move through, you should have at least three priests first, you will have to break through a series of walls, preferably with NON-armored elephants. (If I get one comment from someone in the Commonwealth of Britain over the word 'armor' I will just remind you that our currency AND dialect of English are better over here) Have the priests heal your troops once you pass through, or have them convert units. Then just pass through the flags. (Wow, that one's involved) 2: Third Greek War First, you'll have to move your camp up the river, across the shallows to the north before building your Town Center. 'Careful' exploration will reveal the fact that the main enemy's base is about three inches from your starting location (and interestingly, the best place to begin your assault). Speaking of assaults, you will need massive amounts of siege weapons and *quick* melee troops to combat the academy units, siege equipment and towers protecting the Government Center. The Government center is to the northwest of the Town Center, which is south of your starting location. 3: Spartacus Research writing early on. If you do, you will notice several scythe chariots, scouts and horse archers (those foolish Romans, teaching their slaves to use scythe chariots and be horse archers. Tsk, Tsk, Tsk.) attacking the town. Don't worry about them until you honestly think you can defeat them. If too much of Italy (the yellow civilization) is being destroyed, build some towers around on of the many town centers or storage pits and protect at least one villager. Aside from the charioteers, horse archers and scouts, your main threats when attacking will be MASSIVE amounts of both siege weapons and armored elephants. 4: Odenathus vs. Persians First, build additional towers around your two outposts. There are actually two Persian camps, one in the northern corner, one in the eastern corner, and several archers protecting the land between. The northern camp has only a few towers, archers, houses and the Persian temple. The eastern has most of the troop training facilities, so build a massive force before attempting to defeat it. Most of the Persian defenses are siege weapons, academy units and swordmen. 6: Cheat Codes Press enter, then type in the corresponding codes as below EXACTLY: 1000 gold COINAGE 1000 food PEPPERONI PIZZA 1000 stone QUARRY 1000 wood WOODSTOCK Makes animal into 'King' type animals GRANTLINKSPENCE Baby wields super gun POW! Eagles become Dragons KING ARTHUR Mechanized soldier STORMBILLY Priestly unit summons lightning CONVERT THIS! Catapults fire civilians JACK BE NIMBLE Commit suicide HARI KARI Composite archers become stealthy DARK RAIN Control animals, not men GAIA Full map REVEAL MAP Horse archers become black riders BLACK RIDER Invincible units* ZEUS Juggernauts can move on land FLYING DUTCHMAN Priest have 600hp, speed6 HOYOHOYO Rocket launching car BIGDADDY Kill all opponents DIEDIEDIE Kill select opponent KILL <1 - 8> (ex. kill5) Soldier with laser PHOTON MAN Soldier with nuclear bombs E=MC2 TROOPER Quit game RESIGN Instant building** STEROIDS Upgrade balistae (range=100) ICBM Upgrade heavy catapults BIG BERTHA Win scenario HOME RUN * Does not work on the Gold Version (but, it is not displayed as a chat… very interesting) ** Effects opponent as well *Tip* When typing in a cheat, to enter it multiple times, highlight it, and press ctrl+c. Then press ctrl+v and enter, over and over again. 7: FAQ Q: The Cheats aren't working for me. What's wrong? A: First, the cheats won't work in a multiplayer game, only single player. Second, the ZEUS cheat does not work on the gold edition, and it doesn't effect cheat units. Finally, see if your cheat is being displayed as a chat message. If it is, you entered it wrong. Q: I used a cheat to create a unit, but it didn't appear. What happened? A: It should appear next to your town center. If it didn't, see if you have another town center. Sorry, you can't pick which one it will appear at, and it won't work if you don't have a town center. Q: My computer slows down whenever I move my army. I checked the system requirements and it meets them. What's wrong? A: First, this can happen if you use the NO FOG cheat in conjunction with REVEAL MAP. If you didn't cheat, then the fact of the matter is that (a) your town(s) is(are) too big, or (b) your army is so big that it stresses your video drivers. If worse comes to worse, you'll just have to cut down on the size of your army (or city) or just deal with it. Sad but true. 8: Scoring Military: Kills: 1\2 point each Buildings Razed: 1 point each Generalship: #of kills - #of casualties (negative results don't count) Most Military Units and Towers: +25 points Economy: Gold Obtained: 1\100 of total amount of gold Resources Tributed: 1\60 of value Population(Villagers, trade, transport and fishing ships): 1 point each Most Villagers(see above): +25 points Area Explored: 1 point for every 3% of the map explored Most Area Explored: +25 points Religion: Conversions: 2 points a conversion Most Conversions: +25 points Temples: 3 points each Ruins Controlled: 10 points each Artifacts Controlled: 10 points each Control of All Ruins\Artifacts: +50 points Technology: Technologies Researched: 2 points each Most Technologies Researched: +50 points First Civilization to Bronze Age: +25 points First Civilization to Iron Age: +25 points Other: Elimination Before Game End: -100 points Wonders At Game End: 100 points each 9: Hotkeys Spacebar: Selected Unit* CTRL+H: Town Center* CTRL+B: Barracks* CTRL+D: Dock* CTRL+A: Archery Range* CTRL+K: Siege Workshop CTRL+L: Stable CTRL+P: Temple CTRL+Y: Academy +: Increase Game Speed -: Decrease Game Speed ESC: Deselect Unit\Building ENTER: Send Chat Message Arrow Keys: Scroll Around the Map CTRL+(1-9): Assign Selected Units to This Group Number** (1-9): Select Group Number (1-9)** ALT+(1-9): Select and Center Map on Group (1-9)** SHIFT+(1-9): Select Group (1-9) in Addition to Any Units Selected** F1: Help F3: Pause F10: Game Menu F11: Bring Up Game Time and Population Count *Centers View on and Selects; Press Again for Next Building of the same type **Don't Actually Put Parenthesis Around the Number 10: Credits First, let me thank Microsoft for their highly informative manual. Next, I would like to thank gamesages.com for the cheat codes section. Finally, I would like to thank gamefaqs.com for posting this. (hopefully) Of course I'd like to thank ME for taking an entire day out of my life to write this FAQ. Reasons to e-mail me: 1. You have a question not answered anywhere in the FAQ. 2. You like my work and would like to give me 'props'. 3. You have a VALID criticism. (if it is invalid, I have some methods of vengeance that aren't ethical, but incredibly legal) 4. You would like to place my FAQ on your WebPage. 5. You are sending me some chain letter because you have no friends to send it to. (remember those methods? so far I've come up with sending you a blank e-mail twenty times, a copy of this FAQ, twenty times, and the chain letter \ 'criticism' twenty or so times, along with a copy of my FAQ) By Froggy W Send questions\comments to reod_dai_2000@yahoo.com or ask them online at 'reod dai 2000', 'reod_dai_2000', and 'jaguar586' at AIM, Yahoo! Instant Messenger and Microsoft Network Instant Messenger, respectively ©Envelope Guy Publishing, 2000 _______ Only GameFAQs.com, Gamesages.com |\. . /| and any other sites to whom I give |_\ . /_| express e-written consent may | /\ /\ | display this FAQ\walthrough |/__|__\|