The player can fabricate cautious dividers and man them with toxophilite for improved guard. At last, the player might be needed to fabricate landmarks, which are expensive both as expected and materials, allowing foes a chance to exploit potential shortcomings.
Accordingly, building a landmark by and large necessitates that the city initially set up a solid economy and military. Save my name, email, and website in this browser for the next time I comment. Open the Installer, Click Next, and choose the directory where to Install. Let it Download Full Version game in your specified directory. Open the Game and Enjoy Playing. Game mechanics The most fundamental undertaking in every mission is to keep up the city.
The things that help evolve houses get consumed over time. Every house consumes things at basically the same rates: food is consumed at a rate based on the number of people in it, but also stores food based on the number of people, whereas all other consumables get used up at a rate of two per month.
When a house runs out of something, it devolves to the highest possible house with the remaining resources it has. Any people that don't fit anymore have to leave the city. Common Housing Common houses can exist as mere shelters with nothing except Inspectors to make sure they don't set on fire. Every level needs everything that the previous level needed. All common houses store twice as much food as the number of people in them, and they store all other commodities when they can use them at a level of 10, although I think some of the gods can increase their stocks past the limit.
Shelter houses 7 : needs nothing except safety inspections. Hut houses 14 : needs water. Plain Cottage houses 22 : needs bland food, ancestral religion and some appeal. Consumes 5 food per month. Attractive Cottage houses 31 : needs plain food and hemp. Consumes 7 food per month. Spacious Dwelling houses 41 : needs music and herbalist.
Consumes 10 food per month. Elegant Dwelling houses 52 : needs ceramics and appetizing food. Consumes 13 food per month. Ornate Apartment houses 63 : needs acrobats and acupuncture. Consumes 15 food per month. Luxurious Apartment houses 74 : needs another religion not Confucian and tea. Consumes 18 food per month. Elite Housing In principle, elite housing is easier to maintain because it stores so much and consumes so little.
However, it is harder to evolve because the goods it needs are more expensive and scarce. Elite storage is double the number of people for food and 10 for all other commodities. The exception is hemp and ceramics; when the house is first built, it comes with 1 load of each, or units. So they start with these amounts and eventually come down to 10 where they stay. Note: elite citizens do not work, but they do pay taxes.
LOTS of taxes. You can probably collect the wages for all your workers just by taxing the elites assuming you are able to evolve the housing to a high level.
Modest Siheyuan houses 5 : needs hemp, ceramics and food. Won't devolve to vacant lot, but may empty of population. Consumes 1 food or less depending on number of people. Can only be placed in attractive areas.
Lavish Siheyuan houses 10 : needs ancestral religion, herbalists, music, acrobats, silk, and appetizing food. Consumes 2 food per month. Humble Compound houses 15 : needs tasty food, acupuncture and either bronzeware or lacquerware. Consumes 3 food per month. Impressive Compound houses 20 : needs Confucian Academy access and another religion. Consumes 4 food per month. Heavenly Compound houses 25 : needs tea and drama. Buy it Early An easy way to quickly evolve housing is to buy the early needs like hemp and an extra food type from an early trading partner if you have one.
There are actually many scenarios where you have to buy basic commodities because you can't produce them, so you should practice getting them early on you will have lots of cash early on, just make sure you don't stockpile stuff that you are buying--stop importing if you have some in your warehouse and most people have some in their homes. Food Tips By far, the food quality is the hardest thing to deliver. It doesn't matter how many food shops are in a market or how many mills you have.
Each market will send buyers to one mill and buy whatever food quality your market orders dictate. So make sure to set the mill's orders to accept small amounts of lots of food and set the market's orders to take a high "desired" quality but a "minimum" quality that corresponds to your level of housing or the next level of housing. This makes sure that your mills always have a good variety available and that your market buyers will only go to the mill when they can buy good quality.
Now, multiple mills CAN help if you set each one to take slightly different types of food combinations. This means that you can keep high food quality available year round even if a particular mill doesn't have high food quality all the time. You can even help mills keep their variety up by putting a warehouse nearby that "gets" food types with small maximum allowances and accepts no other goods.
Then when the mill sells its last haunch of meat, it has a nearby source of other food to quickly replace it. This obviously doesn't work if you don't produce a food surplus. I find that one mill is suffecient for anything less than people. Some Other Tips Generally, once you have started to produce a particular commodity to help your houses evolve it takes a while for that stuff to reach them all.
So don't make a whole bunch of production capacity because you will have to stockpile the extra produce and you won't know what to do with it. Also, plan out where you want a neighborhood to be and put the road down for it. Then put in the essentials like wells, inspectors, and the market on one side and put the vacant lots on the other side.
Leave room for more buildings. Put a gate on the road leading to the rest of your city and make sure that none of the random walkers can pass it the default setting is to keep everyone in. From here, keep tabs on your houses to see what they need next and add it in if it a service or figure out how to produce it for the market.
I find that the best way to control the traffic of your walkers to keep them near your houses is to make a road system into a loop or one long snake. With a loop, put the services that produce walkers anywhere. On a snake, put the services on one end of the road so that they always walk the length of the road and hit all the houses and make sure the total road length is less than There are more tips in the space saving section. Finally, you can keep a warehouse near your market but AWAY from your houses!
In general, raw materials get produced at between 10 and 12 loads per year, while goods get produced at 6 loads per year. If you find that you have too much raw material or not enough , find a producer or consumer and turn off one of the buildings.
If delivery routes are very long or there is no space, deliverymen will delay further production from the building and drive down the annual output. You can check this information at the Commerce Industry, but you should know how much you want to produce and set your building plans accordingly.
A good rule of thumb is to produce slightly too much stuff. You can easily get rid of cluttered goods by gifting them to cities or paying homage, and you can also stockpile effeciently if surplus trickles in rather than rushes in. Surplus production is good for unemployment but bad for space and budgets if you have no control over it, so keep your eyes peeled.
Note that you should consider trading posts as consumers. But your farms and orchards are another matter. Less arible land marked by less grass can not be irrigated to the best fertility. Note that it does not actually tell you the new rating, but it merely says "irrigated. What is "effeciency? So I have experimented and found that the various crop and orchard types have innate yield ratios. Note that tea and mulberry bushes are harvested more than one time per year, so the actual crop effeciency is much lower per harvest, but the total effect is to have more product come out per year.
Which means that money is a difficult thing to balance because you are using it to manage the rest of your city. Build the Administrative City and then put a Tax Office in each neighborhood. Make sure to adjust the taxes to keep up with the city's mood you can jack up taxes when they are really happy. Remember that effeciency is the key--you can squeeze the same amount of people into better housing and their wages stay the same.
But then they pay much more taxes. And when you can build the Money Printer, things get really nice! This middle man strategy works VERY well with jade and silk since they sell for so much. However, I should mention that it is a slow process to start up because it can take a while to get the two trading posts established. Just demand cash and if they don't agree, crush them.
It will be a net plus in no time and every little bit helps. So to "make more" you can also just save more. I find that the biggest expenditures are buying too much from your trade partners and having too many people in your city that you need to employ; they just end up producing surplus stuff which you end up gifting away or paying homage with.
Also, you should consider not holding festivals if you are low on money but popular with the people. If you have unemployment you can easily fix that AND save money by reducing wages! How can you save money best? By planning ahead. Knowing your consumption needs per year can help you to build just the right amount of production capacity so that you are not paying people to stock your warehouses with useless stuff.
Industrial production and consumption is easy to predict see the production rates section , but consumption of food and finished goods is trickier to do because it is not a simple "one raw resource for two artisans" principle.
For consumable goods, any house of any type will consume two units per month remember that a single load is units. A single kiln will meet that demand in a year, so you don't need to build two or four unless you intend to sell it. Suppose you have the same demand and you have a trading partner who buys 24 loads of ceramics per year. Then you need By carefully identifying your consumption needs you can avoid building too much capacity.
In the "production rates" section I describe how to estimate the number of farm tiles needed to achieve a desired yield; use that to help you plot the right amount of farmland, but remember to overlap farmhouses and use multiple crop types per farm to maximize worker effeciency. Whenever possible, use fish and game meat since they cost less and produce far more reliably.
The variation comes from how you choose to supply food - farms versus meat and fish which are cheaper to make than farms. You can increase or decrease these numbers by adjusting wages.
The net workers also vary according to food production farming uses more labor. Finally, remember that to produce food units, you need 1 food load. So if you want to supply a neighborhood with appetizing food units, you need 39 food loads in three varieties. Fishing and hunting provide a solid loads per year, and you can use the formulas in the "production rates" section to figure out how much you need to plant.
I am not sure if salt and spices actually contribute to the loads or if they are simply bought with food loads and then bump up the quality. First, it costs cash to send a diplomat on any kind of mission.
Second, the little shields on the top-left of a city on the map denote an estimate of the city's military strength. Spies cost big bucks but are worth it. Sabotage is great! To find spies in your own cities, build watchtowers or attract Sun Tzu to your city; he reverses the spy to work for you! Allies that like you will automatically send you cash when you get in debt, but they like you less if this happens too much so make sure to send them cash back! Keeping those things in mind will help you save money in this area as well.
Earthquakes, invasions, etc. They can terribly disrupt your city and devolve all your housing and totally ruin you; so here is what to do: Minor Stuff Labor Shortages: Turn off a few non-essential buildings or set the labor priorities to achieve the same effect which also automatically turns off and on as labor shortages come and go. If you have tons of cash, increase wages. Unemployment: Having low but nonzero unemployment is good; it means you will quickly staff new buildings.
When unemployment gets too high, people will get mad or just leave which messes up your city. You should not build random buildings to employ people; it clutters your city and costs payroll. First, press the 'P' key to pause the game.
Look at your trading partners to see if you can make something new that they will buy, and if so employ some people doing that. These pay for themselves! If you already have the Admin City, think about starting three or four elite houses and taxing them.
This employs people, but probably is not going to be a revenue plus until the taxes start rolling in. If you already have elite houses, think about more or about adding some military forts. If your wages are above normal, lower them. You can go below normal, but not for long--it will lead to emigration and maybe crime. As a last resort, build extra workshops not raw material harvesters.
This will employ more people but won't make a bunch of surplus stuff to store. If you simply have no money to spare, delete a few houses to reduce your population. Disease: Build an herbalist nearby; if you see plague carriers you need to get on top of this fast to contain the epidemic.
Really, this should never happen because you should have good health coverage. Fire: If too many buildings get destroyed before your inspectors put out a fire, you should go back to an earlier save. Fires are things that you should never allow to happen through good inspection coverage. Rioters: However, fires DO happen even with good inspection coverage because unhappy rioters will go to important buildings and torch them. The big government buildings are first, then the mill, etc.
It's bad. If you sense that unrest is rising, start placing watchmen around the neighborhoods--as rioters appear, your watchmen will take them down AND your watchmen will probably prevent rioters from appearing anyway. Unhappy Gods: Give them a big generous gift next month. You can stay ahead of this by just giving small gifts most of the time to keep them contented or pleased. Only the three ancestral heroes get mad; the others have a minimum of "contented.
Tigers: Military units, watchmen and wall gaurds will all attack tigers. Use walls to keep tigers away from people and man the walls so that tigers will get killed if they come near your city I mean city walls, not dinky residential walls.
Debt You can have negative money and still operate normally for a while. If you hit , you can not build anything or buy from traders until the balance is restored. Basically the only way to get back above is to wait for traders to buy things or demand cash from other cities which may not give you a dime , or, if you are not too deep in debt you can just jack up your taxes to get out really quick.
I say not too deep in debt because it would make you very unpopular if you jack up taxes while citizens are not being paid. You had better have watchmen in your city to put down any rioters if you try this method.
The big problem with debt is that your workers are not getting paid and if the debt runs a long time even -1 cash! You usually end up in debt when you are trying to expand in a major way, like starting a military or elite neighborhood, then some kind of trade interruption decreases your trade profits and you end up sitting at cash for a year and things get bad.
Try to stay above cash at all times--i. Major Stuff Earthquake: You just have to deal with this. Pause the game and see what sorts of things you are dealing with. Did a whole industry get knocked out? Are there still enough inspectors for the remaining buildings? Your first priority is to keep your houses from devolving, so look to which industries are interrupted and replace what you can afford or import the stuff temporarily.
Slowly put your main revenue sources back together once your houses are stabilized. From there, fix things as you can afford it. Earthquakes are actually easy to avoid in small cities because chances are that the epicenter will not be near your city and very few things will collapse.
Flood: Ditto the earthquake stuff, but you can help prevent large damage by always keeping your housing away from coasts.
You can easily replace factories and fishing quays, but if neighborhoods get drowned you are in big trouble. These aren't so bad if you plan ahead--the only things that must be on the river are fishing quays, trading quays, and pumps for irrigation.
Easily replaced! If you have space, use city walls to keep flood waters from coming up to your buildings won't work with coastal buildings.
Invasion: If you know exactly where your enemy is going to come, build walls and towers and things to delay them so you can move armies into position for the defense of your city. For the campaigns, I have described individual strategies for repelling the invasions. There are several heroes that will lead your armies in battle and these are noted in the walkthrough. In fact, a strip of gardens and a residential wall around the whole neighborhood keeps most houses happy. The easiest way to save space with aesthetics is to keep undesirable buildings away.
I usually make them six squares wide so I can fit two rows of housing on the inside with gardens in between. Also, don't place houses on the inside corners of loops; leave these spaces for temples, herbalists, or wells. A house in a corner with two neighbors will not be adjacent to any gardens and won't evolve to the fullest level.
Think where you want your farms, put warehouses and factories on dry land to save the water table for farming and housing , and leave a few gaps between buildings in your industry area. The gaps can lead to new road sections behind a row of factories. You want inspectors to be at the end of roads, so it is usually a good idea to delete the old inspector and put a new one at the extended end of the road. This saves time rather than space It works best when you have a long stretch of flat land next to a hill or city wall.
The advantage of this design type is that it shares the market between two neighborhoods, saving a little space and labor. So for a VERY large city, consider using this design. The houses are crammed in between the roads with a row of garden here or there to help with appeal. This way, they will walk from the end of the road past all your houses make sure that each 'S' is only about thirty to thirty five squares long.
I generally leave open squares near the market so I can put in some building that I forgot or sometimes don't need tax collector, watchman. I made the diagram big, but you should note that you will not have enough space to put the same number of houses that I have 'H's in that diagram.
If your population needs are not humongous like or less people , then I always use a single-loop neighborhood that fits just about 25 houses if you plan the space right. Usually, you just set them on patrol and they act like an inspector or herbalist or something to keep your city happy and working.
However, there are advanced commands. You can make the hero go to a particular spot usually military in nature , bless buildings, rally troops, and whatever else they have. One of the very important abilities is capturing animals for the managerie. Just left-click the hero or the home building banner to bring up the command window. All heroes boost your popularity, and the blessings are always the obvious thing like boosting production for farms, filling the stocks of workshops, evolving safety buildings, etc.
Here are descriptions of the gods as they appear in the Emperor fact sheet not the manual : Reduced Walker Captures Blessing Fights? Other Costs Function Animals? If you need quick evolution, it is faster and possibly cheaper to buy new commodities from trading partners.
I have often screwed up a city by buying jade and carving it and then getting rejected by the city that buys carved jade. So I recommend that if you can stockpile weapons by either making or buying them you should do it.
You don't need forts to stockpile weapons. When you hear of invasion, you can quickly build a fort or two for your government buildings and the weapons will be ready to train soldiers.
In general, you should not wait to build an army. Invasions are never part of planning unless you are doing it! Always use different save names so you can backtrack to better days if things get rough. Always use 'P' when making major expansions you will sometimes need to unpause briefly to let mistakes disappear or to let farms staff up before you can plant fields.
There's no reason to let those gods take your gifts without working for you a little! Build a neighborhood that is serviced by a market with a food shop. Build a mill and a hunter's tent to supply it.
This is all you need. Once people start clamoring for "appeal" you can just add in a shrine and you win.
Add some gardens to help appeal, then build one of each type of farm. This provides hemp and a better quality of food. Make sure to add the hemp shop to distribute that to the houses. You will need a warehouse as well.
Simply add an Herbalist and Music School to upgrade the housing. Build a clay pit and two kilns to start producing ceramics and use these to pay homage to Nu Wa until she comes to your city. Build more clay pits and kilns to absorb unemployment. You already have ceramics going, so just build the shop to distribute the goods to your houses. To finish the housing evolution, you need to plant another food type remember to mix field types on farms to help keep harvesting at the maximum!
Soon, Hemudu offers to trade with you. Once they do, start buying jade and carving it two carving studios is good. Also sell ceramics to keep your cash up. When you make the carvings, you don't need to keep them to fulfill the goal so you might as well homage them to gods for lots of goodwill. Don't forget to examine your warehouse permissions to allow for all the new commodities you are getting.
You need about people to support the city that will make silk and evolve elite housing. Your maximum common housing level is Elegant Dwelling because you still can't get acrobats or acupuncturists. Plan your common areas for that much space, but leave that hilltop for your elite housing of which you need only four plots. You can trade with Banpo and Hemudu, both of which buy silk, so go ahead and make plenty of orchards and weavers I would say four weavers max, which means four or five overlapping orchards.
You have all the other resources to evolve your common housing on your own, but it helps to import another food because your wheat farms will produce food in big clumps rather than steady streams.
Once the common housing is mostly evolved and your silk is making you rich, start building the four elite plots. You need to make fancy roads and lay down gardens around the intended plots to make the appeal worthy of elite houses, and you need a load of hemp and ceramics to help build them to begin with.
To evolve the Modest Siheyuan to Lavish, you have to import food types so just start buying millet and rice from your neighbors. You already make silk, so make sure to put a silk shop in your grand market near your elite houses and you're golden.
You now have 3 gods to appease, still no acupuncturist, and you have the new industry options of logging wood, carving jade, and smelting copper into bronze. No one buys the jade, so only carve it if you want to make the gods really happy you can also just buy the jade and use that for homages.
Instead, start several bronze smelters and logging sheds. Build an Admin City and Tax Offices when you have enough labor handy and this uses your wood and allows you to build the weapons makers and forts. It takes several smelters and weapons makers to produce 20 racks of weapons in one year, so I would build three or four smelters and double the number of weapons makers. You can build at least one fort, and also a few more if you feel like it and still have Lavish Siheyuans. If you take a LONG time to make the weapons you will eventually get attacked, so you want to have those forts handy to repel the invasion.
Cash: Resources: millet, hemp, clay, game meat Cities: Hsiang Buys: wood, hemp, ceramics, carved jade Sells: millet Start planting hemp right away and hunt game, but import millet to get an immediate boost in food quality you can plant your own when you have plenty of labor.
You want to leave a big space in the middle of the map for a future mission, so build your neighborhood at the base of the hill in the northwest.
Your primary economic goal is to create a ceramics industry to sell to Hsiang and to fulfill the 12 crate goal. Not a tough mission. Cash: Resources: fish, wheat, hemp, clay, copper, wood Workshops: kilns, bronzeware makers, jade carvers Cities: Hsiang same as previous mission Bo Buys: rice, bronzeware, carved jade Sells: wood, hemp, ceramics Qufu Buys: wood, bronzeware, hemp, silk Sells: jade, ceramics, clay Nomad Camp Buys: silk, wheat Sells: game meat, jade You have everything you need to evolve your own houses, so get started.
You will want to make bronzeware before ceramics because it sells for a lot and Bo will be an early trading partner. Also, some cities will make demands for bronzeware so you want to have it ready. Once you have them as trading partners you can start buying jade and turning it into carved jade for a big profit which will pretty much take care of the profit part.
If you want to evolve your houses all the way to Elegant Dwelling, you need to import millet from Hsiang for a third food type. Cash: New resources: cabbage and wood New City: Baoji Buys: cabbage, ceramics, rice Sells: fish, wheat, bronze, bronzeware You are now back in Bo where things are good.
Convert some of your current fields to cabbage to boost your food quality. You should also immediately start a large wood industry at least four loggers. To seriously improve your export profit, you can import bronze and make bronzeware. Keep in mind that you need to build an extra claypit or two to support bronzeware makers. You should have all the population you need once you evolve your houses, so if you find yourself short of labor it is a better idea to just increase wages or turn off a few buildings to free up workers for the monument.
The Great Temple needs labor, wood, and a carpenter's guild right away. This will be around laborers if you want to build fast. Once they build the foundation, you can build the ceramist's guild and turn off the labor camp to convert workers to the final stages of the temple.
To get and keep a hero happy, buy a stock of jade and give big gifts to get a god in the city. Then give small to medium gifts to keep the hero happy for nine months. The temple takes a long time so keep your eyes open for any problems that start to crop up.
Some particular problems would be unemployment, interruption in food quality and thus housing devolution , and if you are not careful about your commerce you could run a trade deficit and come close to zero cash or debt. Since you already built most of the city, the cash you start with is going to give you lots of freedom. I usually design two common neighborhoods on the smaller plot inside the walls, an elite neighborhood across the road on the good water table, and then I use the dry corner for mills, warehouses, and a few other buildings that you want close by.
You might not think you can build the elite housing right away, but that is wrong--you only need ceramics and hemp to get Modest Siheyuan. Build them soon so that they can pay taxes early on. You will need around workers max to run all the industry beyond the support for housing, so according to my calculations this will take around 30 common plots at normal wages on normal difficulty.
These will easily fit inside the walls, but not in a single neighborhood. I have sometimes made two neighborhoods, one common and one mixed with the four elite plots and then the remaining common houses needed to fill the labor requirements.
The big X-factor in this mission is that you have to buy hemp, and the only seller Bo has a maximum of 12 per year. Your level of hemp consumption should be around 8 or 9 units per year once your houses get stocked up, so be aware that when you decide to build the four elite plots you need for the mission goal, you want to have MORE than the amount of hemp it takes to build them 1 load each, 4 total.
Also, never sell or gift your hemp stocks--you need that stuff for your own people! As for resources, you have all else you need to evolve your own houses and run the city. You should start two or three bronze smelters when you have the labor, then add in weapons makers and bronzeware makers. Start a silk industry even if you can't sell the stuff because it makes great gifts for gods and Qufu will probably demand it.
Also, you will almost certainly not be able to trade with the Nomad Camps because they are programmed to invade your city if you take a long time in this mission even one infantry fort is enough to defeat them, so don't sweat that. You do not need to plant a lot of fields since you have so many varieties of food. Build three farmhouses, two hemp farms and give the food farms a good mix of your fields. Also build a few fishing quays to provide a regular influx of meat.
You will notice there are lizards prowling around down there. They are not vicious predators--they will not stalk your people and can even walk very close without killing them. In fact, I think they only attack when a worker walks on top of it. But anyway, residential walls will not keep them out. Make a road on the edge of your farm and put a Watchman and inspector on that road to patrol and kill any salamanders. If you feel like spending big dough, you can build city walls and towers near your farms and set the military toggle to "manning the towers.
If you have enough money to build the Admin City and the labor do that and tax the elites for big money. If not, adjust your trade to make around cash in your treasury and then build the Admin City. Also build the Palace when you have the cash. Now, you should have plenty of weapons stocked up so once your two government buildings are in place you can start two forts remember, they don't need an inspector.
Convert some of your bronze labor into silk if you can trade it, and then just start managing the city to run a profit. The two forts will easily repel the nomad invasion, so no big deal there. The hard part is getting an ally. Find a trading partner that buys something you make plenty of, then stockpile that commodity rather than sell it.
Send large gifts of that commodity until the city's mood is good and propose an alliance until they accept. It won't take long probably, but you may not be able to start sending gifts until your trade profits bring your treasury back from the big building drain. Alternatively, if you have spent very wisely and have plenty of cash, just send that. It cheers up potential allies pretty fast.
Make as much of an effort as you can afford to keep them happy in order to open trade and then keep them from getting angry. Qufu and the Nomad Camps will make demands of you occasionally, so if you meet these you can help your popularity with the two cities. Okay, first off, you absolutely need Qufu for clay to stock your bronzeware makers.
However, other cities like Bo can supply you with ceramics so you don't need Qufu right away. I make about 30 common plots; 25ish in a normal neighborhood and then an additional handful in the elite neighborhood once I get around to building it.
I make my food with fishing quays and 3 farmhouses with overlapped maximum field plots. You can import a fourth food type if you feel you are not keeping food quality high through the winter, but I usually don't need this. Note that you have acrobats but not acupuncture, so you get to Lavish Siheyuan, but not ornate apartment.
Hemp and silk are your best sellers, so make them as early as you can. The Nomad Camps will try to invade you at some point for me , so make sure to build at least two infantry forts. Baoji is pretty friendly and should ally with you in no time.
This mission is not terribly hard, it's just that the 10 bronzeware can be a pain in the butt. So if you have all the other requirements, do this: stockpile clay from Qufu and stockpile your own bronze plus some more bought from a trade partner. Then build more bronzeware makers so you have at least four make them close to the stockpiles of materials.
Once January hits, stop stockpiling and let those materials go to the workshops make sure that you don't have weaponsmiths working; you want all that bronze to go to the right place. You should easily produce the ten bronzeware. This will pay off at the end of this campaign. Cash: Resources: fish, game, rice, hemp, wood, clay Workshops: kiln, bronzeware maker, jade carver New Cities: Yin Buys: rice, wood, ceramics Sells: silk, bronzeware, weapons This mission is easy.
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