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03TABLE OF CONTENTS
TABLE OF CONTENTS
SYSTEM REQUIREMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .04
CHAPTER I: GETTING STARTED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .05I–I INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .05I–II INSTALLATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .05I–III STARTING A GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .06I–IV CHALLENGE MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07I–V FREE BUILDING MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07I–VI LOAD GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07I–VII GALLERY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07I–VIII NEWS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07I–IX OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07I–X CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07I–XI QUIT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07
CHAPTER II: INTERFACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .08II–II BUILD MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10II–III NOTIFICATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11II–IV MAIN MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12II–V ECONOMY OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13II–VI SETTLEMENT OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14II–VII INFORMATION PANEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16II–VIII SPECIAL STRUCTURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16II–IX MONUMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21II–X HELP WINDOW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
CHAPTER III: MODES OF PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25III–I CAMPAIGN MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25III–II FREE BUILDING MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25III–III CHALLENGE MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
CHAPTER IV: GAME CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27IV–I CONSTRUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27IV–II AREAS OF EFFECT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28IV–III DEMOLISHING AND REBUILDING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29IV–IV UPKEEP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29IV–V PRODUCTION AND REQUIRED MATERIALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29IV–VI CITIZEN STATUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30IV–VII CITIZEN NEEDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31IV–VIII CITIZEN STATURE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32IV–IX GAME NOTIFICATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33IV–X ROADS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33IV–XI MILITARY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34IV–Xii TRADE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35IV–XIII SLAVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
CHAPTER V: STRUCTURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
CREDITS (HAEMIMONT GAMES/CDV SOFTWARE ENTERTAINMENT AG) . . . . . . . . . . . . . . . . . . .38
END-USER LICENSE AGREEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
SAFETY INFORMATIONA very small percentage of people (about 1 in 4000) may experience a seizurewhen exposed to certain visual images, including flashing lights or patterns thatmay appear in video games. Even people who have no history of seizures orepilepsy may have an undiagnosed condition that can cause these photosensitiveepileptic seizures while watching video games.
These seizures may have a variety of symptoms including: lightheadedness, alteredvision, eye or face twitching, jerking or shaking of arms or legs, disorientation,confusion, or momentary loss of awareness. Seizures may also cause loss of con-sciousness or convulsions that can lead to injury from falling down or strikingnearby objects.
Immediately stop playing and consult a doctor if you experience any of thesesymptoms. Parents should watch for or ask their children about the above symp-toms. Children and teenagers are more likely than adults to experience theseseizures.
The risk of photosensitive epileptic seizures may be reduced by playing in a well-lit room, and not playing when you are drowsy or fatigued. Take a 10 to 15 minutebreak every hour.
If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing.
© 2006 CDV Software Entertainment AG. All rights reserved.
CDV, the CDV logo and Glory of the Roman Empire are either registered trademarks or trademarks of CDVSoftware Entertainment AG or Haemimont Games in the US and/or UK and/or other countries.
FMOD Sound System by Firelight Technologies.
05CHAPTER I
CHAPTER IGETTING STARTED
I–I INTRODUCTIONFor centuries, the Roman Empire has been the greatest power in the world. Yetonly after Augustus, the first Roman Emperor, has the empire known peace.Thanks to the undisputed might of the Roman army, no enemies have dared attack.So begins the Pax Romana, the greatest period of calm the empire has seen.
In this time of stability, many provincial governors begin to enlarge their citiesaiming to make them the grandest in the Empire. Blinded by the prospects of fameand riches, numerous citizens leave the comfort of Rome in the hope that they canbring rise to a city that might rival the capital itself.
Now is the time that people have a chance to make their mark in history or be for-gotten forever.
I–II INSTALLATION
To install the game insert the Glory of the Roman Empire CD-ROM in your CD-ROM drive. If your computer has AutoPlay enabled it will automatically start theinstallation process. If it does not, double-click on the “My Computer” icon andlocate your CD-ROM drive. Double-click on the CD-ROM icon to start the instal-
lation, or open the CD-ROM folder and double-click on the file called setup.exe.
Follow the on-screen instructions. You will be asked to decide where you want
to install the game. The default path is “C:\Program Files\HeamimontGames\Glory”. Should you chose to specify a different path, you will have to usethe Browse button to set the desired location for the game to be installed.
After the installation is over, you may have to restart your computer for thechanges on your system to be applied.
During the installation, the game will search your computer for the DirectX.9.0c. If this version of DirectX is not found, the game will automatically install it.
SYSTEM REQUIREMENTSPLATFORM: Windows® 98/2000/ME/XP
CPU: Pentium 4 1.5 GHz, 256 MB RAM (Minimum)Pentium 4 2.1 GHz, 512 MB RAM) (recommended)
VIDEO CARD: 3D Graphics Card with 64 MB (Minimum)3D Graphics Card with 128 MB (Recommended)
SOUND CARD: 100% Direct Sound Compatible
CD-ROM: 12x or better
DIRECTX: Version 9.0 or better
Hard Disk: 1 GB
07CHAPTER I
I–IV CHALLENGE MODEIn Challenge Mode, you are presented four missions chosen at random, each withits own restrictions and available bonuses. Completing these missions will showhow good you are as a governor. Your game score will be added to the high scoretable allowing you to compare your skills with other players on the Internet.
I–V FREE BUILDING MODEAlthough not related to the campaign, the Free Building Mode allows you to create yourown city from scratch without the construction restrictions present in the campaign.
I–VI LOAD GAMELoad a game selected from the list of previously saved games.
I–VII GALLERYIn the Gallery, you can view snapshots taken in the game.
I–VIII NEWSFrom the News section you can learn the latest news as well as download the latest
maps, upgrades and patches for Glory of the Roman Empire
.I–IX OPTIONSThe Option section allows you to choose video and audio settings to experience thegame at its fullest. For old or slow machines, it is recommended that you set graphics details to low.
I–X CREDITYou can open the Credits window here.
I–XI QUITThis option will allow you to quit the game.
I–III STARTING A GAMEOnce you have started the game, you are presented with the following screen:
From here you can start a new campaign, continue an old one, build your own city,play in Challenge Mode, view the Game Gallery, check the latest news on the
www.glory-of-rome.com website, or change game options.
CONTINUE CAMPAIGNContinue an existing campaign starting from the last saved position.
NEW CAMPAIGNStarting a New Campaign will put you in the shoes of an ambitious provin-cial governor, whose aim is to make a name for himself by making the citieshe governs the jewels of the Roman Empire.
09CHAPTER II
You can change the viewed area by moving the mouse pointer towards the edges of the screen. Alternatively you could click on the minimap to view the desired
location. The Glory of the Roman Empire provides the option to change the cameraangle by using the mouse wheel.
In the upper-left corner of the screen, there are 6 Command Buttons to help youduring the game. These can be used at any time during the game by moving themouse pointer on them and left-clicking.
The Command Buttons provide the following options:
Main MenuOpens the in-game Main Menu. Here you can choose to save and loadgames, change your game options or view your picture gallery.
Take a PictureMakes a snapshot of the screen (ignoring the mouse pointer and any other icons and windows on the screen). This is a good way to take pictures of a town you are pleased with.
Economy OverviewOpens the Economy Overview window, showing the number of goodsand resources your settlement produces and uses.
Settlement OverviewOpens the Settlement Overview window, showing the number of structures and workers your settlement has.
QuestShows the current map goals. This button is replaced by the “ApprovalRating” button in the Free Building mode.
Toggle TimeIncreases or decreases the game speed.
CHAPTER IIINTERFACEWhen starting a game for the first time, you will be presented with the following screen:
NOTIFICATION ICON NOTIFICATION WINDOW
BUILD MENU
MAIN MENU
TAKE PICTURE
ECONOMY OVERVIEW
SETTLEMENT OVERVIEW
QUEST BUTTON
TOGGLE TIME
MINIMAP
11CHAPTER II
MonumentsContains all grand structures: Philosopher Academy, Coliseum, Templeof Vulcan, Temple of Fortuna, Arch of Triumph, Fountain of Neptune,Golden Statue and Temple of Bacchus.
II–III NOTIFICATIONS
When an event of major significance takes place in the game, a flashing icon willappear on the top of the screen. This is known as a Notification icon. Clicking on itwill open a Notification window providing you with important information con-cerning a city threat or settlement achievement.
From the Notification window you can use the Question Mark button to go to theHelp window or the Eye button to go to the location that the notification hasinformed you about.
II–II BUILD MENURight-clicking anywhere on the screen can accessthe Build Menu. The menu consists of sevenbuilding categories that allow you to create everypossible structure in the game. After selecting abuilding category, the main menu is replaced by asub-menu containing all structures in that catego-ry. Select the structure you want to build.
While navigating, the current category is shownby a large icon in the center of the menu. Left-clicking on that icon will take you one step back,or close the menu altogether.
BUILD MENU SECTIONS
Production and WorkshopContains all production and workshop structures: Clay Pit, Weapon Shop,Woodcutter's Lodge, Tailor Shop, Flax Farm, Blacksmith, Olive Farmand all types of Mines and Quarries.
Food Production Contains all food-producing structures: Wheat Farm, Bakery, Pig Farm,Butcher Shop, Fisherman Hut and Vineyard.
SupportContains all structures that protect and maintain your city and its inhabi-tants: Trade Post, Prefecture, Barracks, Watchtower and Herbalist Shop.
BasicContains all basic structures: House, Well, Warehouse and Slave Shelter.
EstheticsContains road building options and decorative structures: Build Road andDelete Road Options as well as a variety of Statues, Gardens and Trees.
PublicContains all important community structures: Altar, Temple, Tavern,Marketplace, Bath and Theater.
VIEW HELP
CURRENT
CATEGORY
CATEGORIES
GO TO LOCATION CLOSE NOTIFICATION
13CHAPTER II
OptionsHere you can change graphics (which affects running speed and graphicsquality greatly), sound and game settings.
Main Menu Return to the Title screen.
CloseClose the Main Menu and resume your current game.
II–V ECONOMY OVERVIEWThe Economy Overview window provides detailed information about all the goodsproduced, consumed and stored in the town, as well as the buildings and workersthat manufacture these goods.
II–IV MAIN MENU
The in-game Main Menu can be accessed at any time during the game by clickingon the Main Menu command button or simply pressing F10.
The Main Menu provides the following options:
Save Game Save your current game.
Load GameLoad a previously saved game.
GalleryView all snapshots you have made during the game (by using the Take a Picture button).
CATEGORIES
PRODUCTS SHOW GRAPH PRODUCTION BUILDINGS WORKERS SUPPLY
STORED
RECENTLY
PRODUCED RECENTLY CONSUMED
15CHAPTER II
The Settlement Overview window shows the number of city structures and mapobjects on the map, their location, and the number of people present. The overview
also shows how many more structures are currently under construction.
CATEGORIES
BasicTown Hall, Magalia (House), Casa (House), Domus (House), Villa(House), Well, Warehouse and Slave Shelter
FoodWheat Farm, Pig Farm, Bakery, Butcher Shop, Fisherman’s Hut, Vineyard
ProductionWoodcutter's Lodge, Clay Pit, Flax Farm, Olive Farm, Tailor Shop, Mineor Quarry, Weapons Shop and Blacksmith
PublicAltar, Marketplace, Tavern, Temple, Bath, Theater and Monument
SupportHerbalist Shop, Prefecture, Trade Post, Watchtower and Barracks, andAqueduct Well
Map Objects Stone Deposit, Marble Deposit, Iron Deposit, Gold Deposit, Old Quay,Barbarian Center and Gypsy Caravan
CATEGORIES
FoodFlour, Meat, Bread, Sausages, Fish Baskets and Wine
Construction Materials Timber, Stone, Clay and Marble
General Goods Linen, Cloth, Olive Oil, Iron Ore and Gold
II–VI SETTLEMENT OVERVIEW
CATEGORIES
NUMBER OF
BUILDINGS
BUILDINGS
NUMBER OF WORKERS/
INHABITANTS
SHOW BUILDINGS
LOCATION ON MAP
BUILDING UNDER
CONSTRUCTION
17CHAPTER II
Donate gold from the Town Hall, so that the gods can satisfy the greatestneed of any citizen visiting the Altar.
Freeze time allowing you to play at any time of day and in any kind ofweather.
AqueductsAqueducts are a major part of a settlement’sinfrastructure because they bring water to areasfar from lakes and rivers. Without Aqueductsseveral important buildings will not functionand can provide nothing to the settlement’sinhabitants. Aqueducts can only be built from existingAqueduct Wells.
Create an Aqueduct from the current Aqueduct Well to a desired location.
BarracksEach Barracks can train a squad of up to 24 mercenaries and a Captain to lead them. A Barracks will train the best possible type ofmilitary units depending on the equipmentstored there. Military units can be Rookies orVeterans.
Each of these military types requires differentequipment. However, the equipment must
already exist and be placed in the Barracks in order to be used by the soldiers. Military units are not citizens drafted from the town populations, but mercenariesthat live and train at the Barracks.
Having a full squad equipped at a Barracks allows you to send it to attack inde-pendent barbarian settlements. To do that, select one of the attack commands fromthe Barracks and then click on the desired Barbarian Village Center.
II–VII INFORMATION PANEL
The Information Panel only appearswhen a structure or unit is selected. It contains basic information about theselected structure including resources,materials, production, workers, upkeep,etc. In the case of a unit, it shows theunit's occupation, status, home, and itsmost urgent needs. Some of the infor-mation shown in the panel also servesas a hyperlink to other buildings andunits.
Any critical information (lack of workers or resources, unused production, etc.) ismarked in red.
II–VIII SPECIAL STRUCTURESIn the game there are a few buildings that can perform specific actions.
AltarAltars are the means through which citizenspray and make offerings to the deities. Regard-less of their stature, every citizen makes use ofthe Altars on a regular basis. Each Altar canreceive offerings of gold (taken from the TownHall treasury). Every citizen who makes anoffering will have his greatest need fulfilled.
COMMAND BUTTONS
GO TO BUILDING
19CHAPTER II
Donate gold from the Town Hall, so that the gods can satisfy the greatestneed of any citizen visiting the Temple.
Town HallThe Town Hall is the city's main building. Itprovides information about the city's stature,the amount of gold in the treasury, the numberof slaves and their work schedules. In addition,the Town Hall shows the employment status ofall citizens in the neighborhood.
The Town Hall serves as a Warehouse whereslaves live and goods and resources are stored.Unlike an ordinary warehouse, the Town Hallallows new slaves to be brought from Rome inexchange for Gold.
Buy 10 slaves for 20 gold.
Shows all available trade routes and relations.
Trade PostTrade Posts are places where trade routes withother cities can be established. Exchange ratesvary greatly, making it almost impossible tobase an economy on trade alone.
Establishes trade relations with other settlements.
The possible types of attacks are:
Enslave - your troops will enslave half of the barbarian villagers (nonmilitary units) providing you with additional slaves.
Destroy - your troops will utterly annihilate the given target.
TavernTaverns are places where people come to relaxand forget their sorrows while having somefood and wine. Having Taverns ensures that thefood you produce reaches and is enjoyed by allcitizens.
In addition to distributing food and wine, Tav-erns also provide information about the currentneeds of the citizens in the neighborhood.
Show or hide gossip in a neighborhood. Gossip will give you an idea ofwhat neighborhood's citizens need the most.
TempleThe Temple is a place in which citizens, guidedby wise Priests, can pray to the gods. As a citygrows in prestige, worshipping at an Altar willnot longer satisfy its wealthy citizens. They willwant to go to the Temple and pray alongside thePriests.
Each Temple can receive offerings of gold(taken from the Town Hall treasury). Every citi-zen who makes an offering will have his great-est need fulfilled.
21CHAPTER II
II–IX MONUMENTSApart from special structures, there are Monuments that have a huge effect on asettlement and its inhabitants. All Monuments are created from the Monumentssection of the Build Menu.
Arch of TriumphA symbol of a settlement’s strength, theArch of Triumph boosts troop morale andincreases the neighborhood's prestige.
The settlement must have at least 50 citizens in order to build its first Archof Triumph, 100 for its second, 150 forthe next, and so on.
ColiseumThe Coliseum is the largest entertainmentstructure a city could dream of. In it,gladiator fights are held on a daily basis,creating a spectacle for the crowds. Themere presence of this structure wouldincrease the prestige of the entire city.
Organizes a massive spectacle at the Coliseum for the entire town, allow-ing people to enjoy glorious gladiator fights and forget their pressingneeds for a while.
For a Coliseum to be built there must already be an Arch of Triumph anda Golden Statue in the settlement.
23CHAPTER II
Temple of BacchusHonoring the great deity Bacchus, thisstructure makes sure that wine is properlyappreciated in the city. When there is sucha temple in a settlement, people can sati-sfy an additional need while drinking wine.
For a Temple of Bacchus to be built theremust already be 3 Grape Farms in thesettlement.
Temple of FortunaCelebrating the goddess of fate, the Tem-ple of Fortuna provides a constant flowof gold to the city. Having such a struc-ture will make the settlement richer, evenif there is no other gold in the area.
For a Temple of Fortuna to be built theremust already be 6 Altars in the settlement(a Temple counts as 2 Altars).
Temple of VulcanA tribute to Vulcan, this structure ensuresthat the destructive deity will look kindlyupon the settlement. When there is such atemple present, the construction cost ofall other structures is reduced by half.
For a Temple of Vulcan to be built theremust already be an Arch of Triumph inthe settlement.
Golden StatueGolden Statues are special structures thatneed the Emperor’s approval to be built.Having one greatly increases prestige inthe neighborhood and indicates the impor-tance of the settlement.
A Golden Statue can be built only whenthe Town Hall increases in stature.
Philosopher AcademyThe Philosopher Academy is a place ofenlightenment, where the greatest mindsof the upper classes gather to discuss theproblems of the universe. Having an acad-emy in your settlement encourages peopleto spend gold at the Marketplaces andTaverns.
For a Philosopher Academy to be builtthere must be at least one Domustypehouse in the settlement.
Fountain of NeptuneThe fountain of Neptune is a tribute to the god of the seas. It provides water toeveryone around, even if there isn’t anAqueduct.
For a Fountain of Neptune to be built,there must already be a Golden Statue inthe settlement.
25CHAPTER III
CHAPTER IIIMODES OF PALY
Glory of the Roman Empire has three modes of play – Campaign Mode, FreeBuilding Mode, and Challenge Mode. Each of these modes is unique, focusing onslightly different aspects of the game.
III–I CAMPAIGN MODEIn Campaign Mode you are given the role of an ambitious Roman governor, whomust prove his worth by performing specific tasks while managing ten of the great-est cities in the Roman Empire.
The Campaign also presents and explains the various features of the game step bystep as the mission progresses.
It is recommended that players new to the Glory of the Roman Empire start withthis mode, even if they are familiar with other city-building games.
III–II FREE BUILDING MODEUnlike the Campaign, the Free Building Mode has no set goals or restrictions.Instead, it allows you to create a city from scratch. Here the only task is to createthe largest and most beautiful city there is.
This is an ideal place to fill your gallery with pictures of your city to show off tofriends.
II–X HELP WINDOW
The Help Window provides information about all important game topics, includinga list of all structures, citizen professions, goods and resources.
The Help Window can be opened by pressing F1, or left-clicking on a selectedstructure or citizen and choosing the Help command at its information panel.
27CHAPTER IV
CHAPTER IVGAME CONCEPTS
IV–I CONSTRUCTION
The building process is the main focus of the game. It is through the creation ofvarious structures that the economy of the city is developed. Each type of structurehas its own unique function: gathering resources, producing goods or providingspecific services.
In order for a building to be constructed, it requires specific resources, the exactamount and type of which are shown in the build menu's rollover text. If therequired resources are not available at the moment, they will be shown in red.
You can order the construction of a building, even if you lack the necessaryresources. If you do, the building process will start but will not continue until therequired resources become available.
III–III Challenge Mode
The Challenge Mode focuses on the competitive side of the game, allowing you tomeasure your skill with other players all over the world. In this mode, you aregiven 4 missions at random, each with a specific goal and restriction. Achievingthe mission goals as quickly as possible will increase your game score to place you
higher in the Glory of the Roman Empire online wall of fame.
At the beginning of every game, you can choose one of three bonuses that willhelp you complete your mission objective. Doing so will decrease the amount ofpoints you will receive.
29CHAPTER IV
Some structures increase the prestige of buildings in their surroundings. A green circle indicates the area of effect while placing the structure.In some cases, it is possible for structures to have two areas of effect – one forprestige and one for providing services.
IV–III DEMOLISHING AND REBUILDINGA building (or construction site) can be demolished at any time. To demolish abuilding, you need to select it and choose the demolish command from the infor-mation panel. After the demolish command is issued, a countdown will commence.If the demolish button is used again during that time, the demolition process willbe canceled. Any building that has been on fire for too long will automatically bedemolished.
When a building catches fire, the demolish command (in its information panel) will
be replaced by a rebuild command. The rebuild command does not save the build-ing, but orders the city’s slaves to automatically rebuild the structure in the verysame spot should the building be destroyed.
IV–IV UPKEEPMost buildings require certain resources (shown in the information panel) for theirupkeep. These resources are automatically taken from city reserves and deliveredto the building once every few minutes. If these resources are insufficient, thebuilding will deteriorate, increasing its chance of catching fire (such buildings aredarker than the rest).
The upkeep of a structure is shown in its information panel.
IV–V PRODUCTION AND REQUIRED MATERIALSAs long as there are people working in it, most buildings produce certain goods,which are then transported to where they are needed (or are sent to the Town Halland Warehouses). The production rate depends entirely on the status of the citizensworking in the structure.
Sometimes, in order for a product to be made, the structure requires particularresources. For example: the Butcher Shop needs Meat to make Sausages; the Bak-ery needs Flour to make Bread; and the Tailor Shop needs Linen to make Cloth.
The production and required materials of a structure are shown in its informationpanel.
When a building is selected for construction, the mouse cursor becomes an imageof that building and can be moved across the map to the position at which youwant to build it. During this process, the image can be rotated using the mousewheel or the < and > keys.
You can place a building anywhere on the map, as long as it is on level ground andnot too close to existing structures. If there is something to prevent it from beingplaced or built, the building will become covered in red.
Should you choose to cancel the construction order, you can do so at any time byright-clicking or pressing the Esc button.
IV–II AREAS OF EFFECT
Once a structure is created, it effects the surrounding area by providing goods andservices. A yellow circle, visible while placing the structure, indicates the exactarea. Any buildings within this area will benefit from the services of the new struc-ture.
Although houses do not provide goods or services of any sort, they too have aneffect area that determines what inhabitants can benefit from.
31CHAPTER IV
Villa
Inhabited by Master citizens.
IV–VII CITIZEN NEEDSEvery person in your city has needs. These needs are the driving force that fuel the economy and keep the citizens working. Satisfying these needs willensure stability as well as keep the population from rebelling.
Each citizen's needs depend on his status - the greater the status, the greater the citizen's production - the grander his House, the greater his needs. Needs consist of basic things such as food and hygiene and graduallybecome more sophisticated: visiting a Temple, going to the Theater, etc.
To satisfy the needs of your citizens, create structures that produce products theydesire and place them close to the people in need. When the building is complete,the citizens of the neighborhood will automatically go to it to satisfy their currentneeds.
LIST OF NEEDS
Novice Citizen Needs
Flour (food)
Meat (food)
Altar (structure)
Well (structure)
Apprentice Citizen Needs
Bread (food)
Sausages (food)
IV–VI CITIZEN STATUSDepending on their skill and status, there are four types of citizens: novices,apprentices, experts, and masters. The greater the status of a citizen, the more effi-cient he will be in what he is doing. An expert tailor will produce far more clothesthan an apprentice tailor will! However, a citizen's needs will change as his statusimproves. (See the List of Needs for more information).
The status of a citizen depends solely on the type of the house he inhabits. Themore prestigious the house is the greater the importance of those who inhabit it:
Magalia
Inhabited by Novice citizens.
Casa
Inhabited by Apprentice citizens.
Domus
Inhabited by Expert citizens.
33CHAPTER IV
IV–IX GAME NOTIFICATIONSGame Notifications are displayed in the upper part of the screen when importantevents occur. They provide information about threats as well as the latest develop-ments in the city.
Left-clicking on the notification icon will open the notification window providinginformation about the specific event.
If the notification icon is ignored for a certain period of time, it will disappear.
IV–X ROADS
Roads are the arteries of the city. They allow you to create the infrastructure of thecity and guide the inhabitants as they go from one place to another.
You can place roads from the Esthetics section of the Build Menu. When youchoose to create a road, the mouse cursor will change. Once that happens, you canchoose the starting point of the road by left-clicking on the terrain. From then on
Cloth (product)
Altar (structure)
Well (structure)
Expert Citizen Needs
Bread (food)
Sausages (food)
Wine (food)
Cloth (product)
Temple (structure)
Well (structure)
Master Citizen Needs
Bread (food)
Sausages (food)
Wine (food)
Cloth (product)
Bath (structure)
Temple (structure)
Theater (structure)
IV–VIII CITY STATUREThe City's Stature reflects the prestige level of all houses. If there are a large num-ber of houses with high prestige levels (Casa, Domus, or Villa), the prestige of thecity will be high as well.
When the level increases, the Town Hall will also improve to reflect the state ofyour city.
35CHAPTER IV
For the town to have its own army, a Barracks is required. Each Barracks can traina squad of up to 24 mercenaries and a Captain to lead it. Unlike the mercenaries inWatchtowers, those in the Barracks require that their equipment be made availablein advance. Depending on the type of equipment, a military squad could be com-posed of Rookies or Veterans.
The Soldiers in a Barracks will automatically help the city's Watchtowers andcould be sent to attack independent settlements destroying them or enslaving partof their population.
IV–XII TRADEThroughout the game you are able to establish trade relations with various foreigncities and even some Barbarian settlements.
Trade is achieved through the city’s Trade Posts, which allow the exchange of vari-ous goods and resources. While trade with Rome and some friendly Barbarian set-tlements on the map is always possible, relations with other cities may occur onlyduring Campaign Mode.
IV–XIII SLAVESSlaves are the main workforce in the city. Unlike citizens they don't have profes-sions. It is their task to carry goods and resources from one place to another.
Slaves live in Warehouses, Slave Shelters or in the Town Hall. Additional slavescan be bought through the Town Hall or captured from Barbarian settlements.
A slave’s schedule depends on the amount of work in a particular neighborhood aswell as the number of slaves there are to do it. Should there be too few slaves theschedule would become unbearable and the slaves might start to riot. To avoid this,you must make sure there always are enough slaves in every neighborhood. Theslave schedule of a neighborhood is shown in the information panel of the respec-tive Warehouse (or Town Hall).
Slaves eat only basic food (flour porridge, meat or fish). Since they are part of thecity, they automatically take food from the Warehouses or the Town Hall.
simply move the mouse cursor to the desired location and click again - a road seg-ment will be placed connecting the two locations. You can add more road segmentsusing the same method. To end the road placing process, right-click anywhere onthe screen and the cursor will return to its original state.
To delete a road or any part of it choose Delete Road from the Esthetics section ofthe Build Menu. Once you do, the mouse cursor will change and a circular areawill appear under it. Left-clicking will delete any road segment in the circular area.
IV–XI MILITARYDespite the relative tranquillity the threat of roaming Barbarians and hostile localtribes still remains. To ensure that the city does not fall victim to enemy attacks,you must have a strong military presence to protect you from aggression.
The easiest way to create a capable defense force is to build a Watchtower (whichwill automatically hire armed mercenaries to serve there).
37CHAPTER V
CHAPTER VSTRUCTURES
NA
ME
CO
NST
RU
CT
ION
CO
STU
PKE
EP
WO
RK
ER
SR
EQ
UIR
ES
PRO
DU
CT
ION
Arc
h of
Tri
umph
12 S
tone
, 6 M
arbl
eN
/AN
/AN
/AN
/A
Alt
ar2
Tim
ber,
2 St
one
Ston
eN
/AN
/AN
/A
Bak
ery
2 T
imbe
r, 4
Cla
yC
lay
2 (m
ale)
Flou
rB
read
Bar
rack
s4
Tim
ber,
6 St
one
N/A
24N
/AN
/A6
Cla
y
Bat
h12
Cla
yC
lay
N/A
N/A
N/A
Bla
cksm
ith
2 T
imbe
r, 4
Cla
yC
lay
2 (m
ale)
Iron
Ore
Iron
Wea
pons
But
cher
Sho
p2
Tim
ber,
4 C
lay
Cla
y2
(mal
e)M
eat
Saus
ages
Cla
y P
it4
Tim
ber
Tim
ber
2 (m
ale)
N/A
Cla
y
Col
iseu
m40
Tim
ber,
50 S
tone
,N
/AN
/AN
/AN
/A40
Cla
y, 5
0 M
arbl
e
Fis
herm
an H
ut4
Tim
ber
Tim
ber
2 (m
ale)
N/A
Fish
Fla
x F
arm
4 T
imbe
rT
imbe
r3
(fem
ale)
N/A
Lin
en
Gar
den
2 T
imbe
rN
/AN
/AN
/AN
/A
Gol
den
Stat
ue4
Tim
ber,
4 M
arbl
eN
/AN
/AN
/AN
/A
Vin
eyar
d4
Tim
ber
Tim
ber
3 (f
emal
e)N
/AW
ine
Her
balis
t Sh
op2
Tim
ber,
4 C
lay
Tim
ber
3 (f
emal
e)N
/AN
/A
Hou
se4
Tim
ber
N/A
N/A
N/A
Mag
alia
Tim
ber
Cas
aSt
one
Dom
usC
lay
Vill
aM
arbl
e
Mar
ketp
lace
4 T
imbe
rT
imbe
r4
(fem
ale)
N/A
N/A
Min
e &
Qua
rry
4 T
imbe
rSt
one
2 (m
ale)
N/A
Iron
Min
eIr
on O
reG
old
Min
eG
old
Ston
e Q
uarr
yT
imbe
rSt
one
Mar
ble
Qua
rry
Tim
ber
Mar
ble
Fou
ntai
n of
Nep
tune
30 S
tone
, 10
Mar
ble
N/A
N/A
N/A
N/A
Oliv
e F
arm
4 T
imbe
rT
imbe
r3
(fem
ale)
N/A
Oliv
e O
il
Phi
loso
pher
Aca
dem
y18
Sto
ne, 1
6 C
lay,
Gol
d4
(exp
ert o
r N
/AN
/A16
MA
rble
mas
ter)
Pig
Far
m4
Tim
ber
Tim
ber
3N
/AM
eat
Pre
fect
ure
2 T
imbe
r, 6
Cla
yC
lay
4 (m
ale)
N/A
N/A
Slav
e Sh
elte
r4
Tim
ber
Tim
ber
N/A
N/A
N/A
Stat
ue2
Ston
eN
/AN
/AIN
/AN
/A
Tai
lor
Shop
2 T
imbe
r, 4
Cla
yC
lay
2 (f
emal
e)L
inen
Clo
th
Tav
ern
4 T
imbe
r, 4
Cla
yT
imbe
r2
N/A
N/A
Tem
ple
12 S
tone
, 14
Mar
ble
Mar
ble
2 (m
ale)
N/A
N/A
Tem
ple
of B
acch
us20
Tim
ber,
20 S
tone
,N
/A2
(mal
e)N
/AN
/A10
Mar
ble
Tem
ple
of F
ortu
na40
Sto
ne, 1
0 M
arbl
eN
/A2
(mal
e)N
/AN
/A
Tem
ple
of V
ulca
n30
Tim
ber,
30 S
tone
, N
/A2
(mal
e)N
/AN
/A10
Mar
ble
The
ater
8 St
one,
12
Cla
y,
Mar
ble
4 (m
ale)
N/A
N/A
16 M
arbl
e
Tra
de P
ost
6 T
imbe
rT
imbe
r1
N/A
N/A
War
ehou
se6
Tim
ber
N/A
N/A
N/A
N/A
Wat
chto
wer
6 T
imbe
r, 6
Ston
eT
imbe
r4
N/A
N/A
Wel
l2
Ston
eN
/AN
/AN
/AN
/A
Wea
pon
Shop
2 T
imbe
r, 4
Cla
yC
lay
2 (m
ale)
Tim
ber
Woo
den
Wea
pons
Whe
at F
arm
4 T
imbe
rT
imbe
r3
N/A
Flou
r
Woo
dcut
ter’
s L
odge
4 T
imbe
rT
imbe
r2
(mal
e)N
/AT
imbe
r
39CREDITS
CREDITSCDV SOFTWARE ENTERTAINTMENT AG
CREDITSHAEMIMONT GAMES
LEAD DESIGNERSGabriel DobrevIvan Atanassov
LEAD PROGRAMMERIvan-Assen Ivanov
PRODUCERSGabriel Dobrev
SENIOR ENGINEERSGeorgi GeorgievIvaylo TodorovSergei "Zemedelec" Miloikov
ENGINEERSAlexander "Mordred" AndonovDanko JordanovDimo ZaprianovGeorgi "Typhoon" KadrevLuchezar "Lucho" BelevSlavomir "Slavi" KaslevStoiko Todorov
ADDITIONAL ENGINEERINGAlexander "Feanor" SavchovskyMaria StanilovaVasil "twoflower" Boshnyakov
SENIOR ARTISTSPeter "Pepi" Stanimirov
LEAD ARTISTDimitar NikolovViktor "PK" Asparuhov
ARTISTSAlexander GrigorovAngel "Gele" StoianovBiser "Bobby" ParashkevovDimitar "chrom" TzvetanovDimitar "Lanternman" TzvetanovGeorge "Yo" StanimirovIvelin PlamenovKrasimir Nechevski
Nelson "Atmos" InomvanNikolay ToshevOgnian "North" BonevVladimir "SNU" Stanimirov
ASSISTANT PRODUCERSKonstantin GrozevStefan Domuschiev
LEVEL DESIGNBozhidar "Bave" GrozdanovDimitar "sedmi" GeorgievIvan "Vani" StoyanovIvko StanilovKonstantin GrozevSvetoslav "SAA" Alexandrov
SOUNDTsvetomir Hristov
MUSICSean Kolton
VOICESMichael DobsonClockwork Productions
TESTINGGeorgi PleshkovDimitar NikolovPeter "Pepi" StanimirovBozhidar "Bave" GrozdanovStefan Domuschiev
THANKS TOJanet DobrevaJulian GollopNikolaj SharapovVesselin Handjiev
WEB SITEAlexander "Mordred" AndonovKiril IlievRoute 75
DEVELOPMENT
DEVELOPMENTDIRECTOR Dirk Weber
SENIOR PRODUCER Achim Heidelauf
SENIOR TECHNICALENGINEERJohannes Bickle
TECHNICAL ENGINEER Christoph WeinsteinThomas Kröll
QUALITY ASSURANCE
QA DIRECTORPeter Oehler
SENIOR QA MANAGER Thomas Heil
SENIOR QACOORDINATORAndre Dordel
CO-LEADTESTER Daniel SchömperlenSebastian Reichert
ASSISTANT TO QA DIRECTORYasmin Müller
QA TESTER Bogdan TrifanChristian OlyChristian SchafferChristian SchüpfDaniel MrugalaDaniel PathmaperumaDaniela GrebeEric SchreiberFlorian Foos
Hanno SchneiderMatthias LöbleMichael BenzMichael FochlerMichael HofererMichael SchulzOliver SchußPascal RenschlerPatrick SälzlerPedro PintoRalf LeichtleRoland ThimisterSebastian MerkelStefan KostovStefan PröllStefan SchreiberSven BurstThomas HeilbronnerThorsten OfThorsten ZastrowTorsten BillerWerner Aron
MARKETING & PR
MARKETING & PR DIRECTORChristian Hermann
PR MANAGERBernd Berheide
MARKETING COORDINATORThomas Liebhold
INTERNATIONALMARKETING & PR MANAGEREvelyn Reina
MARKETING MANAGERRandy Dohack
PRODUCT MANAGERSimon Pendzich
COMMUNITY MANAGERThomas Wagner
SENIOR GRAPHICDESIGNERA. Adrian Alonso
GRAPHIC DESIGNERMonika GolaSilvija Svetec Oliver Moritz
WEB DEVELOPERStefan SchwoebelSascha Köhler
SPECIAL THANKS
Daniel JänschDaniel GrunderAndreas SteinickeElmar GrunenbergGregor BellmanGuido EickmeyerMatthias Siedlaczek
CDV US
PRESIDENT & CEO Tom Gross
DIRECTOR OF PUBLICRELATIONS & MARKETINGMario Kroll
QA& CUSTOMER SERVICEMANAGER David Green
OFFICE MANAGERBarb Wendel
PUBLIC RELATIONS ACCOUNT MANAGER Allan Kalbarczyk
41END-USER LICENSE AGREEMENT
END-USER LICENSE AGREEMENTYOU SHOULD CAREFULLY READ THEFOLLOWING LICENSE AGREEMENTBEFORE INSTALLING THIS SOFTWAREPROGRAM.
With the use/installation of the CD you agree tothe following license agreement:
This License Agreement is a legal binding con-tract between you and CDV Software Entertain-ment AG and/or its subsidiaries for the abovementioned software product, consisting of thecomputer software and possible relevant media,printing material and electronic operatinginstructions (the "software product"). Byinstalling the software product, copying it orusing it in any other way, you are agreeing toaccept the conditions of this License Agreementwithout change. Should you not agree to the con-ditions of this License Agreement, do not installthis software product, but return it to where youreceived it according to their return policy.
SOFTWARE PRODUCT LICENSEThis software product is copyrighted (by nation-al law and international contracts.) This softwareproduct has not been sold to you, but is onlylicensed to you.
LICENSE WARRANTYThis License Agreement warrants you a licensewith the following rights: Use of the deliveredsoftware. This software product may only beused by you. You are allowed to install this soft-ware product and use it on one computer only.
DESCRIPTION OF FURTHER RIGHTS AND RESTRICTIONSRestrictions concerning Reverse Engineering,Decompilation and Disassembling. You are notallowed to change the software product, subjectit to a Reverse Engineering, decompilize, or dis-assemble it. The software product is licensed inwhole. Its parts may not be separated, a may notbe used on more than one computer.
Hiring out.You may not lease, rent or lend the softwareproduct to anyone.
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Responsibilities/ Restrictions.The software product contains a Level/ WorldEditor that allows you to create custom levels orother materials for your personal use in connec-tion with the software product ("new materials").You will not be entitled to use or allow third par-ties to use the Level/ World Editor and/or thenew materials created thereby for commercialpurposes including, but not limited to, distribu-tion of new materials on a stand alone basis orpackaged with other software or hardwarethrough any and all distribution channels, includ-ing, but not limited to, retail sales and on-lineelectronic distribution without the express priorwritten consent of CDV Software EntertainmentAG and its subsidiaries. You are expressly pro-hibited from selling and/or distributing and/orotherwise profiting from any levels, add-onpacks, sequels or other items based upon or relat-ed to the software product and/or the new mate-rials without the express written consent of CDVSoftware Entertainment AG and/or its sub-sidiaries.
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(2) The software product is protected by copy-right and trade-mark by national law, internation-al law and international contract stipulations.(3) With regard to archive purposes, you mayhandle the software product like any other bycopyright protected work, and you may not makecopies of the printed materials which are includ-ed with the software product, including the pack-aging.(4) You may not remove, modify or change thestatements about copyrights and trade-marksfrom the software product. This particularlyrefers to statements and marks on the packingand the data media, at statements which are pub-lished on the web site or which are accessible byinternet, or others which are included in the soft-ware product or are created from this.
LIMITED WARRANTYCDV Software Entertainment AG and/or its sub-sidiaries warrant that the software product essen-tially works in agreement with the written state-ments being supplied with the software productfrom CDV Software Entertainment AG and/or itssubsidiaries. This warranty covers 90 days,beginning with the date stated on the receipt.
Legal remedy of the consumer:The responsibility of CDV Software Entertain-ment AG and/or its subsidiaries and its suppliersis limited to – one of the following, by choice ofCDV Software Entertainment AG and/or its sub-sidiaries -(a) the payback of the license fee you paid, not toexceed the recommended retail price, or(b) repair or replacement of the part, or the partsof the software product if returned directly toCDV Software Entertainment AG and/or its sub-sidiaries including a copy of your receipt. Thislimited warranty is not valid, if the defect isbased on an accident or misused or faulty han-dling. For each replaced software product, theguarantee will be for a period of an additional 30days from the expiration of the original warran-ty, as long as CDV Software Entertainment AGand/or its subsidiaries determines that the soft-ware product was obtained legally.
No further warrantiesCDV Software Entertainment AG and/or its sub-sidiaries and its suppliers do make, as far as thisis permitted by practicable law, any further war-ranty, as well as the liability for occurring or fail-ure of an explicit or tacitly agreed condition.This includes especially the legal warranty formarketable quality, for the suitability for a spe-cial aim, for property, for the non-violation, con-cerning the software product and the stipulation,which assigns service activities, respective forshortcomings in the field of service activities.
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SUPPORTPlease write down all important specifica-tion information for your computer (seebelow) as well as an exact description(when, how and where the error occurred;what exactly were you doing?), before con-tacting our technical support. This guaran-tees that we can help you in a fast and effi-cient way.
Please provide us with the followinginformation:
Personal details:
• E-mail address
• If you are contacting us from outside of Germany, please provideus with information on your loca-tion and the language version of the program you are using.
Computer details:
• Computer make and model, Windows version
• Speed and manufacturer of theprocessor
• Speed and manufacturer of the CD ROM drive
• Total System RAM
• Video card make and model
• Sound card make and model
• Mouse and driver information aswell as information on any furtherperipherals (e.g. joysticks)
In order to get this information, please goto “Run” in your Windows-start-menu andtype “dxdiag” in the command line beforeconfirming it by pressing the Enter key.Now the DirectX diagnostic program willstart. It mainly shows all the relevant driv-er files of your system components. Inorder to receive a text file of this informa-tion, simply click the button “Save AllInformation”. You can then place a text filewith all the relevant data on your harddrive in order to send it via e-mail or keepit for future reference.
Contacts:You can find our online support form on
www.cdv.de/support/english
Please do not direct support requests toour company address or phone number asstaff cannot answer any technical questions.
Register Online:
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© 2006 CDV Software Entertainment AG. All rights reserved.
CDV, the CDV logo and Glory of the Roman Empire are either registered trademarks or trademarks of CDV Software Entertainment AG or Haemimont Games
in the US and/or UK and/or other countries.
Help
Save
Quest
Load
Main Menu
Place House
Place Tree
Build Road
Destroy Road
Place Decorations
Pause
Show First Note
Toggle Speed
Select Town Hall
Select Dark Structure
Select Warehouse/Cycle through Warehouses