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SAFETY INFORMATION TABLE OF CONTENTS
A very small percentage of people (about 1 in 4000) may experience a seizure
when exposed to certain visual images, including flashing lights or patterns that SYSTEM REQUIREMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .04
may appear in video games. Even people who have no history of seizures or
CHAPTER I: GETTING STARTED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .05
epilepsy may have an undiagnosed condition that can cause these photosensitive I–I INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .05
epileptic seizures while watching video games. I–II INSTALLATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .05
I–III STARTING A GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .06
These seizures may have a variety of symptoms including: lightheadedness, altered I–IV CHALLENGE MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07
vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, I–V FREE BUILDING MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07
I–VI LOAD GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07
confusion, or momentary loss of awareness. Seizures may also cause loss of con- I–VII GALLERY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07
sciousness or convulsions that can lead to injury from falling down or striking I–VIII NEWS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07
I–IX OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07
nearby objects. I–X CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07
I–XI QUIT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .07
Immediately stop playing and consult a doctor if you experience any of these
symptoms. Parents should watch for or ask their children about the above symp- CHAPTER II: INTERFACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .08
toms. Children and teenagers are more likely than adults to experience these II–II BUILD MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
II–III NOTIFICATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
seizures. II–IV MAIN MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
II–V ECONOMY OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
The risk of photosensitive epileptic seizures may be reduced by playing in a well- II–VI SETTLEMENT OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
lit room, and not playing when you are drowsy or fatigued. Take a 10 to 15 minute II–VII INFORMATION PANEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
II–VIII SPECIAL STRUCTURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
break every hour. II–IX MONUMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
If you or any of your relatives have a history of seizures or epilepsy, consult a II–X HELP WINDOW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24

doctor before playing. CHAPTER III: MODES OF PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25


III–I CAMPAIGN MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
III–II FREE BUILDING MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
III–III CHALLENGE MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26

CHAPTER IV: GAME CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27


IV–I CONSTRUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
IV–II AREAS OF EFFECT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
IV–III DEMOLISHING AND REBUILDING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
IV–IV UPKEEP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
IV–V PRODUCTION AND REQUIRED MATERIALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
IV–VI CITIZEN STATUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
IV–VII CITIZEN NEEDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
IV–VIII CITIZEN STATURE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
IV–IX GAME NOTIFICATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
IV–X ROADS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
IV–XI MILITARY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
IV–Xii TRADE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
IV–XIII SLAVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35

CHAPTER V: STRUCTURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36

CREDITS (HAEMIMONT GAMES/CDV SOFTWARE ENTERTAINMENT AG) . . . . . . . . . . . . . . . . . . .38


END-USER LICENSE AGREEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
© 2006 CDV Software Entertainment AG. All rights reserved.
SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
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.

FMOD Sound System by Firelight Technologies.

TABLE OF CONTENTS
03
SYSTEM REQUIREMENTS CHAPTER I
PLATFORM: Windows® 98/2000/ME/XP GETTING STARTED
CPU: Pentium 4 1.5 GHz, 256 MB RAM (Minimum)
Pentium 4 2.1 GHz, 512 MB RAM) (recommended)
I–I INTRODUCTION
VIDEO CARD: 3D Graphics Card with 64 MB (Minimum) For centuries, the Roman Empire has been the greatest power in the world. Yet
3D Graphics Card with 128 MB (Recommended) only 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.
SOUND CARD: 100% Direct Sound Compatible
So begins the Pax Romana, the greatest period of calm the empire has seen.
CD-ROM: 12x or better In this time of stability, many provincial governors begin to enlarge their cities
aiming to make them the grandest in the Empire. Blinded by the prospects of fame
DIRECTX: Version 9.0 or better and riches, numerous citizens leave the comfort of Rome in the hope that they can
Hard Disk: 1 GB bring 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 the
installation process. If it does not, double-click on the “My Computer” icon and
locate 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\Heamimont
Games\Glory”. Should you chose to specify a different path, you will have to use
the 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 the
changes 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.

CHAPTER I
05
I–III STARTING A GAME I–IV CHALLENGE MODE
Once you have started the game, you are presented with the following screen: In Challenge Mode, you are presented four missions chosen at random, each with
its own restrictions and available bonuses. Completing these missions will show
how good you are as a governor. Your game score will be added to the high score
table allowing you to compare your skills with other players on the Internet.

I–V FREE BUILDING MODE


Although not related to the campaign, the Free Building Mode allows you to create your
own city from scratch without the construction restrictions present in the campaign.

I–VI LOAD GAME


Load a game selected from the list of previously saved games.

I–VII GALLERY
In the Gallery, you can view snapshots taken in the game.

I–VIII NEWS
From 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

From here you can start a new campaign, continue an old one, build your own city, .I–IX OPTIONS
play in Challenge Mode, view the Game Gallery, check the latest news on the
The Option section allows you to choose video and audio settings to experience the
www.glory-of-rome.com website, or change game options. game at its fullest. For old or slow machines, it is recommended that you set
graphics details to low.
CONTINUE CAMPAIGN
Continue an existing campaign starting from the last saved position.
I–X CREDIT
You can open the Credits window here.
NEW CAMPAIGN
Starting 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 cities I–XI QUIT
he governs the jewels of the Roman Empire. This option will allow you to quit the game.

CHAPTER I
07
You can change the viewed area by moving the mouse pointer towards the edges
CHAPTER II of the screen. Alternatively you could click on the minimap to view the desired
INTERFACE location. The Glory of the Roman Empire provides the option to change the camera
angle by using the mouse wheel.
When starting a game for the first time, you will be presented with the following screen:
In the upper-left corner of the screen, there are 6 Command Buttons to help you
during the game. These can be used at any time during the game by moving the
mouse pointer on them and left-clicking.

NOTIFICATION ICON NOTIFICATION WINDOW MINIMAP


The Command Buttons provide the following options:

Main Menu
Opens the in-game Main Menu. Here you can choose to save and load
games, change your game options or view your picture gallery.

Take a Picture
Makes 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 Overview
Opens the Economy Overview window, showing the number of goods
and resources your settlement produces and uses.

Settlement Overview
Opens the Settlement Overview window, showing the number of
structures and workers your settlement has.

Quest
BUILD MENU Shows the current map goals. This button is replaced by the “Approval
Rating” button in the Free Building mode.

MAIN MENU SETTLEMENT OVERVIEW


Toggle Time
TAKE PICTURE QUEST BUTTON Increases or decreases the game speed.

ECONOMY OVERVIEW TOGGLE TIME

CHAPTER II
09
II–II BUILD MENU Monuments
CURRENT Right-clicking anywhere on the screen can access Contains all grand structures: Philosopher Academy, Coliseum, Temple
CATEGORY
the Build Menu. The menu consists of seven of Vulcan, Temple of Fortuna, Arch of Triumph, Fountain of Neptune,
building categories that allow you to create every Golden Statue and Temple of Bacchus.
possible structure in the game. After selecting a
building category, the main menu is replaced by a
sub-menu containing all structures in that catego- II–III NOTIFICATIONS
ry. Select the structure you want to build.
While navigating, the current category is shown VIEW HELP GO TO LOCATION CLOSE NOTIFICATION
by a large icon in the center of the menu. Left-
clicking on that icon will take you one step back,
CATEGORIES
or close the menu altogether.

BUILD MENU SECTIONS

Production and Workshop


Contains all production and workshop structures: Clay Pit, Weapon Shop,
Woodcutter's Lodge, Tailor Shop, Flax Farm, Blacksmith, Olive Farm
and all types of Mines and Quarries.

Food Production
Contains all food-producing structures: Wheat Farm, Bakery, Pig Farm,
Butcher Shop, Fisherman Hut and Vineyard.

Support
Contains all structures that protect and maintain your city and its inhabi-
tants: Trade Post, Prefecture, Barracks, Watchtower and Herbalist Shop.
When an event of major significance takes place in the game, a flashing icon will
appear on the top of the screen. This is known as a Notification icon. Clicking on it
Basic will open a Notification window providing you with important information con-
Contains all basic structures: House, Well, Warehouse and Slave Shelter. cerning a city threat or settlement achievement.
From the Notification window you can use the Question Mark button to go to the
Esthetics Help window or the Eye button to go to the location that the notification has
Contains road building options and decorative structures: Build Road and informed you about.
Delete Road Options as well as a variety of Statues, Gardens and Trees.

Public
Contains all important community structures: Altar, Temple, Tavern,
Marketplace, Bath and Theater.
CHAPTER II
11
II–IV MAIN MENU Options
Here you can change graphics (which affects running speed and graphics
quality greatly), sound and game settings.

Main Menu
Return to the Title screen.

Close
Close the Main Menu and resume your current game.

II–V ECONOMY OVERVIEW


The Economy Overview window provides detailed information about all the goods
produced, consumed and stored in the town, as well as the buildings and workers
that manufacture these goods.
RECENTLY
CATEGORIES STORED PRODUCED RECENTLY CONSUMED

The in-game Main Menu can be accessed at any time during the game by clicking
on the Main Menu command button or simply pressing F10.
The Main Menu provides the following options:

Save Game
Save your current game.

Load Game
Load a previously saved game.

Gallery
View all snapshots you have made during the game (by using the Take a
Picture button).
PRODUCTS SHOW GRAPH PRODUCTION BUILDINGS WORKERS SUPPLY

CHAPTER II
13
CATEGORIES The Settlement Overview window shows the number of city structures and map
objects on the map, their location, and the number of people present. The overview
Food also shows how many more structures are currently under construction.
Flour, Meat, Bread, Sausages, Fish Baskets and Wine
CATEGORIES
Construction Materials
Basic
Timber, Stone, Clay and Marble
Town Hall, Magalia (House), Casa (House), Domus (House), Villa
(House), Well, Warehouse and Slave Shelter
General Goods
Linen, Cloth, Olive Oil, Iron Ore and Gold
Food
Wheat Farm, Pig Farm, Bakery, Butcher Shop, Fisherman’s Hut,
II–VI SETTLEMENT OVERVIEW Vineyard

BUILDING UNDER
Production
CATEGORIES CONSTRUCTION
NUMBER OF WORKERS/ Woodcutter's Lodge, Clay Pit, Flax Farm, Olive Farm, Tailor Shop, Mine
INHABITANTS or Quarry, Weapons Shop and Blacksmith

Public
Altar, Marketplace, Tavern, Temple, Bath, Theater and Monument

Support
Herbalist Shop, Prefecture, Trade Post, Watchtower and Barracks, and
Aqueduct Well

Map Objects
Stone Deposit, Marble Deposit, Iron Deposit, Gold Deposit, Old Quay,
Barbarian Center and Gypsy Caravan

BUILDINGS NUMBER OF SHOW BUILDINGS


BUILDINGS LOCATION ON MAP

CHAPTER II
15
II–VII INFORMATION PANEL Donate gold from the Town Hall, so that the gods can satisfy the greatest
need of any citizen visiting the Altar.
GO TO BUILDING

Freeze time allowing you to play at any time of day and in any kind of
weather.

COMMAND BUTTONS

Aqueducts
Aqueducts are a major part of a settlement’s
infrastructure because they bring water to areas
far from lakes and rivers. Without Aqueducts
several important buildings will not function
and can provide nothing to the settlement’s
The Information Panel only appears inhabitants.
when a structure or unit is selected. Aqueducts can only be built from existing
It contains basic information about the Aqueduct Wells.
selected structure including resources,
materials, production, workers, upkeep, Create an Aqueduct from the current Aqueduct Well to a desired
etc. In the case of a unit, it shows the location.
unit's occupation, status, home, and its
most urgent needs. Some of the infor-
mation shown in the panel also serves
as a hyperlink to other buildings and Barracks
units.
Each Barracks can train a squad of up to
Any critical information (lack of workers or resources, unused production, etc.) is 24 mercenaries and a Captain to lead them.
marked in red. A Barracks will train the best possible type of
military units depending on the equipment
stored there. Military units can be Rookies or
II–VIII SPECIAL STRUCTURES Veterans.
In the game there are a few buildings that can perform specific actions. Each of these military types requires different
equipment. However, the equipment must
Altar 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 mercenaries
Altars are the means through which citizens
that live and train at the Barracks.
pray and make offerings to the deities. Regard-
less of their stature, every citizen makes use of Having a full squad equipped at a Barracks allows you to send it to attack inde-
the Altars on a regular basis. Each Altar can pendent barbarian settlements. To do that, select one of the attack commands from
receive offerings of gold (taken from the Town the Barracks and then click on the desired Barbarian Village Center.
Hall treasury). Every citizen who makes an
offering will have his greatest need fulfilled.
CHAPTER II
17
The possible types of attacks are:
Donate gold from the Town Hall, so that the gods can satisfy the greatest
Enslave - your troops will enslave half of the barbarian villagers (non need of any citizen visiting the Temple.
military units) providing you with additional slaves.

Town Hall
Destroy - your troops will utterly annihilate the given target.
The Town Hall is the city's main building. It
provides information about the city's stature,
the amount of gold in the treasury, the number
Tavern of slaves and their work schedules. In addition,
the Town Hall shows the employment status of
Taverns are places where people come to relax
all citizens in the neighborhood.
and forget their sorrows while having some
food and wine. Having Taverns ensures that the The Town Hall serves as a Warehouse where
food you produce reaches and is enjoyed by all slaves live and goods and resources are stored.
citizens. Unlike an ordinary warehouse, the Town Hall
allows new slaves to be brought from Rome in
In addition to distributing food and wine, Tav-
exchange for Gold.
erns also provide information about the current
needs of the citizens in the neighborhood.
Buy 10 slaves for 20 gold.
Show or hide gossip in a neighborhood. Gossip will give you an idea of
what neighborhood's citizens need the most. Shows all available trade routes and relations.

Temple Trade Post


The Temple is a place in which citizens, guided
Trade Posts are places where trade routes with
by wise Priests, can pray to the gods. As a city
other cities can be established. Exchange rates
grows in prestige, worshipping at an Altar will
vary greatly, making it almost impossible to
not longer satisfy its wealthy citizens. They will
base an economy on trade alone.
want to go to the Temple and pray alongside the
Priests.
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. Establishes trade relations with other settlements.

CHAPTER II
19
II–IX MONUMENTS
Apart from special structures, there are Monuments that have a huge effect on a
settlement and its inhabitants. All Monuments are created from the Monuments
section of the Build Menu.

Arch of Triumph
A symbol of a settlement’s strength, the
Arch of Triumph boosts troop morale and
increases the neighborhood's prestige.
The settlement must have at least
50 citizens in order to build its first Arch
of Triumph, 100 for its second, 150 for
the next, and so on.

Coliseum
The Coliseum is the largest entertainment
structure a city could dream of. In it,
gladiator fights are held on a daily basis,
creating a spectacle for the crowds. The
mere presence of this structure would
increase 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 pressing
needs for a while.
For a Coliseum to be built there must already be an Arch of Triumph and
a Golden Statue in the settlement.

CHAPTER II
21
Golden Statue Temple of Bacchus
Golden Statues are special structures that Honoring the great deity Bacchus, this
need the Emperor’s approval to be built. structure makes sure that wine is properly
Having one greatly increases prestige in appreciated in the city. When there is such
the neighborhood and indicates the impor- a temple in a settlement, people can sati-
tance of the settlement. sfy an additional need while drinking wine.
A Golden Statue can be built only when
the Town Hall increases in stature. For a Temple of Bacchus to be built there
must already be 3 Grape Farms in the
settlement.

Philosopher Academy
The Philosopher Academy is a place of
Temple of Fortuna
enlightenment, where the greatest minds
of the upper classes gather to discuss the Celebrating the goddess of fate, the Tem-
problems of the universe. Having an acad- ple of Fortuna provides a constant flow
emy in your settlement encourages people of gold to the city. Having such a struc-
to spend gold at the Marketplaces and ture will make the settlement richer, even
Taverns. if there is no other gold in the area.
For a Philosopher Academy to be built For a Temple of Fortuna to be built there
there must be at least one Domustype must already be 6 Altars in the settlement
house in the settlement. (a Temple counts as 2 Altars).

Fountain of Neptune Temple of Vulcan


The fountain of Neptune is a tribute to A tribute to Vulcan, this structure ensures
the god of the seas. It provides water to that the destructive deity will look kindly
everyone around, even if there isn’t an upon the settlement. When there is such a
Aqueduct. temple present, the construction cost of
For a Fountain of Neptune to be built, all other structures is reduced by half.
there must already be a Golden Statue in For a Temple of Vulcan to be built there
the settlement. must already be an Arch of Triumph in
the settlement.

CHAPTER II
23
II–X HELP WINDOW CHAPTER III
MODES OF PALY

Glory of the Roman Empire has three modes of play – Campaign Mode, Free
Building Mode, and Challenge Mode. Each of these modes is unique, focusing on
slightly different aspects of the game.

III–I CAMPAIGN MODE


In Campaign Mode you are given the role of an ambitious Roman governor, who
must 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 by
step as the mission progresses.
It is recommended that players new to the Glory of the Roman Empire start with
this mode, even if they are familiar with other city-building games.

III–II FREE BUILDING MODE


Unlike 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 create
the largest and most beautiful city there is.
This is an ideal place to fill your gallery with pictures of your city to show off to
friends.

The Help Window provides information about all important game topics, including
a list of all structures, citizen professions, goods and resources.
The Help Window can be opened by pressing F1, or left-clicking on a selected
structure or citizen and choosing the Help command at its information panel.

CHAPTER III
25
III–III Challenge Mode CHAPTER IV
GAME CONCEPTS
IV–I CONSTRUCTION

The Challenge Mode focuses on the competitive side of the game, allowing you to The building process is the main focus of the game. It is through the creation of
measure your skill with other players all over the world. In this mode, you are various structures that the economy of the city is developed. Each type of structure
given 4 missions at random, each with a specific goal and restriction. Achieving has its own unique function: gathering resources, producing goods or providing
the mission goals as quickly as possible will increase your game score to place you specific services.
higher in the Glory of the Roman Empire online wall of fame. In order for a building to be constructed, it requires specific resources, the exact
At the beginning of every game, you can choose one of three bonuses that will amount and type of which are shown in the build menu's rollover text. If the
help you complete your mission objective. Doing so will decrease the amount of required resources are not available at the moment, they will be shown in red.
points you will receive. You can order the construction of a building, even if you lack the necessary
resources. If you do, the building process will start but will not continue until the
required resources become available.

CHAPTER IV
27
When a building is selected for construction, the mouse cursor becomes an image Some structures increase the prestige of buildings in their surroundings.
of that building and can be moved across the map to the position at which you A green circle indicates the area of effect while placing the structure.
want to build it. During this process, the image can be rotated using the mouse In some cases, it is possible for structures to have two areas of effect – one for
wheel or the < and > keys. prestige and one for providing services.
You can place a building anywhere on the map, as long as it is on level ground and
not too close to existing structures. If there is something to prevent it from being
placed or built, the building will become covered in red. IV–III DEMOLISHING AND REBUILDING
Should you choose to cancel the construction order, you can do so at any time by A building (or construction site) can be demolished at any time. To demolish a
right-clicking or pressing the Esc button. building, 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 will
IV–II AREAS OF EFFECT be canceled. Any building that has been on fire for too long will automatically be
demolished.
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 very
same spot should the building be destroyed.

IV–IV UPKEEP
Most buildings require certain resources (shown in the information panel) for their
upkeep. These resources are automatically taken from city reserves and delivered
to the building once every few minutes. If these resources are insufficient, the
building will deteriorate, increasing its chance of catching fire (such buildings are
darker than the rest).
The upkeep of a structure is shown in its information panel.

IV–V PRODUCTION AND REQUIRED MATERIALS


As 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 Hall
and Warehouses). The production rate depends entirely on the status of the citizens
working in the structure.
Once a structure is created, it effects the surrounding area by providing goods and Sometimes, in order for a product to be made, the structure requires particular
services. A yellow circle, visible while placing the structure, indicates the exact resources. For example: the Butcher Shop needs Meat to make Sausages; the Bak-
area. Any buildings within this area will benefit from the services of the new struc- ery needs Flour to make Bread; and the Tailor Shop needs Linen to make Cloth.
ture. The production and required materials of a structure are shown in its information
Although houses do not provide goods or services of any sort, they too have an panel.
effect area that determines what inhabitants can benefit from.
CHAPTER IV
29
IV–VI CITIZEN STATUS Villa
Depending on their skill and status, there are four types of citizens: novices, Inhabited by Master citizens.
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 clothes
than an apprentice tailor will! However, a citizen's needs will change as his status
improves. (See the List of Needs for more information).
The status of a citizen depends solely on the type of the house he inhabits. The
more prestigious the house is the greater the importance of those who inhabit it:

Magalia
IV–VII CITIZEN NEEDS
Inhabited by Novice citizens.
Every person in your city has needs. These needs are the driving force
that fuel the economy and keep the citizens working. Satisfying these needs will
ensure 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 gradually
become more sophisticated: visiting a Temple, going to the
Theater, etc.
Casa
To satisfy the needs of your citizens, create structures that produce products they
Inhabited by Apprentice citizens. desire 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 current
needs.

LIST OF NEEDS

Novice Citizen Needs


Domus Flour (food)
Inhabited by Expert citizens.
Meat (food)
Altar (structure)
Well (structure)

Apprentice Citizen Needs


Bread (food)
Sausages (food)
CHAPTER IV
31
Cloth (product) IV–IX GAME NOTIFICATIONS
Altar (structure) Game Notifications are displayed in the upper part of the screen when important
events occur. They provide information about threats as well as the latest develop-
Well (structure) ments in the city.
Left-clicking on the notification icon will open the notification window providing
Expert Citizen Needs information about the specific event.
Bread (food) If the notification icon is ignored for a certain period of time, it will disappear.
Sausages (food)
Wine (food) IV–X ROADS

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 STATURE


The 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 the
city will be high as well. Roads are the arteries of the city. They allow you to create the infrastructure of the
When the level increases, the Town Hall will also improve to reflect the state of city and guide the inhabitants as they go from one place to another.
your city. You can place roads from the Esthetics section of the Build Menu. When you
choose to create a road, the mouse cursor will change. Once that happens, you can
choose the starting point of the road by left-clicking on the terrain. From then on

CHAPTER IV
33
simply move the mouse cursor to the desired location and click again - a road seg- For the town to have its own army, a Barracks is required. Each Barracks can train
ment will be placed connecting the two locations. You can add more road segments a squad of up to 24 mercenaries and a Captain to lead it. Unlike the mercenaries in
using the same method. To end the road placing process, right-click anywhere on Watchtowers, those in the Barracks require that their equipment be made available
the screen and the cursor will return to its original state. in 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 and
could be sent to attack independent settlements destroying them or enslaving part
of their population.

IV–XII TRADE
Throughout the game you are able to establish trade relations with various foreign
cities 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 only
during Campaign Mode.

IV–XIII SLAVES
Slaves 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 slaves
can 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 as
well as the number of slaves there are to do it. Should there be too few slaves the
To delete a road or any part of it choose Delete Road from the Esthetics section of schedule would become unbearable and the slaves might start to riot. To avoid this,
the Build Menu. Once you do, the mouse cursor will change and a circular area you must make sure there always are enough slaves in every neighborhood. The
will appear under it. Left-clicking will delete any road segment in the circular area. slave 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 the
IV–XI MILITARY city, they automatically take food from the Warehouses or the Town Hall.
Despite the relative tranquillity the threat of roaming Barbarians and hostile local
tribes 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 (which
will automatically hire armed mercenaries to serve there).

CHAPTER IV
35
NAME CONSTRUCTION COST UPKEEP WORKERS REQUIRES PRODUCTION
Arch of Triumph 12 Stone, 6 Marble N/A N/A N/A N/A
Altar 2 Timber, 2 Stone Stone N/A N/A N/A
Bakery 2 Timber, 4 Clay Clay 2 (male) Flour Bread
Barracks 4 Timber, 6 Stone N/A 24 N/A N/A
6 Clay
Bath 12 Clay Clay N/A N/A N/A
STRUCTURES
CHAPTER V
Blacksmith 2 Timber, 4 Clay Clay 2 (male) Iron Ore Iron Weapons
Butcher Shop 2 Timber, 4 Clay Clay 2 (male) Meat Sausages
Clay Pit 4 Timber Timber 2 (male) N/A Clay
Coliseum 40 Timber, 50 Stone, N/A N/A N/A N/A
40 Clay, 50 Marble
Fisherman Hut 4 Timber Timber 2 (male) N/A Fish
Flax Farm 4 Timber Timber 3 (female) N/A Linen
Garden 2 Timber N/A N/A N/A N/A
Golden Statue 4 Timber, 4 Marble N/A N/A N/A N/A
Vineyard 4 Timber Timber 3 (female) N/A Wine
Herbalist Shop 2 Timber, 4 Clay Timber 3 (female) N/A N/A
House 4 Timber N/A N/A N/A
Magalia Timber
Casa Stone
Domus Clay
Villa Marble
Marketplace 4 Timber Timber 4 (female) N/A N/A
Mine & Quarry 4 Timber Stone 2 (male) N/A
Iron Mine Iron Ore
Gold Mine Gold
Stone Quarry Timber Stone
Marble Quarry Timber Marble

Fountain of Neptune 30 Stone, 10 Marble N/A N/A N/A N/A


Olive Farm 4 Timber Timber 3 (female) N/A Olive Oil
Philosopher Academy 18 Stone, 16 Clay, Gold 4 (expert or N/A N/A
16 MArble master)
Pig Farm 4 Timber Timber 3 N/A Meat
Prefecture 2 Timber, 6 Clay Clay 4 (male) N/A N/A
Slave Shelter 4 Timber Timber N/A N/A N/A
Statue 2 Stone N/A N/A IN/A N/A
Tailor Shop 2 Timber, 4 Clay Clay 2 (female) Linen Cloth
Tavern 4 Timber, 4 Clay Timber 2 N/A N/A
Temple 12 Stone, 14 Marble Marble 2 (male) N/A N/A
Temple of Bacchus 20 Timber, 20 Stone, N/A 2 (male) N/A N/A
10 Marble
Temple of Fortuna 40 Stone, 10 Marble N/A 2 (male) N/A N/A
Temple of Vulcan 30 Timber, 30 Stone, N/A 2 (male) N/A N/A
10 Marble
Theater 8 Stone, 12 Clay, Marble 4 (male) N/A N/A
16 Marble
Trade Post 6 Timber Timber 1 N/A N/A
Warehouse 6 Timber N/A N/A N/A N/A
Watchtower 6 Timber, 6 Stone Timber 4 N/A N/A
Well 2 Stone N/A N/A N/A N/A
Weapon Shop 2 Timber, 4 Clay Clay 2 (male) Timber Wooden
Weapons
Wheat Farm 4 Timber Timber 3 N/A Flour
CHAPTER V

Woodcutter’s Lodge 4 Timber Timber 2 (male) N/A Timber


37
CREDITS CREDITS
HAEMIMONT GAMES CDV SOFTWARE ENTERTAINTMENT AG

LEAD DESIGNERS Nelson "Atmos" Inomvan DEVELOPMENT Hanno Schneider COMMUNITY MANAGER
Gabriel Dobrev Nikolay Toshev Matthias Löble Thomas Wagner
Ivan Atanassov Ognian "North" Bonev DEVELOPMENT Michael Benz
Vladimir "SNU" Stanimirov DIRECTOR Michael Fochler SENIOR GRAPHIC
LEAD PROGRAMMER Dirk Weber Michael Hoferer DESIGNER
Ivan-Assen Ivanov ASSISTANT PRODUCERS Michael Schulz A. Adrian Alonso
Konstantin Grozev SENIOR PRODUCER
Oliver Schuß
PRODUCERS Stefan Domuschiev Achim Heidelauf GRAPHIC DESIGNER
Pascal Renschler
Gabriel Dobrev Monika Gola
SENIOR TECHNICAL Patrick Sälzler
LEVEL DESIGN Silvija Svetec
SENIOR ENGINEERS ENGINEER Pedro Pinto
Bozhidar "Bave" Grozdanov Oliver Moritz
Georgi Georgiev Johannes Bickle Ralf Leichtle
Dimitar "sedmi" Georgiev
Ivaylo Todorov Roland Thimister
Ivan "Vani" Stoyanov WEB DEVELOPER
Sergei "Zemedelec" Miloikov TECHNICAL ENGINEER Sebastian Merkel
Ivko Stanilov Stefan Schwoebel
Christoph Weinstein Stefan Kostov
Konstantin Grozev Sascha Köhler
ENGINEERS Thomas Kröll Stefan Pröll
Svetoslav "SAA" Alexandrov
Alexander "Mordred" Andonov Stefan Schreiber
Danko Jordanov SOUND Sven Burst SPECIAL THANKS
Dimo Zaprianov Tsvetomir Hristov QUALITY ASSURANCE Thomas Heilbronner
Georgi "Typhoon" Kadrev Thorsten Of Daniel Jänsch
Luchezar "Lucho" Belev MUSIC QA DIRECTOR Thorsten Zastrow Daniel Grunder
Slavomir "Slavi" Kaslev Sean Kolton Peter Oehler Torsten Biller Andreas Steinicke
Stoiko Todorov Werner Aron Elmar Grunenberg
VOICES SENIOR QA MANAGER
Gregor Bellman
ADDITIONAL ENGINEERING Michael Dobson Thomas Heil
Guido Eickmeyer
Alexander "Feanor" Savchovsky Clockwork Productions
SENIOR QA MARKETING & PR Matthias Siedlaczek
Maria Stanilova
Vasil "twoflower" Boshnyakov TESTING COORDINATOR
Georgi Pleshkov Andre Dordel MARKETING & CDV US
SENIOR ARTISTS Dimitar Nikolov PR DIRECTOR
Peter "Pepi" Stanimirov Peter "Pepi" Stanimirov CO-LEADTESTER Christian Hermann PRESIDENT & CEO
Bozhidar "Bave" Grozdanov Daniel Schömperlen Tom Gross
LEAD ARTIST Sebastian Reichert PR MANAGER
Stefan Domuschiev Bernd Berheide
Dimitar Nikolov DIRECTOR OF PUBLIC
Viktor "PK" Asparuhov THANKS TO ASSISTANT TO RELATIONS & MARKETING
QA DIRECTOR MARKETING
Janet Dobreva Mario Kroll
ARTISTS Yasmin Müller COORDINATOR
Julian Gollop Thomas Liebhold
Alexander Grigorov Nikolaj Sharapov QA & CUSTOMER SERVICE
Angel "Gele" Stoianov QA TESTER MANAGER
Vesselin Handjiev INTERNATIONAL
Biser "Bobby" Parashkevov Bogdan Trifan David Green
Christian Oly MARKETING &
Dimitar "chrom" Tzvetanov WEB SITE PR MANAGER
Dimitar "Lanternman" Tzvetanov Alexander "Mordred" Andonov Christian Schaffer OFFICE MANAGER
Christian Schüpf Evelyn Reina
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Ivelin Plamenov Route 75 Daniel Mrugala MARKETING MANAGER
Krasimir Nechevski Daniel Pathmaperuma Randy Dohack PUBLIC RELATIONS
Daniela Grebe ACCOUNT MANAGER
Eric Schreiber PRODUCT MANAGER Allan Kalbarczyk
Florian Foos Simon Pendzich

CREDITS
39
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END-USER LICENSE AGREEMENT


41
SUPPORT
Please write down all important specifica- • Mouse and driver information as
tion information for your computer (see well as information on any further
below) as well as an exact description peripherals
(when, how and where the error occurred; (e.g. joysticks)
what exactly were you doing?), before con- In order to get this information, please go
tacting our technical support. This guaran- to “Run” in your Windows-start-menu and
tees that we can help you in a fast and effi- type “dxdiag” in the command line before
cient way. confirming it by pressing the Enter key.
Please provide us with the following Now the DirectX diagnostic program will
information: start. It mainly shows all the relevant driv-
er files of your system components. In
order to receive a text file of this informa-
Personal details:
tion, simply click the button “Save All
• E-mail address Information”. You can then place a text file
• If you are contacting us from with all the relevant data on your hard
outside of Germany, please provide drive in order to send it via e-mail or keep
us with information on your loca- it for future reference.
tion and the language version of
the program you are using.
Contacts:
You can find our online support form on
Computer details:
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• Total System RAM Register Online:
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For more information:


www.glory-of-rome.com
Help Destroy Road

Save Place Decorations

Quest Pause

Load Show First Note

Main Menu Toggle Speed

Place House Select Town Hall

Place Tree Select Warehouse/


Cycle through Warehouses
Build Road Select Dark Structure

© 2006 CDV Software Entertainment AG. All rights reserved.


CDV, the CDV logo and Glory of the Roman Empire are either registered
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in the US and/or UK and/or other countries.