Overview
Many players complain that the game is too hard even on the easy difficulty level. We put before ourselves the hardest challenge – to start the game on the highest difficulty level and complete it with a score of 33/33, and will try to do it at the lowest possible turn 204. This guide is for those who like to face tough challenges.
The success factors
- Thorough knowledge of game mechanics. You definitely need to beat the game a few times on the easier levels. The elementary errors in basic mechanics are absolutely unacceptable.
- Maximum precision and perfect timings. You should know in advance what and when will happen to be ready for anything. Calculator and Excel sheet are your best friends. The most important tasks, timing benchmarks and sequence of actions are outlined later in this guide.
- Incredible fantastic luck. If you don’t have a million years to wait for the necessary combination of random events, you have to secure a fortune through save-scumming. Save the game before any random event. Click “Next turn” and “Load game” as many times as you have patience for and choose to continue with the best of the options that the random number generator could offer you.
What (pseudo) randomness there are in the game
- Random event. Not to be confused with scripted events, a list of which is given later. Random events occur on the turns: 13, 22, 34, 47, 57, 66, 78, 84, 92, 99, 108, 115, 124, 133, 142, 150, 168, 174, 183, 194, 202 (a total of 21 times). About 7 of them will be good, the rest are bad. Sometimes both good and bad events are possible, but more often you have to choose the lesser of evils. The effect of random event on the course of the game is enormous.
- The main rule when working with events – if positive events are possible at this turn (that is to be determined after a few reloads), choose the one that would increase your culture to the maximum extent.
- If the event is negative, minimize the damage. Most often, minimal damage will be brought by drought or sandstorm. Positive events never happen for 2 times in a row (except the first two), so be prepared for the negative. If necessary, create food reserves to survive the drought. Reallocate workers to the areas which don’t suffer from negative events – trade, exploration, raiding, etc.
- Tribe events. Options in order from best to worst:
- hunters vs herders – do not intervene and get +10% culture
- a gift from the tribe – the best option, but it is not always possible
- strengthening the tribe – most often you should choose a strengthening of the tribe that we’re going to rob, because this increases the profit from the robbery
- decreasing discontent
- improved relations with the tribe
- nothing happens
- growing discontent
- the disappearance of the tribe – good news only if we’re going to capture this tribe; otherwise the disappearance deprives us of the income of plunder or trading;
- charge – to be avoided unless you are going to rob the tribe
- attack of the enemy tribe after 9 turns – to be avoided unless we have an overwhelming advantage over the aggressor
- an uprising – to be avoided
- The result of the battle. Of course, it is unacceptable to allow defeat in battle. It should be noted that the “fighting” random number generator is somehow connected to the turn number on which the fight occurs, and (in the early game) with the number of explored areas. A lost battle can be won if it happens a turn later. Try the options and provide the timings of the ability to postpone a difficult attack for 1 turn.
- Profit from exploration. Despite the presence of chance, in most cases a reload is not required and you can play with what you are given.
- The location of tribes on the map of the settlement. Early exploration of nearby tribes is very important, so continue, determine the location of the tribes, reload, and adjust your exploration plans accordingly use the supplementary utility[github.com].
- Tribal resources (food, hammers, culture, authority). The reload is useless here, so in bad cases just start a new game.
How to rob properly
TLDR: Rob permanently!
- Robbery is the most efficient source of resources in the game. You definitely need to constantly plunder the tribes on the map of the settlement, and the tribes along the Nile on the map of Egypt.
- Robbed tribe fully “recharges” the size of the trophies within 5 turns. Given the 5 turns needed for the attack itself, you can get the maximum effect when you rob the tribe every 10 turns. It is an ideal towards which you should strive. Plan attacks in advance, always have a stock of food to finance the attack.
- Price of the attack is determined by your strength (before the invention of the army – by the size of your population) at the start of the expedition, and the received trophy is determined at the end of the expedition. This can and should be used. If your power/population is growing all the time, then start the expedition immediately after the completion of the previous one, to fix the price, while you can send the worker 5 turns later.
- Let me illustrate by example. Before the invention of the army price is equal to half of the population at the beginning of the attack (rounding up). If you have 4 workers and an opportunity to buy the fifth, then start the attack before the purchase of a worker. In this case, the cost of the attack is 2*5=10 food. If you first purchase a worker, and then start the attack, the cost will be 3*5=15 food. While your trophy will be the same at both cases. The difference of 5 food on this stage of the game is critical. However, at the highest difficulty level there are no insignificant details.
- The size of the trophy increases with the power of the enemy, while the price of the attack does not increase. Therefore, strengthening the tribe is the good news for you. Attack the strongest enemies in the first place (of course, if your own strength is enough to defeat them).
- Which resources to plunder? To maintain your growth, you need to loot food and hammers. The number of tribes with food should be not less and preferably more than the number of other tribes. You can plunder culture a bit, if there are cultural tribes, but do not get carried away, the population should grow, and the buildings should be built. Never rob the authority.
- Write down at which turn you robbed each tribe for the last time so that you won’t miss the date of the next robbery and not come too soon.
- The game will have 2 periods of robberies: tribes on the map of the settlement and tribes on the Nile. The first robbery phase must be finished at turn 82, the second at turn 124. Plan ahead based on these deadlines. For example, if you opened the tribe, suitable for robbery, at turn 97, you have to rob it 3 times with the deadlines at turns 104, 114, 124; let the attack begin immediately, because you have just 2 turns of reserve space.
How to scout properly
TLDR: Scout by half then accelerate!
- During the game there will be 3 periods of scouting accelerated by 50%:
- after the accumulation of 8 people before full exploration of the map of the settlement;
- after accumulation of 500 warriors before starting to trade with Palestine;
- once you will need to spend the Wepwawet cult for exploration.
- The acceleration of scouting by 50% does not mean that every turn of exploration during this period counts as two. It means that the number of accumulated turns of exploration necessary for the opening of the area is reduced by half. They can be accumulated both before and during the period of accelerated exploration.
- Therefore, the optimal scouting tactics will be the following (this applies in particular to the third period): before you turn on acceleration you should scout out possible areas on half of the required turns (rounded down). In the moment of switching on the acceleration, all these areas will be immediately opened, and we will be able to explore further.
- Example: the territory requires 7 turns of scouting. Advance scouting 3 turns and get the other 4 for free at the moment of Wepwawet cult casting. Every extra turn spent on exploration over the first three is a waste of resources.
How to handle authority properly
TLDR: Don’t overestimate early authority income, don’t underestimate early authority expenses!
- Cult price grows with each use as follows: free / free / 9 / 13 / 16 / 21 / 28 / 32 / 36 / 42 / 47 / 49 / 58 / 70 / 82 / 134 / 154 / 174 / 194 / 224 / 250 / 300 / 350 / 400 / 450 / 500 / 900 / 1000 / 1500 / 2000 / 2500 / 3000 / …
- At the end of the game you will need a lot of usages of cults. Spending in the middle of the game the extra charge of the cult of 47 authority, due to the increased cost of all subsequent cults, you can lose in the end several thousand of authority. Is it worth it? Only if the effect of the cult usage is really strong.
- The main used cult is Horus. As a rule, use it to accelerate the construction of particularly important buildings that give culture / authority / power, especially if their cost in hammers is more than you can spend in the next few turns. Usually that buildings are: the first and second Cemeteries, old and new Temple of the Falcon, Funerary Temples, a Painted tomb, a Simple barracks, expensive structures at the end of the game.
- In addition, you will need 1 charge of Wepwawet for exploration and 1 charge of Seth for the civil war. Think twice before you spend authority on something else. At the end of the game you will also need to engage the Forefathers several times and to spend 5 charges for the construction of Memphis, and spend the rest of authority to perform the reforms. Upon completion of construction of all buildings, the price of the cult should not exceed 350.
- Thus, most of the game we just hoard the authority for the future. Food, hammers and culture take precedence in the early and mid game. Never rob the authority nor buy it until its income with bonuses is really large. If some effort will give you a few dozen of authority, they will be completely invisible against the background of thousands of authority, which you will handle at the end of the game. But if you lost in the middle of the game a few dozen of food you will feel it immediately.
- The costs of the authority for any purpose except the purchase of cults, doesn’t increase the price of the cult and, therefore, are almost free for us. Happy to enjoy these opportunities. There will be three of them: reforms during the “The Exodus from the Sahara” trial (20 authority), “The Great drought” trial (pass it using authority solely, giving 40+44+48+52+57+62+68+74+81+89 = 615), “The Civil War” trial (here you can combine the costs of the authority with the cost of hammers).
The schedule of the game
11 – complete the mission “Survival” (growth up to 3 people). +5 food
13 – random event
15 – get +4 culture
16 – tribe event (attack – before turn 25 you should grow up to 5 people)
22 – random event
23 – get +5 culture
29 – complete the mission “Neolithic revolution” (build 2 fields of grain). +10 food
32 – “The Sanctuary of the Falcon” trial. As with all trials, the gold is given for completing the trial within 3 turns after it began.
33 – the Horus becomes the ruler (the cult of the Horus instead of food gives the acceleration of the construction)
31-33 – complete the mission “Permanent settlement” (grow up to 8 people). +20 food, +30 hammers
34 – random event (flood)
35 – pass the trial. +30 food, +40 hammers
36 – tribe event
44 – tribe event
47 – random event
about 48 – to complete a mission to explore the map of the settlement. +200 culture
52 – tribe event
57 – random event
61 – “The Exodus from the Sahara” trial
63 – Desertification of the Sahara (-2 food, -2 hammers)
64 – Refugees (+2 workers)
64 – pass the trial. +160 culture, +40 prestige
66 – random event
68 – the First sand storm (2 districts damaged)
72 – contact with the Nubians (+ hammers)
74 – tribe event
78 – random event
81 – tribe event
84 – random event
86 – incorporation of Eileithyias (+2 food, +2 hammers, +300 culture)
86 – complete the mission “The Formation of the nobility” (train 500 warriors). +100 warriors
87 – “The Hierakonpolis chiefdom” trial. Pass it immediately. +1 food, +2 hammers, +2 authority.
87 – capture all the tribes on the map of the settlement. +3 food, +3 hammers, +3 culture
89 – Zoo
92 – random event
96 – tribe event
about 97 – scout out Palestine
99 – random event
about 100 – start trading with Palestine. +80 hammers
101 – the Caravan from Mesopotamia
103 – damage of the workshop (1 district)
105 – tribe event
108 – random event
109 – tribe event
112 – Best days of Hierakonpolis (+ culture)
115 – random event
118 – the Trade blockade, the mission to join Thinis begins
119 – tribe event
121 – “The Great drought” trial. Pass it immediately
122 – the Disappearance of elephants (-2 food). Occurs if the trial is not yet passed
123 – the Dead desert (cattle and flax -1 food). Occurs if the trial is not yet passed
123 – complete the mission to join Thinis. +300 warriors
124 – random event
125 – complete the mission to join other tribes
126-128 – complete the mission to conquer the tribe of Seth. +10% strength, +20% trade
127 – tribe event
132 – Immigration (worker price +20%, effects of events changed)
133 – random event
137 – tribe event
140 – tribe event
about 140 – halfly scout all areas nearest to the Nile, use Wepwawet to complete their exploration, begin the scouting of the further areas
142 – random event
145 – Necropolis at Abydos (+ authority)
147 – tribe event
150 – random event
151 – “The Ombos Invasion” trial. The trial is omitted. +30 strength each turn
about 154 – complete the mission of construction of the Copper mines of Sinai
155 – Governors (+5 food or +12 strength or +5 prestige each turn)
165 – tribe event
168 – random event
about 168 – complete the mission of the construction of the Horus Road
171 – King Scorpion. Build a tomb not later than the turn 178
174 – random event
177 – tribe event
181 – “The Civil War” trial
183 – pass the trial. +400 authority
183 – random event
186 – King Iri-Horus. Build a tomb not later than the turn 192
189 – tribe event
192 – King Ka. Build a tomb not later than the turn 199
194 – random event
197 – tribe event
201 – King Narmer. Build a tomb immediately (finish not later than the turn 204).
202 – random event
204 – “The Unification Of Egypt” trial. +food +authority
204-207 – pass the trial
Sanctuary of the Falcon (1 – 35)
Our goal at this stage of the game is not only to pass the trial for gold (which is easy), but also to build the first dwelling and to complete the mission of growing up to 8 residents no later than turn 33. A good start of the game is critical. Therefore, we analyze this phase in detail.
1 – 10. produce food and hammers. At turn 9 take the first technology – Cult of the Falcon. Continue to produce up to turn 11.
11. Take Experimental breeding and buy a 3rd worker. Allocate one of your workers to explore the opposite bank of the river (to the west), the second one to the south. Save the game. There are 2 possible options for the location of the nearest tribe – southern or eastern. You need to explore that tribe as quickly as possible. If your first guess is wrong then you’ll reload from this place and go the other way. Or use the supplementary utility[github.com] and know the right direction in advance.
12. Take the Domestication of dogs. Continue exploration to the south (east). Save the game.
13. We get the first random event. Here are 3 options – Greening of the Sahara, Migration of Animals and a new God. We can only be satisfied with the Greening of the Sahara because a new God at this stage would unacceptably slow down the production of food and will hamper you to pass the trial, and Migration is what we need next time (2 migrations can not happen). If there is an area with 2 food, it is possible to bring there a worker from the west. Exploration to the south/east must not stop.
15. Take the technology of Cattle.
16. The first enemy attack begins. We must grow up to 5 residents no later than turn 25. And right now we must reach the nearest tribe. There are several options:
- No one is in the area – reload turn 11 and go another direction.
- The tribe was found, but its resource is not the food. Start a new game. We can’t grow up to 8 residents here. Unfortunately, this is the most common variant. So download the utility[github.com], if you play without it, you’ll lose a lot of time. I warned you.
- Food tribe is found. Save the game and play on.
Develop the future strategy.
- The looting. We must commit the first tribe robbery at turn 23 (preferably at 21-22), the second at 33 (preferably at 31-32). Thus it is necessary to consider the presence of food, because robbery requires investment of food. In some cases, you can buy food from the tribe for 1-2 turns, or try to find food through exploration. The proper strategy depends on the situation where we find ourselves as the result of the exploration.
- Technology: Weaving, Experimental farming, Early rituals (must be taken no later than turn 24), Primitive dwellings (no later than turn 29). Even if there’s enough culture to buy the Cultivation of flax, don’t take it; the next goal is Badari culture.
- Construction. First field is built immediately after the invention of farming, the Second field at turns 26 to 29, a Dwelling at turns 29 to 32, the Sanctuary at turns 32 to 35. It is sometimes possible to complete Dwelling at turn 31.
- Assigning work. The first worker handles the main field. The second is heading west up to the hills (area with +3 hammers), and, having reached it, stays there and works. The other workers scout, build and rob. Also see the section “How to scout properly”.
- Hunting period (22 – 26).
- The success of the trial depends on this period. At turn 22 we obtain the second random event. It must be the Migration of animals, take hunting. Then process all the areas with 3+ resources.
- No later than turn 24 we take the Early rituals and worship Horus. During 2 turns hunting and Horus make a mad combo – all 5 workers handle the areas with 4-5 resources.
- Final period (31 – 35).
- The stock created during the hunt along with the income from 2 robberies should be enough to buy 3 workers at turn 31-33 (78 food required). We take an award from completing the mission of growing up to 8 people, scout many nearest areas and get income from exploration. All of these should be enough to accumulate 80 food/hammers.
- At turn 34 the flood happens (-1 worker and a damaged area). It is desirable that the area was a housing that will be repaired with the completion of the Sanctuary next turn. Corruption of the second field is worse but acceptable. The first field is the worst option. We can influence the choice of the destroyed area by varying the number of explored areas at this time.
- At turn 35 worship Horus twice, add 80 food/hammers and get the gold.
The creation of the chiefdom (35 – 87)
- The basis of the strategy for this period is permanent robberies. Not later than turn 41 we need to explore 3 nearby tribes and begin to plunder them along with the one, which we have already robbed twice in the first stage. Distant tribe will be scouted some later and we will begin to rob it as well. The plan for the robbery is:
- up to turn 61-62 we rob each of 4 close tribes twice, and the distant tribe once.
- at turn 61-62 discover Primitive army (all the robberies should be completed by this point, because otherwise they will be cancelled).
- then up to turn 82 we rob all 5 tribes twice more, with the exception of the tribe which occupies the site of the cemetery or pasture – rob it once and then immediately capture, because we need to build on this site (or don’t rob it at all if you are ready to build).
- no later than turn 82 send your troops to capture all 4 remaining tribes. At turn 87 simultaneously with the creation of the chiefdom the whole settlement map must be cleared.
- constantly monitor the stock of food and carefully plan your attacks! See the section “How to rob properly”.
- we will be able to maintain the specified looting pace, if 3 out of the 5 tribes will give food. The best option is 3 tribes with food and 2 with hammers. If you got a tribe with authority (it’s almost useless until the end of the game), or the number of food tribes is less than 3, then it’s an unfortunate disposition and we will have to reduce the number of robberies.
- Workers that are free from looting, construction, and handling areas with 3+ resources, go to scout. Explore the map of the settlement as soon as possible. The benchmark is turn 48.
- Don’t invest too much into the exploration of the map of Egypt, do it only if you have workers who have nothing effective to do. For now this is not a priority.
- Technology: Badari culture, then the thread “Pastures – Classes – Primitive army” (take it no later than turn 61-62), then “Embalming – Craftsmanship – The double of soul Ka”, then “Big boats – Cargo ships – Logistic support”. While moving in key threads, pick up the Cultivation of flax and Rectangular houses when you need to build the appropriate structures. Also you can take Boats and Amratian culture, if there is a lack of food.
- Passing the trial “The Exodus from the Sahara.” At turn 61 give 20 authority to increase the limit of the workers. At turn 64 you need to pay 120 food to pass the trial. Accumulate them through looting and exploration, don’t overinvest into the purchase of workers. If necessary take the technology of Boats to add some food.
- Benchmark for the development at turn 64: population is 14, built Pastures, Burial with animals, Primitive dwellings 3, discovered Primitive army. If the pasture site is occupied by a tribe, build a Cemetery instead, which site in this case is free. The cult price is 13.
- After the construction of the barracks they have to permanently contain 4 to 8 workers. Calculate the necessary amount to gain 500 warriors at turn 86. Given +100 free warriors for the mission completion, it will allow at the next turn to conquer all the tribes on the map and also those 6 tribes that we will confront in “The Hierakonpolis chiefdom” trial. Hurry to receive 500 warriors before turn 86 is not necessary, because it will deprive us of the bonus culture. But do not delay much, because it’s time to move on; after the creation of the chiefdom we can start pillaging tribes on the Nile, and trade with Palestine is required to continue construction. However if it’s necessary to finish some benefitial robberies, you may complete the capture of the tribes 2-3 turns later.
- Immediately after taking the technology of “The double of soul Ka”, with the fastest possible pace (using Horus) build up the lower branch buildings: Funerary temples – Temple of the Falcon – Cemetery 2. In the upper branch build Cemetery 1 and Simple barracks as soon as possible also using Horus.
- Benchmark for the development at turn 87: population is 18, built Cemetery 1, Simple barracks, Cemetery 2. Discovered The double of soul Ka, Large boats, Amratian culture. The cult price is 42.
The Conquest Of The Nile (87 – 126)
- Begin intensive exploration to the north and south along the Nile. When you reach Palestine, explore the left sleeve of the Nile Delta then start trading. Don’t explore many areas outside of the Nile, at most one or two.
- There is a temptation before you start trading with Palestine to explore the entire map while the accelerated exploration is active. But it is wrong. First, the later the more will be the income from exploration. And secondly, we can’t afford to waste resources as we face now the most important task – to crush the tribe of Seth while it is still in the bud. And we need those Palestinian hammers.
- As you explore new tribes begin looting them (of course, except for the Wepwawet and Seth tribes). Intensively strengthen the army, the main priority is to reach the technology “Logistic support” as quickly as possible.
- Technology: Logistic support, Deification of the leader – Tolls – Upper and Lower Egypt (not later than turn 123), Life force the Ba, Brewing – Gerzean ceramics – Urbanization.
- Pre-announce the capture of the tribe of Seth to lock in future costs of food. In fact, worker can be sent later, by the turn 125 4 out of 5 turns of capture need to be done.
- Several turns before 118 you need to stop the construction and save a few hundred hammers for the joining of the tribes.
- At turn 118 the trade embargo begins and you receive the mission to join Thinis. Do it immediately (118-123).
- At turn 121 “The Great drought” trial begins. Immediately give 615 authority and pass the trial.
- When Thinis is joined, we need to join other tribes in 2 turns. The plan is the weakest tribes join peacefully (because it is cheap in hammers), the tribes of 2nd or 3rd level of power are to be captured.
- In order to peacefully join the tribe at turn 125 (it is hostile to us, because we had robbed him), at turn 122 begin to donate. Despite the fact that the donation should take 5 turns, it succeeds on the next turn when Thinis is joined. At turn 123 go give the second gift, at turn 124 join the tribe.
- With regard to the strong tribes, no later than 119 turn we start the last robbery against them. The battle takes place at turn 124, we already got +300 warriors from Thinis, and they are weakened by our new bonus on the efficiency of joining the tribes of the Nile. Robbery and capture on the next turn take place almost without losses.
- At turn 125 we recieve the mission to capture the tribe of Seth. If we discovered the Logistic support early enough, by this time our force is about 1600 and far superior to the force of Seth, so we complete the conquest at turn 126.
- If force is not enough, we have a maximum of 2 turns to speed up training troops, discover “Upper and Lower Egypt” and capture Seth. If we wait till turn 129, Seth will capture another area and become 700 warriors stronger. Then our maximum-result-run is failed, as all the resources for the next 30 turns will be put to catch up with Seth.
- Well, Seth is conquered, and with it the entire Nile is in our hands. Tired and happy, we return from the war, realizing that the hardest part is over.
- Benchmark for the development at turn 126: population is 35, built Rectangular houses 5 and preferably 8th or 9th Field of grain on the top branch, and Painted tomb on the lower. Discovered technologies: Logistic support, Tolls, Upper and Lower Egypt. The cult price is 47.
Bring the game to win (126 – 204)
- The army is of no use for us for a very long time, so only the barracks at the cemetery continue working.
- Robbing tribes aside from the Nile is possible, but impractical, as by the end of the game trade is becoming more profitable.
- Gradually begin to explore the neighboring Nile areas to half. When all the surrounding areas are half-explored (about turn 140), complete the exploration by Wepwawet. Immediately explore the further areas prior to the expiration of the cult. After 10 turns we have already discovered the entire map except for one area in the west. As a reward for opening the entire map of Egypt increases with the number of turn on which it happens (and in the end can exceed 7000 culture), we will open the last area not earlier than turn 204.
- Research plan: the thread of production up to the Stone vessels, and then Sail and Proto-writing (or vice versa, first Proto-writing, then Stone vessels), Irrigation canals, Industrial expeditions, Taxation, Archaic writing, Chronology, Cult of the dead rulers and The single pantheon. Anyway do not spend culture in Board games, Slavery and the Plough.
- Strive to permanently build something, help by Horus if necessary. Skip multistory barracks, we don’t need them. Try to build more expensive buildings and the cities before turn 171 when we start the construction of the tombs.
- At turn 181 the Civil war begins. By this time we have several thousand warriors, so the war is not a problem. Engage Seth, give all the extra hammers over those needed for the completion of the tombs, and a little bit of authority. Immediately send troops against all the regions of the rebels and win. We will have no more wars.
- What is very important for the quick victory are the bonuses to culture that we will get from positive random events. One or two generous reward for aristocrats (+30% to culture and authority each time) plus a couple gifts by +10% or +15% culture, and we won’t have any problems with accumulation of the required amount of culture. Several charges of Forefathers at the end of the game will also help.
- Build Memphis at turn 204 using five charges of Horus. If we have not yet gathered enough culture, we still have 3 turns for the Golden victory, during which the income of culture is strengthened by Memphis and reforms.
- Do not forget that you need to accumulate 5000 food to win. If you want to perform an attempt on the fastest possible victory (204), begin to accumulate food in advance.