Keep in mind you're not the only spy master. Sabotaging a computer-controlled city can affect its military and trade as follows:Ĭan increase the number of goods it is willing to buyĬan increase the maximum price it will pay for some trade itemsĬan increase the amount of foods it is willing to buy Saboteurs in a player's city adopt disguises and destroy buildings and goods. To retire a spy, click on his icon on the Empire Map and then click the "retire" button in the control panel. You can have up to three spies operating against each city. If your spy is caught (see below), you can lose favor with the city in question. Selecting a spy for sabotage operations is a dicey matter. If you can't make up your mind, you can select the option of "random" which tells the game to select for you. A spy on a mission of sabotage will attack and attempt to destroy military, industrial, housing, or food supply targets. Gathering information may provide clues and advance warnings about what the selected city is up to, what it has in terms of goods/services, and also gives you access to the spy map if you choose that option (but the spy map is only available against another player's city see below). A spy will leave your city and go to the selected city to perform various activities, such as gather information or conduct sabotage. Train a Spy: Select this option to send a spy.
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For details about how to conduct invasions, see p.117. A conquered city becomes your "vassal" and pays an annual tribute to you. A city likes gifts, but multiple gifts in one year has much less impact on favor than a steady flow of gifts spaced over many years.Ĭonquer City: Select this option to invade and (hopefully) conquer the selected city. But in short, a good reason to give a gift is to begin the process of opening trade or forming an alliance with the selected city. The benefits for giving gifts to a city is detailed on p.64. ^Give Gift to City: Select this option to give a gift to the selected city. An unfulfilled request (or a request fulfilled late) damages your favor with that city. If you allow the time to elapse, then the request is not fulfilled. If, however, you decline, you still have a certain amount of time to fulfill the request (usually a number of months the message tells you exactly how much time). If you have the requested item in stock, you can immediately dispatch (i.e., send) it and the matter is closed and your favor with that city is improved. At that point, you can either accept or decline the request. How this works is that during play you'll receive a message from the city making the request. unless, of course, you don't mind souring that relationship.įulfill City's Request: Select this option to fulfill a request from the selected city. You certainly don't want to make a demand from a city that you have a good trade relationship with. There's always some form of political repercussion, even if the city meets your demand. Don't be surprised, however, if such a demand is rejected. You may wish to do this if you're desperate and need something quick. After selecting the city, choose one of the following commands:ĭemand Goods or Cash: Select this option to demand either goods or cash from the selected city.
Some missions require that you establish trade with another city, while others will require that you conquer another city or ally with one. Information on some cities will be readily available others, however, will be completely closed, and you'll need to establish some form of relationship with them to get that information.
This refreshes the right panel of the screen and provides details about that city (what it has in terms of goods, what it needs, etc.). To establish relations with other cities, first select the desired city. To open the Empire Map, select the Empire button in the bottom right-hand corner of the main game screen.
In addition to establishing trade with other cities (see p.63), you may also use the Empire map and its various tools to demand goods and/or cash from other cities, fulfill requests, negotiate alliances, send spies, etc.