User manual SEGA PC GAMES ROME: TOTAL WAR GOLD (1 OF 2)

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[. . . ] 19 . 2 0 . 2 0 . 2 1 . 2 1 . 2 1 . 2 2 . 2 2 . 2 3 . 2 3 . 2 4 . 2 4 . 2 4 . 2 5 . 2 6 . 2 7 . 2 9 . 2 9 . 3 0 . 3 0 . 3 0 . 3 1 . 3 2 . 3 2 . 3 2 1 RTW_PC_UK_32599. 260. UK_MG1_v6 12/5/05 4:02 PM Page 2 Changing Your Mind . . . 3 2 . 3 3 . 3 3 . 3 6 . 3 7 . 3 7 . 3 8 . 4 0 . 4 0 . 4 2 . 4 2 . 4 3 . 4 3 . 79 . 8 0 CONTENTS WELCOME TO ROME: TOTAL WAR ­ BARBARIAN INVASION . . 107 2 3 RTW_PC_UK_32599. 260. UK_MG1_v6 12/5/05 4:02 PM Page 4 Rome: Total War is a game of epic real-time warfare, empire building, politics and treachery covering hundreds of years from the Punic Wars to the rise of the Roman Emperors--from 270 BC to around 14 AD. [. . . ] · Repairing buildings works in a very similar fashion to new construction. The cost of repairs is usually substantially less than the cost of a new building, both in terms of cash and of time. · Instead of being presented with construction options, there is a collection of · Repairing Buildings settlement. It can be a great help in letting you get a feel for the streets and defenses. Left-click this button to bring up the Trade Summary Scroll and see how your settlement is generating taxable income. Left-click on this button to make this settlement your capital. This is where all new Generals and reward units from the Senate will appear. There are two ways to raise the income from a settlement: O ne is to change the tax rate (through the Settlement Scroll); The other is to improve the economic structures in a settlement. There are three potential generators of taxable income: trade, farming and mining. All of these can be improved by constructing buildings, although all rely on resources in the province. · Any resources in the surrounding province will be traded automatically, if only within the local settlement. Slaves and grain are moved between settlements automatically as required. · Farming improvements increase the income from farming and the growth rate of a settlement as more food is generated. However, not all provinces are equally fertile, so don't expect farms to have the same affect in all parts of the world. · Trader-type buildings in a settlement improve the efficiency of trade and the amount of money it generates. · A port (and its subsequent upgrades) allows trade goods to be moved more efficiently and in greater numbers. Ports always appear on the coastline of the province, although they're part of the settlement. · Roads allow trade goods to be carried to neighboring settlements automatically. They also allow the faster movement of armies. The Trade Scroll and Province Resources buildings needing repair. Left-click on any damaged building to add it to the construction queue. It can be dragged and dropped into the queue and left-clicked to cancel the work as described above for new construction work. This shows information about a given building. You can find out what each group of buildings does through the Building Browser Scroll. You'll receive a proportion-- around a third--of the cost of the building as a refund into your treasury. The Building Information Scroll The Settlement Details Scroll This scroll allows you to review the settlement in detail, and see what factors are contributing to the overall population growth, public order and settlement income. · For each of these three areas, the positive factors are shown above the negative factors. Move the cursor over each icon and a tool tip appears telling you what it represents. [. . . ] When guard mode is toggled on, the unit(s) holds position and formation at all costs, and lets the enemy come to them. This can be useful for holding an important location (such as a gateway). Click here when a unit is selected to toggle the unit's speed between walking and running. When a group of units is selected, click here to bring up the group formations buttons. [. . . ]

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