POLITICS PLATO

Politics of Plato

 

for

Call of Roma (aka Caesary)

 

 

 

(c) David Cole 2012

613-699-2123








POLITICS PLATO as of 2012 C Mar 08 A04 (print using Times New Roman font size 10)     

26
                                                                                   
TABLE OF CONTENTSPAGE (when printed)
INTRODUCTION & GOALS  3
ALWAYS REMEMBER  5
BARTERING  6
BUILDINGS   
CITIES  8
DEFENSE17
DID YOU KNOW   
DUMMY ARMIES20
ERROR MESSAGE EXPLANATIONS
FORMULAS
GAME PLAYING NOTES25
GOLDEN OPPORTUNITIES
HAMMERS27
HEROES  
HIDING / BANKING
IMPORTANT ITEMS30
INFO LOCATIONS32
KILL MATRIX 
LEAGUES
LUCK33
MARKET
MONEY / SESTERCES
PRESTIGE / PROMOTIONS
QUESTIONS (FAQ)38
REQUIREMENTS
RESEARCH (STUDIES)
RESOURCES43
RULES OF THUMB
SCOUTING 
SERVERS50
STORAGE CAPACITY 
STRATEGY (by various authors)   
TACTICS (by various authors)54
TEACHING LEAGUES
TEMPLE USAGE
TIME DELAYS
TROOPS57
USELESS COMPONENTS?
WAGING WAR61
WEB SITES  
WILDS 
APPENDICES
1 First 7 Days Guide to Caesary65
2 World Chat Acronyms and Abbreviations
3 Each Visit (Caesary todo list)68
4 Caesary Resources Worksheet69
5 Caesary Chat Phrases and Definitions70
  (used in this guide)



                                                                                                 
 List of TablesPAGE (when printed)
   
MCPQ Mature City Production Quantities5
BT Bartering Table7
BBT Bad Barter Table7
IBTA Instant Builds Table A8
IBTB Instant Builds Table B9
CFT City Flags Table10
CPMS City Precision Move Steps11
RCT Resource City Table12
RZCT Reviving a Zero-population City Table15
RSCT Rectorate Storage Capacity Table16
WSCT WareHouse Storage Capacity Table16
TCPT Truser city Precautions Table18
PET Protection Expiration Table19
DDCT Defence During Colonization Table19
NST Number of Speculatores Table20
ABCT Aglets Bartered for Captives Table20
UGFT Useful Game Formulas Table25
RGT Receiving Gold Table28
EIIT Extremely Important items Table33
LIIT Less Important items Table34
ILT Info Locations Table34
KM Kill Matrix35
WRT Wild Rewards Table36
PT Promotions Table39
APT Aedile Promotion Table40
PTT Prestige Tips Table40
FAQ FAQ Table41
FSG First Study Group45
SSG Second Study Group45
CBRT City-Building Resources Table47
GRT Getting Resources Table47
RVT Resources Values Table49
EOIP Ensuring Intake by Outposting Procedure50
WPT Worker Productivity Table51
ROT Rules of Thumb51
KST Known Servers Table53
ALMT Almost Lossless Marauds Table56
NNDT Never Never Do Table57
TDL Temple Deities List60
TDT Time Delays Table61
LTDT Large Troop Data Table61
TLT Training Levels Table62
TBoM Troop Bill of Materiaks63
CTT Curing Troops Table63
CIT Crop Intakes (for Troops) Table64
WBT Wild Booty Table68
WCA World Chat Abbreviations71
CCA Caesary Chat Abbreviations75




    
INTRODUCTION TO "POLITICS PLATO" for CallofRoma

The CallofRoma game is won by victorious armies on the battlefield. Victorious armies come from great cities. Future builders of great cities often study the works of great men like Plato from Greece. This tutorial was inspired by Plato. It is a modern extension of Plato's original work dating centuries back. It is considered to be a valuable follow-up to "Politics Encyclopedia" which can be purchased for 100 Gold at CallofRoma sites. Politics Plato is easily worth 9000 Gold because it is a user's guide for playing the city part of the CallofRoma game (c) by Heroic Era.

     
This CallofRoma Guide was created to be used as a reference by players who have some experience (perhaps those players who have achieved the rank of Aedile or Censor). It contains many tactics and elements of strategy gleaned from notes taken during many games and discussions with advanced players. Detailed spreadsheets and numerical tables can be found in many other documents (such as those cited in the notes under WEB PAGES). Only the most important tables are contained here. The topics are listed alphabetically as can be seen in the Table of Contents. Most terminology used is defined or explained somewhere in this guide. 

     
CallofRoma battles, themselves, are too broad to be addressed in detail in this guide. But sufficient basic battle information IS included, to describe how to attack wilds.      

     
It is recommended to first skim quickly through this guide to get a rough idea of its contents. If you are just beginning to play CallofRoma, skip to Appendix 1 and read the "FIRST 7 DAYS GUIDE TO CallofRoma" instead.

    

































GOALS    

     
A typical goal might be to have 11 types of cities:     

             1 mature Balanced city (Deity: Jupiter)     
             4 mature Resources cities (Deity: Minerva)     
             1 mature Sesterces city (Deity: Minerva)     
             1 mature Troops city (Deity: Juno)     
             3 mature War cities (Deity: Juno)     

plus 1 small Truser city that is controlled by one lord but is created by a lord with a different email address.    

     
All but the Truser city should have a Rectorate of Lvl 10 at least. Actively build your cities until they are mature. For different approaches, see the section titled CITIES. Every mature City should keep 10 Dummy Armies (each led by a low level Hero) ready to fight at all times. A mature Balanced city should produce 10,000 of each Resource per day.       

A mature city can produce at least the following (each day):     

        Table MCPQ: Mature City Production Quantities
                                                                           
City Type   City Class Produces/day    (kk = 1 million)
   
Crops Res City 18 kk   crops
Lumber Res City 4 kk   lumber
Stone Res City 6 kk   stones
Iron Res City 4 kk   iron
Sesterces Ses City 800,000   sesterces
Equites Troops City 2,000   Equites
Onagers Troops City 2,000   Onagers
Principes Troops City 2,000   Principes

A mature Sesterces (Ses) city should produce $800,000 sesterces per day. A city with Rectorate 6 & 20 cottages produces $3586/hr ie $86,000/day (ignoring the resources produced which could be sold for about $40,000/day). 
A young Troops city can support 5,000 Equites backed up with 5,000 Onagers.  A mature Troops city can sustain (house) a hero with the following army:    

         Front:   15K Eq / 15K Prin / 15K Eq      
         Back:    15K On / 15K On   / 15K On      

After all of your cities are mature, you probably won't need to refer to this guide very often. It's usefulness will diminish.

A small Truser City has low prestige and no big walls nor armies. It is so small that almost anyone can send ses and res to it without losses. It must have a Rectorate no higher than lvl 1 or 2 so that it can be easily and fully marauded by its controlling lord. If the Truser City becomes too big to easily send resources to it without losses, replace it with a fresh smaller one.         

To accomplish these goals, a player's most important activity is to:      

"CONSTANTLY CREATE NEW JOBS"

     

     


ALWAYS REMEMBER     

0. At the very beginning, for each City:     
            
a)  –Start creating jobs, return to see if more jobs can be created, create more jobs etc.
b)  –Create all the FREE INSTANT BUILD buildings, leaving enough RESOURCES to build the Market (The Market is not a free instant build)
c)  –Set the Taxation Level to 10% until the population > 500
d)  –When the population > 500      
       -upgrade the Rectorate to Level 4     
       -Set the Taxation Level to higher than 20% (but no higher than 50%) if no other city is funding this city.     
       -Uncheck the Head On box in "Engagement Protocol" in the Plaza     
e)  –When the first hero appears whose retainer <30% of the hourly tax revenue, retain (hire) and appoint the HERO as consul.The hourly retainer for a Level 1(the lowest level) HERO is $20 per hour. 
f)  –Follow the order of the quests (especially when building the first city)
g)  –Create a TEMPLE and select a Deity
h)  –While job counts are < 51 create the jobs in the following order: lumber, crops, iron, stone.
       
1.  Continually create more jobs, always, jobs, jobs, jobs, more jobs, always jobs, jobs, jobs, jobs.
2.   Every 24 hours check to see if each of your cities has been colonized. It so, immediately gauge the strength of any garrissonned TROOPS and start a War of Independence to undo the colonization.     
3.   When building a new City     
       keep Taxes to 10% while the Rectorate level is less than 4     
       then set Taxes to 50% until the Idle Population reaches 10% of the Current Population     
       then set Taxes to 40%     
4.   When reinforcing another City with Troops, increase crops there to allow for additional Troops crop intakes.     
5.   Get more GOLD (see Golden Opportunities). (Pay $60 for 600 Gold and a special $60 package if you have enough real dollars to spend.)     
6.   While the idle population is OVER 10% of the Current Population, increase the levels of the workplaces. Whenever the Current Population Capacity approaches 10%, create and/or upgrade one or more cottages. But don't leave the Idle Population at 0.    
7.   HIDE/BANK all resources > 1KK.     
8.   Look in the Amphitheater for good HEROES to recruit. See the HEROES section for the definition.     
9.   Always check and enroll in a course that can be studied in the university or in the academy. First study the courses listed in the section named Necessary Studies.
10.   Constantly create new jobs. At every opportunity, throughout every day, check if new jobs can be created.    
11.   Train enough Speculatories so that the # of them is > lvl of Rectorate * 100     
12.   Train enough Equites so that the # of them is > lvl of Rectorate * 100     
13.   Build enough Traps in the wall so that the # of them is > lvl of Rectorate * 100     
14.   Build enough Barbicons in the wall so that the # of them is > lvl of Rectorate * 100     
15.   Build enough RockFalls in the wall so that the # of them is > lvl of rectorate * 100     
16.   Resources can be transferred to a sister City. Such transfers are almost immediate if the cities are side-by-side.     
17.   HEROES and TROOPS can be easily transfered to a sister City.     
18.   Another player (a lord) can join in on any attack.     
19.   More than 1 HERO of any lord's Cities can join in on an attack for either side.     
20.   You can send mail to yourself (saved for 10 days) e.g. city co-ordinates or time of the most recent Precision Move   
21.   A tax rate over 50% can cause grievances. Unchecked grievances eventually result in riots     
22.   Carefully locate each City close to Wilds to minimize the travel distance from at least 1 City to a Wild of each level. Select water Wilds whenever possible to suppress the fire and smoke during attacks.      
23.   Look at each of your Cities from World view when you sign on and throughout the day, to see if it is on-fire (being attacked or colonized). A trumpet will warn you each time an attack begins.      

    

    


BARTERING      

     
Bartering happens once a day when you go on-line after the Goats are distributed each day (at 15:00 in the New York time zone). Occasionally bartering automatically occurs while marauding, to replenish your troops. In real life, bartering is a two way activity, both parties must agree on the terms of the barter. In CallofRoma, the bartering rules are predefined. You can only decide to accept or reject each barter.     


     Table BT: Bartering Table
                                                                                                                                   
 Item Barter (Pay using)  Used for (or contains)  
     
 Hippodamian Plan: 10   Treasure Maps necessary to expand a small city every 4 levels     
Newcomers package: -  3 or 20? Gold and 1 Mover     
Vitruvious Plot:  10   Treasure Maps necessary to expand a large city, via Code of Draco     
Code of Draco:   3   Vitrouvious Plots necessary to expand a large city from 10 to 20     
Rectorate 5 Reward: -  ??     
Mini Pack of Captives  5   Gray Rebel Aglets     
Medium Pack of Captives  5   Yellow Rebel Aglets     
Large Pack of Captives  5   Purple Rebel Aglets    
Black WSC Pass x 2 20   Yellow Rebel Aglet permits war simulation participation     


Early in the game, almost all barters offered by the game are worthwhile and should be accepted. However, as the game progresses, some barters are NOT in the player's best interest. Such bad barters might have been accidentally included in the game or they might have been introduced to make a player stumble. The following table lists some of the barters that should be carefully considered before accepting:


     Table BBT: Bad Barters Table
                                                                                                                                   
 Name (Item) Barter (Pay using)  Reason to NOT barter  
     
 Sirloin (Meat) 2  Red WSC Passes Red WSC Passes are worth more than Meat     
 Prestige (5K Prestige) 2  Red WSC Passes For promotions, get luxes before prestige.     
25,000 Sesterces  1   Diamond Diamonds will be needed for promotion to Legion Chiefs     
10,000? Sesterces   1   Spice Sometimes needed when hiring heroes     
Meat    2   Red WSC Aglets     

     

Axis    

Players should attack the AXIS (red dots) to get "Code of Draco" as rewards.     

    


BUILDINGS 

    
Free Instant Builds     

     
A new player, who has listened to all of lady Hypatia's advice, will be able to instantly finish the following free instantly built low level buildings in all of his cities by clicking on the green arrow. Do NOT train any troops until the Population is greater than 100 and your Rectorate 2 is being built.   

     

     Table IBT: Instant Builds Table A
                                                                                                                      
 SeqBuildingPrerequisites  Comment  Prerequisites  
      
1Free cottage 1 na  These first 3 are started
   by Hypatia in City 1
1  Free Plaza 1 na  You MUST Uncheck
   "Head On",
   Hypatia didn't do it.
1  Warehouse 1 na   
1  Free Farm 2    na     
1  Free Cottage 1 (x6) na     
2  Free Stable 1    Plaza 1      NB Don't train any troops
   until population>100
2  Free Barracks 1    Plaza 1  NB Don't train any troops
   until population>100    
2  Market 1 na      necessary to buy/move
  resources
2  Cottage 2 Cottage 1 necessary to build
  Amphitheatre 1
. . . . wait for completion of the first Cottage 2 and then most of the following:     
                                                                                                                             
3  Free Amphitheater 1 Cottage 2 necessary to hire
  heroes     
1  Quarry 2 na     
2  Wall 1 Quarry 2      
3  Warehouse 2 Warehouse 1 Warehouse 2 releases
  many rewards     
2  Farm 3 Farm 2     
1  Rectorate 2 Population 100     
2  Free University 1 Rectorate 2      permits creation of
  Academy 1
. . . . followed by various non-free buildings:    
                                                                                                                         
3  Academy 1 University 1 permits studying
  Reconnaissance 1
 To train Speculatores Reconnaissance 1
4  Academy 2 University 1 FootPace 2 Academy 2
 To train Saggitarius FootPace 2
Saw Mill 2 na     
Iron Mine 2 na     
Wall 2 Architecture 1
   etc     
2  Rectorate 3 Wall 1 and
  Population 200
3  Rectorate 4 Wall 2 and
  Population 400
   etc     
4  Rectorate 5 Wall Lv 3 and
  Population 800 and
  Expiration of
  Protection
5   Temple 1 na     

     
If this City is funded by another City, reduce the taxation to 1. At CallofRoma.Net, a new player will also receive a single PRECISION MOVER Item (worth 50 gold) and a single (not one per city) Nom de Guerre Item (worth 200 gold) to change the name of the lord. When building the first CITY, build Market 1 before depleting too many resources (or you will not be able to buy more resources when you need them). When building the second and subsequent Cities, use the Market Transfer Item to send 100,000 of ses and 100,000 of each type of resource from a previous city to each subsequent new city.     

    
Best Locations for Buildings 

    
The locations of most buildings in the city do NOT matter. The main thing is that the buildings be located in almost exactly the same locations in every city. Later on, when you have many cities to review, time is of the essence, ergonomics are important. The buildings that are "clicked on" the most often should be located close to the list of cities on the right-most side of the CallofRoma window. These buildings are: the Market, the Amphitheatre, a Warehouse and a main Troop Building for the city. They could be well-located as shown below: 

    

                                                                                                                                                           
 Quarry   Iron Mine City Name A
   WareHouse    
     Amphitheatre City Name B
      SawMill 
Rectorate      City Name C
   Troop Building    
     Market City Name D

    

This placement puts the proper buildings close to the list of City Names. The Plaza, WareHouse #1 and the first Cottage should always be put where Hypatia put them in City 1, so that all cities have similar building layouts. 

    


Demolishing Buildings

-The Rectorate cannot be demolished.
-The Amphitheatre cannot be demolished unless all heroes have moved to other cities. Heroes can be managed without an amphitheatre, but new (non-prisoner) heroes cannot be examined or retained without one. Remember that your best source of POT heroes is the amphitheatre.
-Demolishing your last Warehouse prevents your city from receiving tributary payments.
-An Outpost is NOT necessary in the city receiving resources via a Supply Line.
-A Market is NOT necessary to receive res & ses that are transfered or given to you by the game.
-A Plaza is NOT necessary unless attacks are to be launched from its City.
-A Temple is recommended but is NOT necessary. A Temple speeds up some operations.
-It is possible to cancel ANYTHING that is being built or upgraded by clicking on the red X in its title.
-Even a whole city can be Abandoned, but you cannot abandon your last city. Your lord's account must be erased instead.

    


CITIES    

    

There are very many different approaches to building cities. At least five very different approaches are described in this Guide. They can be found in the following sections:

      Special Type of First City
      City Types (by OXIDUS)
      City Setup by Shellz666
      Fledgling City by XanXari
      First 7 Days Guide to CallofRoma


Abandon City

This process is used very seldom. For example, you may have just created a second city beside your league members. Then, for some reason, you change leagues. You would probably wish to relocate this new city near the members of your new league. Instead of using a Mover or a Precision Mover, you could Abandon the second city and begin a new second city from scratch. You can delete your second city by selecting it and then clicking on Abandon City. It is one of the tabs in the Rectorate menu.


City Defenses

-Have 1 stable in each city continually building Speculatores 24/7.
-Turn your speaker volume up so you can hear the trumpet sound when someone attacks you.
-Fortify the walls so that the # of each fortification type > (100 x Rectorate Level )     

    

City Flags    

When a city's flag shows a:     

     Table CFT: City Flags Table
       
–BLUE background, it is your own city
–LIGHT GREEN background, it is in the same league as you
–DARK GREEN background, you are an ally of (friendly to) that city (not necessarily the converse)
–RED background, you are hostile to that city (not necessarily the converse)
–GREY background, you are neutral to that city (not necessarily the converse)

    

City Precision Moves

A city cannot attack for 24 hours after a Precision Move. The time of the move is not saved in any location visible to the player. So, write an email to yourself recording when you do a precision move to know exactly when you will be permitted to attack again. But note that the following actions ARE all possible in the 24 hours after a precision move:    
       
 -move resources and Sesterces between any cities
   (By OutPost or Market Transfer)
 -build a new city anywhere (even beside the moved city)    
 -create troops and attack from a new city (near the moved city or anywhere)    
 -train new troops in the moved city    
 -unpack packs of captured troops into the moved city or a new city    
 -move troops to the new city from cities other than the moved city     
 -unpack Pot heroes from your chest into any city

    

        
Steps to Precision Move the First City    

    
  The best time to do a Precision Move is after a promotion BUT after you create the new city permitted by the promotion. Perform the following steps:    

     Table CPMS: City Precision Move Steps
         
1.–Do the next 2 steps BEFORE creating the new city.
2.–Reserve one Market Wagon to speed up the transfer of ses & res to the new city.
3.–Reserve and set aside 100K of each resource and 100K ses to send to the new city.
  Note: This goal can be somewhat accomplished every 5 minutes using the Outpost instead.
4.–Build your new City (permitted by the promotion) near or beside the future location of the City that will be moved. The BEST location for City #2 is beside level 3, level 4 and/or level 8 river wilds (or preferably all 3).
5.–Build some troop quarters (e.g. Barracks) and a Plaza in the new City.
6.–Transfer some Heroes and Troops to the new City. Unfortunately, this does not speed up the movement of the troops that were in the city to be Precision-Moved. But it permits their use during the 24hours after the Precision Move.
7.–Do the Precision Move of the City to be moved.
8.–Email a note to yourself listing the time of the Precision Move.
9.–Attack (if desired) near the location of the City that was Precision Moved by launching from the new City.

    

City Types     

by OXIDUS of SPQR League as of Date 2011 Jan 25     
The following is my recipe for city set ups:      

     
Cities 1 and 2, I make res [and sest] cities because you need as much as you can get in the beginning when you have no army. So make one of each building in your first city and fill it with cottages. In the second you do not need as many of the other buildings but always make sure you always have one stable in EACH city in which you create Speculators. I tend to focus on one res per city. i.e.      

     
City 1, I make WOOD [and sest]     

     
City 2, I make IRON [and sest] a priority. this will give you the stepping stones you need to build your third without starving yourself too badly.     

     
City 3, I make a war City this is where the bulk of your army will be created. all you need here is a university, academy, temple, market, outpost (if you want to), 1 warehouse and then choose one type of troop unit to focus on.     

     
I chose ONAGERS here, so I made 6 workshops, 3 stables and 3 barracks, with 4 slots still up my sleeve. 20% tax.     

City 4, is where I house my TROOPS and believe me they are hungry lil bastards, so all I have here is plaza, academy, university, market, 2 warehouses, 1 stable and the rest I fill out with cottages. 20% tax here also. only focus on crops, you will see why down the track.     

     
City 5 is a SEST city [sest only]. university, academy, plaza, warehouse, and as many cottages as possible.     

     
From here you have a massively established killing machine of 5 cities and you can have up to 10! so find a balance that you are happy with and continue to grow. With these 5 you will sky rocket in Prestige because the more you grow the more you get to play with.      

Also, but very important, build a Plaza and a Stable in every city regardless.     

    

   


Resource Cities

Resource Cities are built with one goal: to generate a single type of resource. The following table shows the characteristics of a Resource City. Favor the correct items for the selected Resource.

     Table RCT: Resource City Table
                                                                                                                                      
 Res TypeJob TypeWork SiteUniv. StudyWild Type
      
cropshusbandryfarmagronomyrivers
lumberforestrysawmillloggingforests
stonesgemologyquarryhammeringdeserts
metal(iron)extractiveiron mineminingmountains



Special Type of First City

In one player's first City, he creates about 5-10 Stables, one Barracks, and one Workshop. Equites are great for marauding. With level 7 Equitation, Equites can attack both the front and back row of every Hero in a Wild.    











City Setup by Shellz666

Shellz666, uses a setup that is very different. She has 1 temple (Juno), plaza, market, amphitheatre, uni, academy, warehouse, 2 stables, 1 barracks, and 1 workshop. rest is cottages on her first 3 cities. She uses Juno in her temples to get a higher population, to get more sesterces and production from all 3 cities, but also to make them independent of each other.

She makes jobs on Lumber, Iron, Stone, until there are around 100k in production per hour. After that she only makes jobs on the farm. When one of these cities is at level 10, expand all cottages to level 9 and the temple is also level 9 you can house 50k hast 25k sagi 15k Principe's 120k horse 25k onas and 10k scouts in each of these cities. That is massive.

The 4th is just like the other 3 except here there are no barracks, instead 3 stables and 1 workshop. The 5th and 6th city is like the first 3 but here she builds 2 stables and 2 workshops. The reason for this is so she can house 2 great hammers per city, and the heroes to launch from all cities. Making the temples worship Juno in all cities will make them self sufficient around week 2 or so, and u do NOT have to maraud for res/sest at all, they support themselves.











Fledgling City
by XanXari

A guide to help all players play CallofRoma competitively (part 1)

This guide is for players that know and understand the game. Beginners may find it difficult to understand some terminology.

[Ed. Note This strategy is especially useful for the competitive first players on a new server.]

Please bear in mind that English is my 2nd language, so my grammar is not perfect.

1. Start up
We start out with our main town. First of all, follow the tutorial if you are new, and skip it if you know it already. The important thing is to follow the Quests. If you do that, you won't run out of resources in the first 5 to 6 hours. The buildings you need in the first city are:

A Stable, Barracks, Workshop, Temple (God: Juno), Marketplace, Outpost, Warehouse, Amphitheatre, Plaza, University and Academy, and 9 cottages.

Don't upgrade your Stable, Workshop, Barrack or Outpost. These 4 buildings need to stay at level 1. You only create these to complete the quests, but upgrade everything else to level 4. When you start to make level 5 Cottages you should start to build your level 5 Rectorate. Yes I know you will get out of BP after 5 hours if you do this, but trust me if you want to keep up you have get out of BP as soon as possible.

Also don't get more than 3000 jobs in crops; you don't need more in this city. Rather give jobs to the other 3 resources,[Ed Note mainly lumber which is the resource most needed for construction.]

While you are following the quests you should hire more heroes from the Amphitheatre. The hero they give in the tutorial is a POT hero and he is the only hero you should level up, and also the one you should place in as Consul when his physical is low. All the other heroes you hire from your Amphitheatres are from level 1 to 4 and don't upgrade them in levels, the higher the level they are the more they cost in sesterces, and then you can't hold 50 heroes in your town to farm Wilds. Yes that is right 50...

Only hire heroes of level 1s through 4s at the start of the game and don't worry if you get 10 heroes within 2 hours, you need them. Remember that your main income of resources comes from wilds and not from your resource production in the town. When you expand this city at level 4, 8 and 10 you get 4 more building slots each time and the only thing you should build here is cottages. You should also set your taxes to around 50% to maximize sest income. Never go over 50%.

2. Army City
When you can build your 2nd city go to your Outpost and make a supply line to your 2nd city but don't send anything. Just make it to complete the quest. After this, cancel the supply line and deconstruct your Stable and Outpost and build Cottages on these 2 now free building slots.

You keep your 1 Barracks and 1 Workshop on level 1. When you get your 4th city you deconstruct your 1 Workshop and Barracks and build 2 more Cottages here. Keep them for now because you can use them to dismiss Ballista and Archers when you open packs. This will give you much needed resources.

The 2nd city is where you will make your army city. Here you need 9 Stables, (Yes that is right 9. You need it to build and maintain a huge Horse army. Many are stunned when I say this, but you use Horses for everything in the first 4 weeks of a game. You use Horses to maraud other player's cities. You use them to spike players that farm wilds, and you use them to siege and farm wilds for yourself.), 1 Temple (God: Minerva), University, Academy, Warehouse, Market, Plaza. All the rest are Cottages. And when you expand the city at level 4, 8 and 10 build only more Cottages. Keep taxes at 50% and only build Crop jobs in this city, you need to feed a hungry and huge army. Also start to sieze rivers to boost your crop income.

[Ed. Note Be sure to seize the highest level of wild and the correct type of wild for each city. As you raise the level of the Rectorate, seize more wilds and replace low level wilds with higher ones.]

Get all your troops and heroes over to this city when it can support them, and it should be able to do that in a day or so. Also level your Rectorate to level 4 and expand to get the 4 extra building slots for Cottages.

3. Other Cities
Your city setup after this should be....

  3rd city res/sest, [Ed Note: mainly wood, because stones
          aren't needed for Equites.]
  4th city army,
  5th res/sest,
  6th army, 7th res/sest and so on.

Res/sest. Cities = 1 Temple (God: Juno), University, Warehouse, Market, Amphitheatre, Plaza.

[Ed. Note No Academy in Res/sest. cities except in City 1]. All the rest are Cottages. taxes at 50% and don't get more than 1000 jobs in crop. Not until you get a level 8 Rectorate, then get 4000 more in crop jobs. The rest of the jobs should be spread out over iron, stone, lumber.

Army Cities = 9 army buildings. 1 Temple (God: Minerva), University, Academy, Warehouse, Market, Plaza. All the rest are Cottages. And 50% taxes, you may need to drop taxes to 40, 30 or 20% to support your army. Also your 4th and 6th city (army) should have 6 Workshops and 3 Barracks as the 9 army buildings.

4. Wild farming.
Farm a level 1 wild till you get 5 grey aglets. Then get the minipack from your daily quest and unpack it. Don't worry about the crops, just create some more jobs in order to keep a check on the upkeep of your troops!

Now add those troops to your hero and keep farming level 2 wilds. Change heroes when they run out of physical. If you are lucky you might have nice level 2 wilds close to your city. At the point you can build your 2nd city you should have farmed 20 more grey aglets to get the last 3 minipacks from daily, and then unpack these.

5. Set up for Wild Farming
Level 1 to 2 wilds have only 1 hero. Level 3 to 5 wilds have 2 heroes. Level 6 to 8 wilds have 3 heroes. Level 9 to 10 wilds have 4 heroes.
Farm the level 4 wilds with D/D/H/D/D for the 25 yellow aglets but also for the resources so your city and troop building won't stop at all. Once you have 4 medipacks you can start farming with horses and Principes.

[Ed. Note: These notes are for marauding. Using these armies for seizing will fail in most cases because the first army must survive for a successful seize. If the suggested armies seem to be bigger than necessary, it is because they are designed to win every battle with almost no troop losses. Such armies are said to be for "lossless maraudes". Lossless maraudes can be repeated as fast as you can type! No waiting]

If you followed my city setup, you are building horses within 10 hours of server setup; you can even do it within 5 hours if you are good. The best way to farm wilds is with dummies and horses.

- Level 1 and 2
You do this with (5,5,5 Principes) in a one hero army, [Ed. Note Wow, no troop losses]

- Level 3
Find a small wild with only sagi and hast in it and no more than 140 hast.
Use 1 hero with (15,15,15 Principes).

- Level 4
2 dummies and 1 hammer D/D/H (220,0,220 horses) or 3 dummies and 1 hammer D/D/H/D (0,220,0 horses). Later you can send in (40,40,40 Principe)'s on 2 heroes. Have to be sagi, hast only and a small level 4. Later you can send in (80/80/80 Principes) on one hero with tech level 7/7 medicine and security.

- Level 5
2 dummies 1 hammer D/D/H (450,0,450 horses) or 3 dummies and 1 hammer D/D/H/D (0,450,0 horses)

- Level 6
2 dummies 1 hammer D/H/D (700,700,700 horses). With level 6 wilds you need to find the wilds with horses in them. If no horses you will take bigger losses.

- Level 7
2 Anvils 1 hammer A/H/A(1300,1300,1300 horses). The Anvils here are Hast only and 10,10,10 or 20/20/20 also this is for a small level 7 wilds and at this point only farm those that are small and only have Hast, Sagi, and horses. Or this won't work.

- Level 8 and up.
At this level and up the wilds vary in size massively, so always scout or probe the wild first. A probe is when u send 1 horse on a suicide mission, to discover the wild set-up.

I use this simple formula when hitting these wilds: ((haste / 3) x 2)+10%. This gives you the number of horses per stack you need to use to take the wild out. This formula can work for all lvl wilds actually. Also use Anvils of 30 to 50 hast per stack, A/H/A.

/Fledgling.txt


Reviving a 0-Population City

The problem is that the Allegiance is 0 which forced the Population to 0% of the Population Capacity.   If you have a Theatrics item, use it to set Allegiance to 100. If not, follow these steps:  

     Table RZCT: Reviving Zero-Population City Table
              
1.–Set the Production Performance for all jobs in the Amphitheatre to 100.
2.–Set Taxation to 10%.
3.–Use Dedication in the Temple to reduce Grievances by 20.   This will permit the Allegiance to slowly start rising to 20.
4.–Every 15 minutes, use Dedication in the Temple to reduce Grievances by another 20. If insufficient sesterces exist, use a Prayer service in the Temple to repeatedly reduce Grievances by another 5 instead.
5.–Eventually, (after at least 1 hour) the grievances will reach 0.
6.–Many hours later, the Allegiance will finally become equal to 90 (100 - Taxation). At this time, the Population will be 90% of the Population Capacity.



City Rectorate Storage Capacity     

     Table RST: Rectorate Storage Capacity Table
                                                                        
Rect.Max Ses    ****Sests-Protected****
Lvl.Capacity% of MaxQty Sests
 
lvl   1
lvl   250,00022% 11,000
lvl   3100,00022% 22,000
lvl   4300,00026% 78,000
lvl   5700,00030% 210,000
lvl   61,500,00034% 510,000
lvl   73,500,00038% 1,330,000
lvl   88,000,00042% 3,360,000
lvl   918,000,00046% 8,280,000
lvl 1037,000,00050% 18,500,000
lvl 1137,800,00051% 19,200,000
lvl 1238,600,00052% 19,200,000
lvl 1339,400,00053% 20,900,000
lvl 1440,200,00054% 21,700,000

NB A Level 1 Rectorate can unhide 3KK of each resource.


City Warehouse Storage Capacity

In the following table, W is the level of the WareHouse and the number beside it is the quantity of resources that it can hold. In the formula, "2En" means "2 to the power of n". Only 30% of the CRC of each resource type in the warehouses is protected from maraud.

     Table WCT: WareHouse Capacity Table
              
W         10K x 2E(W+2)
   
180,000         
2160,000         
3320,000         
4640,000         
51,280,000         
62,560,000         
75,120,000         
810,240,000         
920,480,000         
1040,960,000         
1181,920,000         
12163,840,000         
13327,680,000         
14655,360,000         
151,310,720,000         






Truser City: Correct Operation

In the CallofRoma game, losses ALWAYS happen when using Market Transfer to transfer ses/res from a lord TO a superior lord (one who has more prestige). To avoid such losses, a lord needs access to a small city owned by a third lord who has lower prestige than the lord sending the ses/res. This small city is the Truser city. Originally, this third lord was called a "Transfer User". This resulted in the name "Truser City". The following steps, when done in quick succession, will successfully transfer sesterces with NO losses.  Large warehouses ARE needed to use this procedure to transfer Resources. Large Warehouses are NOT needed if ONLY sesterces are being transfered. Delivery time is minimized if the 3 cities used by the 3 lords are very close together. A Truser City transfer always takes at least 15 minutes, which is the minimum duration of an attack on a nearby city. A player using a Truser city should also review the Truser City Criteria and Truser City Precautions in the following two sections.

Ideally, the 3 lords will locate all 3 of these cities very close to one another.


     Table TCOT: Truser City Operation Table
              
1.– The three lords must be available and in communication with each other during this procedure.
2.– The sending lord (the one who is sending the ses/res) tells the other lords that he is about to begin and identifies the Truser city (owned by the third lord) that will be used. The third lord must then uncheck Head-On in the plaza of the Truser city, if it is not already unchecked.
3.– The sending lord then uses Market Transfer to send the ses/res to the Truser city, noting their projected arrival time. It is preferable to separate a large shipment into 5 or 10 smaller shipments so as to minimize the risk of loss of armies to a spiker.
4.– He sends the arrival time to the other lords so that they can act immediately upon the arrival of the ses/res. Note that the maximum transfer time should be minimized (but it is never less than 15 min).
5.– Immediately upon arrival, the third lord hides the ses/res to avoid maraud by an unknown army.  He then notifies the superior lord that the ses/res have arrived at the Truser City. He should then hide or sell all the ses/res that are NOT being transfer.
6.– The superior lord then sends 1 Equite (as his first army) to maraude the Truser city where the ses/res are hidden, noting the time when the attack will occur. He notifies the third lord of the exact time when the attack will occur.
7.– Exactly 45 sec (or less) before the superior lord's attack occurs, if no unknown armies (have entered the arena and therefore) are participating, the third lord must unhide the ses/res.
8.– Exactly 30 sec before the superior lord's attack occurs, if no unknown armies (have entered the arena) are participating,the superior lord sends a huge second army to maraude the Truser City. The size of the army determines how many ses/res can be carried back to the superior lord's city, the bigger the army, the better. The following example shows how big an army should be for one set of res & ses. In this example, the Truser City has a level 5 Rectory, no resources and 254,338 sesterces. The Lvl 5 rectorate protects 200,000 sesterces from maraude. (A level 1 or 2 Rectorate does not protect any sesterces.) Sending an army made up of a total of 2,100 Equites will return with a total of 44,338 sesterces from the level 5 Rectorate. It is best to use Hastatus (and or Sagittarius) in the main army because they are quickest and cheapest to replace in case of a spike. A late army will fail to return any booty.
9.– When the attack occurs, the ses/res will immediately arrive at the superior lord's city (if the attack succeeds). No travel time is necessary for the ses/res.
10.– After the attack, the two armies will each return to its home city. The first army will return very quickly, because Equites are the fastest type of troop. The speed of the second army might be slower dependant upon which type of troops were sent.



Truser City Criteria

A Truser City is used when a lord wishes to send ses/res to a lord who has higher prestige. Note that a very low prestige Truser City must be at least 5 days old in order to satisfy both of the first two rules listed below. Do NOT raise a Truser City's Rectorate to level 5 to get it out of Newcomer's Protection because this will violate Rule number 1. A Truser City must satisfy ALL of the following rules:

     Table TCCT: Truser City Criteria Table
              
         a)    Its Rectorate must NOT be higher than level 2. (Some of its sesterces are protected from maraude in Cities with a Rectorate higher than level 2.)
         b)    It must be OUT of Newcomer's Protection. (A city in Newcomer's Protection cannot be attacked.) To be out of Newcomer's Protectiobn earlier than 5 days, the Truser City must be the lord's second city and the first city must have its Rectorate raised to level 5.
         c)    Its lord must have lower prestige than the lord who will be sending ses (or res) to the Truser city. In most cases the prestige of the lord owing the Truser City should be less than 5,000. (Losses Always occur during Market Transfer of ses/res to a lord with higher prestige.)
         d)    Its lord must NOT be in a league that is friendly with the superior lord who will be attacking it. (Attacks on friendly leagues are not permitted.)
         e)    Its Head-On box must be UNCHECKED in the Enagagement Protocol tab in its Plaza. (The attacking army will suffer losses and/or the attack might fail if Head-On in checked.)
         f)    The Truser City should have NO warehouses to permit a 100% maraud.

If the Rectorate of the Truser City is higher than Lvl 2, it will limit the amount of ses/res that can be marauded. To permit marauding all of the ses/res, a second city (with a Rectorate of level 1 or 2) must be created by the lord of the Truser City. To create a second city, it is necessary that the Rectorate of the first city be upgraded to Level 4 as well as satisfying the other criteria necessary for the lord be promoted to Aedile. This second city must, of course, be used as the Truser City instead of the first one.

If a second city is used as the Truser city, leave Head-On CHECKED, and keep a very small army such as 3 Equites or 30 Hastatus. This army should be big enough to beat a single Equite enemy army. Do this so that 1 Equite scout won't return alive to an attacker. Build a small warehouse, if any. Then ALL of its ses/res can be marauded, and almost NO troops will be lost by anyone. This is an IDEAL Truser City. Build it quite close to the first Truser City so res/ses and troops can be quickly transferred between the two cities. But continue to HIDE all res/ses in the second city until the last few seconds of the "transfer" maraude.



Additional Truser City Precautions

     Table TCPT: Truser City Precautions Table
              
1.– Hide the Truser City by sandwiching it between the controlling lord's (i.e. the superior lord's) other cities.
2.– Maurade the Truser City at random times (for no apparent reason) to NOT attract attention to the actual transfer maraude.
3.– Do NOT colonize the Truser City by the controlling lord nor by anyone in his league. A lord cannot maraude its own (or its league member's) Tributaries.
4.– It is good if an unrelated lord has colonized the Truser City. Players do NOT normally maraude colonized cities, because they presume that the sovereign lord is somone strong.
5.– Train 1 or 2 Speculatores every day or two, to increase your prestige minimally and to give the appearance of activity. The quantity of Speculatores in a City does not affect the operation of the Truser City.
6.– Alternating between 2 or more Truser Cities will confuse spikers. Place different Truser Cities 80 kpaces apart so they won't appear on the same world map page.
7.– Place the Truser City 330 kpaces away from the Sending Lord's city to make the return trip around 15 minutes for the Hastatus and Sagittarius troops.



DEFENSE


Diplomacy (when being attacked)    

     Sailor says: My steps of diplo are:     

     - Ignore.     
     - Try to negociate.     
     - Tell an officer (of your league).    
     - Tell the host (of your league).     
     - Beat the attackers down until they stop.     
     - Failing that, Get Even at some future time.     



Before Expiration of Newcomers Protection

     Table PET: Protection Expiration Table
              
1.– Uncheck Head-On in Engagement Protocol in the Plaza.
2.– Build walls to lvl 4.
3.– Research Architecture Levels 1 and 2 (to permit building of fortifications in the walls).
4.– Plant Fortifications in walls (Traps, Barbs, Rockfalls).
5.– Research Equitation Level 3.
6.– Get Stables to Lvl 4 to be almost fully prepared to train Equites.
7.– The best defense is preparedness. To prepare against colonization, raise your wall level as high as possible and fortify the walls.
8.– To prepare against maraude, also reduce (i.e. bank/hide) most of the ses/res on hand while you are gone.


Colonization Defense

Different Options exist. One player says: first off, don't build wall defenses. They are almost worthless. Don't worry at all if you are getting colonized. Once the attackers are done, they have to choose to leave their troops garissonned there or not. (Almost no-one will bother to leave troops behind). If they do, they are at a severe disadvantage. If not, you can launch a WoI within 24 hours and they will simply have wasted their time. Now if you have missed your window to launch a WoI. Not to worry. Simply drive your allegiance to zero and have a friend colonize you in one attack. Then your friend can release you.     



Defense during colonization of one of your cities

     Table DDCT: Defense During Colonization Table
              
1.– If you can be present soon after the colonization is complete, do nothing during the colonization, just do a WoI later.
2.– If you wish, ask your league to send armies to help in your defense. Make no attempt at defending yourself, so your league defenders will have the advantage of surprise.
3.– Adjust taxes to cause Allegiance to rise as high as possible, as often as possible
4.– Appease (in the Temple) to eliminate grievances
5.– Only if you wish to actively defend yourself with troops, check the "Head-On" box in the Engagement Protocol tab in the Plaza menu.
6.– Build more traps and raise the level of your walls.
7.– Employ a Cease-Fire item if all else fails. It will NOT stop the attacks but will prevent the final colonization. So do it only during the last attack after using up as many of the attacker's armies as possible.



Recommended Number of Speculatores      

The recommended number of Speculatores for different levels of Rectorate is the higher of the two numbers resulting from the 2 formulas below:

     Table NST: Number of Speculatores Table
                                                   
Rectorate Minimum # of Speculatores
Level simple formula      complex formula
R R*1005*10E((R-2)/2)
    
22005
440050
6600500
88005,000
101,00050,000
121,200500,000



Barbicans   

    
Barbicans are the only defenses that can attack multiple rounds.  Build them before building Traps. Build RockFalls last.

    

Obtaining Speculatories   

Early in the game, do not train Specs. Just open up the mini-packs of captives for Specs. Spend the ses on building Equites instead. . . . . lots and lots and lots of Equites! Later in the game, train lots of Speculatores according to the Recommended Number of Speculatores table.    

    



DID YOU KNOW?    

    

     Did you know ALL of the following facts about playing CallofRoma?
              
1.–When you farm Wilds belonging to other players, you get very much more honor (often 10 times more) than farming unowned Wilds.
2.–If you attack using most of your troops, and LOSE, you will lose most or all of your honor. Only attack using most of your troops if you are ABSOLUTELY certain to WIN. You can easily LOSE if someone spikes your whole army at the last moment during an attack.    
3.–Rectorate Level 9 or 10 gives a 27% increase in the speed of building everything.  High level Temples also help. 
4.–When your Rectorate reaches Level 4, you automatically receive ALL the Luxuries and Prestige necessary to be promoted to Aedile. You don't need to attack any Wilds to receive the Luxuries for promotion to Aedile. It is a waste of time. Spend your time building and doing research instead. If you must, satisfy your desire for Luxuries by collecting Spices. They are needed for your next promotion (to Censor.) 
5.–Do NOT forget to build lots of Stables (in which to train Equites once your Rectorate hits level 5). 
6.–When entering digits e.g. "100", it's quicker to enter "111" whenever the exact amount doesn't matter.    
7.–Different Captives-Packs (from colored aglets) are easiest to get in the wild level shown below: 

           Table ABC: Aglets Bartered for Captives-Packs
                                                                                        
Aglet-ColorWild-LevelCaptives-Pack Type
 
Gray2Mini-Pack
Yellow4Medium-Pack
Purple8Large-Pack
              
8.–To gain Prestige fast, train Speculatories (at a rate of approximately 1/minute) and get 3 Prestige points each. To save some of the resources, dismiss the Specs and retrain them. 
9.–A level 4 Rectorate can own (i.e. seize) FIVE wilds (if the Wilds are low level Wilds). 
10.–A hero travels faster when accompanied with at least 1 troop member (compared to traveling alone). He travels fastest when accompanied by at least 1 Equite and no other type of troop. 
11.–You can cancel a Cease Fire. (Click on your name in the bottom left corner of the game window. Click on "Status". Change it back to "Normal". You will NOT be allowed to use a Cease Fire again for another 12 hours. 
12.–The goats arrive at 03:00 Server time (i.e. at 3:00pm New York time.)
13.–There is no way to reduce the level of a Rectorate nor the level of a Wall.
14.–The goat never gives a Code of Draco. (But the goat gives out Vitrouvious Plots and they can be bought with Gold.) Vitrouvious Plots can be bartered for a Code of Draco.
15.–That 500 Onagers will clear any size of wall during colonization.
16.–Luxuries drop faster when you hit the same Wild 5 to 8 times repeatedly in extremely close succession with no Dummy Armies being used.
17.–One of the best ways to get heroes of lvl 1,2, 3 and 4 is to leave the amphitheatre at level 1 in your smallest city.
18.–The prestige of a player NEVER decreases.
19.–Farming level 1 wilds produces just Grey Aglets, and NEVER produces any of the Luxury:Dye nor any Prisoner Heroes, nor anything else.
20.–Resource quantities larger than 2.14 billion (2,140,000,000) cannot be handled by the system.
21.–An Outpost of level N can send at least N*100 of each Res to every sister City every 6 minutes.
22.–The quickest way to deliver 40K of a res is from a Res Pack (e.g. 40,000 Iron Pack) IF you have one in your chest.    
23.–Every Building (or Upgrade) process can be stopped after it is started.
24.–If you are willing to spend a small amount of real money to improve your game, spend $30 for 300 Gold within the first 7 days of creating your lord. Most CallofRoma game sites will give you a one-time New Players Bonus Pack containing some resources, a few other items plus 5 each of valuable Wine and Wool luxuries. The best time to do this is before your 8th day and before you begin to collect the luxuries needed for your Censor Promotion or Quaestor promotion (and no later or the Wine will be wasted). The best use for the 300 Gold is to buy Motivational Speeches or Divine Liberty items.
25.–LeKool's Zaro server does not permit players to have multiple accounts. One warning is given when alternate accounts are discovered and eliminated. A second offence results in being banned. CallofRoma.Net's servers permit alternate accounts although many players dislike their use.
26.–If you need an immediate small increase in Current Population (to upgrade a Rectorate for example) just dismiss some Hastatus or pay the Temple for an instantaneous 10% Population increase. Both of these actions are temporary, because the eventual Current Population is calculated from the Allegiance and the Population Capacity. 
27.–A City with a lvl 11 (or higher) Rectorate can only own 10 Wildernesses. 
28.–If you increase the Tax Rate by a small amount, all the following will happen:
    Tax Revenue will increase by a small amount and
    Allegiance will drop by a small amount and
    Current Population will drop by a small amount and
    Idle Population (if above zero) will increase by a small amount and
    Production of all resources will decrease by a small amount.
      The converse will also happen if you decrease the Tax Rate by a small amount.
      In either case, the only immediate result will be the change to the Tax Revenue.  
29.–Since early 2011, the troops at higher level wilds change after every maraude at most game sites. 
30.–As of August 1, 2011, at the CallofRoma game site named Game321, the highest level of lord after Dictator is still Caesar and has not yet been extended to include 5th Legion Chief etc. 
31.–Around July 2011 the CallofRoma game site named Yoogames merged all of their servers into one server named CallofRoma SuperServer 
32.–You can get rid of any of your cities (except the first one) by following the steps in the section named "Abandon City". 
33.–If your Warehouse (eg in City A) can't hold more resources (numbers in orange indicate this), a Supply Line (from an Outpost) can be used to slowly send any excess resources from City A to a sister city. Furthermore, taxes can be raised to produce less resources in City A. 
34.–ALL the resources produced by a city every 6 minutes can be sent to a sister city via a Supply Line if the Level of the Outpost is high enough. 
35.–The strongest wilds at any level will drop luxes the most often. 
36.–Princes (Principes) and Ponies (Equites) travel at least twice as fast as Market Wagons, but Equites travel the fastest. 
37.–To create jobs 30 at a time (instead of 10 at a time, the workplace must be level 2. 
38.–A Hero can be summoned back from ANY expedidition for free (no Summons Item? needed) within 1 minute of being sent. 
39.–ALL Barters are not necessarily good to accept. (See the Bad Barters Table) 
40.–Colonization (and defending against Colonization) must NEVER be attempted with mere Equite Armies. The Equite troop losses will be very high. This is because Equite losses will occur during each wall attack and the Equites cannot fight until the WHOLE wall falls. It often takes hundreds of wall attacks to bring down a wall (during a single colonization attack). 
41.–That you cannot move your city within 24 hours of using a Precision Mover Item. Neither a normal Move Item NOR a Precision Mover Item can be used for this city during this 24 hour period. 
42.–That you CAN send heroes and troops TO a city that has been Precision Moved. 
43.–That research gives you 100 Prestige for each research you complete. 
44.–You can type a special symbol (like a happy face) by typing "Alt 001" on your keyboard. See alt-codes.org/list for more special symbols. 
45.–That upgrading Workshop to Lvl 7 (to build Onagers) does NOT need Rectorate Lvl 7. 
46.–That Academy Lvl 1 permits you to study Logistics up to level 3. 
47.–That after sending a hero to reinforce a sister city, he CANNOT be summoned back. 
48.–That you CANNOT locate a city next to (right beside) a Carthage Rebel. 
49.–You CAN easily "move" large quantities of resources between two sister cities via the market when the BUY and SELL prices are almost identical. This is done by placing a SELL order from one city and a BUY offer by the other city. 
50.–That a Rectorate Lvl 10 protects 18.5 million sesterces from maraud. 
51.–That a Battle Replay data record (see League Secrets), when viewed by the Chrome Web Browser, lets you copy and paste Player Names and City Names including special characters. 
52.–That a Market over lvl 10 can transfer a maximum of (100,000 x Market lvl) resources. It is NOT limited to 1 million like level 10. 
53.–That the equivalent Hastatus of an army is VERY roughly:
      25% of the Crops Intake for Equites and Principes.
      66% of the Crops Intake for Hastatus, Sagittarius, Ballista and Onagers. 
54.–That an Onager's Load is ONLY 25% more than its Crops Intake. 
55.–That a Hastatus' Load is EXACTLY 10 times more than its Crops Intake. 
56.–That a city with a Rectorate of Level 10 can easily train enough new troops each day to consume 3 million additional Crops Intake each day. So create at least 1 new Farm Worker job for every 2 equivalent Hastatus that you train. 



DUMMY ARMIES


Dummy armies (on the ready)     

Each CITY (except Truser cites) should have 10 dummy armies (each led by a low-level hero) ready to be deployed instantly at all times.     

     

Dummy (or Decoy) Armies or Defenders  

Any HERO (usually Lvl 1, 2, 3 or 4) with only 3 Hastatus and 3 Sagittarius is called a Dummy Army. When a dummy army attacks beside, before or after a normal army, the enemy focuses some of its attention on the dummy army leaving less attention to focus on the more sizable army. Sometimes the enemy even focuses half of its attention on the dummy army. Including dummy armies usually improves the outcome of the battle.     

     

Dummy Heroes (by Allbright)     

I will be explaining what I believe to be the proper usage of dummy heroes. Dummy heroes have several names, most commonly decoy heroes or fake heroes. Depending on how they are setup and which order they are used in a battle, it can tip to a positive result or even a negative result.     

     

Dummies in Wilderness Attacks:     

Dummies are frequently used in mid and high level wilderness attacks. They act as a sacrifice to absorb potentially large loss attacks on your main army. It all depends on the dummy setup used and the order they are added in along with your hammer hero. Try using 2 dummy armies in front of (and 1 dummy army after) your main (hammer) army. Such dummy armies usually improve the results of the attack. Please check out the league forum to read in more detail the guide to wilderness farming.     

    
The use of dummy armies is the key to minimizing losses. When marauding Wilds level 4-6, the use of 1/1/1 | 1/1/1 Hast/Sag dummies will ensure that you only lose the troops in the dummy and that your main troops in your hammer are untouched. To ensure no losses in your hammer, you must have enough firepower (Equites) in your hammer to win in one round. Send dummy-dummy-hammer to raid these Wilds.   

   
For wild levels 1-3, you can beat these Wilds with zero losses if you send 30/30/30 | 30/30/30 Principe/Onager heroes. Send one hero for levels 1-2 and 2 heroes for level 3. If you send 100/100/100 | 100/100/100 Prin/Onagers in two heroes into an easy level 4 (hast and sag only), you will also defeat this Wild with zero losses. This is a very useful tactic as you no longer have to build dummies to attack these Wilds. Zero losses occur when sending 200/200/200 | 200/200/200 Prin/Onagers into an easy level 5 wild.   

   
A small Lvl 8 Wild can be seized with a Hammer followed by 4 Dummy Armies (H,D,D,D,D). Few losses occur if the Hammer has a total of 15,000 Equities and 600 Onagers.

   


Dummies in WSC/RC:     


Proper usage of dummies in WSCs and RCs can allow a smaller troop hero to win the round. For RCs where losses are 20% real, it can significantly reduce losses on your Hammer army. Pri-fakes are Dummy Armies with one group of 6,000 Principes:

         Front:  6K Prin / 1 Hast / 1 Hast
         Back:     1 Sagi / 1 Sagi / 1 Sagi      


Dummies when Marauding Cities:     

Dummies are NOT allowed, except for the launch and as decoys. Launching several 1 Equite decoys is a very good tactic when marauding cities. Anyone wishing to defend the city must guess at which attack to defend. Equites are also the fastest troop in the game. They will ensure that your maraud completes as quickly as possible (15 minute minimum). You must add your real army in the last 5-20 seconds of the attack, but ONLY if no armies arrive to defend the city.   


Dummies when Colonizing Cities:     

Not Allowed, except for the launch and as decoys. For cities, any attacks that will have Hammers must absolutely not have Dummies added. They are most likely to cause damage instead of assist. At best it did its job. At worst, it will hurt our side.      

    

Dummies when SeizingWilds    

The first hero must NOT lose all his army in order to seize the wild. Dummies can only be sent after the first army.    


Dummies for Yellow Aglets     

Use 3 heroes ( 2 Dummy Armies and 1 Hammer ):

First hero with 

    Front: 2 prin  / 1 prin   / 1 prin  
    Back:  1 onag / 1 onag / 1 onag     

Second hero with 

    Front: 1 prin  / 1 prin   / 1 prin  
    Back:  1 onag / 1 onag / 1 onag     

Third hero with 

    Front: 500 Equites and 500 Equites
    Back: empty     

It works at many levels of wilds.     


Dummies for Lvl 7 & 8 Wilds     

Different troop types in each wild need to be addressed differently. As seen below, the presence of any Equites or Principes in the wild mean that the armies that you send must be different.

a) Hast/Sag/Eq: Perfect.

b) Hast/Sag: Doable, but you will take more Equite casualties.

c) Hast/Sag/Prin: Also doable, but you will need to beef up the first stack of your decoy armies as the Princ will get two attacks (spear + sword) and you need this stack to stick around until the sword attack.    

Main Army: Your Main army will be your middle army. Set up your Main as you would for an Equite sweep or Modified Sweep.    

Decoys: Your decoys will be the first and third armies. From level 7 on, normal decoys (1/1/1 Has | 1/1/1 Sag) will FAIL. Dummies should be (25/25/25 Has | 25/25/25 Sag).  A bunch will survive and you can lower that number on level 7 wilds. On level 8 wilds you will need them all.    


Anvils

The Anvils are strong Dummy Armies used when farming small lvl 7 Wilds. An Anvil (A) is 10 Hast /10 Hast/ 10 Hast with an empty back row as shown below.  

         Front:   10 Hast / 10 Hast / 10 Hast
         Back:      0         /   0          /   0
    
It can also be 20 Hast / 20 Hast / 20 Hast. Attack using 3 armies in sequence A+H+A. Attack only small lvl 7 Wilds that only have Hasts, Sags and horses (Equites) or the Anvils will NOT work. The Hammer (H) must be 3 slots of 1300 Horses each with an empty back row as shown below.  

         Front:   1300 Hast / 1300 Hast / 1300 Hast
         Back:          0         /       0          /       0
    




MONEY (Sesterces)


Money (Sesterces) can buy resources and is necessary for studying and troop training. If you have too little money, your growth is severely limited. If you have too much money, your cities will be a attractive targets for marauders. Your Rectorate protects some of your money from Maraude.  See the section on HIDING / BANKING to protect your money from Maraude. If your money counter is orange, ALL of your ongoing income (from taxes) is being lost. To minimize such lost income, reduce your tax level to make your net income only slightly positive. By doing this, your population and res production will increase instead. The small positive number shows that your net income continues to be near zero.



Easy Money (sesterces)     

-Sesterces can be easily and quickly produced by either of the two following procedures:

1. Modifying the tax rate.
Reduce taxes so low that the population grows to a high level. Raise taxes to 100% for 15 minutes. Then slowly return taxation to its original value in steps of 10 following the drops in allegiance. This provides extra tax income during the 15 minutes, and while the tax is being dropped. Wait until allegiance returns to a stable value before repeating this procedure.     

    
2. Get a one-time 1000 ses quest reward for seizing your first Level wilderness.    

    


ERROR MESSAGE EXPLANATIONS


-Amphitheatre Level Too Low 

This happens when you try to recruit a new hero from the Amphitheatre. The real problem is that "There are too many heroes in the city". Dismiss enough lesser heroes to make room for the new hero.

-Your noble rank is not high enough to retain.

Then it wrongly says "You can only retain hero with level below Aedile." The actual problem is the opposite. You can only retain heroes with a lord of level Aedile and higher.

    



FORMULAS

          Table UGFT: Useful Game Formulas Table
                                                           
Allegiance= 100% - tax rate - sum of grievances
Hero Value= Sway + Bravery + Parry - ( 3 * Hero Level)
Weak Hero Value= (Highest Hero Trait - Hero Level)
Good Speculatore Population= 5*10E(( Rectorate Level - 2) / 2 )
Current Population(when stable)  = Population Capacity x (%Allegiance / 100 )
RWUR= Sum (Current Workers) / Sum (Required Workers)

                 N.B. Hero Value: sometimes called Zero Hero Value or Virgin Hero Value     
                 N.B. RWUR: Required Worker Utility Rate     

A weak hero can often be recognized at a glance by using the Weak Hero Value formula (a value UNDER 17 definitely means that it is a WEAK hero). A hero with a Weak Hero Value slightly greater than 17 might NOT have a Hero Value grater than 49. You must calculate the actual Hero Value. If you use HIGH Level hero prisoners with main or dummy armies, use up ALL of their physical quickly and then quickly dismiss them within an hour before they cost you their first hourly retainer fee. 



Horses Per Stack Formula

When attacking a Wild using a Hammer, each stack in the Hammer should have the number of horses calculated using the following Horses Per Stack (Horses/Stack) Formula:


    Horses/Stack = ((Hast Count / 3) x 2) + 10%


This formula works for any level of Wild when using an army sequence of A + H + A. Use three stacks of horses in the Hammer (H).

    






GAME PLAYING NOTES    

    
Daily Game Tasks    

      For each lord and city:

              
Retrieve your goat, treasure map, salary (for saving the bookmark), barters etc
Check every city to see if it has been Colonized, if so, start a WoI
Examine each Amphitheatre checking for Blue POT heroes, Lvl 1-3 heroes or strong heroes (with a Hero Value of at least 50). Retain all that are found.
Increase the number of jobs of the correct job type for each city
Keep the builders busy 
Identify and address crop inventories that are orange (or could drop below zero soon)
Plan & juggle resources and ses between cities (and buy, sell & bank them as necessary)
Check your Chest to see if a Newcomer Pack can be unpacked
Cure TROOP casualties in the plaza infirmary (but only if the number is becoming unmanageably high)
Farm Wilds for all three colors of aglets
Wage war
Program more TROOP training
Address all necessary changes in sesterces to save them from maraude.

   

Last Game Session of the Day
              
Wage the final war of the day (this can be a long distance attack, that actually happens after you sign off)
Generate ses & res for troop training for use in the next session
Review troop casualties in the infirmary for planning purposes (but don't cure them right away)
Program troop training for next session
Set tax rate at 45%
Invoke a Cease-Fire (if you have one) because you are most vulnerable while away

Known Bugs in CallofRoma Game at CallofRoma.Net
              
1. –At CallofRoma.net, as of 2011 B Feb 21, lvl 11+ walls have no defense, literally...not even the barbs and such. 1 Equite could colo a lvl 11 wall...
2. –If you move a Prisoner Hero up or down in the HERO list, some other heroes get lost. Instead, move the non-prisoner HEROES. If a hero is lost, immediately exit from your Internet Browser and restart it. If you do this right away, no information will be lost.
3. –The message "Amphitheatre level too low" really means "Too many heroes exist in the city, cannot retain any more heroes". If this message stops you from retaining a new hero, dismiss some existing heroes.
4. –The Outpost information shows the amount of res being transfered every HOUR, but the note says that it is the amount of res being transferred every 6 minutes.





Game Rules     

-Wilds that have been seized by another Lord can be marauded or seized.     

     


Game Policies     

-Wilds that have been seized by a friendly Lord should not be seized.     
-Inactive (no playing for 7 days in a row) League members are usually kicked out of the league.     
-Notify (by email) a lord before marauding a wild that he has seized     
-Help fellow league members attack high level wilds. This will provide them with higher level wilds than their armies can achieve by unaided attacks.



Dirty Tactics (by grishmark93 on 10-28-2010 22:02)     

Here are a couple of dirty tactics that I personally feel go against the spirit of the game, and should be removed. However they are here so you might as well be aware of them.     

      When you are planning to colonize a player with a decent amount of troops, follow this set up: Use only ponies and onas. Also, immediately after you launch your attack add 3 1/1/1 hast defenders. Your onas will destroy the wall/defenses while your ponies just sit there. No one will kill the defenders you added until the wall is completely down. This makes it impossible for the player to defend with their own army until after the wall is down. Say if that player had 10k onas, and you sent 20k onas to attack, you might lose if you had to bring down the wall first. However you will win if the wall is down before the city's 10k onas can fight. [Ed. Note: Possible typos re onas.]         

      




GOLDEN OPPORTUNITIES     

     
Some of the following opportunities were only available on the now defunct Kongregate Caesary servers    


Table RGT: Receiving GOLD Table
                               
5 Gold* Build a Market of level 1     
5 Gold* Newcomer Pack III   (needs Rectorate Lvl 3) 
5 Gold* Use Archimedes Sketch to speed up a study by 15 min.    
5 Gold* Use Archimedes Note to speed up a study by 1 hour    
10 Gold* Send a chat message in World Chat     
10 Gold* Buy something (eg De Architectura Outline for 5 Gold) for the first time from the Item Mall (net gain is 5 Gold)
20 Gold* To each new player when he creates a player name and provides an email address.     
50 Gold  Pay $5 (real US dollars) and receive 50 Gold     
600 Gold Pay $60 (real US dollars) and receive 600 Gold     
500 Kreds Another Bonus when you pay $50 (real US dollars) for the first time (in addition to the 50 Gold mentioned above) at Kongregate.com. The 500 Kreds is also worth 500 Gold. Go Figure!
0 GoldNew Player Bonus: This is another bonus when you pay $50 (real US dollars) for the first time (in addition to the above). It consists of various items.

           * each CallofRoma player can get one of these for free while playing  

Rectorate Lvl 3 has a reward of Newcomer Pack III, which contains 5 gold, 10K of each resource, 10K sesterces, 2 Recruitment Rescripts, 5 Bugles and 1 Goat. Cash it in ASAP.  



Free Gold
There are ways to get free gold. Click on the "Get Gold" icon in the top right. Scroll down the new page that opens, and you will see links to get free gold. These usually involve doing surveys, watching videos, or installing games. Most careful people do not provide their names, addresses, phone numbers, credit card info etc simply to get free gold   

     

   

HAMMERS     


A Hammer is a main army that is sent accompanied by Dummy Armies. Often only 1 of the armies sent is not a Dummy Army.

Hammers comprised of only Equities have the following advantages:
      -they travel very fast in BOTH directions
      -they attack both the front line and rear line troops in enemy armies
      -they can be trained in a city with a Rectorate of lvl 5
      -they carry heavy loads of booty after maraudes

     

Mini Hammers     

A Mini Hammer is an Ong force that is specific to overcome undefended walls on a colonization. (A Mini Hammer has NO FRONT lines.) On a Mini Hammer of 500 Onags these would be set up 150/200/150, 1500 Ballista would be set up 500/500/500. Again, No Front lines (ie Haste, Prins, Eqs). The size of a Mini Hammer must be adjusted to fit the size of the walls, ie a Lvl 5 Wall only requires 100 Onags or 350 Ballista.     



Seige Hammers

A Siege Hammer is made up of either Hast, Horses or Principes. The back row has 2 x Sagi in the first 2 slots and Onas in the third slot. For these Sagi to work, you need Lvl 7 FootPace Technology (called Dispersion). A Siege Hammer army looks like this:
    Front:  300 Prins /   300 Prins /   300 Prins
    Back: 1000 Sagi  / 1000 Sagi   / 8000 Onas


In contrast, Maraude Dummies are of the form:


     Front: 1 Hast / 1 Hast / 1 Hast
     Back:  1 Sagi / 1 Sagi  / 1 Sagi


When marauding a target that is far away, send 3 Equites with an EMPTY Back Row, because they travel much faster. Sending any number of Equites (with an empty Back row) is always the fastest type of troop. This small first army must be followed by the stronger hammer armies including strategically placed dummy armies.


Example of a Seige Hammer in Use


Let us say that you know that your enemy has 40K horses. He will most likely have a horse army with Sweepers, so you need to use an Anvil like this:


    Front:  4K Horses / 4K Horses / 4K Horses
    Back:        empty   /    empty     /     empty


You need around 3K Hast to stop a Sweeper, so you need Anvils like this


     Front: 1K Hast / 1K Hast / 1K Hast
     Back:    1 Sagi  /   1 Sagi /    1 Sagi


Anvils are used against Siege Hammers in a similar way to their use against Maraude Hammers.



Maraude Hammers

A Maraude Hammer only uses troops in the Front row. The back row is empty. Put Sweepers in the first 2 slots of the army and the main army in the third slot. Each sweeper should contain 10% of the army. For example


     Front: 1K horses / 1K horses / 8K horses
     Back:     empty    /    empty    /  empty

The Sweepers take care of (eliminate) the enemy's Dummy Armies or Anvils.




HEROES      


Hero Value     

Experienced players evaluate heroes by calculating the Hero Value (or Virgin Hero Value) by subtracting (3 x Hero Level) from the sum of the (Sway, Bravery and Parry) trait points that the hero has. This results in the value of the hero points before the hero would have been promoted to Level 1. Heroes having a Hero Value less than 50 are Low Value heroes and are usually dismissed, ignored or used to lead Dummy Armies. See the Good Heroes Section and the Formulas Section for more information about Hero Values.    


Free Heroes      
When hiring a hero from the amphitheatre, it must be paid a hiring bonus of $1,000 per level of the hero. The heroes would be less expensive if they did NOT require a hiring bonus. Hero prisoners can be captured, especially when seizing Wilds. But these hero prisoners seem to require a hiring bonus. Fortunately, the hiring bonus is not charged when a hero prisoner is captured from Wilds of levels 1 through 5. However you need to possess enough money, as if the hiring bonus were going to be charged.     

     

Good Heroes      

A Good Hero (one that is worth keeping) has at least one of the following characteristics:     
                                                                                            
Be of level 1 or 2 or 3 or 4(to lead Dummy Armies)
Have a Hero Value > 49(he is worth upgrading)
Have a POT value >0(all POT heroes are the most valuable)
Have a Sway > (Bravery + Parry -4) ( to make him immediately usable as a consul without wasting a Revision Act Item on him).


Hero Prisoners

A good source of Heroes is when seizing any wild. These Hero Prisoners are often captured during seizes, but never during maraudes. They are captured very frequently, perhaps as often as 1 seize in 3. Such hero prisoners stay in your city (not in your amphitheatre) at no ongoing cost until they are retained or released. If retained, they cost nothing and become normal heroes exactly like other heroes that come from the amphitheater whom you pay for. More information is available in the section named Free Heroes.



Labeling Heroes

Be sure to read the WARNINGS below. By including information in your heroes' names, you might inadvertently be giving information to your enemies!

Each POT Hero should be matched to one of your player's cities. This can be recorded by adding a numerical suffix to the name of the POT Hero. For example, the POT hero belonging to a player's first city can be given a suffix of "1" such as "Tony1". This permits a player to quickly return each of his POT heroes to its proper city after a series of battles. This is important because a POT hero must continue to gain experience as Consul when he is not fighting and because resource production increases greatly when the city's Consul is a hero with high sway. POT Heroes usually have higher values of Sway than non-POT heroes.

Change the non-POT heroes' names as follows:     

 -Add the suffix "_F" to indicate that the hero's value is at least Fifty      
 -Add the suffix "_A" to indicate that the hero has been assigned an army     
 -Add the suffix "_C" to indicate that the hero sometimes serves as consul     
 -Add the suffix "_D" (or leave unchanged) to indicate that the hero has been assigned a dummy army     
 -Add the suffix "_16D" to indicate that the hero has been assigned a dummy army with 16 Hast in each of the 3 slots     
 -Add the suffix "_O" to indicate that this former hero prisoner should be dismissed when his physical is used up.      
 -Add the suffix "_P" to indicate that the hero has been assigned a pri-fake army       
 -Add the suffix "_S" to indicate that the hero has been assigned a Single Equite (suicide or fast dummy)      
 -Add the suffix "_Z" to indicate that the hero is after the last hero to be sent from the current city    
 -Add the suffix "." or "0" to indicate that the hero does NOT have a hero value of at least 50    

    NB The _Z hero should always have no troops. This will trigger an error message signalling the end of your list of attack-ready heroes if you inadvertently attempt to send this hero on an attack mission.    
    NB All heroes with no suffix (and no troops) have not yet been evaluated and/or assigned a function.    
    NB Prisoner Heroes are easily identified by their red uniform.     
    NB Blue POT Heroes without armies should always have 1 Equite to permit them to travel quickly, if sent somewhere.     

    Player KoldAdvice keeps his heroes in the following order, so that they can often be quickly used without re-ordering them:

        All Heroes ready for the next immediate mission.
        _Z Hero to signal the end of mission taroops
    followed by:
        _D Heroes with dummy troops already assigned
        _Z Hero to signal the end of the dummy army heroes
        All POT heroes with armies ready to be sent
        The POT hero currently serving as Consul (and has higher sway)
        _C All heroes that sometimes serve as Consul
        _P Heroes that have been assigned a pri-fake army
        _A Heroes that can have or already have big armies
        _S Heroes that have been assigned 1 Equite
        All other heroes
        All Prisoner heroes


Player KoldAdvice converts a hero's suffix to lower case (e.g. from "_A" to "_a") when the hero's physical has been used up. Such heroes are also moved lower in the list (after the "_C" heroes) until their physical is replenished. This permits a long list of heroes to be used, one after another, when farming wilds by repeated attacks.



WARNING: Labling Heroes can put you at a disadvantage in that a human enemy might be given a clue about the size of an army that you send. For example, a single Equite might be sent to scare someone who might think that a big army has been sent. If he sees that your hero has a suffix of "_D" or "_S" he might think that it is a small army. But, as with all information, you can mislead the enemy by sometimes INTENTIONALLY mis-labling a hero every now and then.

WARNING: If you hide your use of alts to SPY on others, make sure that similar lables on your heroes don't reveal to the enemy that you and the spy are the same person. Of course, a SPY must hide its true identity in the chat rooms. Peculiar words, phrases, language or acronyms can give a SPY away. The worst give-away, of course, is if your SPY says something in a chat room that only YOU should know.

WARNING: Unique use of special hero names or lables on your heroes can help your enemies identify you or an alt of yours that you are using as a spy. For example, you and your spy might name your best hero after your dog "Blackie". Your enemy can look up the hero named "Blackie" in the server's hero list. On two consecutive lines, he will see your lord's name and your spy's name. Result: GAME-OVER:your spy has been discovered.




POT Heroes

Some situations (such as attacking red dots) need Lvl 100 heroes (or higher). POT heroes grow quickly if they are used over and over again. Choose 1 or 2 high POT heroes and use THEM constantly instead of using non-POT heroes. The main use for non-POT heroes is to lead Dummy Armies. Each POT hero should be ALWAYS busy either waging war or being used as a consul. Assign your best POT Heroes to your biggest cities to maximize their growth. POT Heroes are listed in Blue in most places in the game.    

     

Hiring Heroes     

Before retaining (hiring) a hero, ensure that you have enough tax revenue to pay his/her hourly retainer fee. Sometimes (but very rarely) you will need pay a hero a luxury item (eg. Spice or Diamond) when he is hired. You may need to maraud wilds in order to hire the hero. For this reason, always keep 1 or 2 extra Luxury Items of each type instead of bartering them for sesterces.      


Upgrading Heroes     

The only heroes worth upgrading are the consul, the POT heroes and those with a Hero Value higher than 49.     





HIDING / BANKING (by KoldAdvice)     

     
Hiding refers to a hack which is a method of saving resources and money (sesterces) safe from maraudes. When buying or selling resources, the game removes from play the money (sesterces) or resources until the transaction is completed by the second player who sells or buys. If a player requests "too high" a price when selling resources, the resources will be removed from play until another player is willing to pay, which never happens. If a player requests "too low" a price when buying resources, the money (sesterces) is removed from play until another player is willing to buy, which also never happens. "Depositing" money (sesterces) is accomplished by offering to buy resources at too high a price. "Depositing" resources is accomplished by offering to sell resources at too low a price. In each case the deposit will be held by the game until the transaction is canceled by the player who is doing the Hiding. The cost of doing the Hiding is the cost of doing a market transaction which is .1% regardless of the duration of the deposit.     

     
In the Troops Cities, HIDE the res in groups of res that are in proportion to the res required for the troop type as shown in the BILL OF MATERIALS. For example, 1.5 KK Crops + .8 KK Lumber + .75 KK Iron and .5K Ses to build 1000 Equites. The Rectorate and WareHouses keep a certain amount of res/ses safe from marade. So don't bother to hide small quantities of them. See the RST table for specific quantities that are kept safe.      

    




HISTORY

Some the history of this game is contained in the section named "Requirements".

    




IMPORTANT ITEMS


Extremely Important Items    

If no gold is wasted, a new player will accumulate 50 gold which is just barely enough to buy a Motivational Speech. This speech (and the Sample Motivational Speech) are the most valuable items.     

Table EIT: Extremely Important Items Table
                                                   
GoldItem Name  Description / When to use     
        
5 Market Wagon  Instantly finishes a Market Transfer     
30Mover   Moves a city to a random place in a selected province     
30Hippodamian Plan Necessary every 4 city levels     
    (Win it by marauding lvl 3 Wilds and receiving 10 Treasure Maps)     
30Sample Motivational speech  Use when first building a new city (3 Builders x 60 hours)     
30Cease-Fire  Very useful when under attack, to give you time to regroup     
40Commentari de Bello Civillii  Reduces all current troop training time by 30%     
45Mercury Acrolith  Boosts Sesterses production 25% for 24 hours     
50Motivational Speech Use when first building a new city (3 Builders x 7 days)     
50Devine Liberty  Breaks Sovereignty after being colonized     
60Diamond     Hardest Lux to get (many uses)
60Commentari de Bello Gallico  Reduces all current troop training time by 50%     
90Precision Mover  Moves a city to a specific selected place on the current server     
80Meat   Restores a hero's physical capacity by 100% (to peak)     
80Mercury statue  Boosts Sesterses production 25% for 7 days     
100Anabasis Alexandre Increases Hero's EXP by ....... 100%     
100Aesculapius Acrolith Use before a big battle when losses are expected (1 day)     
100Code of Draco  Use when upgrading Rectorate from Lvls 10 through 20     
    (Win it by attacking red dots using Pacification Aglets)     
100Theatrics  Sets Allegiance to 100% and Grievances to 0 (can be very useful after a WoI.)    
200Nom de Guerre  Changes the Lord's name     
600Aesculapius Statue Use before a series of battles when losses are expected (7 days)



Table LIIT: Less Important Items Table
                                                    
GoldItem Name  Description / When to use     
 5De Architectura Outline Shortens Construction Time by 15 minutes     
 5Reversion Act  Reduces a hero's traits back to their Virgin Hero Values putting the
     other trait points into Unassigned Trait Points.
 5Recruitment Rescript Refreshes the list of heroes in the Amphitheatre.
 5 Summon Edict  Recalls (stops) an army that is travelling to an arena
10 Archimedes Note  Shortens a study's lead time by 1 hour     
10 Bread   Restores a hero's physical capacity by 10%     
20 Gunpowder Barrel Demolishes a building instantly     
20 De Architectura Papyrus Shortens Construction Time by 3 hours     
20 Politics essential  Shortens a job creation lead time by 3 hours.     
30 Fruit   Restores a hero's physical by 30%     
50 Pulley / Crane  Shortens planting of fortifications by 50%     
50 Ceres statue  Boosts Stone production 25% for 7 days     
50 Vulcan statue  Boosts Iron production 25% for 7 days     
50 Faunes statue  Boosts Lumber production 25% for 7 days     
50 Saturn statue  Boosts Crops production 25% for 7 days     











INFO LOCATIONS    

          Table ILT: Information Locations Table
                                                           
InformationWhere it can be found
  
-Hero Replacement TimeAmphitheatre - Recruitable Hero List Tab
-Number of BuildersRectorate - Contract More Builders Tab
-Population Reproduction Cool Down  Temple - Appeasement tab (Top Right Corner)
-Remaining Protection TimeMain CallofRoma Window -Top Left Corner
-Resource Transfer TimeMarket - Transfer Resources Tab
-Tax Change DelayRectorate - Adjust Tax Rate Tab
-Time since Precision MoveNA, You must email yourself a reminder note when you precision move
-Wall Specificationsall Window, Upgrade Info Tab
-Number of Unread ReportsTo the right of the top center of the Report button at the top of the window
-Required Worker Utility Rate(RWUR)Bottom of the Rectorate's Production Performance Tab Window
-Citywide Storage Capacity(CSC)In small white pop-up window when mouse cursor is over the # of Sesterces in the bottom right hand corner.

It is a good policy to read (or delete) all of the reports in order to keep the Number of Unread Reports at 0 (hence an empty indicator). When you get on-line, a quick glance will reveal a large number of unread reports that will indicate the colonization of one of your cities.







KILL MATRIX     

The kill matrix in the table below indicates how many of each troop type can be killed by 1 of each troop type. These are only approximations because the actual killing ability of each troop type depends upon the level of training the Troops have received and other factors.

Table KM: Kill Matrix

Kill Matrix                                                                                                                             
   Intake(cph)  Hastatus  Sagittarius  Ballista   Equity  Principe   Onager
Hastatus 3.4   1
Sagittarius   4.25 1 1
Ballista 17.0   5 5 1
Equite 15.3   10 10 2 1
Principe 30.6   30 30 6 3 1   
Onager 127.5   40 40 10 5 1.6 1  







LEAGUES


Joining a league

It is very important for a player to join an existing League. A League can provide the following assistance:

    -Friendship (In wartime, it is important to have allies.)
    -Additional Sesterces and Resources (which are almost always needed at some time)
    -Gaming Advice 
    -Protection against attackers, after a new player emerges from Newcomers Protection
    -Additional armies to permit simultaneous attacks on stronger targets
    -Defense against colonization
    -Protection while a player is not On-Line
    -Negotiating assistance



Choosing a Good League

Ponder the following considerations before choosing a league:
-The strongest leagues do NOT usually want new players as members and/or are very demanding re growth rate and will only want very active members.
-The weak leagues, with only 1,2 or 3 members cannot usually help you very much
-A new member can be ignored in a large league with 100 members 
-Leagues often have a major purpose e.g.
    -to help newcomers
    -to teach medium-sized players how to attack
    -to be feared because they are very strong
    -players sharing the same real-life language, time zone, country etc
    -etc

-Choose a league that suits you



Creating a League

It is quite simple to create your own league. But it is a good idea to already have at least a vice-host before creating a league because a 1 member league is a real joke. To get new members:
-Don't advertise in wc, other players consider this to be spam and some attack spammers.
-Watch wc for new players to appear, chat with them and invite only the best to join.
-Don't try to steal members from other leagues (or they will steal your members).
-Leagues full of noobs are good targets for others to maraude and colonize.
-Accept most players quickly, but insist on a probationary period, during which they can be kicked out for no reason.
-Quickly kick out members that are not suitable.
-Feel free to invite members that have similar prestige to you (if they are not already in a league).




LUCK      

     
Luck plays an important role in this game. The luckiest 2 situations are the zodiac wheel and the amphitheatre. Every day, from the goat via the Zodiac wheel, each lord wins 1 or more of the items in the game, such items as: speed-up items, luxuries, resources, troops, Sesterces and even Gold.     

     
In the amphitheatre, many different heroes appear that can be retained. Only luck will provide HEROES of high levels and various POT values.  But luck also plays more subtle roles. A lord's initial city can be located near a potential enemy or near rich Wilds of different levels and types. Be sure to check each amphitheatre each time you sign-in, hourly or every few hours to see the new heroes that appear there. A new hero will appear every 2 hours or so.     

     
A good source of heroes is a hero prisoner that is captured when seizing a wild.  Even POT heroes can be found amongst hero prisoners, but this is very rare. See the section named Hero Prisoners for more information.     

Another place where luck can be put to your advantage is the Market. However you must be able to recognize lucky situations in the market. Luck in the Market usually occurs when another player creates a "deal" that you can grab. Examples of 3 such "deals" are:

   -a resource is being sold at a very low price, such as $.001. Purchase such resources immediately.
   -a player wishes to buy a resource at a very high price, such as $3.00. Sell resources to him right away.
   -a resource can be bought AND sold at almost the same price. Use this situation to transfer huge quantities between your cities.

    
But the situation where you need the most Luck is when attacking Wilds (wilderness sites). This is the main way to get luxuries. . . . the luxuries necessary for promotions. All players spend the majority of their time attacking Wilds in search for luxuries. Each attack can produce any or all of the following (or nothing at all):    


        table WRT: Wild Rewards Table
          
Treasure Map
Rebel Aglets (of various colors e.g. Gray, Yellow, Purple) See WILDS for more details.
WSC Passes (Black, Red) Their icons resemble Rebel Aglets.
Luxury (according to the level of the wild)
Bread
Reversion Act
Recruitment Rescript
Cease Fire
Summon Edict
A few others


Only luck will give you luxuries when "farming the Wilds" as some players call it. See the section titled BARTERING for more information. During "Double Drop" time periods on some games sites, your "luck" for getting luxuries is doubled.    

        


MARKET

Introduction to the Market

The Market functions much like a real-life commodity market (or stock market). As always, the maxim is:

                BUY LOW and SELL HIGH

It is easy to recognize bargains to buy. . . . . when the price of a resource is less than $.01 (sesterce), buy as much as you can afford. . . . but only if you have enough warehouse space to house it.

If a resource costs more than $.05 (sesterces), maybe you should produce it yourself, or transfer it from another of your cities, or beg for some from a fellow league member. But NEVER use GOLD to buy resources, buy them from the Market instead, using sesterces. For more advice, see the following sections in this guide:

    Hoarding Resources
    Getting Resources

Good players seem to be constantly shuffling their resources from one of their cities to another. If you have too much of a resource in one city, use Market Transfer to send as much as you can to where it will be needed. Even the biggest cities can't ship quantities of much more than a million to another city, so don't buy 75 million of something that will require 75 Market Transfers to ship to where you need it. Instead, each city, itself, should buy the quantity it needs. If you find that something is very scarse, maybe one city could buy a large amount and then ship it out as needed by the other cities. If you can wait, or if you can predict your needs, put in an order to buy a resource at the price you would like to pay for it. (But be reasonable, other players aren't fools.) And overnight, bargains sometimes happen.

If you build your cities well, you should not be over-producing any resource. So, selling resources at the Market should rarely be necessary. In fact, the only resource that you should produce in excess is crops. When you are waging war; housing and replenishing your troops is a big problem. At such times, it is very nice to have 500 million crops (or more) in reserve.

But don't waste your time studying the market. CallofRoma is about armies and fighting. Don't become a lowly businessman or a dirt farmer.


Marauding Cities for Resources

Strong players almost never buy resources from the Market. Instead, they maraude other cities (especially abandoned cities) to get resources and sesterces. Most of the time, these resources and sesterces are acquired at no cost. This happens when the marauded city has its Head-On flag unchecked. No troops are lost during the maraude (unless someone spikes the marauding army). If spiked badly, the whole marauding army is lost. That's the major downside.

When marauding cities, (or wilds) don't attack the same one, time after time. Someone will eventually notice the smoke and will watch what you are doing. That is when you might be spiked. The spiker won't get any resources, but will get a lot of honor by spiking you. He will also have the satisfaction of wiping out the whole army of a lesser player. They can see how many resources you are getting by sending in a small army (on either side). In this way, they can get a full report of the attack and can see the size of your army. Watch out for any small unknown armies that participate when marauding cities! You can sure its a spiker or a friend of the city. League members can also see all the reports of previous maraudes on their members' cities. Fortunately, the battle reports do not readily show the coordinates of the person marauding the city. (But really strong players have a way of finding these coordinates.)

When a player's city is thought to be strong enough, he checks his Head-On flag (yes the one in the Plaza's Engagement Protocol that is usually Unchecked). Then he relies on his fortifications and his army (and his league members and friends) to defend his city and everything in it. This works, until a really strong enemy army arrives on the scene.

So, scout a city before marauding it for its resources. Also make sure that its lord doesn't belong to a strong and active league. League officers can constantly monitor the military situations of all their league members. They can see when you attack and they always have at least 15 minutes to prepare a defense. It isn't necessary for the lord of a city to be on-line in order for his city to be defended by his friends and fellow league members. All they need to see is the smoke rising from the city during the minimum 15 minute army travel time.



Market Transfer Steps     

The following procedure moves sesterces/resources from a "Rich" city to a "Poor" city. However, if the Lord of the "Rich" city has much less Prestige than the other lord, a large amount of the ses/res will be lost in transit FOREVER.

     






Normal Market Transfer Steps    

1. Click on the Market building in the "Rich" city     
2. Click on the World Tab     
3. Roam to the "Poor" city     
4. Click on the "Walled City" icon representing the "Poor" city on the map     
5. Select "Transfer Resources"     
6. Don't write anything in the "My City" box.     
7. Enter the Amount of Ses and/or res in the respective boxes     
8. Click on the "Transport Resources" button     

    

Market Adjustments    

Some simple market adjustments are shown below. They apply in most, but not all, cases. So go back and check the effects about 30 minutes after making the adjustment.

1. When resources are orange, set TJOR = 0 for that resource in the Rectorate     
2. When Idle Population > 25 :     
     Lower the taxation by 2%
3. When Idle Population = 0 :     
     Raise the taxation by 2%
4. If TJOR < 1100 and Res is NOT Orange and Idle Population > 25 :     
     Raise TJOR by 10%.

    

Market Buddy Transfers (to another of your cities)    

With the assistance of a Market Buddy, you can transfer a large amount of any resource in 1 hour to another of your cities. The limit of the amount can be as high as 200 million. This is done by selling it to your Market Buddy who then sells it back to you at the same price, but delivering it to another of your cities. Normally transferring around 1 million of a resource to another of your cities takes a time period determined by the distance. When doing this, be careful to transfer at a price that will NOT be attractive to other buyers.    

    

    






PRESTIGE / PROMOTIONS  

    
Player Levels     

As each player plays the game, his Prestige point count increases, but NEVER decreases. When the requirements in the following table are met, the player is promoted. To see the requirements for your next promotion click on Quest, then Growth, then Promotion. One line of the following table is shown there, for all the promotions except AEDILE. The requirements for AEDILE are listed in the section immediately after the table below.     

    
Promotions Table

td>
Table PT Promotio ns Table                                                                
     
rank Prestige Cost  luxury 1 luxury 2 etc
     
Citizen 0K
Aedile 2K 20K  10 dye 5 spices
Censor 20K 50K  10 spices 5 wine
Quaestor 200K 100K  10 wine 5 wool
Tribune 500K 200K  10 wool 5 silk
Procurator 1000K 400K  10 silk 5 furs
Praetor 2500K 800K  10 furs 5 incense
Legate 4000K 1000K  10 incense 5 ivory
Dictator 5500K 2000K  10 ivory 5 diamonds
5th Legion Chief 7000K 5000K  10 diamonds5 ivory, 5 incense, 5 furs
4th Legion Chief 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
3rd Legion Chief 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
2nd Legion Chief 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
1st Legion Chief 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
Major General 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
Lieutenant General>7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
3rd Class General 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
2nd Class General 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
1st Class General 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
Marshall 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
9th Senator 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
8th Senator 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
5 ivory, 5 incense, 5 furs, 1 Code of Draco
7th Senator 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
6th Senator 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
5th Senator 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
4th Senator 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
3rd Senator 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
2nd Senator 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
1st Senator 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco
Caesar 7500K? 5100K?  10 diamonds5 ivory, 5 incense, 5 furs, 1 Code of Draco

End of Table

    
Promotion to AEDILE    

The promotion to AEDILE is almost automatic. When the Rectorate is upgraded to Level 4, the reward is the following:    

        table APT: AEDILE Promotion Table
                    
10K  Crops
260K  Lumber
10K  Stone
10K  Metal
2  Hippodamian Plans
10  Dye (luxury)
5  Spices (luxury)

The only additional requirements to be met for promotion to AEDILE are:    

    2K Prestige and     
  $20K Sesterces    

which most players already have by this time.   Note that studying Agronomy Lvl 1 results in a reward of $30K sesterces.

    

Delayed Rewards

Sometimes many rewards are delayed for a long time, then 20 or 30 rewards are released together. This has happened when WareHouse lvl 2 is completed after being delayed for a long time or when the first Sample Motivational Speech was not previously used.    

     




Tips related to Prestige (by KyleCY):     

        table PTT: Prestige Tips Table
          
Always have each of the "Other Prestige Tips" listed below at work, except possibly the researches as mentioned below.
When queuing troops, do not queue everything at once, only queue a few hours at a time. Queuing too much drops the population too low and would take longer to recover to a stable condition.
Each city's plaza is to have the Head On option, NOT CHECKED.
Scout wilds (to look for changes) whenever you log in or haven't touched the wild for some time or after a system maintenance has occurred. Since mid-2011, higher level wilds change after every maraude.
Before going to sleep, put a Cease Fire Item on, as that is our most vulnerable time.
Tax rates should be between 35% min to 50% max, no grievances ever.
The training of 1 Speculatory results in 4 prestige points and takes about 1 minute (per stable when training in multiple stables). To conserve resources, the Speculatories can be dismissed (without losing their prestige) and retrained.

    

Other Prestige Tips (by KyleCY)     

The following operations produce the most prestige, in the order that they are listed:

In order of prestige produced:     

    Barracks -> Hasts, Prins, absolutely no Sags     
    Stables -> Specs, Eqs     
    Workshops -> Bals, Onags     
    Walls -> Barbs     
    Res Workers -> Continue as usual     
    Builders -> Always something building     
    Researches -> Not worth wasting ses/res for the prestige, unless you actually need those tech     

Always have each of the above at work, except possibly the researches (for the reasons mentioned).




QUESTIONS (FAQ)     

     
Answered Questions     

         table FAQ: Frequently Asked Questions Table
                                                                                                            
1. –What do the little green numbers rising over the buildings in a city mean?
(They indicate the rate at which the resource is being created.)

2 .–How do I defend a property (that I have seized) against a seizure by someone else?
(Garrison a Hero and troops on it.)

3. –Is it possible to get CallofRoma gold without paying real cash for it?
(Yes by being lucky on the daily Zodiac wheel or by viewing vids from the game sponsors.)

4. –Crop intake is for what time period?
(Per 1 hour of real time).

5. –I have Newcomer Protection until what date? Where can I see it written?
(for 60 hours. The hour countdown appears in the top left corner of the screen).

6. –What should I consider when deciding where to locate my next city?
(-proximity to one's League headquarters
-beside another of the Lord's cities
-locate it right beside multiple Wilds of various levels to permit instantaneous maraudes
-locate it beside a WSC to permit quick attacks
-locate it beside river Wilds so no smoke & fire is visible during repeated maraudes (preventing spike attacks)
-locate it in the center of a province when moving cities close to it using the normal Mover)

7. –What resources will an outpost consume (if an outpost consumes anything)?
(no consumption)

8. –Who maintains a current map?
(No-one does)

9. –Is there any loss (decay) of crops or lumber while stored in a warehouse?
(No)

10. –Is there a limit to how much of any resource can be traded at the market?
(200 million per transaction)

11. –Which "CallofRoma books" or "CallofRoma training" are essential when building a "CallofRoma city"?
(See the WEB SITES section of this document. The lack of available books, user guides or training manuals resulted in the creation of this CallofRoma document.)

12. –How many resources per hour are necessary to sustain an army that is at war?
(No more than the normal crop intake that is required when the army is not at war.)

13. –How big (and how well-equipped) an army can a City of population X support?
(The crops (produced by the city) limit the troop size to the crop intake of the city's troops. For more details, see TROOP INFORMATION.)

14. –Is there any way to transfer items such as gold, luxuries, specs or wall fortifications between players?
(No)

15. –How do I enter My City's co-ordinates into the Market Transfer form?
(It is not complex, and is described in the MARKET TRANSFER STEPS section of this document.)

16. –Do troops pay taxes?
(No, but they consume crops, known as their "crop intake".)

17. –How am I warned of an attack on my city?
(The attack is announced by a trumpet blast on the speakers of the PC, if the player is on-line. AFTER the attack, a CallofRoma "email" message is sent and a note is placed in the player's league's military situation tab (both sent AFTER the attack is finished). When a player "opens" a city, an immediate trumpet sound indicates that the city is already under attack or is being colonized or that one of the player's wilds is being attacked. Whenever you hear a trumpet sound, search for the cause because you are under attack.)

18. –What is a "Protective Stop" when sending a hero to Maraude?
(It is the % of troops lost that permit a hero to retreat back to his home city)

19. –What does "Dismiss" do on the Barracks control box?
(It eliminates i.e. untrains the selected troops from the game and returns a small portion of the resources and all troop members to the population.)

20. –How does a hero get his/her level changed?
(His lord increases it when the hero's experience reaches 100% after fighting or after a time period being Consul of a city.)

21. –Re Walls. What does "fortification space" mean?
("fortification space" is the maximum number of barbs/traps/rockfalls that can be built into the wall.)

22. –What are the prereqs for building Rockfalls?
(wall lvl 5 & arming study lvl 6)

23. –What are prereqs for building Onagers?
(arming study lvl 6 & workshop lvl 7)

24. –What is the hero's "EXP"?
(Your hero gains Experience during his tenure as consul and from wars. When the hero's
experience reaches the required value, press the Upgrade button to level up your hero.
Click the plus icon to apply Persian Wars, Gallic War and Anabasis Alexandri; your
Hero will gain much Experience instantly by mastering war tactics from these books.
These books are purchasable from Item Mall. The highest level that a hero can be 
upgraded to is Lvl 255.)

26. –How can a later city benefit from previous cities' being already built?
(-receive a high lvl Hero to be used as consul
 -receive ses & res from a sister city
 -receive troops from a sister city
 -make use of studies that a lord or hero has already completed
 -make use of Equites (from a sister city) for maraude).

27. –What are the prereqs for building Equites?
(Stable Lvl 5 and Equitation Lvl 3 Training)

28. –What are the prereqs for building Principes?
(Barracks Lvl 9 and FootPace Lvl 6 Training)

29. –Does breaching a warehouse's capacity have any effect on the game?
(No, however resources are lost (not added) when an order is cancelled and the capacity has been breached.)

30. –Do the troops in the wilds ever change?
(Yes on Jan 5, 2011 Server B8 [134,120] was 125h 40s 8b on Jan 13, 2011 Server B8 [134,120] was 275h 87s 18b)

31. –How does the game warn us of an attempted or successful colonization/attack of our city?
(See question #17 for the warning. A successful colonization of your city results in an additional Unread report. The number of Unread reports appears as a number under the Reports tab on the CallofRoma game page.)

32. –Do captured Heroes (prisoners) consume crops or receive hourly retainer pay?
(No and No)

33. –What happens if you seize more Wilds than your Rectorate lvl permits?
(They are treated like a maraude, and are not added to your group of seized Wilds. Occassionally, items resulting from the seize are NOT given to the player.)

34. –Is there any difference between a maraude and a seize that is followed by an abandonment from seizure?
(Yes, seizes often capture the enemy's hero, which seldom (or never) happens with a maraude. Furthermore, seizes usually require more work to perform, by the player.)

35. –Why are my quests and rewards not happening?
(You may have interrupted the lady's introduction. Use your Sample Motivational Speech if it is still available. Try upgrading a Warehouse to Lvl 2.)

36. –What level of Onager hurls flaming bombs?
(Level 7 Arming)

37. –What are LAS (Light Armoured Squads)?
(They are one of the many types of Rebel groups known as the "Red Dots" in Asiana.)

38. –What are the green numbers to the left of the green buttons in the Resources square?
(They are the growth rates of the resources, in units per hour e.g. crops per hour.)

39. –Do you need an outpost in the receiving city?
(No, but outposting is temporarily delayed whenever a receiving outpost is being built.)

40. –What is the Equites ambush assault?
(It is a special attack mode when Equites are built using arming Lvl 7)

41. –How many citizens are needed to build a Barbican?
(Zero citizens. You just need the resources.)

42. –How many citizens are needed to build a Rockfall?
(Zero citizens. You just need the resources.)

43. –Is there a way to transfer a POT hero to another lord.
(Yes, by losing a POT hero of low loyalty to a wild. Another lord can then seize the wild and its POT hero. Beware, this is a complex procedure. Attacking Heroes can also be captured when they fail to win in their attempt to colonize a city.)

44. –What gives Sagittari troops the Dispersion feature?
(Level 7 footpace)

45. –What is the "decoy method" of marauding a city?
(It is when Dummy Armies are used as "decoys" when marauding a city, or a wilderness)

46. –What is an Equite sweep?
(Level 7 Equitation allows Equites to attack the back row of ALL enemy heroes)

47. –Is the Resource Field Production capacity = the maximum # of jobs that the city can support?
 (Yes, although many other factors also determine the actual number of jobs that result. These other factors are: consul, technology boost, wilderness, allegiance etc.)

48. –Re Walls. What does "HP" mean?
("HP" is the number of Hit Points of the wall. These Hit Points must be reduced to zero before the wall is destroyed in a colonization attack)

49. –Which levels of wilds drop Treasure Maps?
(Wilds of level 3 and higher drop Treasure Maps. The odds of getting one during an attack are less than 3 in 10.)

50. –A "book" is a reward for doing what?
(A "book" is a Commentari de Bello Civillii Item. It is a reward for leading a successful attack on every 10th level on a WSC. The reward for each 50th level attack is a Commentari de Bello Gallico item.)

51. –Which levels of WSC attacks are almost useless?
(Any level of attack (on a WSC) whose rightmost digit is in the range 1-9 is almost useless, costs a Black WSC Pass and results in mostly Hero Experience.)

52. –Where do I use Suppression Horns?
(For attacking Carthage Revolts.)

53. –What are the advantages of having only 1 huge city, compared to having multiple cities?
(Few, but your city is hard to find, and when discovered, the city can be easily moved using a Mover Item.)

54. –How can I get Code of Draco Items?
(see the Guide relating to this question)

55. –How can we put a League name into the Paste buffer?
(Watch World Chat until a league relationship change message appears for that league, then highlight and copy it. If necessary, Friendly the league yourself, to make the relationship change.)

56. –How can we put a City name into the Paste Buffer??
(Attack the city with a 1 Hastatus army, then decode the Battle Replay)

57. –What does a Trap do when defending a city being colonized?
(It kills 1 Onager or 1 Hastatus, then it disappears.)



    


Unanswered Questions     

     
1. –When attacking Rebel Forces, what does "ralap" mean when describing the Rebel Forces?
(F)

2. –None at this time
(na)

    


REQUIREMENTS

To play the game of CallofRoma, the software and hardware requirements are minimal. CallofRoma can be played without spending any real money. In fact most players never spend any real money on the game. Players who can afford to spend real money, can improve their game considerably. CallofRoma can be played on any PC running a relatively recent version of Windows. Most sites supporting CallofRoma expect their players to be using Internet Explorer. Some minor difficulties are encountered at some sites when Mozilla FireFox is used. It is not necessary to use Windows, many players use Apple PCs or run the LINUX Operating Systems. The UBUNTU variant of LINUX supports CallofRoma, although it requires a manual download of Adobe Acrobat modules. Slow PCs do result in slower performance reported as "lag time". Older over-worked versions of Windows slow down due to Registry clutter. Normal mice and video monitors are used by most players. Experienced players know of many bugs that seem to never be fixed, but really serious bugs, the game-stoppers, have been corrected when they have occurred.

The evolution of the name of the Caesary game has been
,br.      Civony to Evony to Caesary to Call of Roma

Perhaps the most serious concern is whether Heroic Era really owns the rights to all the Evony software that appears to have been used in the creation of the Caesary game and subsequently in the creation of the CallofRoma game. Perhaps the courts will eventually force the shut-down of all CallofRoma sites. Many thousands of CallofRoma players will be dissapointed if this happens.




RESEARCH (STUDIES)    


Study (i.e. do your research on) the subjects (in the Academy and in the University) in the following order:

    
Table FSG: First Study Group

First Study Group
                                         
Agronomy 1 reward is 30K sesterces and 100 Husbandry jobs
Reconnaissance 1 to train Speculatories (only returns non-numerical troop information    
    from the Speculatories scouting missions)    
Reconnaissance 2     
Reconnaissance 3 returns numerical troop information and a city image from the Speculatories   
    scouting missions
Reconnaissance 5 returns Fortification info from the Speculatores' Scouting missions    
Reconnaissance 10 returns more info from the Speculatores' Scouting missions    
Arming 1 to permit building of Ballistae    
Footpace 2  to permit training of Sagittaries    
Architecture 1 to build Wall 2 (for Rectorate 4) and to build Traps fortification in walls    
Architecture 2 to build Barbicans fortification in walls    
Finance (all levels) to produce more ses from taxes    


Table SSG: Second Study Group

Second Study Group
                                         
Arming 3 to permit building of Barbicans
Arming 6 to permit building of Onagers and Rockfalls     
Arming 6? to give Onagers the ability to hurl flaming bombs   
Arming 7 to give Equites attack assault capability     
Equitation 3 to permit training of Equites   
Equitation 7  trains Equites to attack both the front and back row of every hero in a wild   
   (called "Equite sweep")     
Footpace 6 to permit training of Principes     
Footpace 7 gives Sagittari troops the dispersion feature   
Gastronomy (all lvls) to reduce the crops intake of the troops      
Reconnaissance 8 also returns hero information from the Speculatories scouting missions    
Reconnaissance 11 returns more detailed information from the Speculatories scouting missions    

   

Order of Research (Training)   

Training at the University and the Academy is often called Research. The order in which the training is taken is more of a personal preference. But priority of research of at least one player is Equitation, Security, and Medication all to level 7. Then Arming 7, then Footpace 7. These high level research studies take many, many hours to complete.   

   

   

   
RESOURCES    

    

Buying Resources      

Never pay 5 Gold for immediate Market Transfer of a small quantity of resources (e.g. 40K crops or less). It is quicker, cheaper, and easier to click on the Buy Resources button and pay 1-5 Gold to do the same. But check for available resource packs in your chest before spending GOLD. Marauding a nearby wild is often quicker (but not usually cheaper, all things considered).      

    

Relative Resources Needed to Build a City    

In 2010, a study was done to determine the quantities of resources required during the building of a CallofRoma city. The exact numbers of resources are not important. The goal was to learn the relative amounts of each resource that were used. This information could then be used when supplying a new city with the resources that it would need. The results are listed below. Early tasks required slightly more Stone. Later tasks required slightly more Crops and Iron.

If a player is not very active, it is very important to ensure that the supply of Crops is always adequate. The worst case situation is if your city is marauded while you are away, resulting in insufficient Crops to feed the Troops. This can cause the troops and eventually, the heroes, to flee from the city.

When using consecutive Motivational Speech Items, a player can be very active and can build cities very, very quickly. In this case, the new city will not be able to supply sufficient resources to build the city. Supplemental resources will be necessary. They can be supplied from a sister city, from fellow league members or they can be purchased using GOLD (i.e. using real dollars). When doing this, the general conclusion is to supply equal amounts of Lumber and Stone, 50% less Crops and 30% more Iron. The exact amounts required depend on the final size (Level) of the city being built. Almost no Sesterces are needed, except for Research (at the University and the Academy), and for the training of Troops. After the first city, the resource budget for City Building is quite separate from both the Research and Troops budgets.

Most players send Sesterces and Resources a million at a time to sister cities that are being built. The officers of any well-established league are often willing to send a million Ses and a million of each Res to a city being built close to their cities. But such help is rare when players are the first ones on a new server or after a merge of servers. When cities have Rectorates of level 10, the situation changes. Instead of Hippodamian Plans being required for city expansions, the Code of Draco Items are needed. Most players wage war against the Axis (the Red Dots) to receive Code of Draco Items as rewards. The Code of Draco Items cannot be purchased or exchanged using Ses and Res. The Code of Draco Items are also needed for high level studies at the University and the Academy.

table CBRT: City Building Resources Table

    Tasks 1 - 50
                                                                                    
CropsLumberStoneIronTotal
  
715192060


    Tasks 51 - 300
                                                                                    
CropsLumberStoneIronTotal
  
916142362

In order to supply a new city with sufficient resources for its early growth, supply the new city with the same amount of each resource. If the work on the new city will be spread over many days, triple the crops that are sent. Building Cities QUICKLY costs much less because the troops consume food (Crop Intakes) all the time, even when you are not on-line. The use of a Sample Motivational Speech or Motivational Speech Item is highly recommended during the early building phases of any City, but ONLY if you can be on-line for longer periods during this time. Do NOT use them ESPECIALLY if you know that you will NOT be active while they are in effect.

You CAN save the first Sample Motivational Speech (given by Hypatia) for later use. To save it, interrupt her tutorial by clicking on "end Tutorial", soon after this option appears. But beware, this will also delay the delivery of some rewards, such as those needed for promotion to Aedile.

    











Getting (Delivering) Resources

Many different ways exist to get resources. The following are listed roughly in order from fastest delivery at the top to slowest delivery:


    Ways To Get Resources

    Table GRT: Getting Resources Table
         
Dismiss some troops (Dismissing 35 Hastatus will yield over 1000 of each res except stones.)
Scout your first wild or city
Unpack a 40K Res Pack from your chest
Unpack a Newcomers I or II pack from your chest
Buy Res using GOLD
UnHIDE Res from an offer at the market (a recommended method)
Deliver Res from a sister City next door (a recommended method)
Maraude a nearby wilderness
Maraude a local abandoned city
Deliver Res from a distant sister City
Use aLevy in the Temple but it drops Allegiance
Buy Res at the Buy price from the Market
Buy Res at the Sell price + $.001 from the Market
Use Outpost to supply the Res
Wait for your workers to produce the Res
Ask for the Res from a nearby League member
Ask for the Res from a nearby friend
Maraude a distant abandoned city
Colonize a local city
Ask for the Res from someone on World Chat (not recommended)
Transfer Huge amounts of Res using a Market Buddy
Increase your Res production using an acrolith Item
Convert 300 metal into 1000 metal by building Outpost Lvl 1 (one-time)


Resource Notations    

The quantity of each resource can be in the millions or even hundreds of millions. The absence of commas on the screen quantities leads to many errors. To make quantities more readable, use 999 in the thousands columns like this "30999000". To quickly know what quantity it really is, the zeroes won't need to be counted as they would in "30000000" or "300000000".    


Source of Resources when really in need 

Do not rely solely on your cities to provide resources. It is often quicker to maraude or seize a nearby wild to get the necessary resources (although the troop losses usually are worth much more than the resources gained.)    It is time, not money, that is being saved. If you are really in need of resources, ask for them from a league member in league chat. Failing that, ask a good friend in world chat. Giving your city coordinates to a stranger from World Chat, might result in a maraude rather than assistance. As a last resort, buy Res immediately using Gold. Or you can buy Res from the market, if you have (or can buy) a Market Wagon Item to speed up delivery.












Resource Values    

In later 2010, the value of resources were recorded and examined over a period of a few weeks. Their values in money (sesterces) were estimated as follows:     

Table RVT: Resource Values Table

Resource Values
                                                                                                                                                                 
 frequentfrequentfrequentinfrequentbankingsesGOLDCallofRoma
Resourcelow valuesavghigh valueshighest evervalue/24K/24Kwiki
         
crops.006-.008.009.010-.012.012.0555420?3.0175
lumber.007-.009.011.013-.015.031.1111563.0065
stones.013-.018.018.019-.021.048.2222404.0100
metal.016-.018.020.022-.024.061.3334206.0175

end of table

    
The 3 rightmost columns above indicate what the makers of the game expected the relationships to be. The other columns indicate what the game players often actually pay for the various resources at the Market. A game player would be foolish to buy Sesterces or Resources using Gold.     

    
Sesterces can be hidden(banked) by offering to buy iron at a low price such as $.0011. No-one will sell iron at this low price. (If someone does, someone else will soon be willing to buy iron at this same price.) See the section on Hiding / Banking for more detailed information about Hiding resources. 

When a new server begins operation, resource values in the marketplace can have extreme values. . . beware!

     Conclusion 1: US$0.10 --> 1 GOLD --> 60 sesterces    
         (The arrows indicate "can be used to buy" NOT the converse.)

     Conclusion 2: A single crop (or unit of another resource) is often worth about $.01 (a sesterces cent)
         (NOTE: GOLD should only be used to buy Important Items.)
         (NOTE: Sesterces should only be used to buy or sell Res.)

     

Outposting of Resources  

    Outposting of Resources can have many uses such as:     

    -assisting a troubled sister city by sending resources     
    -moving a small quantity of resources to a distant sister city every 5 minutes     
    -prepare intake for big troop transports    

     
But don't leave a city overnight while outposting. You could run out of food to feed your troops resulting in riots, lost resources, run-away troops and run-away heroes.     

     



Outposting (Crop Intake for)     

This is especially important when planning for troop transports.     

Table EIOT: Ensuring Intake for Outposting Table
         
1.  Determine intake (crop intake requirement) of the incoming troops
2.  Outpost the intake to the city receiving the troops if the city cannot provide the whole crop intake immediately on arrival
3.  Increase the crops on-hand, if necessary, at the destination city to feed the transferred troops
4.  Stop the outpost when the destination city can feed all the transferred troops


Resource Hoarding    

All cities should hoard resources (especially crops). A typical Level 10 city should usually have 2 or 3 hoards of 200 million crops. The hoards should be replenished when crops cost under $.005 (Yes, it happens). Such hoarding permits a lord to sustain the unusually high crop inputs that are needed during short periods of wartime (eg 2,000,000 crops/hr). In this way a city producing only 100,000 crops/hr can support 500,000 troops for short periods. Take care to not leave the extra troops in the city after the hoard is depleted. Unfed troops will riot, leave and steal both res and ses.      

Buying 200 million crops at $.001 sesterces cost only $200K ses. This many crops will feed 100K Hastatus troops for 21 days. . . a cost saving of at least 90%. See the section on Hiding / Banking Resources for a way to store resources elsewhere than in Warehouses.     

Beware: When you unhide a large quantity of resources (e.g. 200 million crops). They will disappear and be lost instead, if your level of rectorate and/or warehouse is too low. There are various limits involved. The CSC is one limit. When it is breached, the number of resources is shown in orange. That is, when the CSC (City Storage Capacity i.e. Total Resource Capacity of all Warehouses) is exceeded, the resource number turns orange. Make sure that your crops number is not orange before unhiding resources. Furthermore, never let an orange resource number exceed 2.14 billion. Numbers larger than this cannot be handled by the system. The system IS ALLOWED to breach the CSC limit when a market purchase is made. But resources to be gained when cancelling a pending sale are LOST instead of being added to a breached CSC limit.     

     

Warehouse Use (by KennyPowers)   

At first glance, Warehouses seem unnecessary because unhoused resources just appear in "red ink" and there seems to be no penalty for not having Warehouses. KennyPowers sent the following email: I would say add 1 warehouse in every city. Each city should have some resource that it specializes in producing. To gain resources, there must be sufficient space for them to be stored. Exceeding the cap (storage capacity) is fine, you will just not gain any more resources. Also, if you have tributary cities or those you have colonized, then you need a warehouse to receive the resources that you receive from them.    

    

Resource Fields

Cities are built on Resource Fields. Workers work at work-places in the Resource Fields. The RFPC (Resource Field Production Capacity) is the number of jobs that the Resource Field is producing. Each worker produces the number of resources shown in the table below:    

Table WPT: Worker Productivity Table

Worker Productivity
                                                   
ResourceResources/hour
TypeProduced by 1 Worker
  
crops10
lumber10
stones5
metal(iron)4




RULES OF THUMB

      Table ROTL: Rules of Thumb List
        
Appoint as Consul, a HERO with good sway (e.g. sway>30) ASAP. To improve the Sway of a hero, use the Reversion Act Item to convert Bravery and Parry trait points to Sway trait points. (This is probably the only use for the Reversion Act Item).

A good tax rate is between 30% and 45%. Some players set it and leave it there.  

About 1K of (has or sag) troops should intake (consume) 5K of crops/hr

A good web site to help newbies is at:     

      http://bbs.kingory.com/viewthread.php?tid=3447&page=1  

A WareHouse Lvl 2 holds 2 days of food for 2K of troops.  

A City Wall needs this much stone to build:     

      Lv 1      65K of stone     
      Lv 6    400K of stone  

4.6K of crop intake (4600crops/hr i.e. 1.27 crops/sec) is 100K crops per day.  

An Outpost Lv 1 can handle 10K of each resource for each supply line per hour.  

A Rectorate Lv 4 needs about 50K ses on hand at all times.  

Buy any resources if the price is under $0.01 per unit (eg under $.01 per crop). This is usually another person's data entry error. A player can set up four market entries that will always be ready to buy at these low levels. These market entries could be in a Truser city. (See the introduction for a definition of a Truser city.)  

Stables are not really needed until Rectory Lv 5 except to train Speculatories. Instead, you should unpack a mini pack of captives, to get a small number of Speculatores (those needed to spy on a wild or a small City.) A level 1 stable can be kept until its space is needed for the last cottage.  

Only devote 15% to 30% of income to hero retainers  

Iron costs more than other resources to produce (stone next, lumber next and crops are cheapest if bought).  

In 24 hr, a CallofRoma soldier (Hastatus) consumes about 100 crops  

CallofRoma citizens eat on the job and don't consume any of the crops recorded as being produced  

Use the Market Transfer process to move sesterces to another of the Lord's cities (a sister city) 

For City Building, lumber is needed most. Always keep 2KK lumber banked for emergency use.  

Fortify your wall by adding 120 Rockfalls then 400 Barbicons alternating  

When stones are cheap, build up a supply of 2KK stones to build future Rockfalls and Onagers  

Keep one empty clearing in each city for emergency use (or keep a Keg of Gunpowder Item available) 

When city building, the creation of jobs needs the most attention of all activities e.g. every few minutes early in the game, then every hour, and finally every 8 hours etc.  

FootPace Lv 6 costs $200K and is required to train Principe troops.  

See the section BUYING RESOURCES for Resource Values (Actual wrt Gold)  

A weak level 4 wild has approximately 356 Hastatus and 113 Sagittarius  

A city should be within 400Kpaces of the League headquarters if it exists  

Build your buildings in the same places relative to one another in each of your cities . . . so you can easily find each type of building in all your cities.  

Don't plan to attack with a 2nd hero of yours if the target is closer than 50Kp. There isn't enough time to join the arena.

Lossless maraudes of low lvl wilds are best with 180 Principes (60p / 60p / 60p) and an empty back row 

1 average crop is usually worth less than $.01 (i.e. one sesterces cent).    

1 Onager has a Crop Intake of about 100 crops / hour.    

1 Equite has a Crop Intake of about 20 crops / hour.    

1 Principe has a Crop Intake of about 20 crops / hour.    

Create enough NEW food (farm worker) jobs each day to feed the NEW troops that you train each day. Eg. 1 NEW Farm Worker will produce 10 CPH (Crops Per Hour) which will feed 2 NEW Hastatus.    

A Mini-Pack of captives will consume about 2000 Crops Intake (per hour) after you open it.    



SCOUTING    

To find out the quantity of troops at any wild or city, send 7 Speculatores on a scouting mission. Make sure that the city where the Specs reside has studied Reconnaissance Lvl 3 or higher. Any lower level will not return numerical numbers of troops (ie troop quantities will be reported as being a few, or a pack etc.) .   

    
Scouting a City requires more scouts than scouting a wild, depending on how many scouts live in the City. To successfully scout a city, first send 7 scouts. If they fail (ie don't return) send a huge number of scouts, but only if the City information is very important.

See the RESEARCH section for the various types of information that Speculatores can report if they have more training.


SERVERS


Inter-server Ses transfers

Sesterces can be transferred from one server to another even if the servers are on different CallofRoma sites. As of 2011, there is a web site named www.CaesaryGalaxy.com that explains how to do it.

Server Lists

Servers are continually being added to the CallofRoma sites. An incomplete list of sites and servers is shown below:

table KST: Known Servers Table
                                                   
Server            Server
SiteNumberName
   
CallofRoma.NetB1
CallofRoma.NetB2
CallofRoma.NetB3
   
etc.  
   
CallofRoma.NetB22
CallofRoma.NetB23
   
Game321naEnlightenment
   
LeKoolS5Titus
LeKoolS7Mystic Server
LeKoolS9Zaro
   
MochiGauls
MochiVector
   
R2GamesS8Ceres
   
YooGamesnaCaesary Superserver

end of table














Server Merges

When a server gets old, the activity slows down and a few players become very strong. To liven things up, the game site owner can merge such a server with another. When two servers merge, the following actions are usually taken:

     -All members are removed from their leagues.

     -All tribuataries are released.

     -All seized wilds are released.

     -Hosts of big leagues (over 9 members) can create a new league for free.

     -Players on one server are moved to the other server at a random location.

     -Moved players receive a Precision Mover for each of their cities.

     -If a member's name already exists, a "1" is suffixed to the moved member's name.

     -Cities of inactive members of both servers, (who don't reregister) are eliminated.
     -All markekt orders (including hidden resources and hidden sesterces) are cancelled (eliminated) and do NOT return to the cities.




Preparations Before a Server Merge


Before two servers merge, the following preparations should be done:

     -Record your league Name and the name of its host.

     -Record your city coordinates,so you can relocate your cities in similar locations.

     -Record the names of your Tributary cities and their lords names

     -Put enough crops in each Warehouse to feed your troops during the Merge Shut Down Period

     -Don't start a colonizing process, just before the merge

     -Cancel your Supply Lines, they may no longer be necessary (nor possible without the seized wilds)

     -Equip each City with enough Pot Heroes & troops to be self-sufficient to seize new wilds

     -Record Wild Levels and Quantity of Wilds at each level for each of your cities.

     -Begin Training of bigger armies for seizing new wilds after the merge
     -Unhide your sesterces and resources
     -If you are a host of a league:
          -Make a list of your members
          -Record league managers and their positions
          -Record you "Exact" league name
          -Record your league emblem and heraldry text
          -Record your league level and the location of league central
          -Record your league announcement and introduction










STRATEGY (by KoldAdvice)     

     
Most top players farm Wilds for various colored aglets. This is the most productive way to create new Troops of all types. These aglets are bartered for new packs of captives without taking any recruits from your general population. While farming the Wilds, a player also sometimes gets Luxuries and other important items like Bread etc.


1. Wise use of player time     

 Whatever your goal, obtaining ses (sesterces) quickly moves you towards your goal. Marauding wilds at level 4 can earn you 20K of a resource (plus other things) for each maraude. A good player can conduct 15 to 30 maraudes/hour. This is better than all the workers in a city with a population of 10K. Such a city earns about 70K/hour of total resources (24 hours per day) This level of marauding needs an army of about 17K troops. Each maraude loses about 20% of the troops that are sent to fight unless the army size is considerable (see the next section entitled Almost Lossless Marauding). These lost troops are worth approximately $90K. Note that 20K of crops are usually worth a mere $200.     

     
2. Almost Lossless Marauding     

You lose no troops in each attack when Marauding Lv 3 Wilds using a Hero with     

    Front: 50/50/50 Equites     
    Back: 0/0/0 troops ie empty    

You lose 3 Principes each attack when marauding Lv 4 Wilds using 1 Hero with     

    Front: 30P/30P/30Principes    
    Back: 45/45/45 Onagers     

You lose 6 Equites each attack when marauding Lv 4 Wilds using 1 Hero with     

    Front: 120Eq/120Eq/120Eq     
    Back: 45/45/45 Onagers     

You lose none each attack when Marauding Lv 4 Wilds using 2 Heros as above. You will always win.      

You only lose 10 Equites when marauding Lvl 4 Wilds using a Hero with    

    Front: 1000/1000/1000 Equites    
    Back: empty    

You lose no troops each attack when marauding Lvl 5 wilds using 2 heroes, each having:    

    Front: 200 Eq/ 200 Eq / 200 Eq    
    Back: 200 Onag / 200 Onag / 200 Onag    


Hitting nearby Wilds can give you enormous results in quick succession, needing only a change of heros (whose physical health degrades by 10 with each maraude).



Almost Lossless Maraudes Requirements

An almost lossless maraude is when losses are less than .1% (i.e. less than 1 in 1000). Armies used for lossless maraudes have 3 equal stacks of troops in the front row, with empty back rows.

For example, lossless maraudes of level 3 wilds using Equite troops should be:

    Front: 50 Equites / 50 Equites / 50 Equites
    Back:      0            /     0            /      0

Until 2011, the troops in each wild did NOT change after each attack. A small wild remained small for ever. Since early 2011, occassionally a wild might be very strong. For this reason, lossless maraudes have become a statistical game, rather than a set-piece exercise. Note that the Front Row of these armies are comprised of 3 identical stacks of troops.

The following table shows how many of the major troops are needed in each stack for a single army to usually have almost lossless maraudes of each level of wild:

Table ALMT: Almost Lossless Maraude Table

Almost Lossless Maraude for each major troop typeTD> 
                                                                                     
WildEquity Stack*Principe Stack*
LevelSizeSize
  
111?
240?
320040
41,000?
51,6001,000
62,000?
76,000?
813,000?
9??
10??
      * It takes 3 stacks to form an army


3. Convert Crops to Metal     

The workers in a City that supports troops must produce sufficient crops to satisfy the Crop Intake of the troops. These same workers can produce metal instead IF the crops intake is supplied from another source. This is how Crops are Converted to Metal. When crops sell for under $0.011 each, a city of 10K troops can convert 40K crops to 16K metal every hour. This is because any worker can produce either 10 crops or 4 metal. If metal is worth over $.055 each, a player can double his/her money every hour, making 50,000 x $.02 = $1000/hour. You will eventually need big WareHouses to hold 10KK to 20KK of both crops and metal unless resources are hidden/banked.     
4. Hiding / Banking Resources and Sesterces     

Trying to buy anything e.g. metal at an extremely low price, deducts and holds $ from your accounts until someone sells it to you (but it won't happen at that price.). A marauder can NOT take your $ that are held pending completion of the trade. Offer to sell your resources at an unreasonably high price. The market will take and hold your resources (pending the trade) until you cancel the order. Hiding/Banking costs, of course, the same as a market trade ie .5% (or is it 1%).     

         Buying 1,000,000 metal at $.001 costs only $1,000 ses.     

         But selling 10,000 stones at $1.00 pays  (1136600 -1126618 = )$10,082 ses.


5. Build Order is important     

         Build Resource Generators (eg mines, quarries etc) before Troop Trainers     
         Build Troop Trainers (e.g. barracks, workshops etc) before cottages     
         Seize the maximum # of Wilds before building the third and later cottages     


6. City Locations     

         Farming for Aglets is a very important use of player time. For efficient farming, at least one city must be located right beside each water wild of level 3 and 4. It is preferable that the level 8 wild be about 3 squares away from the city doing the farming, to give yourself enough time for multiple armies to be dispatched. These levels produce grey, yellow and purple colored aglets respectively. Furthermore Treasure Maps drop only from Level 3 wilds, not levels 1 nor 2. Ideally, the location of city #2 will be selected so that levels 3 and 4 will be satisfied. Usually city #1 will be relocated near city #2. The best case is if one of these first 2 cities will be located right beside the level 3 and 4 wilds. It will usually not be much more difficult to select locations for these 2 cities to ALSO be near a level 8 water wild. It is well worth the player's time to locate these first 2 cities very accurately.


7. Unlimited WareHouse Space     

         It is possible to have unlimited warehouse space (but only 1/3 of its contents will be protected against maraude). Most players have a city dedicated to crop production, for example City #2 in the Fledgling City. It can store an unlimited amount of the other 3 resource types by setting their production to 0 in the Rectory. These unlimited warehouses can then be used to supply all the resources for all of the other citiesusing market transfer or outposting.


8. Alts (Alternate Lords)     

         Most servers permit a player to have multiple accounts (called alts) on the same server. For more information about this, see the section named Servers. Some leagues prohibit the use of alts. These alts can have the following uses:

     1) Truser city

     2) Reserve a strategic city location for later use.

     3) Provide additional sources of revenue and/or resources.

     4) Infiltrate other leagues as a spy.




    


Strategies (by another player)   &sp; 

     
Maraude Strategy     

If your City is being marauded, and it doesn't seem worth it to fight, then simply don't fight back. Sell all your res at the market for a high price (not so high that you waste money in market fees) but just high enough that you can easily buy them back if they sell). Also spend your ses in the market in low offers for res. Make sure "head on" is set to "off" in the plaza. Trust me, after a few maraude hits, and getting nothing in return, whoever is picking on you will move on to another city.     

     

     











Things to NEVER NEVER do:     

      Table NNDT: Never Never Do Table
        
Never spend more than 30% of your total income on a Hero's hourly retainers  

Never leave a CITY with a tax > 55 % while you are away e.g. overnight 

Never leave Outposts running overnight  

Never train new Troops without having sufficient crop intake for the future Troops  

Never hire (Retain) Hero Prisoners until you really need them. While prisoners, their hourly retainer cost is ZERO.  

Never give the Zodiac wheel an extra spin by an extra click. It will cost you at least 5 valuable GOLD.  

Never upgrade the level of most heroes (see the HEROES section)  

Never leave a CITY with negative crop production unless you KNOW that your crop supply will not run out while you are away.  

Never BANK more resources (in a single offer) than all your warehouses (in the city) will hold. You might be tempted to do this if the price is extremely low. When you UNBANK too many, they will ALL disappear. One way to UNBANK such resources is to convince another player to buy them at your Banked Price, then sell them back to you using a number of sales of smaller quantities. Another way to UNBANK such resources is to build enough warehouses to hold this large amount of resources.

Never waste a Black WSC Pass on low WSC Round Numbers such as 11 or 18. All you get is Bread. The WSC Round Numbers with valuable rewards always end with the digit "0". Usually a player must waste 9 Black WSC Passes on the next 9 rounds, then quickly launch the round ending in "0" to get the valuable reward.

Never send a high sway (usually POT) hero with a slow army. You need each high sway hero back in his jobs as Consul ASAP after each battle.

Never cure your troops unless you have lots of sesterces. Use your sesterces for troop training instead.

Never barter your luxury items for sesterces. You might no longer need Spices for promotions but other situations will occur when you will need luxuries. For example, when hiring a POT hero from the Amphitheatre, you may need to pay the hero a Luxury Item as extra incentive when you hire him.

Never send Ponies (Equites) alone to colonize nor to defend against colonization of a city. Ponies cannot take down a wall and they cannot cross a wall in order to fight. But while waiting for the wall to come down, they will will incur considerable losses.

Never Barter Diamonds, Ivory, Incense or Furs for sesterces. These luxuries will be needed for future promotions.

Don't barter Treasure Maps for Hippodamian Plans if you cities are all Level 10 or higher. Exchange them for Vitruvious Plot Items then for Code of Draco Items instead.



TACTICS    

    
Tactics by KoldAdvice    

      Table TT: Tactics Table
          
1. – Sign on and use your daily Zodiac Goat every day. Missing a day loses the goat for that day.  

2. – Return to the computer to create jobs at every opportunity. Losing time wastes your Newcomer Protection Period. Creating new jobs every hour, 16 times a day, will create 16 times as many jobs as 1 per day. 

3. – Only build enough cottages to house the number of (non-idle citizen) workers so that the Idle Population is always close to zero but not zero.  

4. – Never let the crops/hour be below 0 (i.e. red). Transfer, dismiss or attack to reduce the troops.  

5. – Until population>50K keep lumber/hour high e.g. 50K/hr

6. – Keep metal/hr very high e.g. >25K-50K/hr

7. – Use an Outpost to balance resources between cities. (Outpost transfers are small volumes which are sent almost immediately) every 6 minutes (1/10 of an hour).  

8. – Maraud Wilds (ie non-player sites) of Lvl 4 or higher to win resources and rewards such as Aglets, Movers and other valuable rewards.  

9. – Turn off all Outposts when you turn off the computer. They can "tilt" your cities very badly over a long period of time.  

10. – To buy at a bargain price, offer to buy at the highest current SELL price plus $.001. Then wait (hours sometimes). Likewise, offer to sell at the lowest current BUY price minus $.001. Then wait (hours sometimes). The waiting time is the downside of the bargain.

11. – Never spend your Gold (well, almost never).  

12. – Move your 1st city into your league's province as soon as you have a mover.    
Alternatively, move your city near (or beside) your other league members using a Precision Mover item.

13. – Only buy heroes with a hero value that is over 45 (50 is even better). See the HEROES section. 

     The "Hero Value" = Sum of (Sway + Bravery + Parry) - (Hero Level*3)  

14. – Remember: if two heroes with identical armies fight one another, the one with the highest Lvl is usually the strongest.   

15. – To win an important battle, send in twice the number of the enemy's TROOPS and twice the arms. 
  Also, select one of your Heroes with a high Lvl to lead the troops.
  Don't try to send a hero with a physical state of less than 10; the system will NOT let you do this.
  Don't try to send a Consul; the system will NOT let you do this either. 

16. – Only one Warehouse is necessary per city, unless you cancel a pending sale. 
The resources of a cancelled sale will be lost if all your Warehouses together cannot store all the resources.  

17. – Keep $10xT banked for a rainy day, where T is the Rectorate lvl - 3.  

18. – Select a different deity for each city, according to your goal for each city.  

19. – The first letter of each of your city names should be different  

20. – Use Market Transfer or OutPosts to move $ (sesterces) and resources between sister cities. (Outposts cannot move Sesterces)  

21. – Use Heroes accompanied by troops to send reinforcements to sister cities.  

22. – Gold items and Luxury items can be difficult to use. Gold can be bought with real dollars (10 Gold/real US$1). Luxury items (and maybe Gold?) can be given when hiring a hero later in the game.  

23. – Mercury Statues and Acroliths increase tax revenue for a limited time period  

24. – Don't attack with a hero who has less than 20% of his maximum physical capacity or less than a physical capacity of 10.  

25. – If you seize lvl Wilds, you sometimes capture the enemy hero. As long as you have the required amount in your bank you can retain them, but it does not cost you any sest at all.. [from Oxidius]  

26. – When creating a new CallofRoma account, the lord's name will be formed by some of the characters before the "@" in the email address that you use.   On YooGames, the initial lord name may be something like Play12345678.

26. – During their early building phase, the first three or four cities benefit by being placed extremely close to river wilds of ALL levels in a secluded region. Later, a secluded location becomes a liability. Locate your cities in a secluded area ONLY if you happen to receive 3 or 4 extra Precision Movers (or if you can afford to buy the GOLD for them).

27. – Some players monitor your prestige to see if you are active, then they attack inactive players. To increase your prestige minimally, perhaps for a Truser City, train 1 Speculatore every few days. Each Speculatore will increase your prestige by 3.


Chest Tactics    

Leave the following packed in the lord's chest, until you really need them.  
   
     -Any Pack of captives     
     -Any Recruitment Pack (POT n)     
     -40K of any resource     
     -40K of sesterces    
     -snuff box, trinket box, ebony box    

     



TEACHING LEAGUES    


At CallofRoma.net Server 8, DogPack was a teaching league (MissJade was host). Such teaching leagues are rare.    

    

    

TEMPLES    

    
Temple Deities    

      table TDT: Temple Deities Table
                                                                                                                         
DeityServerTroopTroops
NameInfluenceBuildingProduced
     
JupiterShortens Construction Time(2 Stables & 2 WS)Onagers
JunoHigher Population Capacity(2 Stables)Equites
MinervaShorten Training Time(2 Barracks)Principes



Temple Magic    

-Grievances can be eliminated by making an appeasement payment in the temple.    
-The population can be increased by 10% by making a payment in the temple.    
-A very small amount of resources can be acquired by making a special levy which temporarily reduces the allegiance of the population by 20%.    

    

TIME DELAYS        

Table TDT: Time Delays Table
                                 
Time IntervalProcess
  
    0 sec Delivery time of $ (Sesterces) when resources are sold at the market    
    6 min Time interval between consecutive outposting of resources    
    6 min Population count is updated (by approx. 3.75%) this often    
   10 min Allegiance rises or falls at the rate of 1%/10 min when taxes change.    
   15 min Delay between permitted appeasements    
   30 min Delivery time of resources that are bought at the market    
    1 hour The HERO retainer is charged this often    
    1 hour Crop Intake is stated for this time period    
    2 hours One hero is added and removed from the Level 1 Amphitheater this often (eg 29 min for Lvl 6)
  12 hours The minimum time period between uses of Cease Fire items.   
  60 hours Sample Motivational Speech provides 3 builders for this period    
    7 days Motivational Speech provides 3 builders for this period    
    7 days Length of time of Newcomers Protection Period    


TROOPS    

    
The following table provides data about a quantity of 1000 of each type of Troop. Note that the Building Time (Training time) presumes that 10 training facilities (eg 10 Barracks for Hastatus training) are available to provide the training.

Table LTDT: Large Troop Data Table

Large Troop Data
                                                                                                                                      
QtyTroopEquivIntakePop Building# of     Lowest-Travel -Speed
 TypeHastKcphUsedTime(min)Bldrs Kp/minute     paces/sec
       
1000Hast1K31K40@10   18              300
1000Equi15K153K490@10   54              900
1000Prin30K306K400@10   36              600
1000Sagi1K51K100@10   15              250
1000Ball5K174K158@10     9              150
1000Onag40K1278K900@10     6              100
1000Spec-61K57@10 120            2000
                                               
 OutPost frequency (every)        6 min
 Incoming Purchased Res        30 min
 Incoming Ses for selling Res    0 min

The Market Transporter tempo is 100 p/s (which is equal to the lowest Onager troop tempo).    

    


Troop Training Levels    

Table TLT: Training Levels Table
                                                                                                                                                    
Troop TypeBarracksStableWShop RecconFootPacEquitatArming
  
Hastatus1  ------
Saggitarius2  ---2--
Ballista-  -3---1
Equites 3-  5---3-
Equites 7-  5---7-
Principes9  ---6--
Onagers-  -7---6
Speculatores 1-  1-1---
Speculatores 3-  3-3---
Speculatores 11-11-?---


Equilibrizing While Training Troops    

The game offers three methods for programming the training of troops.    

     a) normal    
          The player specifies exactly how many troops are built in each batch in each of the Barracks

     b) Equilibrize by Quantity    
          The player specifies the total number of troops to be trained in each training batch. The game automatically trains an equal number of troops in each of the training places.    

     c) Equilibrize by Time    
          The player specifies the total number of troops to be trained in each training batch. The game automatically trains the correct number of troops so that all training is completed in all barracks at the same time (even when the barracks are at different levels).

Equilibrizing requires intensive calculations. This often slows down the PC resulting in increased lag time afterwards. Rebooting the CallofRoma program can remedy this.

    


Troop Bill of Materials Table    ($1 = 1 Sesterce)


The following table shows the requirements to make 1000 of each of the troops/arms shown. The leftmost 4 columns show the resources required (e.g. 150,000 crops to train 1000 Hastatus). For simplicity, resources are costed at $.01 per unit (e.g. per crop) totalling equivalent $ ("Eqv$"). Similarly, no monetary cost is assigned to the Citizens required to create the new troops. The actual Sesterces required to train the troops is shown as "Ses$". The total cost (of equivalent Res value plus Sesterces is shown as "Tot Cost$".     





Table TBM: Troop Bill of Materials

Troop BOM
                                                                                                                                                                        
/1KkCkLkSkMkCitTime(hrs)TotResEqv$Ses$Tot Cost$
           
Hast150500010018.3750K7,50018,00025.5K
Equi1,5008000750358.33,050K20,500500,000530.5K
Prin2,00050002,500683.35,000K50,000600,000650.5K
Sagi3003500300130.0950K95,00030,000125.0K
Ball1,0001,20008004120.03,000K30,000120,000150.0K
Onag3,0003,0006,0001,2008166.613,200K132,000450,000582.0K
Spec6001500350111.61,100K11,00090,000101.0K
Trap5050010050016.0700K7,00007.0K
Barb2002,0001,000500050.03,700K37,000037.0K
Rock60008,00000166.68,600K86,000086.0K

End of Table

Troop Infirmary in the Plaza    

After each battle, check the infirmary where about 10% of the casualties can be healed (for a price). Special Items by Aesculapius are available that will cause a much higher percentage of casualties to be sent to the infirmary. Use the infirmary as an inexpensive way to house troops. Don't cure these TROOP casualties until you really need them.      

They don't consume food (crop intake) until you cure them. You must cure all of the troops of each type. For example, you cannot cure half of the Equites casualties. Curing ALL casualties of one type of Troop may require more money than is readily available, so cure often enough to avoid this difficult situation.    

The cost to cure 1 of each type of troop is shown in the the table that follows:    

Table CTT: Curing Troops Table

Curing Troops
                               
TroopCost (Ses)
TypeTo Cure
  
Hast18
Equi500
Prin600
Sagi30
Ball120
Onag450

End of Table

    




Free Troops

It is very simple to get free troops, if your army already has many Principes. The following procedure is very fast and is truly free costing no Res, no Ses and loses no Troops.

-1. Create 5 or 10 armies each having 3 stacks of 6 Principes with empty back rows.
-2. Repeatedly maraude the nearest Lvl 2 wild as rapidly as possible, stopping only when a Quest Reward appears.
-3. Performing more than 30 maraudes will result in 25 Grey Rebel Aglets which can be bartered for 4 mini-packs of captives. These maraudes will be without any loss of troops.
-4. Occassionally heroes will need to be replaced when they run out of physical capacity.
-5. This process can be repeated with larger armies to get the bigger packs of captives.
-6. If Principes are lacking, Dummy Armies may be necessary.



Troop Crop Intakes  

Before either unpacking a pack of captives or curing troops in the infirmary, make sure that you have enough surplus crop production to satisfy their crop intake.     

The following table showing Crop Intakes for various troop packs. The first row many be misleading in that the rightmost columns show the crop intake for 100 of each type of troop. This is done to conserve space, as it doesn't require 7 rows, one row per Troop type. The game never gives packs of troops of 100 of each Troop type.      

Table CIT: Crop Intakes for Troops

Crop Intakes
                                                                                                                                
Troop DefinitionTotal(cph)HastSagiBallEquitPrinOnagSpec
         
100 of Each (cph)19,8003404251,7001,5303,06012,750?
Mini-Pk of Captives7,345250150000040
Medium-Pk of Captives5,0150241177331000
Large-Pk of Captives7,070007411003000
100 Equites1,503000100000
1000 Hastatus3,4001,000000000
1000 Sagitarius4,25001,00000000
1000 Onagers125,000000001,0000
Giant Military Pack85,160001,0002,00003000

End of Table

If the crop intake of a pack is going to exceed your city's crop production, transfer some troops to reinforce a sister city or dismiss some troops to recoup their resources and citizens.     


Jobs vs Crop Intakes   

The priority should be to ensure that there are enough crop farmers to feed your growing army. I like to ensure that there is at least 100K surplus crop production in a war city. If you do not have enough crop production, you may be able to move some workers to adjust crop production by using the Production Tab in the city's Rectorate.   

   
After that, one can focus on creating jobs for resources. Iron is usually the most expensive resource. Wood is the resource most heavily used to build troops and buildings. Stone is also expensive, but required in smaller amounts unless you start building the higher level buildings, walls or Onagers.   

   

Curing Troop Casualties  

Cure your casualties quite frequently because it is only possible to cure ALL the casualties of each type of troop. This could be problematic. For example, if a large number of Equites need to be cured, the cost might be more than you can afford.  

    


USELESS COMPONENTS?    

    
Some players feel that the following components of CallofRoma are useless and can be ignored.    

    Exercising of heroes    
    Fortifications    
    Hastatus    
    Outposts    
    Sagittarrius    
    Warehouses    
    Amphitheatres

In fact, Amphitheatres can certainly be minimized. (You can supply HEROES to all CITIES from 1 main CITY or by seizing WILDS)    

    

    


WAGING WAR    

    
Waging Wars    

Wars are fought in the following arenas:    

    Front Squads
    Other Cities    
    Red Dot Squadrons    
    Red Dot Light Troop Axis    
    RC    
    Wildernesses    
    WSC    


Combined Assault     

(from 2 different Aggressor cities or with 2 different heroes)     

If the target arena is very close, attack with the slowest Hero (& troops) first. The allows time for you or a second player to launch another hero to participate. Include a Saggitarius, Ballista or Onager if a Hero needs to be slowed down. 
If the target arena is very far, attack with the fastest and nearest army first. All of the armies subsequently added magically catch up to the first army, so that they can attack in sequence with no delays.    


Combined Asasault
                           
1. –Select Aggressor City, then on world map, go to the target site, click on Maraude.
2. –Select hero, then dispatch him.
3. –Select 2nd Aggressor city, then on the world map, goto the same target site, click on Arena, select join.
4. –Select 2nd hero.
5. –Wait until 30 seconds before the attack time to see that no other hero arrives to spike (assist the defender) and cause the attack to fail.
6. –Dispatch the 2nd hero at the last minut.e
7. –Etc.



Fighting in WSC


These battles cause no troop losses even if you lose. The rewards are usually Bread. Every 10th round, the reward is a Commentario de Bello Civillii which speeds up troop training. It costs 1 Black WSC Pass to launch these battles and only the launching lord receives the reward. To merely view the Arena, click on "Hop-In".

The travel time to a WSC is 0. This is because the time of each WSC battle is predetermined by the WSC. But the return time is normal (ie slow). It is determined by the troop tempo and the distance to each hero's home city.

Users of WSC's are forced to fight 9 rounds in order to fight the 10th round that has a valuable reward. The net result is that the most valuable reward costs 10 Black WSC passes.

Fortunately, you don't have to complete each round before launching the next round. So most players launch all 10 rounds in succession, one right after the other. This is done so that another player cannot easily launch the 10th round at exactly the right moment to steal the valuable reward.





Summon Back an Army

Sometimes it is necessary to stop an army that has been sent to fight in an arena, any arena. The easiest way to do this is as follows:

  1. Click on the Report tab at the top of the CallofRoma window.
  2. Click on the "Expedition to War" tab.
  3. Select the army to be stopped.
  4. Click on the "Summon Back" button.





War Examples

http://fi3.heroicera.com/replay/wareplay.html?l=en&u=209.239.172.62/report//99/4b/99744a940617b79d4bcac5fa6881aa72.xml    
http://fi3.heroicera.com/replay/wareplay.html?l=en&u=216.18.181.106/report//24/d3/2446753db55632b0d3da2696d87cf464.xml     




WEB SITES    

    
Some good web sites to help newbies are:    

http://bbs.kingory.com/viewthread.php?tid=3447&page=1    
http://wiki.caesary.net    
http://caesary-wiki.com    
http://www. CallofRoma.net    
http://www.123heroic.webs.com    
http://www.playbbg.com/features/caesary-walkthrough-guide.html    
http://z15.invisionfree.com/TimeLordsB8/index.php?act=idx     
http://www.caesary-wiki.com/index.php?title=Prestige    
http://spqr-b9.guildlaunch.com    
http://www.caesary-wiki.com/index.php?title=Main_Page    
http://games.bbgsite.com/content/caesary/guide/some-guides-and-strategies-to-caesary.shtml    
http://www.CaesaryGalaxy.com    

    


WILDS

    
Seizing a Wild Check-List    

There are many quick but BAD ways to seize a wild. Follow this Check-List to the letter, to seize a wild successfully:

                               
1. –  Read this complete check-list before beginning the seize.
2. –  Ensure that the wild is not owned by another player.
3. –  Every time, before you seize, send Spies (Speculatores) to discover the EXACT number of troops that are protecting the wild. Sometimes, its troops counts do NOT change, but sometimes its troop counts DO change after a wild has been attacked. 
4. –  Ensure that the # of Wilds owned by your city is not at its permitted maximum. 
5. –  Select the correct # of HEROES and Dummies to use for the attack. 
6. –  Calculate the quantity & combination of troops to use in the attack. A good rule of thumb is to send twice as many equivalent troops, or more. (Use the KILL MATRIX when calculating the equivalents.) 
7. –  Reboot your PC and/or Broswer to eliminate all acccumulated lag. 
8. –  Make sure that the TROOPS belonging to your first HERO are sure to NOT be wiped out or the seize will NOT be allowed. So, NEVER send a DUMMY ARMY with the first HERO when seizing. 
9. –  Position all participating heroes at the top of the city's hero list. 
10. –  Send the rest of your HEROES to the arena quickly enough (before the battle begins) or they will not participate. An attack can easily be lost if the subsequent heroes do NOT participate. Sometimes it is necessary to include a slow troop type with the first hero, to give enough time to add the additional heroes and their troops. 
11. –  Ensure that all your HEROES have sufficient physical ability left, or they will NOT be allowed to participate. 
12. –  Ensure that none of your HEROES is currently selected as Consul or he will NOT be allowed to participate.
13. –  Do NOT forget to cure the casualties (in the Plaza infirmary) that resulted from previous attacks. 
14. –  After the attack, if the Consul was removed from duty, re-instate the HERO as Consul. 
15. –  Review the results of the seize to see if the goal of the seize was achieved, permitting you to stop attacking. 
16. –  Do NOT be surprised if you capture a HERO prisoner when seizing. It often happens.
17. –  But remember that any other player can attack with you OR against you. An attack against you is called a Spike. Spikes usually cause a Failure instead of a Victory. A Spiker can see the smoke and flames of your attack, unless you are attacking a river Wild. Most Spikers take pleasure in making the game difficult for others. They do NOT need to already know you to decide to Spike you.









Wild Booty    

The table below shows for each level of Wild:    

    a) the luxury that you can get from the Wild    
    b) the color of the aglet you get from the Wild    
    c) the sequence of Dummy Armies (D) and Hammer armies (H) that should be used to maraude a Wild.

    
Table WBT: Wild Booty Table

Wild Booty
                                                                                                               
WildLuxuryAgletArmy# of Heroes
LevelColorSequence*in the Wild
     
1NoneGrayH1
2DyeGrayH1
3SpicesGrayH2
4WineYellowDH2
5WoolYellowDH2
6SilkYellowDH3
7FurYellowDH3
8IncensePurpleDHDDD3
9IvoryPurpleDHDDD4
10DiamondPurpleDHDDD4

end of table

*Army Sequence for Marauding (D:Dummy Army H:Hammer) You may need from 20 to 100 maraudes (or more) to receive a luxury item as booty.    

    

Wild Drop Rates    

The Drop Rate means the frequency (or infrequency) at which the luxuries drop into your hands when marauding wilderness sites.    

    
Drop rates are worse for luxuries once you have reached the required prestige for the promotion. So get your lux before you get the prestige. One very important issue: don't delay marauding for lux and getting your promotions. Promotions are relatively easy to get as long as you haven't reached the required prestige limit for that promotion yet. For example, if you are Quaestor and have more than 500k prestige, the drop rates for lux will decrease and it will be much harder to become a Tribune. When you breach the prestige limit sometimes drop rates are as low as 1 in 100 marauds. Not cool. So, make sure you collect your lux before you reach the prestige limit for that promotion you are going for. When desperate, you can pay real money to buy luxuries.     


Scouting Wilds

See SCOUTING

(This space is intentionally left blank so the next section will begin on a new page)     



Appendix 1: First 7 Days Guide to CallofRoma


Guide for the First Week of Play

I'm going to show you two main things about getting the most out of Newcomer's Protection. One how to get the most prestige in Newcomer's protection and two how to build your city so that you are ready to take on everyone when you get out of Newcomer's protection.


Day 1 - Start Building your Economy

a) Create as many Cottages as possible. This will allow you to get more people to work for you, as well as bring in more people to tax!

b) Start upgrading your resource buildings, and create as many jobs as possible. The green number under your population indicator shows how many people are jobless. If it gets close to or on 0, you should expand your population (build more Cottages). More Cottages means higher Population Capacity. Your current population increases with Population Capacity based on a simple formula. Any jobs you have created are filled with workers from the population unless your jobs exceed your population. You can go ahead and build a Cottage on every empty square that is left after building one of each building. Upgrade your Cottages evenly. To keep your population growing, keep your Allegiance high by having a reasonable tax rate (e.g. 30%) and not performing the Levy action at the temple (either ignore the quests or do them carefully, e.g. only when allegiance has reached 70).

c) Follow the quests as much as possible! Your 60 hours builder buff is an advantage, so remember to build all you can, such as a Temple, and Amphitheatre, a Market, etc. Also, get 2 heroes. Find them at the Amphitheatre. Get a hero with high sway to appoint for Consul, and another with high bravery and parry to lead your troops. Heroes demand a salary, so make sure you can afford to keep them beforehand. If you can't, build/upgrade more Cottages and raise taxes.


Day 2-3 - Continue building

Before the end of 60 hours, your Cottages should be level 5, resource buildings (Farm, Sawmill, Iron Mine, and Quarry) level 4, and your Rectorate should also be level 4. By then, try to get 2000 jobs of each resource type!
Towards the end of this period once you have started to get a military force, you will want to create your second city. To do this you need to have gained the Aedile rank. To get this rank you need to have achieved 2,000 Prestige, 20,000 Sesterces and some luxury items - 10 Dye, 5 Spices. Much of this you can get through quests. You will not need to fight for any of the luxury items. Once the Aedile rank is obtained, once you have 10,000 of each resource you can click on any clearing and start a new City.


Day 4 - Start Recruiting

Start building up troops. Start with the good ol' spearmen Hastati. Get at least 100. Research Footpace and Arming and Reconnaissance. Upgrade Barracks to get archers - Sagittarii, and train 100 of them. When you build a Stable you can get scouts! Just build 10 and you will get 50 from the quest. That will be enough for now. Start marauding or seizing level 1 areas with a free hero. They normally have only about 30 Hastati and 15 Sagittarii. If you can afford it, build a larger army! (Make sure you're keeping them fed though.)




Day 5 - War Machines

Get 50 Ballistae. (You need Workshop level 3, and Arming level 1). Maraud and Seize level 2 wilds. There is a quest which gets you to build 5 Ballistae and rewards you with 45 of them. With this guide, treat numbers as bare minimums.


Day 6 - The beginnings of an Army

Expand army (Can be done at day 4). Start being more adventurous and attack level 3 areas. (If you feel unsure, scout the area! To receive good scout reports, you need to study Reconnaissance 3. Your scouts will report back and tell you about how many troops are defending the area. If your army is more than double the enemy's army, feel free to attack!)


Day 7 - Build an Army

Try to get at least a 1000 Hastati, 500 Sagittarii and 250 Ballistae. You can still maintain 50 scouts. Fill your four wilderness spots with level 4 and 5 wilds. (If you're already filled with lower level wildernesses, abandon them in favor of the higher levels. Just go to your Rectorate, and abandon it in the Wilderness tab.) During the army training period, build anything that can be built. Stop only when there is nothing left to build. When you get to the quest that asks you to buy something at the Item Mall, buy the Sample Motivational Speech (But do NOT use it right away). You will get another 60 hours of building buff. But use them only after you get out of Newcomer's protection. When you have about 3 hours left of Newcomer's Protection (or when you decide to log out), start upgrading your Rectorate to level 5. Upon completion of the upgrade to Rectorate level 5, your Newcomer's Protection will immediately end! So don't do this earlier than you feel is absolutely necessary. Use your time time to build better buildings. You may find the 3 builders from the Sample Motivational Speech building buff useful when you get out of Newcomer's Protection. You will want many residential buildings, fast!


http://www.caesarywiki.com/guides/beginner-guides/first-7-days-guide


Date: 2011 E May 30
By: kadeboy
/Guide_7day.txt



Appendix 2: WORLD CHAT ACRONYMS /ABBREVIATIONS    

    
This partial list pertains to most games as well as the CallofRoma game.    

    
Table WCA: World Chat Abbreviations

World Chat Abbreviations
                                       
Abbreviation  Meaning
  
afk away from keyboard    
atm at the moment    
asap as soon as possible
avg average    
bb bye bye    
bbl be back later    
bbs be back soon    
bc because    
brb be right back    
bugs game programming errors    
cya see you (later)
eg for example    
e.g. for example     
ftw ?    
g2g got to go    
g/g got to go    
glitch game programming errors    
gn good night    
gratz congratulations    
hrm spy?    
Idc I don't care    
Idk I don't know    
ie that is  
ikr I know right  
im emergency  
imho in my humble opinion    
insta instantly
jw just wondering   
k okay    
kk okay
kwel cool 
Lf looking for
lmao laughing my ass off    
lol lots of laughs
na not available
nik now I know
nm not much    
np no problem (you're welcome)    
nr number    
nvm NeVer Mind    
nvmd NeVer MinD
ofc of course    
omg Oh My God
peepspeople    
ppl people    
re with respect to or regarding    
rnt aren't    
Rofl rolling on the floor laughing
rtfm read the f... manual     
smth something     
stfu shut the f... up
sup What's up
tc take care
thx thanks     
tm tell me     
tmi too much information
ttfn that's that for now    
ttyl talk to you later    
ty thank you     
wb welcome back     
woot wow or yea or hip-hip-hooray    
wrt with respect to or regarding    

End of Table


(This space is intentionally left blank so the next section will begin on a new page)     

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Appendix 3: EACH VISIT (Checklist)     

     
1. DAILY Tasks    
2. Check (is it) COLONIZED?     
3. Spin ZODIAC     
4. Recruit HEROES     
5. Create New JOBS
6. Top Up RESOURCES     
7. Upgrade RECTORATE / PLAZA     
8. Upgrade WORK PLACES    
9. Upgrade BUILDINGS     
10. Research SUBJECTS     
11. Train SPECS
12. Fortify WALLS      
13. Attack WILDS     
14. Next Session PLAN     
15. Train (Prog) TROOPS     
16. Ses and Res BANK/HIDE     

17. Adjust            TAXATION      

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AVATARS     

     
Game Company Server Lord Name    
CallofRoma.Net B8 TheBank     
R2Games.com Ceres KoldAdvice    






----------------------------------------------------------     

     

     

    frequent               frequent        hiding    
Resource low values      avg   high values  price    

     
crops  .006 - .008      .009  .010 - .012 .0222    
lumber  .007 - .009      .011  .013 - .015 .0555    
stones  .013 - .018      .018  .019 - .021 .1110    
iron  .016 - .018      .020  .022 - .044 .2220    

     
sesterces (order iron to hide)             .0077     

     
(fold along dotted lines and tape making a triangle to sit on desk)    

     

     

     

Appendix 4: CallofRoma RESOURCES WORKSHEET     

     

     
#              CROPS             LUMBER             STONE             IRON             AVG               OTHER

     

1

     

     

2

     

     

3

     

     

4

     

     

5

     

     

6

     

     

7

     

     

8

     

     

9

     

     

      

     

           


Appendix 5: CallofRoma Abbreviations and Synonyms (used in this guide)    

(These abbreviations pertain primarily to CallofRoma chat rooms.)     
(Also see the list of more general World Chat Room abbreviations and acronyms.) 


Table CCA: CallofRoma Chat Abbreviations

CallofRoma Chat Abbreviations and Synonyms
                                       
Abbreviation  Meaning
  
24/7 24 hours/day, 7 days/week    
alleg allegiance
alt an alternate account (lord) on one server operated by the same person
Anvil
Anvil A heavy Dummy Army usually with no front troops 
AOI Axis Of Independence    
archer Sagittarius     
balli ballista     
balls ballista     
barbs barbicans     
billion 1,000,000,000     
book Commentari de Bello Civillii     
booty winnings (e.g. for marauding)     
bp beginner protection    
cap storage capacity     
cav Equites     
cavalry Equites     
chat fail   something was typed in the wrong chat room     
colo colonize     
coloing colonizing     
cps crops per second     
Dummy army    
decoy dummy army     
diplo diplomacy     
dummy dummy army     
eq equites     
equit equites     
fakes pri-fakes
FFM ?
FD Front Division of AoI
FMF ?
FS Front Squad of AoI
GMT Greenwich Mean Time (wall clock time in London, England)
greve grievance (lowers allegiance)     
Hammer
HAD Heavy Armored Division     
hammer main army     
has Hastatus     
HAS Heavy Armored Squadron     
horses Equites     
ikr I Knew Right away     
iron metal     
one thousand     
kp/m kilopaces per minute     
KK one million     
Kong Kongregate (game site)     
10En 10 to the power n
10^n 10 to the power n
LAC Light Armoured Cohort     
LAS Light Armoured Squads     
lc league chat     
lol lots of laughs(?)     
lux luxury     
lucky ring Amphitheatre     
Lv or lv   level      
Lvl level     
medipack medium pack of captives     
metal iron     
msg message     
NAP Non-Aggression Pact     
newbees new players     
noobs new players     
NRY Net Resource Yield
ona Onager     
onas Onagers    
ong Onager     
pikemen Hastatus    
p/min paces perminute    
p/s paces per second    
pm private (e)mail     
ponies Equites    
pop population      
prereqs prerequisites     
pri-fake Principes-fake
prince Principes     
prins Principes     
probe a 1 Equite army     
promo promotion     
pults Ballista (ie catapults)
RC Rebel City or Royal Cohort
red dots Axis of Independance     
res resource     
rl real life
RS Royal Squadron
sag Sagittarius     
scrolls speed-up Items (like De Architectura Papyrus)     
ses sesterces     
ses/ressesterces and/or resources     
sest sesterces     
sister citiesall cities belonging to the same lord
spearmenHastatus
spec Speculatores     
Sweeper 10% of the army in each of the first two slots
tempo travel speed (p/s)    
TJOR Target Job Occupancy Rate    
tmblr Rockfall     
Truser TRansfer User    
UTP Unassigned Trait Points     
vids video commercials to watch for gold     
wc world chat     
wild wilderness     
WoI War of Independence     
WS WorkShop     
WSC War Simulation Colosseum    
Wshop WorkShop     


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