Edited by: ADST


CONTENTS
Main:

[1]  ARMY
[2]  AUCTION
[3]  BAZAAR
[4]  CHARTERED KINGDOMS
[5]  CONSTRUCTION
[6]  CONTACT
[7]  CROWN AND KINGDOMS
[8]  EMPEROR
[9]  EXPLORE
[10] INTERCONTINENTAL
[11] KINGDOM ACTS
[12] MERCENARY
[13] OUTPOSTS
[14] OFFICERS
[15] PATH
[16] POPULATION
[17] REPUTATION
[18] SCORES
[19] SPIES
[20] TAX
[21] TRADE
[22] TRIBUTE
[23] TURNS
[24] VOLUNTERR TROOPS
[25] WAR

Other Help:

[X1] Walk Through
[X2] Job Strategy
[X3] Building Strategy
[X4] Attack Strategy
[X5] Defend Strategy
[X6] FAQ
 



[1] - ARMY

Your army is vital to protect your lands and goods from those less wealthy, or greedy, 
who would desire your fortune.
 
To build your regular army you must first allocate some of your civilian population 
to 'SOLDIER' jobs. These will become 'MILITIA' the lowest form of soldier available. 
Remember to build barracks to increase the 'MAX SOLDIER' score. This will increase the 
maximum total of soldiers that you may keep at any time.
 
Once you have 'MILITIA' you may train them into more professional soldier forms, like 
archers or cavalry. You must be aware that apart form the initial cost of outfitting the 
troops, you must also pay for their upkeep every turn in gold and food. This can become 
quite expensive for some troop types so choose your strategy wisely.
 
Like your worker craftsmen, soldiers also train and become better at what they do. Once 
you outfit a troop, they will start to train every turn. This can be observed under the 
'FIT' score. A troop 100% fit is twice as effective as a troop only 50% fit, so beware 
of sending unfit troops into battle.
 
Every time you attack or are forced to defend you lose fitness. Defending will lose less 
fitness than attacking. This is explained further in the `WAR` section of the guide.
 
Finally you have to be aware of your troop morale. This is a global score and applies to 
all of your army. Winning battles will raise morale whilst losing them with have the 
contrary effect.


	 - First Strike

Inflicts losses on an attacker equal to a percentage of the total number of units in the 
ability troop. This happens before the main battle phase and only works when defending. 
Troops killed, like with most of the abilities below (unless stated) cannot retaliate and 
do not take part in the main battle phase.

	- Lethal Blow Defense

Inflicts a high amount of losses on an attacker, equal to a percentage of the total number 
of ability defending troops. This ability is only effective upon armor less troops (troops 
with a defense rating of <= 1) and will tend to cause a lot of casualties before the main 
battle phase. This ability will work only when the troop is defending.

	- Piercing Shot

Inflicts a moderate amount of losses on a defender, equal to a percentage of the total 
number of ability attacking troops. This ability is only effective upon heavy armor troops 
(troops with a defense rating of >= 6) occasionally even penetrating the original target 
and killing the enemy behind. This ability is much feared by Phalanx and other defending 
troops which depend on formation and heavy armor to march out and meet the foe. This 
ability only works when the troop is attacking.

	- Plunder

These troops can penetrate deep behind enemy defense and plunder gold, regardless of the 
outcome of the battle. The amount of gold plundered will depend on the number of plunder 
units that survive the battle. The attackers must kill at least one enemy for each unit 
that plunders. The attackers may only plunder gold if it is available. If the defender 
lacks the gold, the plunder will fail.

	- Anit-Cavalry

Inflicts a high amount of losses on an attacker, equal to a percentage of the total 
number of ability defending troops. This ability is only effective upon mounted troops 
and will tend to cause a lot of casualties before the main battle phase. This ability 
will work only when the troop is defending.

	- Chivalry

When attacking and outnumbered (enemy defense rating is greater) these troops will show 
valor and determination, standing strong and fighting over their normal ability to try 
and win the day against all odds. The troop gains a percentage multiplier to their normal 
attack rating.

	- Trample

Causes trample damage to troops when attacking. Trample kills are calculated before the 
main battle phase.

	- Charge

Causes damage dealt to troops when attacking. Charge kills are calculated before the 
main battle phase.

	- Pavise

Absorbs a quantity of first strike damage per unit when attacking.

	- Anti-Missile

Inflicts a high amount of losses on a defender, equal to a percentage of the total number 
of abilityattacking troops. This ability is only effective against First Strike ability 
troops and is resolvedafter a First Strike, but before the main battle phase. This ability 
only works when attacking.

	- Skirmish

Skirmish troops perform hit and run strikes during battle and avoid direct confrontation, 
usualy by running away. Skirmish troop losses during the main battle phase are reduced by 
a considerable percentage. This ability only works when attacking.

	- Regenerate

Troops with the regeneration ability can recover from severe wounds, often even appearing 
to rise from the dead after being struck down by a seemingly lethal blow. Troop losses 
during the main battle phase are reduced by a percentage when attacking.



[2] - AUCTION

The auction house offers great opportunity for traders and players who wish to obtain 
or sell excess resources. The auction house can be a source for much needed resources 
or simply a way to sell those extra tons of goods which would otherwise sit and decay 
in your warehouses. Having a near sure source of resources available in the auction 
house can allow players to opt for more radical production solutions, such as 
specializing in an exclusive production and selling part of this to obtain a general 
spectrum of other resources.
 

The rules of the auction house are straightforward. You may trade basic resources such 
as wood, textiles, stone and food in exchange for gold. You may put up wares for bid, 
or you may bid on existing trades. There is a list of available trades. You can 
participate and try to win any of them by simply bidding over the current high bid. 
When you top a bid, your name will appear beside the bid meaning that you are the current
high bidder. Each trade has an expiration time shown in MINUTES left telling when the 
trade closes. If you are the high bidder at trade close, then you win the trade and will 
be given the goods.
 

Once you place a trade, you may not withdraw it. The product will be removed from your 
inventory and taken to the market where it will remain for a day at auction. At trade 
close, if there were no bidders, 95% of the resources will be returned to you, the 
Auction House will keep the remaining 5% as payment for the service. If the trade is 
sold to a bidder, 98% of the money is given to you. The auction house will charge 
a 2% commission for their valuable service.
 
When you bid for a trade you must enter the trade reference number along with the amount 
to bid. This amount must be over the current asking price to win the bid. If you win the 
bid you will own the position and may win the trade at trade close. When you bid you must 
have the money that you intend to bid. If the bid goes through, the money will be taken 
from your account until you either win the trade, or are overbid. If you are overbid, the 
bid money is returned, enabling you to re-bid at full buying power.

The following restrictions apply to auction houses in Aegis:

	-Money laid on bids are removed from your account and held till bid ends or you 
	are over bid.
	
	-Market Tax removes 2% gold on all closed trades.
	
	-Market removes 5% resources on a no sale, on account of storage fee.
	
	-Max bid is 100 gold per resource unit. First 100:1 bid ensures win of trade. 

	-You can only offer a 
	maximum of stock equal to your land size x2 per day. 
	
	-Provinces with same IP count as one entity.
	
	-New bids over 1000 gold can only bid 10% over current bid value.
	
	-You are only allowed a maximum of 10 trades at any given time.



[3] - BAZAAR

The bazaar offers players the opportunity to gain emergency resources by trading 
textiles. To make use of the bazaar you first have to plan the building. After this you 
will be allowed to trade your wares by going to the `BAZAAR` menu option. In the bazaar 
you may trade textiles in exchange for any other goods such as wood, stone or food. 
Although trades can be expensive, it is a good option for those moments when you are in 
need of a few resources to achieve a particular project or if caught in an emergency. 
The trade is effective immediately and you gain your new resources ready for use that 
moment, this is sometimes a lifesaver. The bazaar can also suit high-level networth 
players as a source to rid of any extra textile production which they might no longer 
need, as there comes a stage when textiles become less useful a resource.



[4] - CHARTERED KINGDOMS

Kingdoms that are serious about their imperial status will eventually become chartered. 
A chartered kingdom is recognised by the empire and thus becomes an official state. 
This ensures that the kingdom, its laws, its politics and its people will continue no 
matter how hard others may try to vanquish them.
 
There are many advantages associated with becoming a chartered kingdom, but the most 
important is the fact that chartered kingdoms will prevail even when the monarch dies. 
Being chartered, will force the emperor to maintain the kingdom whilst a new monarch is 
crowned. Its laws(ACTs) and politics(Forum) will remain
 
Chartered kingdoms have the option of preserving up to 10 ACTs in the event their 
monarch dies. Monarchs may also choose a special add-on insurance which will cover up 
to 36 ACTs. This insurance will prevent ACTs being lost in the event the monarch is 
reset. When the crown is passed on to a new monarch, the new monarch may choose whether 
to keep the forums or start afresh.
 
A contract auto-renewal is available for the monarch to set up on the 'OUTPOST' menu. 
This will enable the kingdom to remain chartered continously as long as there are enough 
funds to cover the expense in the KINGDOM BANK. (Read below)

KINGDOM BANK
All chartered kingdoms are automatically given a bank. This is accessible by all kingdom 
members from the CROWN menu. The KINGDOM BANK stores Runes which can be used for payment 
of charters, or transfering to vasals in need. All kingdom members may deposit Runes into 
the KINGDOM BANK, but only the monarch can manage their use. If set to auto-renew, the 
expense will be deducted from the bank's balance. If a kingdom chooses to auto-renew, it 
is adviseable that enough funds be deposited to cover for the expense, or the auto-renew 
may fail and the kingdom will lose its charter status.
 
A monarch may transfer Runes to himself or any vasal, directly from the bank to their 
personal Rune account. This transfer takes 48 hours, in which time it remains as 'Pending' 
in the bank's transaction logs. If a transaction is 'Pending', any vasal has the option of 
canceling it. This means that although the monarch is the only one who can initiate a 
transfer, all vasals have the option of stopping it if they feel it is not legitimate.
 
A monarch can use the Runes in the KINGDOM BANK to buy ACTs. The game will always try to 
deduct the cost from the KINGDOM BANK, but if there are insufficient funds it will remove 
it from the monarch's personal account. Either way, a monarch can later transfer or deposit 
funds to balance out the payment of the ACTs between his personal account and the KINGDOM 
BANK.
 
If a kingdom does not re-new and loses its chartered status, it will no longer be able to 
use its bank. Any Runes stored within will be saftely held till the kingdom is chartered 
once again. If a kingdom wishes to re-charter, it may use the funds in the kingdom bank to 
do so. The option for this will appear if there are sufficient funds to cover the charter. 
If the kingdom has never been chartered before, the cost of the first charter will be deducted 
from the monarch's personal account.
 
Having a healthy bank account is always a good idea. A KINGDOM BANK will earn interest based 
on the amount of Runes that the kingdom stores in it. A bank will pay a daily dividend in 
caravans to its monarch. The greater the amount of Runes stored in a bank the greater the 
number of caravans that will be earned.



[5] - CONSTRUCTION

To evolve your city further you must create buildings which will define your main 
strategy. A building will dictate what type of resources or production you may keep. 
To build a certain type of building you must first get your architects to plan it, 
later you may build these building from your architects plans.
 
To plan a building you need to have architects and sufficient resources. The resources 
needed to plan a building are gold and textiles. Once you pay your fee for the plans, 
it is simply a question of time till these are produced. As you progress in turns you 
will be told of the progress your architects are making on the project.
 
Once you have the plans for a particular building, the option to build will be made 
available. You may then reserve 'NEW ACRES' and build any number of acres of that 
particular building. You must have the materials per acre, to build the project, so the 
more acres, the more materials you will need.
 
Once the project has been defined, you must assign workers to the task. The more workers 
you assign the faster the project will be completed. You will be informed every turn on 
the 'END OF TURN' screen of your workers progress.



[6] - CONTACT

To contact kingdom members or other players, you can use the 'MESSAGE' option. Here you 
can write a message that will be delivered to them via email. They can then respond using 
the same method or directly by email to your address.
 
Make sure that your address is correct. You can check this in the 'CONTACT' section of the 
game.
 
Please check our privacy policy regarding our player details and rest assured that we do 
not give out emails to third parties knowing that this may result in 'SPAM DEATH' for you. 
We hate spam and unsolicited mail as much as anyone else, so do not worry.
 
We would like to caution players who send messages through the system and advise them to 
keep the message clean and free of vulgar language or abuse. Although we will not be held 
responsible for any damages or problems which resulted with the misuse of this system, we 
will not think twice about deleting or banning a player account for such activities.



[7] - CROWN AND KINGDOMS

If you are a king or you belong to a particular kingdom, then you will have options under 
the 'CROWN' screen. If you want to join a kingdom, search the 'KINGDOM' list for a good 
candidate and then go to the 'CROWN' screen to join.
 
If you are a vassal you will be able to see who is in your kingdom along with a few details 
about them. You will also get an option to leave the kingdom. Beware; every vassal must 
serve a period of loyalty when he joins his kingdom, leaving before this service is up will 
hold your province in great shame. If you have served your period you may stay or leave at 
any time without penalty.
 
Leaving before your term is up as a vassal, will cause you to lose reputation. Provinces 
can also be banished from a kingdom by their king which will also cause a loss of reputation. 
A province which leaves before its time or is banished will lose all its trade caravans.
 
If you are the monarch, other options will become available to you in this section. Amongst 
these is the option to drop any province that you may not like or is not acting according to 
your rules. If you drop a province, this province will lose its membership in your kingdom 
and will not be able to return for a given period. If the province is reduced to a single 
member or less and is not chartered, the kingdom will be auto deleted after a period of a 
few days.
 
Monarchs may view a list of all the kingdom members on the 'CROWN' page. This list also allows 
the king to distribute the 'Monarch's Defense'. A Monarch decides how to distribute his defense 
by assigning a percentage amongst his vassals. A Monarch may choose not to distribute any 
defense to a particular vassal, in which case this vassal will remain undefended by the Monarch. 
Assigning defense does not remove a king's own defense. If a king gets attacked directly, he 
will defend normally regardless of his Monarch defense distribution.
 
Every outposts adds a 1% bonus to the player's assigned 'Monarch's Defense'. A kingdom may 
have a maximum of 1 outpost for every vassal and these must be bought and maintained by 
the monarch. Additionally other game items such as ACTs may give similar bonuses to the 
assigned 'Monarch's Defense'. These will be highlighted in the 'CROWN' page and the bonus 
totals added to the appropriate column (MD) in the kingdom's vassal list. The Monarch has 
full control over these bonuses and has the option of disabling them for specific players 
if the need arises. This can be done by choosing the correct combination of tick boxes in 
this same list.
 
After serving a period, the Monarch may retire his crown and pass it on to a kingdom member. 
This province will then be promoted to Monarch status, whilst the old monarch retires as a 
vassal under the same kingdom.
 
The king has access to information about all the provinces in his kingdom, information that 
would otherwise be unavailable to provinces without the use of covert ops and spies.



[8] - EMPEROR

If you go to the 'Score' menu you will be able to see all the players in the game 
listed by networth. One of the main objectives is to become the largest networth holder 
in the game. This is done by growing your province and increasing your resources. At 
any point, a player who is listed as the number one EMP player can opt to become emperor. 
Becoming emperor is essentially the one of the more important goals of this game.
 
To become emperor a player must have the top 'EMP' (emperor) score and have a royal 
palace built. If these two conditions are met, the player is named emperor and ruler of 
AEGIS. A player can choose to build a royal palace at any time as long as there is no 
ruling emperor, but can only become emperor if he/she attains the number one 'EMP' score 
position. If a player becomes emperor, all other players who own a royal palace, or are 
in the process of planning one, lose theirs.
 
If an emperor is reset his 'EMP' (emperor) score will be entered in the emperor hall of 
fame which will be seen by all at the bottom of the main log in screen. The emperor score 
can also be seen at any time on the 'SCORE' menu in the 'EMP' column; past emperors can 
also be viewed in the same menu under the 'EMP' tab.
 
The naming of an emperor starts a new age which is displayed in the main menu page. Thus 
a player named 'Denthris' would be named Emperor Denthris of the age of Denthris. When a 
new emperor rises to power, the 'Denthris' age will finish and a new age will begin.
 
The emperor hall of fame is never deleted. New emperors are added to the list with the 
highest scores listed first. Only the first 4 emperors on the list are displayed on the 
login page, but a full list can be seen in the 'SCORES' menu under the 'EMP" tab.
 
If an emperor is reset, he is removed from the game and his game account is deleted. The 
player may then choose to start a new game from zero networth by logging in again with 
the same player name and account, this would be called a 'RE-PLAY'.
 
An emperor will receive a special volunteer unit called "IMPERIAL GUARDS'. This unit is 
exceptional by general troop standards and offers the emperor an edge over other provinces. 
Players who re-play get to keep this special volunteer unit.
 
An emperor can only be attacked directly if he is an independent (has no kingdom) or is 
the last member of a kingdom. As long as an emperor remains in a kingdom which has active 
members, he will be immune from attack. Additionally, emperors can never be spied or path 
attacked.
 
An emperor will expect the whole continent to succumb under his rule ethos and edicts. 
These will be heavily influenced by the path the current emperor follows and will give a 
reasonable advantage to all players who follow this same path, whilst hindering all others. 
The crowning of an emperor rarely brings peace and the winds of change always blow upon 
the crowning of a great one. Below you may see a table of major influences and changes 
brought about when a new emperor is crowned. Effects are immediate and last till the emperor 
is reset.

   MAGIC
	- Warlock Battle Mage x4 influx.
	- Azure Drakes x4 influx.
	- Musketeer troop type banned.
	- Siege Cannon Mortars zero influx. Stored Cannon Mortars lost.
	- Grenadiers zero influx.
	- Paladin Faith Keeper troop type banned.
	- Zealot troop type banned.
	- Holy Avenger zero influx.
   SCIENCE
	- Musketeer troop type train 50% faster.
	- Grenadiers x4 influx.
	- Troll warrior troop type banned.
	- Warlock Battle Mage zero influx.
	- Goblin raider troop type banned.
	- Paladin Faith Keeper troop type banned.
	- Zealot troop type banned.
	- Holy Avenger zero influx.
   RELIGION
	- Paladin Faith Keeper troop type train 60% faster.
	- Holy Avengers x4 influx.
	- Troll warrior troop type banned.
	- Warlock Battle Mage zero influx.
	- Goblin raider troop type banned.
	- Musketeer troop type banned.
	- Siege Cannon Mortars zero influx. Stored Cannon Mortars lost.
	- Grenadiers zero influx.
Note:
- You cannot take a turn until you rid yourself of all your banned troop types.
- Banned troop types cannot attack.
- Auto destroys all stored mortars when a religious or magus emperor is crowned.
- Pathless players may not build an 'EMPEROR'S PALACE'.
- An emperor may not go into hibernation.



[9] - EXPLORE

To increase your land size you must explore and prepare new territory for colonization. 
This involves great effort and cost, as land must be prepared, scrub, trees cleared and 
new homes and protection built.
 
The more land you have the greater the cost of exploring new territory, as the land 
will be further away and harder to access.
 
The more acres you hold, the greater your population will be and people will travel to 
your lands in the hope of finding opportunity to make a living in your prosperous new 
kingdom.



[10] - INTERCONTINENTAL

INTERCONTINENTAL TRADE (ICT)
It is possible to send trade(Caravans) to other provinces on other continents(Servers). 
Select the province name and its destination in the TRADE MENU. You should select -Inter 
Continent, on the trade type menu. Trading through ICT will cost you 15 caravans per lot 
sent. The sending and receiving parties in an ICT transaction must both have `CITY HARBOUR` 
built.
 
INTERCONTINENTAL ATTACKS (ICA)
ICA(Intercontinental Attack). Provinces can attack other provinces on different 
continents(Servers). The following restrictions apply to these type of attacks.

Restrictions:
    -Provinces must pay a fleet expense in gold and wood indicated in the war menu page to 
    launch an ICA.(Not necessary with ICA ACT)
    -Networth attack restrictions apply at 85%.
    -Conquest attacks are not permitted. Only plunder, enslave, and raze attacks are allowed.
    -There are no spy options available for ICA.
    -A troop must be over 81% fit to take part in an ICA
    -An ICA reduces a troops fitness by 30%.(Reduced to 20% with ICA ACT)

Features:
    -An ICA war win will gain you one `GOD FAVOUR` point for that continent
    -An ICA war loss will lose the continent 1`favour` point.
    -To gain `GOD FAVOUR` for a continent, the continent must lead in points. These points are 
    shown on the Main menu page.
    -`GOD FAVOUR` points are reset every 24 hours.
    -A favoured continent gains +20% population influx and +20% food growth for all its 
    provinces.
    -ICA attacks are shown on the chronicles page. There is a filter for this available also.
    -Benefits of ICA... Plunder and enslave attacks +40%
 


[11] - KINGDOM ACTS

When you buy a kingdom ACT, it becomes available to all members in your kingdom. Each 
member will benefit equally from the bonuses given by each particular ACT. Any member 
of a kingdom can purchase an ACT which becomes property of the kingdom on purchase. 
ACTs can only be managed and controlled by the king.
 
The ACTs a kingdom owns can be viewed in the 'KING' menu on the 'SCORE' screen. Here 
you may select the kingdom to view its details. If the kingdom owns any ACTs, they will 
be displayed just below the kingdom portrait.
 
ACTs are permanent and belong to the kingdom for which they were purchased. You may 
change kingdom description, portrait or even pass on the crown as king, the ACTs will 
remain.
 
ACTs will be deleted and lost in the event that any kingdom is destroyed or dispersed. 
Changing the kingdom name will also cause the ACTs to be deleted. Chartering a kingdom 
insures ACTs against loss, for more information read the section on CHARTERED KINGDOMS.
 
A kingdom may own any number of ACTs, but may only have 10 of its ACTs active at any 
given time. This can be controlled by the king from the 'OUTPOST' menu. A king may 
remove as many ACTs as is necessary from the active list, but may only make 1 ACT active 
every 24 hours. Once bought, an ACT can only be made active or inactive(stored) but 
cannot be removed completely from the list.



[12] - MERCENARY

In the MERCENARY screen you will be able to buy mercenaries to battle and work for 
your kingdom. A good economy ensures power through these entities as a lot of good can 
be bought with gold.
 
Mercenary troops are always 100% fit to defend or attack, which holds a great advantage 
over conventional troops. The downside is they will only work for gold. A mercenary 
employer must pay an initial sum to purchase their services, which is followed by a 
gold upkeep every hour. Further, if a player wishes his mercenaries to participate in 
an attack, he must pay them an extra sum. There is no additional cost if mercenaries are 
called upon to defend your lands.
 
Along with all available mercenaries you may also purchase the services of spies and 
agents here. These are also gold intensive and only give their loyalty to gold.
 
There is a maximum number of mercenaries you may hire at any given time. This is 
calculated by the number of mercenary camps you have built. When you enter the 'MERCENARY' 
screen, you will be given details as to the maximum number of mercenaries that you may 
employ. This score is counted in gold and is the total sum of the cost of all mercenaries 
employed by you. You may not employ more mercenaries than the total allowed.
 

Mercenaries are paid automatically every hour, so you have to make sure you have enough 
gold to pay them during the hours you will be away from the game. The game server will 
deduct your gold and pay the mercs, but if you run out of gold, mercs will simply abandon 
you for another that can pay their wages.

Spies and agents are paid per turn unlike normal mercs that are paid per hour.

Mercenaries can only be used to attack if your reputation rating is positive. i.e. over 0. 
Mercenaries can be employed and used in defense at any time, regardless of your reputation 
score. Attacking using mercs will lose reputation. The amount lost ranges between 1 to 3 
points of reputation. Depends if you attack a province smaller or larger than yourself and 
if you win or lose. The only ways to win a reputation point is to attack a larger target 
without the use of mercs, or defend successfully against the attack of a larger province. 
In both these cases the attacker and defender`s IP must be different or no points will be 
gained.



[13] - OUTPOSTS

This section displays the amount of protection and control the monarch has over his 
lands. A good kingdom will have a high number of outposts and thus an elevated bonus 
percentage of protection for all provinces.
 
The monarch alone can finance and build outposts. These outposts represent a bastion 
of defense against possible attackers. Every outposts adds a 1% bonus to the player's 
assigned 'Monarch's Defense'. A kingdom may have a maximum of 1 outpost for every 
vassal. The greater the number of outposts the greater the logistic value and flexibility 
of the Monarch's defense; Thus the protection over his entire kingdom.
 
An attack on any province affiliated to a kingdom will be defended by a combined force 
composed of the province under attack and a percentage of the monarchs's army. This 
percentage is determined by the vassal's Monarch Defense. So the monarch will ride out 
with part of his army to defend in battle on any of his provinces.
 
Vassals will usually seek out a kingdom where the monarch puts out most of his army in 
defense of his kingdom, thus a monarch will have to have a good 'outpost' network.
 
Outposts cost 1000 gold each to maintain per turn. 



[14] - OFFICERS

Officers are necessary in an army to keep morale and discipline. In the 'OFFICERS' 
screen you may obtain this army type to control your conventional army. An officer will 
help increase fitness per turn.
 
Although officers can conduct an army efficiently, you may choose to commission a 
'GENERAL'. This special officer will raise the condition of any army way above the 
normal, but beware losing a renowned general can cause disastrous effects upon morale. 
Generals are prime targets for spy assassins! A general will increase a troop's fitness 
per turn.
 
Officers and especially generals have a relatively high upkeep per turn.
 

Additionally, officers add 300 offensive points each when your army attacks. This makes 
them a vital element in any warlord's attack plans. To obtain this officer bonus you must 
attack with 50 men per officer you wish to use. The game will calculate how many soldiers 
you use in a given attack and use 1 officer per 50 of these men as a maximum.

 
Example: You have 20 officers. This gives you +2 fitness per turn.
If you attack with 326 men, 6 officers will join your battle, giving you an additional 
1800 attack points.(1 officer per 50 attacking men. 300 attack points per attacking officer.)



[15] - PATH

Each province is shaped by a player's strategy, so really no province is the same. 
When provinces reach a relevant size their chosen policies determine their potential, 
along with their strengths and weaknesses. It is possible for a player to re-affirm 
their methodology by choosing the path that best fits their profile. Each path follows 
a particular trend and re-enforces different sectors of their economic, military or 
social structures.
 
There are three main paths which a province can follow; Magic, religion and science. 
Although these are not directly opposed, most of their policies are not compatible and 
as such a player must choose which to follow leaving the rest behind.
 
To choose a path you will have to build a monument to your belief, a center for the 
propagation of your cultures main credos. To follow the magical path one would build 
the 'GRAND TOWER OF MAGIC'. To follow the path of science one would build the '
UNIVERSITY OF SCIENCE', and to opt for religion, build the 'TEMPLE OF THE GODS'. 
Although the option to build the three buildings will be available in the 'CONSTRUCTION' 
menu at the 'SPECIAL' section, when you choose to build one of them, the other two will 
disappear from the options list.
 
Each path has its advantages, so choose wisely.



[16] - POPULATION

In the 'POPULATION' screen you may choose how your civilian population is distributed. 
This works closely with the 'CONSTRUCTION' as workers must populate certain types of 
buildings to produce resources effectively.
 
Everything you need to know is detailed in the population table. From total numbers, 
skill and max workers to what is produced by specific jobs.
 
Workers who specialize for a long time under one particular job will gain skill points. 
These workers produce more effectively than novice workers. To grant an idea of how 
important this score is, one must take into account that a master worker can produce 4 
times more than a novice. If you change workers from one job to another, their learning 
process re-starts and all must be re-learnt. So it is good practice to settle workers 
under a particular job for as long as is possible to obtain maximum efficiency.
 
Remember to distribute a portion of your civilian population to the 'SOLDIER' section. 
These can then be trained into your regular army later.
 
The maximum number of workers that can be allocated to a job is dictated by the number 
of acres specifically built for that particular mode of work. So for example, if you wish 
to allocate more farmers and you are already at your maximum farmer count, you would then 
have to build more farms. Building more work-place, increases your max worker count.



[17] - REPUTATION

Reputation is a measure of a province's loyalty towards a kingdom and worth in battle.
 
Reputation is gained automatically, on a daily basis, just by being part of a kingdom. 
The 'REPUTATION' score can be seen on the 'SCORES' list along with other statistics for 
your province.
 
Reputation can be gained by attacking/defending against a networth worthy province. A 
networthy province is a provice which is equal to 85% of your networth or more.
 
To gain reputation, your opponent must have a greater reputation score. When a reputation 
point is won, it is removed from your opponent and in turn awarded to you.
 
Reputation cannot be gained when attacking with mercenaries. If you use mercenaries you 
will lose reputation regardless of whether the foe is considered worthy or not. The loss of 
reputation is greater if the foe is not worthy. See table below.



[18] - SCORES

Your individual score can be seen in the 'SCORES' section whilst the kingdom scores 
can be seen in the 'kingdoms' section.
 
The scores are ordered by 'NETWORTH' in both categories. Net worth is the total value 
of all your assets in the game.
 
The kingdom 'NETWORTH' score reflects the total of all provinces networth in that 
kingdom. The number of 'vassals' represents how many provinces there are in the kingdom.
 
The kingdom scores section is a good way to check out for good kingdoms to join or 
simply a way to keep an eye on the competition.



[19] - SPIES

Spies are necessary to obtain information about other kingdoms and to realize all 
sorts of unconventional missions which will become vital to your kingdoms well being.
 
Spies will gather information or act as assassins, you choose their mission type, but 
you must be aware that some missions are more dangerous than others and that in some 
instances; If your spy fails he may be caught and terminated.
 
Apart from the 'SPY', we also have the 'AGENT', who is really the anti-form of the 
former. To protect you kingdom from enemy covert operations, you must have agents. 
Agents protect you against all spy operations.
 
Your spies must undergo a process of recuperation and re-training so always watch the 
'TRAINING' score in the spy table. If this reaches 0%, your spies will not be able to 
realize any other operations. The training score increases every turn, but lowers after 
every mission.
 
Agents will strive to protect your lands from spies, but you must distribute resources 
to these entities so that they can perform their jobs accordingly. The greater your 
lands, the more agents you will need to infiltrate spy networks. The spy table shows a 
protection % beside your agent score. This represents how much protection is offered 
against covert attacks. The higher the better, if it is not high enough, you must employ 
more agents. If the protection is sufficient your agents will manage to stop operations, 
but with a few more resources at their disposal they might even capture enemy spies.
 
Spies and agents have an upkeep per turn in gold. This can be seen and adjusted in the 
'MERCENARY' screen.
 
In the 'SPY' screen you can select different missions for your spies. Each mission has a 
specific goal and as such different levels of difficulty. The easier the mission, the 
more chance your spy has of success. Although success is mainly dependent on your 
adversaries agent protection, easy missions carry bonuses which negate your adversaries 
chance to catch your spy. The opposite applies to difficult missions.

Info Missions		EASY	
Kill General		XTREM
Kill Officer		HARD	
Spy V Spy		HARD	
Spy V Agent		HARD	
Propaganda		MED	
Conversion		MED	
Defamation		VHARD	
Bribe Mercenaries	XTREM
Plague			MED	
Burn Crops		HARD	
Disrupt Missions	MED	
Fire Storm		VHARD	
Cold War		VHARD	
Destroy Missions	HARD	
Deflate Economy		VHARD



[20] - TAX

Taxation is where your peasants contribute to the welfare of the state. As the ruler 
of your province you may set an adequate taxation level, which your peasants must meet. 
If this level is too high it can cause unrest, so finding a balance between profit and 
social harmony is the secret to a profitable campaign.
 
Taxes may be set at different levels, ranging from no-tax collection 0, to 4.5 gold. 
The higher the rate, the greater the chance of civil unrest. A wise ruler will make 
sure that his population has plenty of entertainment and luxuries before imposing a 
high tax. This will maintain a high level of morale and avoid a revolt. Setting a high 
tax level will also make your city less attractive to newcomers and may even force 
peasants to leave. Try for 'NORMAL' level tax or lower to attract peasants to your city.
 
A revolt is serious business and is to be avoided at all cost. During a revolt a province 
comes to a stand still and civil strife can lead to high crime, fires and destruction. 
In the event that your population goes out of control, you may have no choice but to 
declare martial law and send the troops out into the city.
 
If Martial Law is declared, your province will resume normal operations, but your army 
will not be able to plan attacks and will only be able to defend at half their potential. 
During Martial Law, taxation falls automatically to 1 gold and cannot be adjusted. You 
may stop Martial Law at any time, but be sure to have a good morale built up, or your 
population may take to arms once more.
 
Taxation and prosperous economic decisions will fill your treasure vaults with gold soon 
enough. As your income exceeds your expenses, profit will rise and you will begin to hoard 
gold. If you hoard too much gold, you will create a state of inflation. Inflation is 
relative within your province, so it has no effect, but if this gets to enemy ears, your 
economy may be subject to re-evaluation. Your rivals can call for economic measures to be 
taken against you by infiltrating spies and deflating your economy. The higher your 
inflation percentage, the higher the re-evaluation and monetary loss you will suffer. 
Deflation attacks can cause economic disasters in your province, with losses of up to 30% 
of the original capital, so beware.



[21] - TRADE

You can trade or send resources such as wood, textile, gold, stone and food using the 
'TRADE' screen, to other members in your kingdom.
 
There is a limit to how much you can send though. This is measured in 'CARAVANS'.
One caravan can carry either:
500 Food
500 Gold
5 Stone
5 Textile
5 Wood
 
Thus... A caravan can only carry 500 gold. So if you want to carry, lets say 5000 gold, 
you need 10 caravans.

Example. To trade 50000 gold...
You need 100 caravans.
 
To trade 50 textiles...
You need 10 caravans.
 
You get 1 caravan per GLOBAL GAME TURN(every hour in a normal AEGIS game). So if you wait 
long enough you can send just about any amount.



[22] - TRIBUTE

Being king and maintaining a kingdom can be quite expensive if done correctly. Vassals 
are expected to pay their king tribute in return for his protection and favor.
 
A tribute is paid automatically by all kingdom provinces in gold. The king receives 
tribute every turn from every kingdom member. The size of the tribute is proportional 
to the province's networth, so larger provinces offer more tribute. If you are king, 
you can see the tribute in your end of turn screen near the military section.
 
Vassals do not have to pay tribute out of their own pocket. The tribute is generated 
automatically and is independent of that province's finance. Basically, the king will 
receive money for each province that is in his kingdom and this money will not be 
deducted from the vassal's account.



[23] - TURNS

A turn in a normal game is held every hour. This does not mean that you have to connect 
every hour to keep up to date with your kingdom. Turns will accumulate to a maximum of 
100 turns, after which you would effectively be losing turns.
 
You can see how much time remains till your next turn in the main menu screen.



[24] - VOLUNTEER TROOPS

Volunteer troops as opposed to conventional troops are composed of soldiers volunteered 
by provinces affiliated with entities such as clans, temples and other similar 
organizations.
 
Conventional troops are recruited from your peasant base as militia and then trained 
into specialized troops. Volunteer troops are offered to you as tribute per turn. They 
do not require payment in gold but they do require you feed them as you do normally 
other troops.
 
When you build a clan hall or similar buildings which give volunteer troops as a bonus, 
you will receive one of their warrior classes every few turns as tribute for allowing 
them to settle in your city. This warrior must be exchanged with one of your militia, 
so make sure you always have a handful of militia available to make the exchange at the 
end of each turn. At the start of the turn you can check your army list for any new 
volunteers. If you do not have militia available to make the exchange the volunteers 
will be discarded.



[25] - WAR

It will sometimes be necessary to ride out into battle, either to gain lands by 
conquest or to defend against would be attackers. The 'WAR' screen allows you to select 
the army you want to field and march to your target.
 
Be warned that choosing mercenary troop types to attack in war carries an extra price 
tag.
 
After choosing the target kingdom you want to wage war with, you must select the type 
of attack. There are several options that can range from conquest to other types of 
plunder and pillage. Each form will gain you a particular resource or advantage upon 
victory, so choose wisely.
 
After going to war you will get the outcome of the battle. Here you will learn how 
well your troops did against the enemy.
 
Every time you attack you lose fitness and your army becomes less effective. So you 
must be careful not to exhaust your army with repeated attacks.


OTHER HELP

[X1] - Walk Through

You start off with a few resources like gold, textiles, wood and stone. DO NOT 
WASTE THEM! You first must plan carefully how you are going to spend them so you 
do not run out in future. Here is a rough guide of what you should do with your 
first 50 turns...

When playing Aegis it is important to identify what your province needs. Providing 
these needs for a comfortable growth is the key to success of your game.

--TURN 1--

At the start of the game, you will have 100 peasants. Go to the population menu 
and assign the unemployed peasants to the existing jobs. In the population menu 
you will see there is a MAX number of workers per job, this is the maximum you can 
employ for that particular job until you build more of those types of buildings. 
As you have an excess of unemployed workers, fill in all the jobs. Make sure you 
fill in all the farmer positions as these produce food and you will need all the 
food you can get. Once you have filled in the slots with the desired number of 
workers, hit the set jobs button at the bottom. Now your people are set and you 
are ready to start with the constructing of your buildings.

Now go to the CONSTRUCTION menu and in the unitary tab, build one acre of 
construction yard. Fill in the new acres text box with 1 and press set build order. 
The necessary stone, wood and textiles are removed to build this new acre and the 
job is set. Now you must assign the builders to the job. Type 10 in the workers text 
box for that job. This should allow you to have 10 builders at your disposal. These 
builders should have been assigned previously in the population screen. Now end the 
turn.

Press the END TURN menu link. Once you press END TURN you will be given a summary of 
the results of your last turn.

--TURN 2--

Warnings are given in yellow text while emergencies are given in red. You should pay 
special heed to these. You will notice that there are several warnings such as 'No 
stone is being cut'. This is a problem we will have to resolve in future turns to come. 
You may also notice that the amount of food being consumed is greater than that amount 
being produced. This is an immediate problem and plans should be made to balance this 
out as soon as possible. We will work towards figuring out the food problem in the 
next few turns.

To produce more food we need to assign more farmers in the POPULATION screen. 
Unfortunately you have already assigned the max number of farmers to the job. To increase 
the max number of farmers, you will be required to build more farms. This way you will 
be able to fit in more farmers, thus providing more food output. *Remember the more 
people you have the more food consumed.

At the moment you are building a construction yard, so you will have to wait for that to 
finish building. About 4 turns should do the trick.

Press end turn 4 times and observe how your builders are doing. When they finish the 
construction yard a message should show in the report stating that the job has been 
finished. It should be in green.

--TURN 6--

You should now have your construction yard. This means you can have 5 more builders 
working for you. Go to the population menu and assign the builders, you should have a 
max of 15 builders. Now go to the CONSTRUCTION screen and build 1 acre of farm. Assign 
the 15 builders to the job.

Once you have done this, go to the 'Plans' tab of the construction menu. Here you can 
plan for different building, which you can build later acre by acre. At the moment you 
only have plans for the farm and the construction yard, but you will need a lot more 
buildings to make your city function properly. Planning requires textiles, gold and 
planning points.

Let us start by planning a school. Click on the START PLAN button in the school row. 
Plans are created by scholars, which are assigned in the population menu. Now that we 
have a construction in progress and the planning for a school, let's end turn. Press 
end turn and you will see that your scholars and builders are working on the selected 
projects.

--TURN 9--

Your scholars should have finished the school plans by now. Next go to the 'PLANS' tab 
in the construction menu and select START PLAN button in the textile mill row.

Press end turn.

--TURN 12--

Build another farm. Start plans for a lumber mill after the textile mills are finished.

--TURN 16--

Build another farm. You should now see that the total amount of food is exceeding the 
amount consumed. You will have to build a few more farms before you can produce more 
than what you're consuming.

Start plans for a Quarry.

--TURN 30--

As you have your food resource under control, you now can worry about other resources, 
which you should be lacking by now unless help was received from kingdom mates. In the 
last 10 turns you have been planning a lumber mill, a quarry and a textile mill. Please 
remember to assign your people to the following jobs. These produce wood, stone and 
textiles respectively. It is very important for the growth of your province that you 
always have a good supply of these resources. Ideally, you should plan to have 10 of 
each in the early turns before your reserves run out. If your reserves run out you would 
then have to wait many turns for materials to come in, or slowly building these 
'resource producing' buildings.

It is a good idea to increase the size of your construction yards. This will allow more 
builders and you will be able to construct acres more quickly. So produce 4 - 8 more 
acres of construction yards. It is also a good idea to build a few schools as this will 
allow you to employ more scholars, which will make planning larger buildings faster. 
In the mean time you can plan a market, which employs merchants. Merchants on the other 
hand, generate gold.

--TURN 50--

By this turn you should have a decent amount of builders 30 - 50 and scholars. Start 
building on the main resource buildings, the lumber mill, the quarry and the textile mill. 
Try to build a minimum of ten acres for each building. It would now be a good idea to 
plan the barracks. This allows you to employ soldiers, which will become very useful when
your province gathers net-worth.

Provinces below 30,000 net-worth are considered under protection and cannot be attacked by 
other players. Net-worth is the sum of all your assets and your total worth in the game. 
It is recommended that you join a kingdom after surpassing the 30,000 thresholds, as 
independent provinces that are just starting out would have a difficult time defending 
from attackers. Once you joined a kingdom you must serve as a vassal for 200 turns after 
which you are free to stay or leave, as you please. If you do not serve your 200 turns you 
would be not be fulfilling your service there. Therefore, 50 reputations (honor) would be 
paid and all your trade caravans would be lost.

The advantage of joining a kingdom is that the king offers you his protection by extending 
part of his army in your defense. If you go to the KINGDOM SCORE menu you will see the 
different kingdoms you may choose from to join. The protect value represents how much of 
the king's army will ride out in your defense in the event of an attack on you. Thus 
kingdoms with a greater protect percent are usually more popular.

If you decide at any time that you can hold your own against others, you may start your own 
kingdom and have others join your reign. May luck be with you after this!



[X2] - Job Strategy

Your city depends on peasants to function properly. Peasants produce and defend 
for the city, in return you must feed and find them jobs.

Peasant immigration depends on free land available and the living conditions in 
your city. Exploring new lands will bring in new peasants looking for a new and 
better life. Once the city runs out of space, peasants will stop coming till new 
lands are explored. Exploring land can become quite expensive, as new lands are 
mapped prepared for living and roads built to allow full access to your province. 
As your lands increase in size it is more difficult to find new areas so it 
becomes more expensive. It is wise to explore land in blocks of 50 acres or more as 
this is less expensive in the long run.

Peasants can be assigned to jobs in the population screen. Not all the jobs are 
shown from the start, some jobs require that special building be built. Each job 
has a skill rating which represent how good your peasants are at their job. This 
skill ranges from 2.5 to 10. A skill 10 worker produces 4 times more than a 2.5 
skilled worker. Every time you add workers to a job type, the skill is reduced as 
it averages out amongst the old workers with skill and the new workers coming in 
with no skill. So it is a good idea not to change workers around too much so that 
their skill will rise to high levels.

The entry level of a worker is 2.5, this is the minimum it can fall to. If you build 
a university the skill will rise, as new workers will already come with knowledge 
of the job in question. If you own a university the entry level rises to a minimum 
of 5. This effectively doubles all production, so a university is extremely important 
to have.

As your population increases your unemployed levels will rise and you will have to 
assign workers to jobs. It is sometimes a good idea to have some unemployed workers 
ready to take on the jobs of any of the current workers who may die. So if you get 
a negative peasant amount these are deducted from the unemployed and not from the 
workers. This stops you from having to fill in jobs every turn your population number 
drops. When the population drops, the negative amount of peasants is deducted from the 
unemployed pool automatically. If your unemployment pool falls to 0, then workers are 
removed from the jobs directly.

Once your population grows above 1000, you will have to think about building medical 
centers. These centers keep control of your population's health. If you health score 
falls too low, then you stand a chance of a plague or illness breaking out. You must 
have a proportional number of medical centers to your population count. It is also wise 
to add a few more than is required in case there are any emergencies or events that may 
cause your health to drop below the norm. It is common for other kingdom to poison or 
try to spread infections amongst enemy province, so keep an eye out and be prepared with 
plenty of medical back up. If a plague breaks out, a lot of peasants may die which is 
definitely an unwanted situation.

Another important score to keep an eye out for, is the morale. Morale shows how contented 
your population is. This is usually related to their social conditions and tax. If you 
charge too much tax the people will grow discontent. To raise morale you can build pubs 
or hire entertainers. Entertainers will only be available once the theater plans are 
complete. It is always a good idea to have good morale in your city and plenty of pubs 
and entertainers to dissolve any dissention. It is common for enemy kingdoms to spread 
discord and lies to your people through evil propaganda, so make sure you have good morale 
raising capabilities. If morale drops too low, your kingdom may revolt. If this is the case, 
you will lose control of your subjects and the population and construction screen amongst 
others will be unavailable to you. It is recommended that you lower your tax to 0 or 1 as 
soon as possible so that morale rises. If your morale is not to far gone and low, then you 
can probably take a few turns with 0 tax and wait for it to rise.A revolt will stop 
automatically if your morale rises above 85 points.

If the revolt is of a more serious nature and your morale has fallen too low, then it would 
be a good idea to declare martial law. This can be done by hitting the MARTIAL LAW button on 
the TAX page. If you declare martial law, your army will patrol the streets and control your 
population. This stops any revolt, but comes with a price. During martial law, your army may 
not attack and will defend at half their full strength. You may stop martial law at any time 
by pressing the same button in the tax screen, but make sure that your morale has risen enough 
or your population might fall back into revolt.

Generally, your population is easy to control once you get a hang of the main factors 
influencing it. At worst, peasants can be quite forgiving and there will always be new 
immigrants to fill the ranks of any who leave or die, as long as there is decent living space 
in your city. 



[X3] - Building Strategy

 You must decide early on what to build and plan.

Buildings usually produce resources and thus the more you have the more that will 
be produced. Building a good production industry early on will ensure that you do 
not run out of supplies later and will increase your growth exponentially.

Planning buildings is of equal importance. Only one building may be designed at a 
time and until that is finished non other may be handled. This means that it is 
wise to plan the smaller projects first and leave the large projects for later.

Schools produce architects which in turn produce plan points towards your plan 
projects. It is wise to plan the school first so you can employ more architects 
in your city. After you have a decent amount of architects you can tackle the 
larger projects. You will have to plan your main resource building early on. The 
quarry, lumber mill and especially the textile mill which is much needed to plan 
other buildings. Textiles and gold are the main ingredients needed to plan a building, 
so keep plenty of these resources if you intend growing your city's infrastructure 
fast. As you start off with a reserve of resources, you do not have to worry about 
running out in the first few turns.

Another resource which needs to be taken care off is food. Food is produced by 
farmers in farms. Farms unfortunately take up a lot of acre space but are totally 
necessary, as your peasants and military will starve without food.

Once you have a few of the main production buildings working for you, you might want 
to invest some time in planning special buildings.Special buildings need to be planned 
to function. They are unique and can only have one per province unlike the unitary 
building which you can build many acres of. Special buildings when completed will 
offer the city some special ability, production or bonus. Each special building plan 
details this bonus in the accompanying info link. For a city to grow beyond certain 
limits, it will need to develop special buildings as these improve production of 
resources and other aspects of the game.

Once you have a thriving community you will quickly become the envy of less fortunate 
neighbors who might try to partake in your wealth by attacking and stealing from you. 
To avoid this you will have to create a regular army to protect yourself. To hire and 
train soldiers you need to build barracks. The more barracks you build, the more 
militia you will be able to recruit. Militia can then be trained into specialized 
troop types. Some specialized troop types require that you own other buildings, for 
example, cavalry need stables and archers need archery grounds. High trained troops 
that require special formations like phalanx and pikemen require training ground plans 
to be completed.

For the best protection it is recommended that you build walls around your city. Walls 
are discussed in the defend strategy guide and along with towers offer security from 
attacks. To be able to construct a full wall you must have large amounts of stone, so 
pre-planning for this resource is vital for wall construction. 



[X4] - Attack Strategy

You may choose to employ most of your resources towards an attack strategy. There 
are obvious benefits in this but you must also consider the disadvantages.

A strong attacker must first of all have a good economy to finance his army. A 
regular army is expensive to keep fit and will take up much gold and food. It is 
important to decide what your attack strategy will be so you can choose early on 
what troop types to train. Each troop type has a defensive and offensive value. 
This represents the ability to perform these actions relative to other troops. 
Some troops are more adapted towards defending and as such you may not need these. 
You must also take the cost per turn of each troop type into consideration. A full 
list of troop stats are available at the bottom of the army list, just click on 
the help: see troop stats link and you will get a pop up window displaying the 
information.

Each troop type has a fitness score. This FITNESS score shows how fit the troop is 
to fight. A troop type at 50% fitness is only worth half its full potential. Each 
troop type has a different modifier which will cause every troop to have different 
training times this affects the base fitness points obtained each turn. Fitness 
points rise every turn, so eventually your troops will be 100% fit. Officers can be 
employed to increase the fitness per turn. Each officer contributes to the increase 
of fitness per turn. A general increases fitness, but you may only have one general 
at any time. The training grounds plan project also increases fitness, so if you 
have all of these the army fitness should increase quickly as all these points are 
cumulative. A good disciplined army can increase fitness by 3-5+ points per turn, 
but this is dependent on the troop type being trained and its training modifier.

Fitness is important because every time you attack, you lose 20 fitness points. After 
several attacks your army will become exhausted and incompetent. It is necessary to 
wait between turns and recover your fitness. If you have a good officer crew this 
becomes an easy task.

Your army is also influenced globally by your military morale. Military morale lowers 
your fitness level. The highest morale score is 0 and the lowest is -60, so morale will 
always be a negative score. Morale rises at .1 point per turn naturally. A war win will 
gain you 5 morale points and a defeat will loose 2. You will also lose morale if an 
officer or general is killed. An army without a general may lose up to -60 morale, 
whilst with a general the morale will not sink below -40.

It is advisable to always have militia handy when defending, as these are counted as 
casualties and at a greater proportion than your specialized troops. This means that 
if you have militia they will be put in front of your troops to absorb most of the 
damage when possible.

Remember that you do not have to use all of your army in an attack. A well planned 
attack will involve spies to scout out the enemy forces before hand. Once you know 
how many troops you are up against, it is always a good strategy to attack in waves 
when you outnumber or outmatch the enemy. Divide your attack force into waves that 
can battle the enemy and this will tire him out, as you will be able to launch many 
attacks before your whole army is exhausted. Sending a large force will mean a great 
chance of success, but will also mean a greater number of unnecessary casualties 
caused by the over kill.

It is not always possible to attack the enemy in waves unless you outnumber him greatly. 
In the event that the forces are tied or of similar sizes, it is sometimes necessary 
to commit your whole army to one single attack. Large single occasional attacks spread 
out over several turns is the sure way to win yourself a slow but forceful victory over 
your enemy. If things don't go your way, you can always follow the attack and break the 
tie by employing mercenaries.

Attacking provinces without city walls is a straight forward job. If you win, the picking 
can be easy and the enemy can be subdued in a few turns. Provinces with walls are a 
different matter! To attack a province with walls, attack normally, but realize that your 
forces will fight at a major disadvantage. You must make sure to include plenty of militia 
to absorb the casualties and have a strong outnumbering force, or your attack will come 
to nothing. It is a good idea to storm walls with siege engines. Siege machines will 
destroy wall section on each attack and then help your men in the battle with tremendous 
battle force. Attacking a walled city with siege engines will automatically enable a 
special round where it calculates how many sections of wall they destroy. If enough sections 
of wall are destroyed, the wall becomes breached and useless. Breached walls do not count 
for defense. Thus a city with a breached wall is like a city without a wall. Wave attack 
strategy is especially important for sieges, as the more you attack, the more sections of 
wall you may destroy on each attack. The downside is that siege engines are expensive, are 
easily destroyed and cost additional wood.

A successful attacker can become prosperous and grow his province to an awesome size, but he 
must always be on the lookout not to become prey himself.



[X5] - Defend Strategy

It is possible to live a peaceful life on Aegis! Not all provinces are aggressive 
as they do not need to directly attack other players to gain resources for growth. 
These provinces normally produce all the resources they need and have a terrific 
economic system that turns the wheels of growth for them.

These economic powerhouses are potential targets for the not so fortunate, defense 
is imperative. A province who chooses not to make a regular habit out of attacking 
others, will need to host an army appropriate for its size. This army will mostly 
be defensive but as the saying goes, the best form of defense is attack. If an 
attacker knows you cannot hit back he may become relentless in his attacks and 
eventually your walls and city will crumble under his persistence.

It is important to choose your troop types wisely. Select highly trained troops 
like phalanx or pikemen which will give any enemy a run for their money in the 
defense field. Unfortunately these troops need a training ground but this should 
not be a problem for a large well constructed city. Other forms of defensive troops 
are also available for smaller less developed kingdoms which will surely fit all 
needs. Sometimes it is wise to select troops that can be used for both defensive 
and offensive action, but these troops are naturally more expensive and cost is of 
importance.

A city with a strong economy can always opt to have a small but well trained 
defensive army and supplement their ranks with mercenaries in time of need. 
Mercenaries become the strong arm of prosperous rich cities. Any city with a good 
gold account can call on these instant armies of destruction. Mercenaries will 
come to the aid of those who pay, but at an outrageous price.

A mercenary troop must be paid their fee in advance and every turn after that. 
They will perform a basic service of protection and will defend your city against 
attacks like your regular troops. If you wish for mercenaries to take part in an 
attack you must pay half their fee per attack.

A prosperous city must always have strong walls to protect it. A city without walls 
is easy pickings for marauders. A city wall will deter the strongest of armies as 
these usually mean heavy losses and time. A player who decides to build up his walls, 
will need a good supply of stone. Walls are classified into 5 types; Breached(No wall),
Complete, Strong, Robust and impenetrable. Each type of wall is stronger than the 
last and will require more and more stone to build. Each type of wall multiplies your 
defense force so the effects of defending from behind a wall can prove catastrophic to 
an enemy. A small force can defend from a much larger force when walls are present. 
Having walls has the additional advantage that the enemy cannot enter your city even 
if he wins the battle and thus cannot gain war loot like gold, land or slaves until 
your walls are breached.

An attacker who does not field siege engines cannot damage your walls so effectively 
an attack without siege engines will end in no gain for an attacker. Siege engines 
damage your walls upon each attack. They destroy sections of wall until your city 
falls breached or there are no walls left standing. Usually it takes quite a few 
attacks before any results are obtained and your walls are breached.

A province may also build towers as an extra form of defense. A city wall with towers 
will cause casualties amongst the enemy regardless of the size or how the battle turns 
out. Towers are especially good at knocking out enemy siege engines although this is 
never guaranteed.

In brief, the future of a good defender is dependant on his army and above all -- the 
state of his city walls. A good economy is also required to grow and in the event of 
needing a helping hand, you can always convince mercenaries to join your cause with gold. 



[X6] - FAQ

1) I have run out of textiles and i don't have a textile mill yet.

I have run out of textiles and I don't have a textile mill yet. You need a minimum 
of 30 textiles (tex) to plan a textile mill, and then a few more to build the actual 
buildings. If your textiles fall below 30, the game gives you a couple of tex per 
turn for free until you get 30. So if you over spend and are caught overdrawn in tex, 
you will always get a chance to build a textile mill. Just wait a few turns and you 
should see your tex rise to 30. The problem now is that you will have to build a 
textile mill one at a time and its slow going. This is also true for the other prime 
resources.



2) What does each building do? Where can i find info about them?

You can find building info in 'The Guide' and at the end of each building plan in the 
construction menus.



3) How many players can a kingdom have?

A kingdom can have 25 provinces (players). The king has the option of allowing new 
players to join or not. So a kingdom can be open to joining or not; this info is 
displayed in the 'King' section on the score list.



4) How do the turns work? Is there an end to Aegis?

Turns are indicated by the turns counter in the 'Main' section. In a normal game, 
players may take 1 turn every hour. These turns accumulate up to 100 turns in total 
after which you may not store any more turns till you use up a few. Though, those who 
have a third level donation medal may store up to 120 turns. The game is supposed to 
go on for an unlimited extent, as it is designed to recycle on the run (although it 
is not unconceivable that we may reboot from time to time with a warning).



5) I'm heading out of town for a Business trip, is there a way i can freeze my province 
   from attacks while im gone?

Each province should have enough defenses and if necessary be part of a kingdom that will 
protect them whilst they are away. As the game does not have 'ages,' it is not really a 
race to keep in front. If you are taken down at any time whilst you are away, you will 
have plenty of time afterwards to rebuild. Additionally there are now options to hibernate 
your account in the 'Manage Account' page.


6) Where can i change my account email?

In the Contacts section of the main menu, under 'Address'.



7) What does it mean by 'Turn'. How are turns counted? It claims i have taken 1000 turns and 
   i just started playing?

All turns a relative to the main game turn. The main game turn counts turns from the moment 
the game is started, thus your turns will be relative to this. It is more like a time line or 
counter, but it is not a count of the total turns you have taken.



8) In my construction page, I've homes and private property: XX acres. How do I increase that?

Explore more acres, and immigrants will build those automatically. Leave any acres you want to 
be homes empty (don't mark them for other buildings). After a few turns, they will be partly 
used for homes.



9) Can i be attacked 'Gangbanged' by many players at once, is this legal?

Part of the danger of being attacked is that there can be a group attack. If you have strong 
defenses you should be able to hold out quite well, unless it is a very well planned attack 
(you will need walls and towers to provide the best defense). The idea is that you join a 
kingdom; this offers you the extra protection you need and also provides help from your 
kingdom mates, as opposed to being independent. This should be enough against gangbanging. 
The principle idea is that any province can become the target for an attack even though they 
may grow huge. Part of the strategy in taking a large province down would involve planned 
group attacks. Then again... don't worry too much about being razed or attacked; part of the 
fun of Aegis is re-building and changing your strategy towards a sure revenge against your
new enemy :) Remember, you have all the time in the world to build or re-build, because the 
game does not re-start. So expect your kingdom to have its ups and downs. It cannot be all 
rosy days for your little province, but its up to you to write your own history.



10) Does the cost of exploring go up the more land you explore?

The cost of exploration goes up the more land you have. Still, the best strategy is to explore 
in packs of 50 land minimum. 100 - 300 land at a time being ideal.



11) How do walls work, what is the maximum wall size you can build?

0%-5% is a breached wall. Does not count as protection.
5.1%-10% is a 'Complete' wall.
10.1%-15% is a 'Robust' wall.
15.1%-20% is a 'Strong' wall.
20.1%+ is an 'Impenetrable' wall.

Each wall multiplies your total defense by a modifier. This increases your defensive capabilities 
outstandingly. An impenetrable wall will multiply your defense by 6.



12) How much defense should i set up proportionally to my networth size...Defense Per Acre(DPA)?

I reckon you can work out what a reasonable defense per acre in Aegis is, but you can never rest 
on your laurels and claim you will be safe. This is because there are many attack strategies that 
can be adopted. Equally there are many defense strategies, to mention one, city walls and towers. 
These like many other would have to be taken into consideration when trying to get the perfect 
generic DPA for all provinces. If you push me I reckon 1 point of defense per acre is the minimum. 
Thats for example, 1 swordsman per acre or 1 guard per 3 acres. But this is no guarantee of 
protection. Even if you have triple this, a player could build a strategy to penetrate you defenses 
with time. The best strategy is to create the best defense you can with your resources.



13) How do i start my own kingdom?

Go to 'Crown' in the menu and use the 'Crown me now' option by pressing the button and clicking on 
the check box beside. If you have 1,000,000 networth you can become king. Then you have to convince 
other players to join your kingdom. It is best to grow a bit before you declare yourself king, since 
you can suddenly become a target for other, bigger kingdoms. Its your choice though.



14) What do Pubs and Entertainers do?

Pubs raise morale just like entertainers do. To get entertainers you need to plan a theater, and put 
peasants into the Entertainer job in the Population tab. With pubs all you have to do is have 
the building and the morale will go up. One pub gains 5 times more morale per turn than 1 entertainer.



15) Strange things happen when i press the browser back button!

I would not hit the back button when using Aegis, as this can load old info or repeat instructions 
which have already been done. Currently what is happening is that you are going back to the end of 
turn screen and this ends your turn all over again. Just navigate forward, at worst if you press back, 
make sure it is not over an end of turn screen.



16) I got this message: Error: Lost session thread!

The lost error thread is part of security. I noticed it happens from time to time. This marks an 
interruption in the browser communication with the server. This is usually a natural occurrence, 
but at the risk of a hack, it bids the user to re-log into the game. It only happens from time to 
time and it ensures we get a clean secure game at the cost of the user having to re-log on occasion.



17) Is it more efficient to build small or large construction project?

Well, when you propose a project all the acres are built in one go so none are ready till all are 
ready. This is a bit like building an estate of houses; people don't start living in them till the 
whole project is done. It is true that there is an advantage to building in smaller batches as in 
most cases you can get production returns from what is built before all are built. So players 
should take this into consideration if they want to be extra efficient. But the truth of the matter 
is that its VERY annoying to build 1 acre at a time. When you have thousands of acres built and 
resources rolling in, you can spare a bit of efficiency in exchange for the comfort of planning 
all in one go.



18) How do i stop immigration into my lands?

To prevent tons of immigrants flooding your lands, only buy the acres you need for your next build. 
If you buy excess you will get tons of squatters sitting in your free lands. I suppose it is part 
of the strategy of the game. If you require large amounts of peasants, then go for big chunks of 
land, otherwise just buy what is necessary for you to build. A large amount of peasants is 
required later in the game, as they give you tax gold and the capability of raising a decent army. 
At worst the peasants will start dying off if you do not feed them, but this is not a bad thing if 
you did not want them in the first place.

