0
Zeus: Master of Olympus (PC)
Version: 0.13 - 11/20/00
By Red Phoenix
red_phoenix@thexfiles.com
http://rct.ogresnet.com/
===========================================================================
<< Dislaimer >>
This document was made for personal use only. No part of this document may
be copied or used in any form of media withthout the express written consent
of Jim Chamberlin. Unauthorized use of any information herein is a direct
violation of Copyright Law, and legal action will be taken.
This document is Copyright © 2000 Jim Chamberlin. All Rights Reserved.
Sierra, Sierra Studios, the Impressions Games logo, Zeus, Master of Olympus,
Pharaoh, and the Impressions City Building Series logo are trademarks of
Sierra On-Line, Inc. All Rights Reserved.
===========================================================================
<< Online References >>
Zeus' Official Site http://zeus.impressionsgames.com
Zeus @ Heaven Games http://zeus.heavengames.com
Which Way To Troy? http://www.topcities.com/Resume/irvdon/Zeus/index.html
===========================================================================
Contacting Me
===========================================================================
I am NOT hiding any information, however if your question has not been
properly answered in this FAQ, email me. Be sure to read through the FAQ
(Frequently Asked Questions) section, as that is where I answer questions
that either will or have made me answer multiple times. When emailing me,
put "Zeus" in the Subject. Doing that will get you a faster reply...hint,
hint.
If you don't want to use email, an alternative is a message board. Below
is an address for one that I go to on a "regular" basis, and will be able
to answer questions there without too much of a hassle.
http://cgi.gamefaqs.com/boards/gentopic.asp?board=27327
===========================================================================
Revision History
===========================================================================
Version 0.13 - Nov. 20th 2000 - 104 KB
Added a bunch of links, including one to the Zeus Demo.
Version 0.12 - Nov. 17th 2000 - 102 KB
Started Mythology section.
Minor changes.
Version 0.11 - Nov. 15th 2000 - 100 KB
Added all kinds of information.
Version 0.10 - Nov. 9th 2000 - 79 KB
Finished up "Industry".
Version 0.09 - Nov. 8th 2000 - 77 KB
Added more information under "Industry".
Version 0.08 - Nov. 1st 2000 - 73 KB
Started the "Industry" section.
Version 0.07 - October 31st 2000 - 69 KB
Happy Halloween, everyone.
I added information under "Husbandry."
Version 0.06 - October 30th 2000 - 60 KB
A few minor changes. I added info on the Mailing List.
Version 0.05 - October 28th 2000 - 60 KB
Added information under "Population and Housing".
Version 0.04 - October 27th 2000 - 55 KB
Added information under "Basics of City Building."
Version 0.03 - October 26th 2000 - 52 KB
Added a bunch of sections, not too complete though.
Version 0.02 - October 24th 2000 - 3 KB
Zeus arrived at my door through Amazon.com.
Version 0.01 - October 10th 2000 - 3 KB
Started this FAQ.
Added ASCII art at the top.
Added Disclaimer and Online References.
===========================================================================
Table of Contents
===========================================================================
Overview **NOT COMPLETE**
Zeus News
Building a City
Basics of City Building
Population and Housing
Husbandry (Food and Farming)
Industry
Distribution (Locally, Importing, Exporting)
Hygiene and Safety
City Administration
Culture
Mythology **NOT COMPLETE**
Military **NOT COMPLETE**
Aesthetics
Walkthrough **NOT COMPLETE**
Frequently Asked Questions (FAQ) **NOT COMPLETE**
Appendices
Non-Housing Model Data
Housing Model Data
Hotkeys
Cheats **NOT COMPLETE**
Zeus Manual Updates/Game Issues
Links
Final Words...
===========================================================================
Overview
===========================================================================
Coming Soon...
===========================================================================
Zeus News
===========================================================================
I've always wanted to include a section like this in my PC FAQs because
there is always a lot of news going on concerning PC games, like patches,
saved games, competitions, and all kinds of information. So stay tuned
for more news...
===========================================================================
Building a City
===========================================================================
This section goes pretty much in order walking you through the entire
process of building a successful city. It should be mentioned that
building a great city is a complicated process that involves all sorts of
things, religion, trade, entertainment, and employment. There are many
problems that a city faces, and those are also addresses in the FAQ.
---------------------------------------------------------------------------
Basics of City Building
---------------------------------------------------------------------------
Building a city is fairly easy. This section is devoted to the VERY
basics of doing just that.
Landscape
---------
There are several features in the vast landscape of Zeus. They haven't
changed too much from Pharaoh (the previous City-Building game).
__________
Grassland:
ЇЇЇЇЇЇЇЇЇЇ
Grassland is the very basic type of land. Everyone can cross over
it, and you can build most structures on it.
_______
Meadow:
ЇЇЇЇЇЇЇ
Just like the Grassland, everyone can cross it, and it's able to
withstand most structures. The difference is the fact that it can
support Farms. Meadows are very important, and building anything
other than Farms there is just a waste of meadow space, esecially
as you reach Episodes that require a high population, since you'll
need to feed the people.
_______
Forest:
ЇЇЇЇЇЇЇ
This is quite the opposite of Grassland. You can't really pass
through it, and you certainly can't build there. A Timber Mill
will be required to harvest the vast amounts of lumber here.
If you find it nexessary, you can use the "Clear Land" button to
remove some of the trees. I must warn you that they do NOT grow
back.
______
Marsh:
ЇЇЇЇЇЇ
People can walk through the marsh if necessary, although the soft
ground just isn't good enough to support structures.
______
Beach:
ЇЇЇЇЇЇ
The sands of the beach shift far too much to support any kind of
structure.
_____
Rock:
ЇЇЇЇЇ
There are several different types of rocky formations in Zeus.
You can cross rocks, although only in the areas where the rocks
aren't. There are occasionally narrow paths between the rocks,
and that is the only route of passing. You can't build on rocks
either.
_________________
Ore-Bearing Rock:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Rock with copper nuggets protruding contains vast amounts of
copper ore, which can be smelted into bronze at a local Foundry.
Rock with silver nuggets protruding contains vast amounts of
silver ore, which could be converted into drachmas at a local
Mint. Drachmas are your unit of currency, by the way.
_______
Quarry:
ЇЇЇЇЇЇЇ
Rocks also formed a 'pit'. You can quarry for Marble by a
Masonry Shop.
______
Water:
ЇЇЇЇЇЇ
Water has a slightly different prupose in Zeus when compared to
'Pharaoh'. In Pharaoh, the Nile River was used as a place for
fishing as well as flooding the river coastline, which would make
the soil fertile. This was called inundation (I think was the term).
In Zeus, it only has one purpose, a place for fish and sea urchins,
both a food supply.
Building Things
---------------
If you're new to the City- Building series, I recommend that you read
this section. Instead of me copying the section, read your manual
(pages 24-27).
---------------------------------------------------------------------------
Population and Housing
---------------------------------------------------------------------------
Populating your city is very important. After all, you really can't
have a city without people, can you? Well, these people aren't going to
live on the roads, so you'll have to provide them with a form of housing.
The housing aspect of Zeus is different than 'Pharaoh'. In 'Pharaoh',
all you had to click on the Housing Tab, and then the House icon to
place a lot, which was available to immigrants. You'd continuoulsy
provide that house with more and better services, which would increase
the housing level as well as the population limit for that house. Well,
Zeus is the same way, sorta. The main difference is that there are two
housing types you have to choose from when placing a lot. There's the
Common Housing and the Elite Housing. You can't start out with the
Elite Housing, so you would have to build up from the Common Housing.
Depending on the Episode you're in, the Elite Housing would become
available at one point.
Common Housing
--------------
This is the basis for your housing in your city. You can't just jump
right into the Elite Housing. Common Housing comes in verious shapes
and names. You'll find names such as "Hovel," "Homestead," and
"Apartment" in this class of Housing.
As the Housing Level increases, more and better services must be
provided. Water and Food are the first two concerns of Common
Housing. Fleece and Oil follow. Fleece is used for clothing, just
so you know. Oil (Olive Oil) can be used on someone's body to relax
them. It just sooths people's bodies. If your housing hasn't been
improving in a while, right-click on the house and you'll get a pop-up
menu. The menu provides you with the information on that house.
Things like the number of residents, how many more people the house
can hold, the amount of food and other goods currently on hand, and
what (if anything) is holding that house back from evolving is all
included in that pop-up menu.
Elite Housing
-------------
For your city to have Elite Housing, you need the basics. The Elite
Greeks won't even consider living there if you don't have Water, Food,
Fleece, Olive Oil, plenty of culture, and good scenery. You can't
even build a house if the area is in bad shape (undesirable).
As with Common Housing, you are required to have more and better
services if you intend to have higher (in class) housing. Things
like Armor and Wine will be required. Armor brings up yet another
topic, an army. I'll discuss this in a minute.
FAQ: What happens when a house runs out of something?
Well, it all depends on which item it runs out of. The
closer that item is on the "necessity" chart, the lower (in
class) the house will drop. Say, you've got a "Residence"
that has just run out of food. Well, that house will drop
ALL the way down. It's missing one of the VERY first things
that are required for housing.
Army
----
Your army is made up of your citizens. This is bad in a way. In
Pharaoh, for example, you had warriors trained specifically for war.
However, in Zeus, your citizens are given the responsibility of
fending off invaders. When you are forced to call your army to get
ready to fend off invaders, you lose workers. It depends on your
current rate of unemployment of whether or not this will create
havoc for your Industry and Food supplies. This is the main thing
I don't like about the game. I thought that a separate army was much
easier for the user, and you wouldn't have to worry about unemployment
and how much food you've got for your citizens. I hope Impressions
Games changes this back to the way it was with both Caesar and Pharaoh.
In your Common Housing, people cannot afford weapons/armor. So, they
use the next best thing: rocks. Yeah, not quite what you hoped for,
but that's all they have. They pelt the invaders with rocks, simple
as that.
In Elite Housing, people can afford weapons/armor. So, you will get
Hoplites from these folks. For those citizens who are able to afford
their own horse, they become Horsemen.
---------------------------------------------------------------------------
Husbandry (Food and Farming)
---------------------------------------------------------------------------
It may just be me, but I find that feeding your people is rather
important. This is why I've dedicated a section for just that. In
Zeus, there are a lot of different foods to provide for your citizens.
Each needs something to be produced, whether it's Goats for Cheese, or
Onion Farms for Onions.
There's one huge difference in 'Pharaoh' farming and 'Zeus' farming.
In 'Pharaoh', there was both a meadow, which required an irrigation
ditch, and areas along the Nile River to farm. In 'Zeus', all you get
is the meadow. The good thing is the meadow areas are a little larger
than those in Pharaoh, so it shouldn't be too hard to farm.
FAQ: Where are the meadows?
Meadows are the purple-spotted areas. They look like the purple
spots that forms along with mold on old bread. I'm sure you've
seen a piece of moldy bread, right? Well, that's exactly what
the ground looks like, honestly.
FAQ: I've built farms, and I have a lot of unemployed people. Why
aren't my farms up and running?
Well, you are obviously new to the City-Building series, so
I'd like to suggest that you purchase the previous games in the
series. To answer your question, you MUST have roads leading
to the farms. Farms are supposed to be treated just like
most any other building.
There are several ways to produce food your citizens. Each scenario
(episode) is different, so they vary as to what food is made available.
Here's a quick run-down of food available, and how it is produced.
Carrots
-------
Yum. Crunchy carrots are always something people like eating. The
people of Greece were no different. Carrots require a Carrot Farm
to be produced. Carrots can be stored at a Granary, Trading Post,
or Pier.
Onions
------
Onions require an Onion Farm to be produced. Onions can be stored at
a Granary, Trading Post, or Pier.
Wheat
-----
Wheat is harvested in July. Wheat has two purposes. One is as food
for your citizens, and the second is for fodder for your horses.
Wheat can be stored at a Granary, Trading Post, Storehouse, and Pier.
Technically, it can be stored at a Horse Ranch, but it's only for
them to use there, and not to store it for trading and human
consumption. Wheat stored in a Storehouse will NOT be used for
food for your citizens. Food venders at an Agora will NOT go there
to pick up food. Any and all food that you wish to be picked up
by Food Venders should be brought to a local Granary. Food that you
want to be sold (exported) should be brought to either a Pier,
Trading Post, or Storehouse.
Grapes
------
Grapes are a wonderful thing. Dionysus has to be my favorite god
simply because he's funny to watch. I mean, they (Impressions Games)
basically included a drunk God. Hey, it's true, it's true. It's
comical to watch him walk around town. Heh. Well, back to the
Grapes.
Grapes are made from Grapevines, and you'll need a Growers Lodge
to prune and harvest the grapes. Grapes are used to make wine,
which is something that will improve housing levels. The workers
at the Workers' Lodge know how to care for both Grapevines and Olive
Trees. Every month, the Growers' Lodge sends out one pruner who can
care for Grapevines and Olive Trees.
The more frequently a Grapevine or Olive Tree is pruned, the faster
it will grow. If a plant goes a very long time without a pruner, it
won't grow at all. This is easily solved with the building of
multiple Growers' Lodges. When it's time to harvest, the Growers'
Lodge will send out a small crew of pruners to gather all of the
fresh fruit.
Once a Winery has received a bunch of Grapes, and has a full staff,
it will begin making Wine, which is another comodity.
Olives
------
I've already brought up Olives in the above section for Grapes.
To harvest Olives, Olive Trees are needed. You must build/plant
Olive Trees in the meadow. Olive Trees and Grapevines do have
one thing in common, once the harvest is done, any unharvested
produce is lost. You can't come back and claim it next time.
Once an Olive Press has received a bunch of Olives, and has a
full staff, it will make Olive Oil, which is another commodity.
FAQ: Why isn't my Olive Press receiving olives?
Well, this could be a number of things. It could be due
to a lack of labor at either the Olive Press or the
Growers' Lodge. It could also be due to the lack of a
road. The Growers' Lodge must have a road connected to it.
The same holds true for the Olive Press.
This same problem can also occur at the Winery, which
takes Grapes and makes wine out of them.
Cheese
------
Ahh, the power of cheese. Yeah, being from the Wisconsin/Illinois
area I hear that phrase quite a bit. Heck, it's even a sound used
on the local radio station.
Cheese is a wonderful food. To make cheese, you need Goats. Well,
you could also use Cows, but we don't have any in Zeus. :-(
You'll need to build a Dairy if you want to collect the milk from
the goats. You, of course, need milk to make cheese. A Dairy
needs to be placed next to a road. It's also suggested that you
place the Dairy close to the meadow area where the Goats are present.
This, of course, saves walking time. Each Dairy employs enough
Goat Herders to keep track o several goats. If you want more goats,
you'll need to build more Dairies.
When a supply of milk is brought into the Dairy, it is processed into
cheese, which is then brought into a Granary, which can be picked
up by a Food Vendor at a local Agora. The cheese can also be
send to a trading facility if you wish for it to be exported to
another city.
Pork
----
The only land animal hunted is the Wild Boar. To hunt Wild Boar,
a Boar Hunter's Lodge is required. When a Boar has been killed,
the hunter will carry the carcass back to the Boar Hunter's Lodge,
wher it will be dressed and prepared for human consumption. When
a side of pork is ready for eating, a deliveryman will bring it to
a Granary. It can also be taken to a trading facility if you wish
for it to be exported. The Boar Hunter's Lodge MUST have road
access.
Fish
----
This one food type that was the same as in 'Pharaoh'. You need
to locate a flat piece of land on the coast. It (Fishery) must
also have road access. The Fishery provides it's own boat, so
give it a minute for the crew to build a boat, and then they'll
send it out to sea. Just remember that one Fishery can only
support one Fishing Boat, so if you need more boats, you must
build more Fisheries.
Once a boat has caught its limit, the boat will return, where
the deliveryman will bring it to a Granary. Again, it can also
be taken to a trading facility if you intend to export it.
Urchins
-------
Well, this is certainly new. Fish used to be the only food harvested
from the sea. Getting (Sea) Urchins is the same process as that
of Fishing. Find a flat piece of coast, build the Urchin Quay,
provide road access, and you're off and running.
FAQ: Why won't my Urchin gatherers gather Urchins?
Well, this is a number of thigns. Be sure you have road
access to your Urchin Quay. Be sure you have a full staff
on-hand. Also, be sure there is no deep water between
the Urchin Quay and the Urchins. The gatherers cannot
pass deep water!
---------------------------------------------------------------------------
Industry
---------------------------------------------------------------------------
If you are to have a large, thriving city, you must have a strong
industry. Industry can make products that you need locally, as well
as products you can export to other cities.
Raw Materials
-------------
Raw Materials are items that can be taken straight from the earth.
Two examples would include lumber and limestone. Below are some
descriptions of the various raw materials that are available in
Greece.
_______
Marble:
ЇЇЇЇЇЇЇ
Marble isn't the easiesy resource to visually locate, unless
someone has told you where to look. You have to look for a
"flat,whitish-gray rock among the grassland."
To obtain Marble, a Masonry Shop is required. Once one is
running, you'll see a Stonecutter come out and proceed to
the marble quarry. He'll then begin cutting some marble from
the quarry. Once he's cut a chunk out, you'll see a team of
oxen drag out a huge chunk of marble. The marble will be
taken to the Masonry Shop, where another stonecutter will
cut it into 8 smaller blocks, which get taken via a team
of oxen to either a Storeyard or trading facility. Marble
CANNOT be taken straight from the Masonry Shop to a
construction site. It must first be taken to a Storeyard.
___________
Silver Ore:
ЇЇЇЇЇЇЇЇЇЇЇ
Silver Ore is fairly easy to locate. Look for silver nuggets
lying amongst rocky outcroppings.
To obtain the Silver Ore, a Mint is required. Once a Mint
received a delivery of the silver, they will begin smelting
it. Once that is complete, they will strike the silver.
The product they have now is called drachma. They are
essentially the coins (currency) for the city. The drachmas
are then deposited in your city treasury.
___________
Copper Ore:
ЇЇЇЇЇЇЇЇЇЇЇ
Copper Ore is fairly easy to locate as well. Look for copper
nuggets lying amongst rocky outcroppings.
To obtain Copper, a Foundry is required. Once a Foundry has
received a delivery of copper, they will alloy the copper with
the tin they have on hand. Alloying Copper and Tin will produce
a product known as Bronze. The bronze can be used in the
prodution of either Sculptures or Armor.
_______
Timber:
ЇЇЇЇЇЇЇ
Timber is VERY easy to locate. If you don't know what a tree
looks like, you're in trouble, to put it simply.
To obtain wood, a Timber Mill is required. Once a Timber Mill
has a full staff, they will send out a few lumberjacks, who
will cut down a tree. Once a tree is down, they will drag the
lumber back to the Timber Mill with a rope. Once the Mill has
a supply of wood, a team of oxen will take it to either a
Storehouse or trading facility. Lumber CANNOT be taken directly
to a construction site.
Workshop
--------
If you are going to make a product you can actually use, a workshop
of some kind will be in order.
__________
Olive Oil:
ЇЇЇЇЇЇЇЇЇЇ
Producing Olive Oil requires a supply of Olives, which are
grown on Olive Trees and collected by a Growers' Lodge.
Once an Olive Press has a full staff and a supply of olives, it
will begin producing Olive Oil. You'll see the workers busy
at the press, filling amphorae with the golden liquid. After
an amphora is full, it is loaded to a cart and a deliveryman
takes it to either a Storehouse or trading facility.
_____
Wine:
ЇЇЇЇЇ
Producing wine requires a supply of Grapes, which are grown
on Grapevines and collected by a Growers' Lodge.
Once a Winery has a full staff and a supply of grapes, they will
crush and forment the grapes. Once the jugs are full, they'll be
taken to either a Storehouse or trading facility.
___________
Sculptures:
ЇЇЇЇЇЇЇЇЇЇЇ
Producing sculptures requires a supply of bronze and a Sculpture
Studio.
Once a Sculpture Studio has a supply of bronze and a full staff,
they will begin sculpting the sculpture. Once the workers at
the Sculpture Studio have made a scultpure, you'll see a team
of oxen drag the scultpure to either a Storehouse or a
trading facility.
Industrial Management
---------------------
Your city cannot have a solid industry if you don't have workers. Your
industry won't have workers if you don't pay them. Paying your
workers is just one facet of running an industry.
______
Wages:
ЇЇЇЇЇЇ
You won't get workers if you don't pay them. Click on the Industry
Tab. You'll see the current wage rate and projected payroll for
that year. Unlike previous ciy-building games, you cannot choose
a specific amount for wages. Instead, there are things like
"Normal", "Low", "Very High", etc.
_____________
Unemployment:
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
Unemployment is an issue that shouldn't be taken lightly. When
you have an insufficient number of job openings, your citizens
tend to get upset with you. If the unemployment rate gets too
high, you'll see citizens leaving for the closest city in search
of work.
Luckily, unemployment is easy to fix, well, if you have money.
Unemployment can open up the option of expanding your city. By
expanding, you will create more homes, more jobs, and more goods.
Fisheries or Farms are usually a favorite for solving the problem
of unemployment, mainly because very few cities produce too much
food, so a little more won't hurt. Also, depending on the scenario,
you may be able to export some of that food. As I brought up
earlier, expanding your city will take money, and plenty of it,
depending on your definition of the magnitude of "expanding".
Whatever route you decide to take for your city, be sure that you
supply the city with the proper goods needed to complete the task.
For example, say you wanted to create a ton of sculptures, which
could then be exported for a profit. Without bronze, you cannot
produce a sculpture, so either you'll have to go make the bronze
or you'll have to import it from another city.
Fortunately, I rarelt have this problem. Unfortunately, it's just
the opposite of Unemployment.
________________
Worker Shortage:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
The Zeus manual states "Worker shortages can cripple a city."
Unfortunately, this is so VERY true. Say you're right at or near
0-5% Unemployment, and you've got a relatively small city in
terms of population. Now, there's a threat of war. If you've
got your military set to "Auto Defend", the troops will be called
into action one month from the arrival of the invaders. The
number of people in your army will be subtracted from the city
workforce. You'll get warnings of worker shortages almost
immediately. Once this happens, it's safe to say you're pretty
much screwed, unless you've got a lot of unoccupied housing prior
to the troops being called into action.
If you've got extra husing, pray that new people will come into
the city and move into one of them before they begin fighting.
'Threat of War' will basically shut down all immigration.
If you don't have extra housing, you're screwed. It will start
a huge chain reaction throughout the entire city. No food or
other supplies delivered means no people. Also, no food means
that that house's level of evoultion will drop to the very
bottom.
Worker shortages indeed can cripple one's city.
There's one more aspect of Industry that is important. In fact, it
can be used to avoid worker problems. Well, it can't really 'solve'
them, but it can help things along a little bit.
This aspect is called Worker Allocation. Basically, it's a concept
and game function that allows you to assign a certain number of
workers to certain types of jobs. If you are a previous City- Builder
owner, you already know what I mean.
The City-Building series has set up jobs in different categories. On
page 61 of the manual, there is a picture of what I'm talking about.
You can set a 'priority' for each job type. If you feel Husbandry is
the most important job, set its priority to 'Very High'. The game
will recognize this, and make sure to shift workers accordingly. If
the city has no worker shortages, this won't change anything really.
However if you have shortages, the game will shift workers so that the
job type with the highest priority gets a full staff, and it spreads
the remainder of the workers accordingly.
For more information on Industry, view page 63 in the manual. The
page features some information on problems in the Industry and shows
you how to quickly see them and take care of them.
---------------------------------------------------------------------------
Distribution (Locally, Importing, Exporting)
---------------------------------------------------------------------------
Husbandry has brought you food. Food is now collecting with nowhere to
go. Distribution is the next thing that must be done if you intend to
feed your citizens. You could make all the food you wanted to, but
without distribution, there is no way for your citizens to consume the
food.
Distribution Buildings
----------------------
You can't distribute food or any other good without a building. That
building also needs workers. So, how many buildings are there? Not
very many, but they are essential!
________
Granary:
ЇЇЇЇЇЇЇЇ
The first deposit of food is usually to a local Granary. Food
stored in a Granary will be picked up by Food Vendors, which will
sell them to the citizens of your great city.
FAQ: Why won't food be delivered to my Granary?
This could be one of many things to be honest. Be sure
your Granary has road access and a full staff. Be sure
that the place making the food has road access and a
full staff as well. Check your settings for your Granary.
You may have them set to 'Don't Accept', which will disable
the Granary's ability to accept that type of food.
FAQ: Why don't the roads and houses near the Granary improve?
A Granary has a Negative (-) desirability level. People
don't enjoy living near one, so don't build a Granary too
close to your housing.
FAQ: Why does my Granary keep collapsing?
Poor maintenance is the reason. Granaries are fairly
large structures, and they have a tendency to collapse.
Build a Maintenance Office nearby to prevent damage in
the future.
_______________
Granary Orders:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
You can assign a Granary specific orders as to what types of
food it will accept and how much of that food it will accept.
For more information, read pages 66-68 in the manual.
___________
Storehouse:
ЇЇЇЇЇЇЇЇЇЇЇ
A Storehouse is used for finished goods. It can also be used for
things like food. Keep in mind that food that is placed in a
Storehouse is not used to feed the citizens of your city.
A Storehouse has orders similar to that of a Granary.
_________________
Agoras & Vendors:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Vendors are built on Agoras. Vendors buy goods from the Granary
and Storehouse to sell to the citizens. There are several types
of Vendors, each with a specific job.
Trade
-----
Your city can't produce everything. You will eventually come into
money problems, so trade is the only answer to both of these problems.
The problem with trading is not every city wants to trade with you.
Sure, every city wants your goods, but they don't necessarily want
to pay you for them.
Trading in 'Pharaoh' is slightly different from trading here in
'Zeus'. In 'Pharaoh', you had a Dock to import/receive goods from
the sea. You also used Storage Yards to import/receive goods from
the ground. Well, in 'Zeus', you have a special Pier. The Pier
is designed to accept goods from only one specific city. The
Trading Post in 'Zeus' is set up the same way.
____________________
Trading Post & Pier:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Items that are bought from another city are brought to either
your Trading Post or your Pier. Things in your Pier have come
from a city trading via water route. Things in your Trading
Post have come from a city trading via land route.
Once you've built either a Pier or a Trading Post, that city's
traders will show up in your city. They are unable to trade
anything until you give your Trading Post or Pier orders for
either importing or exporting goods.
---------------------------------------------------------------------------
Hygiene and Satefy
---------------------------------------------------------------------------
City health and safety are critical. If you have poor health, your
population will all die, and you'll soon find that you have basically
no city left. To be healthy, you need a supply of food and a healer
of some kind.
Infirmary
---------
An Infirmary has a negative Desirability Level, so keep that in
mind when building one. An Infirmary employs healers who walk
around the city and act as a door-to-door doctor, sort of speak.
Keep in mind that your Infirmary needs to have road access!
Plague
------
The plague is a horrible ailment. If a house becomes infected, it
will be quarantined for a few months to ensure that no one else
catches it. No one can move into the house until the quarantine
is lifted.
There is a Hygiene Overview tab that you can view. This will enable
you to see how everything looks house to house.
Unrest
------
Unrest will be part of your city, and it's not something you really
look forward to. However, it can be prevented to an extent. If
you provide the citizens with the things they want, you shouldn't
run into unrest.
If you fail to make them happy, they become upset, and some become
"Disgruntled Citizens", while others can become "Outlaws".
Disgruntled citizens aren't there to cause trouble usually, but it's
a bad sign if you do have them. Outlaws, on the other hand, are
a little more dangerous and a threat to the city. They will mug
your citizens, and even kill a few of them. Some of the outlaws
become thieves, so they will end up stealing food and other things
from the elite housing. If a peddler does not replenish those stolen
goods, the elite house will deteriorate. Unfortunately, this isn't
the end of the road for these upset people. There are also people,
who will completely raze the elite housing, and the former residents
will have to move to the next city on the map.
Building Watchposts is the key to fending off this problem. A
Watchpost employs a guard, who will try to fight off any criminals.
Providing your people with what they want and need is the main thing
to do. This will prevent unrest. There is also an Unrest Overview
tab for your viewing pleasure.
Hazards
-------
Fire and Collapsing buildings are the two main hazards in the City-
Building series. In previos games, there was a building to control
each one separately. Zeus, however, combines both of them in one
building, the Maintenance Office.
A Maintenance Office employs people to make sure there are no fires
and buildings remain strong. If there is a fire, they will put it
out as soon as they can. If there are structural cracks or flaws
in buildings, the superintendent will fix them, although you can't
actually see them doing it.
As with the previous things mentioned in this section, there is an
Overview tab as well. Keep in mind that the Maintenance Office
requires road access to function.
Water
-----
Water is essential to life. Building a Fountain will be the way to
get water to everyone. Once the Fountain has road access and a full
staff, it will send out water bearers to bring water to nearby
housing.
As with the previous things mentioned in this section, there is an
Overview tab as well.
---------------------------------------------------------------------------
City Administration
---------------------------------------------------------------------------
Every city needs some sort of administration. Without it, it would be
total chaos and the city wouldn't be a city for too much longer. You
need administration to collect taxes as well.
Palace
------
The Palace is the essential part of the city. You cannot collect
taxes without it. As you would expect, people love living near
the Palace, so place it in an area where it could affect a lot of
homes, if possible. You'll see the companies' standards surrounding
the Palace.
Taxes
-----
Taxes are extremely important for a city. Taxes help pay for things
you have bought through trading. They will also allow you to make
an income. You need to build a Tax Office to collect taxes, however.
A Tax Office needs road access, and a full staff. Once those two
things are met, it will send out clerks to collect taxes from each
of the houses.
__________
Tax Rates:
ЇЇЇЇЇЇЇЇЇЇ
Setting the tax rates will determine how much your city will
make. Just remember that a high tax rate will upset people,
so don't make it high, unless you want to create pure chaos.
---------------------------------------------------------------------------
Culture
---------------------------------------------------------------------------
Every city needs needs culture. A city lacking culture isn't really
a city at all, in my opinion. There are several things associated
with culture, so let's see what's involved...
Philosophy
----------
Philosophy is probably one of the most important things. You need
yout citizens to be smart. You need to stimulate their minds, so
this is the answer.
A Collage is required for this job. A College will teach philosophers
the latest modes of thinking. Philosophers need a place to spew their
words to the masses. You need to build a Podium for this. There
is a Philosophers Overview tab, which will allow you to see how well
they are doing. Now that you have intelligent people, you need to
get them in shape.
Athletics
---------
To get your citizens in shape, build a Gymnasium. The Athletes will
then train your citizens, and this will make them more healthy. If
a Stadium is built in the city, a Gymnasium will produce competitors
as well, which will perform in the Stadium.
Drama
-----
Drama is the only thing available that will make people laugh and cry.
To produce an Actor, you need a Drama School. Once you have an Actor,
you will need to build a Theater, which will give that person a place
to show off his/her acting abilities.
Competition
-----------
Competition is usually a good thing, whether you're talking about
companies or physican competition. If you want competition, you
will need to build a Stadium. Once a Stadium is constructed, a
Gymnasium will produce competitors, which will compete in the
Stadium. If you have a Stadium, you will be able to host the Pan-
Hellenic Games.
There is a Culture Overview tab, which will enable you to see how spread
Culture is in your city.
Pan-Hellenic Games
------------------
This is the Olympic Games. For more information, read pages 110-113
in the game manual.
---------------------------------------------------------------------------
Mythology
---------------------------------------------------------------------------
Growing up, you were probably introduced to a few Mythological creatures.
There were a TON of them, however, and fortunately, Zeus has a few as
well.
The Gods
--------
This game features twelve gods. As you learned in school, there was
a hierarchy, and Zeus is no different. Here is a list of the gods
in order of hierarchy:
Zeus, Ruler of the Heavens
Poseidon, Ruler of the Sea
Hades, Ruler of the Underworld
Demeter, Goddess of Fertility
Athena, Goddess of Warriors, Crafts, and Wisdom
Artemis, Goddess of Hunters
Apollo, God of Prophecy
Ares, God of War
Hephaestus, Smith of Heaven
Aphrodite, Goddess of the Tendor Passions
Hermes, Messenger of the Gods
Dionysus, God of the Vine
When you are going through your travels, some of these gods will turn
up. Some will support you and desire your worship, while others may
oppose you and set up obstacles for you to overcome.
More Coming Soon...
---------------------------------------------------------------------------
Military
---------------------------------------------------------------------------
Military action is something that cannot always be prevented. If you
want your city to continue on, you will need to build an army. Invaders
will approach your city, looking for more land or other things, so you'll
just have to defeat them before they are able to take over your city.
Before you can build a military, you'll need a Palace. The Palace is
where everything starts from.
This aspect of the game isn't really worth repeating, so I suggest that
you read the entire chapter on Military. You'll learn about the different
types of military, the formations, the buildings, and much, much more.
---------------------------------------------------------------------------
Aesthetics
---------------------------------------------------------------------------
For people to live and love the city, it has to look nice. No one wants
to live in a city of nothing but Industrial buildings and workshops.
So, this is where you have to use the Aesthetics to make the city look
better.
The game manual gives a small description of each of the many things you
can use to make the city look better. So, I will suggest that you read
them for yourself. In fact, I suggest that you read the whole section,
pages 152-157.
===========================================================================
Walkthrough
===========================================================================
Getting through Zeus is a long process. I'll do my best trying to lead
you through it. If you've got any tips or strategies for any part of
the game, email me at red_phoenix@thexfiles.com, and your subject line
should read "Zeus".
Coming Soon...
===========================================================================
Frequently Asked Questions (FAQs)
===========================================================================
This is the section I've dedicated to questions that I deem are asked
quite a bit, and instead of receiving the same questions over and over,
they will be asked and answered below. Be sure to read this section
prior to asking me a question. Towards the top is a link to a message
board that I tend to frequent, so you could visit that instead of sending
an email. It's just whatever's more convenient for you. ^_^
Do most buildings need road access?
Yes. Most buildings do. Without road access, the building will not
get any employees or do anything.
Coming Soon...
===========================================================================
Appendices
===========================================================================
Depending who you talk to, "Appendices" will have different meanings.
Most of us (FAQ Writers) use them more as a "miscellaneous statistics"
section, which is what I do. Below, you'll find all kinds of misc.
information that will surely improve your gameplay, as well as inform
you of things you may ave never known.
===========================================================================
Non-Housing Data Model Sheets
===========================================================================
The many attributes of a building or person are determined by the level
of difficulty you have the game set to. I've taken the liberty of showing
everything here, to save you the trouble of looking for it elsewhere.
There are five difficulty settings to Zeus: Master of Olympus. They are:
* Beginner a.k.a. Very Easy
* Mortal a.k.a. Easy
* Hero a.k.a. Normal
* Titan a.k.a. Hard
* Olympian a.k.a. Very Hard
Below are some charts showing the statistics for each of the five
difficulty settings in the game.
---------------------------------------------------------------------------
Beginner (Very Easy)
---------------------------------------------------------------------------
Structure Cost Desirability Workers
Initial Step Size Range
Agora Large 50 12 2 -2 6 0
Agora Small 25 12 2 -2 6 0
Armory 40 -8 1 1 4 18
Arms Vendor 10 0 0 0 0 4
Artisans Guild 35 -6 2 1 3 25
Avenue 10 3 1 -1 3 0
Bench 6 2 2 -1 4 0
Boulevard 15 3 2 -2 4 0
Bridge 8 0 0 0 0 0
Carding Shed 16 -5 1 2 3 8
Carrot Farm 20 -2 1 1 2 10
College 30 -5 1 -3 2 12
Column 6 4 1 -2 3 0
Dairy 16 -5 1 2 3 8
Dock 100 -2 4 1 4 24
Drama School 16 0 0 0 0 10
Fish Pond 60 18 1 -3 6 0
Fishing Wharf 30 -15 1 2 4 10
Fleece Vendor 10 0 0 0 0 4
Flower Garden 20 8 1 -1 3 0
Food Vendor 10 0 0 0 0 4
Foundry 60 -10 1 1 6 15
Fountain 16 4 2 -2 4 4
Gardens 6 3 1 -1 3 0
Gatehouse 20 0 0 0 0 0
Gazebo 20 8 1 -1 3 0
Goat 4 0 0 0 0 0
Granary 50 -12 1 2 4 18
Grapevine 3 1 1 -1 1 0
Growers Lodge 25 -3 1 1 2 12
Guardpost 20 -2 1 1 2 6
Gymnasium 30 0 0 0 0 7
Hedge Maze 40 12 1 -1 4 0
Heros Hall 0 15 2 -2 6 0
Horse Ranch 100 -10 1 1 4 15
Horse Trainer 10 0 0 0 0 4
Hunting Lodge 20 -6 2 -2 4 8
Infirmary 35 -2 4 0 4 11
Marble Quarry 75 -6 1 1 4 15
Mint 100 -10 2 2 6 15
Monument 0 30 2 -5 6 0
Oil Press 45 -4 2 2 4 12
Oil Vendor 10 0 0 0 0 4
Olive Tree 3 1 1 -1 1 0
Onion Farm 20 -4 2 1 3 10
Palace 125 18 3 -3 6 0
Podium 15 3 1 -1 3 4
Road 2 0 0 0 0 0
Sanctuary to Aphrodite 720 20 1 -2 6 50
Sanctuary to Apollo 920 20 1 -2 6 60
Sanctuary to Ares 960 20 1 -2 6 50
Sanctuary to Artemis 1520 20 1 -2 6 60
Sanctuary to Athena 2160 20 1 -2 6 60
Sanctuary to Demeter 840 20 1 -2 6 60
Sanctuary to Dionysus 400 20 1 -2 6 45
Sanctuary to Hades 1320 20 1 -2 6 75
Sanctuary to Hephaestus 760 20 1 -2 6 60
Sanctuary to Hermes 640 20 1 -2 6 45
Sanctuary to Poseidon 2480 20 1 -2 6 75
Sanctuary to Zeus 1920 20 1 -2 6 75
Sculpture Studio 100 -2 1 1 2 18
Sheep 4 0 0 0 0 0
Stadium 200 0 0 0 0 45
Storehouse 25 -2 4 1 4 12
Supervisor's Office 10 0 0 0 0 5
Tax Office 25 -4 1 1 2 8
Theatre 60 6 1 -1 3 18
Timber Mill 35 -5 1 1 4 12
Trireme Wharf 75 -12 2 2 4 100
Tower 50 -4 4 1 4 15
Trading Post 100 -2 4 1 4 24
Urchin Collector 30 -15 1 2 4 10
Wall 2 0 0 0 0 0
Wheat Farm 20 -3 1 1 3 10
Wine Vendor 10 0 0 0 0 4
Winery 45 4 1 -1 4 12
---------------------------------------------------------------------------
Mortal (Easy)
---------------------------------------------------------------------------
Structure Cost Desirability Workers
Initial Step Size Range
Agora Large 80 12 2 -2 6 0
Agora Small 40 12 2 -2 6 0
Armory 65 -8 1 1 4 18
Arms Vendor 16 0 0 0 0 4
Artisans Guild 60 -6 2 1 3 25
Avenue 16 3 1 -1 3 0
Bench 10 2 2 -1 4 0
Boulevard 24 3 2 -2 4 0
Bridge 12 0 0 0 0 0
Carding Shed 30 -5 1 2 3 8
Carrot Farm 36 -2 1 1 2 10
College 50 -5 1 -3 2 12
Column 10 4 1 -2 3 0
Dairy 30 -5 1 2 3 8
Dock 160 -2 4 1 4 24
Drama School 30 0 0 0 0 10
Fish Pond 100 18 1 -3 6 0
Fishing Wharf 50 -15 1 2 4 10
Fleece Vendor 16 0 0 0 0 4
Flower Garden 32 8 1 -1 3 0
Food Vendor 16 0 0 0 0 4
Foundry 105 -10 1 1 6 15
Fountain 30 4 2 -2 4 4
Gardens 10 3 1 -1 3 0
Gatehouse 60 0 0 0 0 0
Gazebo 32 8 1 -1 3 0
Goat 7 0 0 0 0 0
Granary 80 -12 1 2 4 18
Grapevine 5 1 1 -1 1 0
Growers Lodge 40 -3 1 1 2 12
Guardpost 32 -2 1 1 2 6
Gymnasium 60 0 0 0 0 7
Hedge Maze 70 12 1 -1 4 0
Heros Hall 0 15 2 -2 6 0
Horse Ranch 160 -10 1 1 4 15
Horse Trainer 16 0 0 0 0 4
Hunting Lodge 32 -6 2 -2 4 8
Infirmary 56 -2 4 0 4 11
Marble Quarry 120 -6 1 1 4 15
Mint 160 -10 2 2 6 15
Monument 0 30 2 -5 6 0
Oil Press 72 -4 2 2 4 12
Oil Vendor 16 0 0 0 0 4
Olive Tree 5 1 1 -1 1 0
Onion Farm 36 -4 2 1 3 10
Palace 175 18 3 -3 6 0
Podium 24 3 1 -1 3 4
Road 2 0 0 0 0 0
Sanctuary to Aphrodite 720 20 1 -2 6 50
Sanctuary to Apollo 920 20 1 -2 6 60
Sanctuary to Ares 960 20 1 -2 6 50
Sanctuary to Artemis 920 20 1 -2 6 60
Sanctuary to Athena 2160 20 1 -2 6 60
Sanctuary to Demeter 840 20 1 -2 6 60
Sanctuary to Dionysus 400 20 1 -2 6 45
Sanctuary to Hades 1320 20 1 -2 6 75
Sanctuary to Hephaestus 760 20 1 -2 6 60
Sanctuary to Hermes 640 20 1 -2 6 45
Sanctuary to Poseidon 2480 20 1 -2 6 75
Sanctuary to Zeus 2920 20 1 -2 6 75
Sculpture Studio 160 -2 1 1 2 18
Sheep 7 0 0 0 0 0
Stadium 320 0 0 0 0 45
Storehouse 40 -2 4 1 4 12
Supervisor's Office 16 0 0 0 0 5
Tax Office 40 -4 1 1 2 8
Theatre 100 6 1 -1 3 18
Timber Mill 60 -5 1 1 4 12
Trireme Wharf 125 -12 2 2 4 100
Tower 80 -4 4 1 4 15
Trading Post 160 -2 4 1 4 24
Urchin Collector 50 -15 1 2 4 10
Wall 3 0 0 0 0 0
Wheat Farm 36 -3 1 1 3 10
Wine Vendor 16 0 0 0 0 4
Winery 72 4 1 -1 4 12
---------------------------------------------------------------------------
Hero (Normal)
---------------------------------------------------------------------------
Structure Cost Desirability Workers
Initial Step Size Range
Agora Large 100 12 2 -2 6 0
Agora Small 50 12 2 -2 6 0
Armory 85 -8 1 1 4 18
Arms Vendor 20 0 0 0 0 4
Artisans Guild 75 -6 2 1 3 25
Avenue 20 3 1 -1 3 0
Bench 12 2 2 -1 4 0
Boulevard 30 3 2 -2 4 0
Bridge 15 0 0 0 0 0
Carding Shed 35 -5 1 2 3 8
Carrot Farm 45 -2 1 1 2 10
College 65 -5 1 -3 2 12
Column 12 4 1 -2 3 0
Dairy 35 -5 1 2 3 8
Dock 200 -2 4 1 4 24
Drama School 35 0 0 0 0 10
Fish Pond 125 18 1 -3 6 0
Fishing Wharf 65 -15 1 2 4 10
Fleece Vendor 20 0 0 0 0 4
Flower Garden 40 8 1 -1 3 0
Food Vendor 20 0 0 0 0 4
Foundry 120 -10 1 1 6 15
Fountain 35 4 2 -2 4 4
Gardens 12 3 1 -1 3 0
Gatehouse 80 0 0 0 0 0
Goat 8 0 0 0 0 0
Granary 100 -12 1 2 4 18
Grapevine 6 1 1 -1 1 0
Growers Lodge 50 -3 1 1 2 12
Guardpost 40 -2 1 1 2 6
Gymnasium 75 0 0 0 0 7
Hedge Maze 85 12 1 -1 4 0
Heros Hall 0 15 2 -2 6 0
Horse Ranch 200 -10 1 1 4 15
Horse Trainer 20 0 0 0 0 4
Hunting Lodge 40 -6 2 -2 4 8
Infirmary 70 -2 4 0 4 11
Marble Quarry 150 -6 1 1 4 15
Mint 200 -10 2 2 6 15
Monument 0 30 2 -5 6 0
Oil Press 90 -4 2 2 4 12
Oil Vendor 20 0 0 0 0 4
Olive Tree 6 1 1 -1 1 0
Onion Farm 45 -4 2 1 3 10
Palace 250 18 3 -3 6 0
Podium 30 3 1 -1 3 4
Road 3 0 0 0 0 0
Sanctuary to Aphrodite 720 20 1 -2 6 50
Sanctuary to Apollo 920 20 1 -2 6 60
Sanctuary to Ares 960 20 1 -2 6 50
Sanctuary to Artemis 1520 20 1 -2 6 60
Sanctuary to Athena 2160 20 1 -2 6 60
Sanctuary to Demeter 840 20 1 -2 6 60
Sanctuary to Dionysus 400 20 1 -2 6 45
Sanctuary to Hades 1320 20 1 -2 6 75
Sanctuary to Hephaestus 760 20 1 -2 6 60
Sanctuary to Hermes 640 20 1 -2 6 45
Sanctuary to Poseidon 2480 20 1 -2 6 75
Sanctuary to Zeus 2920 20 1 -2 6 75
Sculpture Studio 200 -2 1 1 2 18
Sheep 8 0 0 0 0 0
Stadium 400 0 0 0 0 45
Storehouse 50 -2 4 1 4 12
Supervisor's Office 20 0 0 0 0 5
Tax Office 50 -4 1 1 2 8
Theatre 120 6 1 -1 3 18
Timber Mill 75 -5 1 1 4 12
Trireme Wharf 150 -12 2 2 4 100
Tower 100 -4 4 1 4 15
Trading Post 200 -2 4 1 4 24
Urchin Collector 65 -15 1 2 4 10
Wall 5 0 0 0 0 0
Wheat Farm 45 -3 1 1 3 10
Wine Vendor 20 0 0 0 0 4
Winery 90 4 1 -1 4 12
---------------------------------------------------------------------------
Titan (Hard)
---------------------------------------------------------------------------
Structure Cost Desirability Workers
Initial Step Size Range
Agora Large 120 12 2 -2 6 0
Agora Small 60 12 2 -2 6 0
Armory 100 -8 1 1 4 18
Arms Vendor 24 0 0 0 0 4
Artisans Guild 90 -6 2 1 3 25
Avenue 25 3 1 -1 3 0
Bench 15 2 2 -1 4 0
Boulevard 36 3 2 -2 4 0
Bridge 16 0 0 0 0 0
Carding Shed 42 -5 1 2 3 8
Carrot Farm 55 -2 1 1 2 10
College 75 -5 1 -3 2 12
Column 15 4 1 -2 3 0
Dairy 42 -5 1 2 3 8
Dock 240 -2 4 1 4 24
Drama School 42 0 0 0 0 10
Fish Pond 145 18 1 -3 6 0
Fishing Wharf 76 -15 1 2 4 10
Fleece Vendor 24 0 0 0 0 4
Flower Garden 50 8 1 -1 3 0
Food Vendor 24 0 0 0 0 4
Foundry 120 -10 1 1 6 15
Fountain 42 4 2 -2 4 4
Gardens 15 3 1 -1 3 0
Gatehouse 100 0 0 0 0 0
Gazebo 50 8 1 -1 3 0
Goat 10 0 0 0 0 0
Granary 120 -12 1 2 4 18
Grapevine 7 1 1 -1 1 0
Growers Lodge 63 -3 1 1 2 12
Guardpost 48 -2 1 1 2 6
Gymnasium 90 0 0 0 0 7
Hedge Maze 105 12 1 -1 4 0
Heros Hall 0 15 2 -2 6 0
Horse Ranch 240 -10 1 1 4 15
Horse Trainer 24 0 0 0 0 4
Hunting Lodge 50 -6 2 -2 4 8
Infirmary 85 -2 4 0 4 11
Marble Quarry 180 -6 1 1 4 15
Mint 240 -10 2 2 6 15
Monument 0 30 2 -5 6 0
Oil Press 105 -4 2 2 4 12
Oil Vendor 24 0 0 0 0 4
Olive Tree 7 1 1 -1 1 0
Onion Farm 55 -4 2 1 3 10
Palace 300 18 3 -3 6 0
Podium 35 3 1 -1 3 4
Road 4 0 0 0 0 0
Sanctuary to Aphrodite 720 20 1 -2 6 50
Sanctuary to Apollo 920 20 1 -2 6 60
Sanctuary to Ares 960 20 1 -2 6 50
Sanctuary to Artemis 1520 20 1 -2 6 60
Sanctuary to Athena 2160 20 1 -2 6 60
Sanctuary to Demeter 840 20 1 -2 6 60
Sanctuary to Dionysus 400 20 1 -2 6 45
Sanctuary to Hades 1320 20 1 -2 6 75
Sanctuary to Hephaestus 760 20 1 -2 6 60
Sanctuary to Hermes 640 20 1 -2 6 45
Sanctuary to Poseidon 840 20 1 -2 6 75
Sanctuary to Zeus 2920 20 1 -2 6 75
Sculpture Studio 240 -2 1 1 2 18
Sheep 10 0 0 0 0 0
Stadium 500 0 0 0 0 45
Storehouse 60 -2 4 1 4 12
Supervisor's Office 24 0 0 0 0 5
Tax Office 60 -4 1 1 2 8
Theatre 145 6 1 -1 3 18
Timber Mill 90 -5 1 1 4 12
Trireme Wharf 200 -12 2 2 4 100
Tower 120 -4 4 1 4 15
Trading Post 240 -2 4 1 4 24
Urchin Collector 76 -15 1 2 4 10
Wall 6 0 0 0 0 0
Wheat Farm 55 -3 1 1 3 10
Wine Vendor 24 0 0 0 0 4
Winery 105 4 1 -1 4 12
---------------------------------------------------------------------------
Olympian (Very Hard)
---------------------------------------------------------------------------
Structure Cost Desirability Workers
Initial Step Size Range
Agora Large 150 12 2 -2 6 0
Agora Small 75 12 2 -2 6 0
Armory 125 -8 1 1 4 18
Arms Vendor 30 0 0 0 0 4
Artisans Guild 125 -6 2 1 3 25
Avenue 30 3 1 -1 3 0
Bench 20 2 2 -1 4 0
Boulevard 45 3 2 -2 4 0
Bridge 20 0 0 0 0 0
Carding Shed 50 -5 1 2 3 8
Carrot Farm 65 -2 1 1 2 10
College 100 -5 1 -3 2 12
Column 20 4 1 -2 3 0
Dairy 50 -5 1 2 3 8
Dock 300 -2 4 1 4 24
Drama School 50 0 0 0 0 10
Fish Pond 185 18 1 -3 6 0
Fishing Wharf 100 -15 1 2 4 10
Fleece Vendor 30 0 0 0 0 4
Flower Garden 60 8 1 -1 3 0
Food Vendor 30 0 0 0 0 4
Foundry 180 -10 1 1 6 15
Fountain 50 4 2 -2 4 4
Gardens 20 3 1 -1 3 0
Gatehouse 120 0 0 0 0 0
Gazebo 60 8 1 -1 3 0
Goat 15 0 0 0 0 0
Granary 150 -12 1 2 4 18
Grapevine 10 1 1 -1 1 0
Growers Lodge 75 -3 1 1 2 12
Guardpost 60 -2 1 1 2 6
Gymnasium 120 0 0 0 0 7
Hedge Maze 125 12 1 -1 4 0
Heros Hall 0 15 2 -2 6 0
Horse Ranch 300 -10 1 1 4 15
Horse Trainer 30 0 0 0 0 4
Hunting Lodge 60 -6 2 -2 4 8
Infirmary 105 -2 4 0 4 11
Marble Quarry 225 -6 1 1 4 15
Mint 300 -10 2 2 6 15
Monument 0 30 2 -5 6 0
Oil Press 135 -4 2 2 4 12
Oil Vendor 30 0 0 0 0 4
Olive Tree 10 1 1 -1 1 0
Onion Farm 65 -4 2 1 3 10
Palace 400 18 3 -3 6 0
Podium 45 3 1 -1 3 4
Road 5 0 0 0 0 0
Sanctuary to Aphrodite 720 20 1 -2 6 50
Sanctuary to Apollo 920 20 1 -2 6 60
Sanctuary to Ares 960 20 1 -2 6 50
Sanctuary to Artemis 1520 20 1 -2 6 60
Sanctuary to Athena 2160 20 1 -2 6 60
Sanctuary to Demeter 840 20 1 -2 6 60
Sanctuary to Dionysus 400 20 1 -2 6 45
Sanctuary to Hades 1320 20 1 -2 6 75
Sanctuary to Hephaestus 760 20 1 -2 6 60
Sanctuary to Hermes 640 20 1 -2 6 45
Sanctuary to Poseidon 2480 20 1 -2 6 75
Sanctuary to Zeus 2920 20 1 -2 6 75
Sculpture Studio 300 -2 1 1 2 18
Sheep 15 0 0 0 0 0
Stadium 600 0 0 0 0 45
Storehouse 75 -2 4 1 4 12
Supervisor's Office 30 0 0 0 0 5
Tax Office 75 -4 1 1 2 8
Theatre 180 6 1 -1 3 18
Timber Mill 125 -5 1 1 4 12
Trireme Wharf 225 -12 2 2 4 100
Tower 150 -4 4 1 4 15
Trading Post 300 -2 4 1 4 24
Urchin Collector 100 -15 1 2 4 10
Wall 8 0 0 0 0 0
Wheat Farm 65 -3 1 1 3 10
Wine Vendor 30 0 0 0 0 4
Winery 135 4 1 -1 4 12
Explaination of Desirability Terms
Most structures in the game influence the squares surrounding them. This
influence is called desirability and can be either negative or positive.
Desirability is greatest or least in the squares immediately adjacent to the
structure in question. This initial desirabilty is shown in the column
labeled "initial". Let's take the last sturcture in the above chart, the
Winery. It's initial desirability is +4. Every structure placed next to it
will have it's desirability increased.
The influence that a structure has on it's neighbors increases, or decreases
over distance. The Winery's influence on squares immediately adjacent
decrease from +4 to some smaller number at some distance away from the
winery. That distamce is called a step and are reflected in the column
labled step. In the case of the Winery, the step is 1. The winery will have
the greatest influence on the squares next to it. One square, or step, away,
that influence will decrease somewhat. Two squares, or steps, away it will
decrease even further, etc. .
The amount of desirability that will be lost, or gained, over each step is
called the step size. In the case of our winery, the step size is -1. It will
influence it's neighboring squares as follows:
Winery - [+4] [+3] [+2] [+1]
At some point the winery will cease to influence its neighbors. The distance
between that point, and the winery is called the range. Ranges are shown in
the column labled for some reason, range.
===========================================================================
Housing Data Model Sheets
===========================================================================
As with Pharaoh, Zeus has several levels of housing. Each type of
housing requires something extra as you proceed up the "Evolution of
Housing Ladder." Below are basic charts to show this.
Note: As with the Non-Housing charts (above), the statistics will
vary according to Difficulty Level.
---------------------------------------------------------------------------
Beginner (Very Easy)
---------------------------------------------------------------------------
Name A B C D E F G H I J K L M N O P Q
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 8 1 20
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 16 1 15
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 24 1 15
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2 32 2 10
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2 40 2 10
Apartment 15 30 35 1 25 0 0 1 1 1 0 0 0 2 48 2 5
Townhouse 25 100 45 1 25 0 0 1 1 1 0 0 0 2 60 2 5
Residence 36 50 40 0 0 1 0 1 1 1 0 0 2 -20 6 22 0
Mansion 46 60 50 0 20 2 0 1 1 1 0 1 2 -20 10 22 0
Manor 56 70 60 0 25 4 0 1 1 1 1 1 4 -20 16 22 0
Estate 66 100 70 0 20 4 1 1 1 1 1 1 4 -20 20 22 0
---------------------------------------------------------------------------
Mortal (Easy)
---------------------------------------------------------------------------
Name A B C D E F G H I J K L M N O P Q
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 8 1 20
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 16 1 15
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 24 1 15
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2 32 2 10
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2 40 2 10
Apartment 15 30 35 1 25 0 0 1 1 1 0 0 0 2 48 2 5
Townhouse 25 100 45 1 25 0 0 1 1 1 0 0 0 2 60 2 5
Residence 42 56 50 0 0 1 0 1 1 1 0 0 2 -20 6 18 0
Mansion 52 66 60 0 20 2 0 1 1 1 0 1 2 -20 10 18 0
Manor 62 76 70 0 25 4 0 1 1 1 1 1 4 -20 16 18 0
Estate 72 100 80 0 20 4 1 1 1 1 1 1 4 -20 20 18 0
---------------------------------------------------------------------------
Hero (Normal)
---------------------------------------------------------------------------
Name A B C D E F G H I J K L M N O P Q
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 8 1 20
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 16 1 15
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 24 1 15
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2 32 2 10
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2 40 2 10
Apartment 15 30 35 1 25 0 0 1 1 1 0 0 0 2 48 2 5
Townhouse 25 100 45 1 25 0 0 1 1 1 0 0 0 2 60 2 5
Residence 46 60 50 0 0 1 0 1 1 1 0 0 2 -20 6 16 0
Mansion 56 70 60 0 20 2 0 1 1 1 0 1 2 -20 10 16 0
Manor 66 80 70 0 25 4 0 1 1 1 1 1 4 -20 16 16 0
Estate 76 100 80 0 20 4 1 1 1 1 1 1 4 -20 20 16 0
---------------------------------------------------------------------------
Titan (Hard)
---------------------------------------------------------------------------
Name A B C D E F G H I J K L M N O P Q
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 8 1 25
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 16 1 25
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 24 1 25
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2 32 1 20
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2 40 2 20
Apartment 15 40 35 1 25 0 0 1 1 1 0 0 0 2 48 2 15
Townhouse 35 100 45 1 25 0 0 1 1 1 0 0 0 2 60 2 15
Residence 46 60 50 0 0 1 0 1 1 1 0 0 2 -20 6 14 5
Mansion 56 70 60 0 20 2 0 1 1 1 0 1 2 -20 10 14 5
Manor 66 80 70 0 25 4 0 1 1 1 1 1 4 -20 16 14 5
Estate 76 100 80 0 20 4 1 1 1 1 1 1 4 -20 20 14 5
---------------------------------------------------------------------------
Olympian (Very Hard)
---------------------------------------------------------------------------
Name A B C D E F G H I J K L M N O P Q
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 8 1 25
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 16 1 25
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 24 1 25
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2 32 1 20
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2 40 2 20
Apartment 15 40 35 1 25 0 0 1 1 1 0 0 0 2 48 2 15
Townhouse 35 100 45 1 25 0 0 1 1 1 0 0 0 2 60 2 15
Residence 46 60 50 0 0 1 0 1 1 1 0 0 2 -20 6 14 5
Mansion 56 70 60 0 20 2 0 1 1 1 0 1 2 -20 10 14 5
Manor 66 80 70 0 25 4 0 1 1 1 1 1 4 -20 16 14 5
Estate 76 100 80 0 20 4 1 1 1 1 1 1 4 -20 20 14 5
Legend
------
A - Desirability Level at which the house will devolve
B - Desirability Level at which the house will evolve
C - Culture needed to evolve
D - Water needed to evolve
E - Percentage of population made soldiers
F - Maximum horse storage
G - Horses needed to evolve
H - Food needed to evolve
I - Fleece needed to evolve
J - Olive Oil needed to evolve
K - Wine needed to evolve
L - Armor needed to evolve
M - ??
N - Crime risk increment
O - Population Capacity
P - Tax rate multiplier
Q - Disease risk increment
===========================================================================
Hotkeys
===========================================================================
Hotkeys are designed to make ordinary operations of a game go faster and
with less effort to the user. You'll find the list of hotkeys below.
1 Population Tab
2 Husbandry Tab
3 Industry Tab
4 Distribution Tab
5 Health/Safety Tab
6 Administration Tab
7 Culture Tab
8 Mythology Tab
9 Military Tab
0 Aesthetics Tab
- Overview Tab
Ctrl + (F1-F4) Bookmark Location
F1 - F4 Go to Bookmark
F5 View Game in Windowed Mode
F6 Set resolution to 800x600
F7 Set resolution to 1024x768
Print Screen Capture Screenshot
P Pause Game
Space Switch views
Home Reorient city due North
PgUp Rotate City Counterclockwise
PgDn Rotate city Clockwise
Arrow Keys Scroll Map
Alt-X Exit Game
Tab View Overview Map
] Increase game speed 10%
[ Decrease game speed 10%
Ctrl + (1-5) While a company is selected, set a hot key
for the company.
Alt + (1-5) Select a company that was previously set
using Ctrl - (1-5)
===========================================================================
Cheats
===========================================================================
How to Cheat.
To bring up the cheat dialog box, press CTRL+ALT+C. Then, type in the cheat
exactly as it appears. The cheats are case sensitive, and make sure to spell
everything correctly (pharaoh is a tricky word, we know). Also, some cheats
can only be used in certain situations, as noted. We highly recommend
saving your game before using any cheat codes. There is a slight chance that
something funky (and unintended) could happen when you use a cheat.
Coming Soon...
===========================================================================
Zeus Manual Updates/Game Issues
===========================================================================
[This information is from the Readme file.]
Additional Hotkeys (see Appendix 2 of the manual):
[ Decrease game speed by 10%
] Increase game speed by 10%
Ctrl + (1-5) While a company is selected, set a hot key for the company.
Alt + (1-5) Select a company that was previously set using Ctrl - (1-5)
On Storage building info panels, you can set ALL items to "don't accept"
by clicking on the small 'X' button. Each item can still be adjusted
individually after this.
If you have multiple military companies selected, holding SHIFT down and
clicking on a company's standard, or its name on the control panel, will
deselect that company. You can add companies to your selection by holding
down SHIFT and clicking on the additional company's standards.
Zeus supports the use of a wheel mouse. The mouse wheel can be used to
scroll text or to navigate between the control panel tabs.
On rare occasions you may find soldiers standing around the Palace, while
their standard is on the Palace. The soldiers won't go anywhere, and may
appear to be stuck. To send the soldiers home, left click on the soldiers
to select them, left click on clear ground to place the standard, muster
the company, and then send the company home. The company will now behave
normally.
"DATA LIMIT REACHED"
Zeus has limits on how many buildings, walkers and walker routes it can
handle. Though these limits are quite high, you might reach them if you
build a city of 35,000 or more people. If you do see this message, your
only recourse is to resculpt your city for greater efficiency. Even
higher populations are possible if you build very efficiently.
===========================================================================
Links
===========================================================================
This is where you'll find Zeus-related sites or pages. Be careful
with the addresses. Some had to be made into two or more lines long
due to the margin restrictions.
Zeus' Official Site http://zeus.impressionsgames.com
Zeus @ Heaven Games http://zeus.heavengames.com
Which Way To Troy? http://www.topcities.com/Resume/irvdon/Zeus/index.html
Zeus Demo - 46.5 MB - http://www.gamespot.com/promos/demoad/index.html?
ftp://ftp.zdnet.com/gs/strategy/zeus/zeusdemo.exe
Zeus Demo Add-on - 34.5 MB - http://www.gamespot.com/promos/demoad/index.
html?ftp://ftp.zdnet.com/gs/strategy/zeus/
zeusdemoavaddon.exe
Zeus Previews - http://zeus.impressionsgames.com/oracle-previews.shtml
Zeus Forums (General) - http://forums.impressionsgames.com/impfusion.asp?
game=zeus&board=general
Zeus Forums (General) - http://caesar3.heavengames.com/cgi-bin/caeforumscgi/
display.cgi?action=t&fn=12
Zeus Forums (Technical) - http://forums.impressionsgames.com/impfusion.
asp?game=zeus&board=technical
Zeus Forums (Technical) - http://caesar3.heavengames.com/cgi-bin/caeforums
cgi/display.cgi?action=t&fn=6
Zeus Chat - http://zeus.impressionsgames.com/zchat.shtml OR
You can use mIRC for chat. Connect to chat.annexcafe.com,
port 6667 and go to channel #Impressions.
Zeus Newsletter (Sign Up) - http://zeus.impressionsgames.com/letter-
signup.shtml
Zeus Newsletter (Archive) - http://zeus.impressionsgames.com/letter-
archives.shtml
Zeus Screenshots - http://zeus.impressionsgames.com/media-screenshots.shtml
Zeus Concept Art - http://zeus.impressionsgames.com/media-conceptart.shtml
Zeus Videos - http://zeus.impressionsgames.com/media-videos.shtml
===========================================================================
Final Words...
===========================================================================
_______
Credits
ЇЇЇЇЇЇЇ
Mr. Anonymous for buying me Zeus. You know who you are. Thanks!
Jeff "CJayC" Veasey for hosting my FAQs.
Al Amaloo for hosting my FAQs.
Grumpus & his site for all of the Data Model Sheet Information. Be sure to
check out http://www.topcities.com/Resume/irvdon/Zeus/index.html
The Zeus game manual.
Zeus' Official Site.
Zeus @ Heavengames.
Impressions Games
Sierra On-Line, Inc.
This FAQ was writen entirely using the GWD Text Editor: (shareware)
http://www.gwdsoft.com/
_____________
Mailing List:
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
If you would like to be emailed when an update is released, email me.
I won't send you a copy of it, just a notice saying it's been updated.
Please have your subject line say "Zeus - Mailing List".
Note: Your address will NOT be shown here, so Spammers can't find your
email address here. ^_^
____________________________
Misc Facts about the Author:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Alias: Red Phoenix
Email Address: red_phoenix@thexfiles.com
Web Site: http://rct.ogresnet.com
Other FAQs: Check out http://www.gamefaqs.com/features/recognition/2717.html
__________________
Contacting Sierra:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
A) Customer Service, Support, and Sales
----------------------------------
United States
U.S.A. Sales Phone: (800) 757-7707
Hours: 24 hours a day, 7 days a week
International Sales: (425) 746-5771
Hours: Monday-Friday 8 AM to 4 PM PST
FAX: (916) 939-1010
Sierra Direct
P O Box 629001
El Dorado Hills, CA 95762-9972
Email: customer.support@sierra.com
http://www.sierra.com
United Kingdom
Havas Interactive
Main: (0118) 920-9111
Monday-Friday, 9:00 a.m. - 5:00 p.m.
Fax: (0118) 987-5603
Disk/CD replacements in the U.K. are Ј6.00, or Ј7.00 outside the UK.
Add "ATTN.: Returns."
2 Beacontree Plaza,
Gillette Way,
Reading, Berkshire
RG2 0BS United Kingdom
France
Havas Interactive France
32, Av de l'Europe
Bвt Energy 1 (2e йtage)
78 140 VELIZY-Villacoubaly
France
Tйlйphone: 01-30-67-90-50
Lundi au Jeudi de 10h а 19h
Vendredi de 10h а 18h
Fax: 01-30-67-90-65
Germany
Havas Interactive
Tel: (0) 6103-99-40-40
Montag bis Freitag von 10h - 19Uhr
Fax: (0) 6103-99-40-35
Robert-Bosch-Str. 32
D-63303 Dreieich
Germany
On-Line Sales
CompuServe United Kingdom:GO UKSIERRA
CompuServe France: GO FRSIERRA
Internet USA: http://www.sierra.com
Internet United Kingdom: http://www.sierra-online.co.uk
Internet France: http://www.sierra.fr
Internet Germany: http://www.sierra.de
Disk and or Manual Replacement:
Product Returns*:
Havas Interactive
Sierra On-Line Returns
4100 West 190th Street
Torrance, CA 90504
Havas Interactive
Sierra On-Line CD/Doco Replacement
4100 West 190th Street
Torrance, CA 90504
NOTE: To replace your cd(s) please send only the damaged cd and copy of
your dated Receipt, if less then 90 days. After 90 days please include
a $10.00 handling fee along with the cd(s). For Documentation replacement,
please include a $5.00 handling fee and a photocopy ONLY of either your
disk or cd. Payment should be made at the time of your request. Sorry,
no credit cards.
* Returns to this address valid in North America only.
B) TECHNICAL SUPPORT
-------------------------
North America
Sierra On-Line offers a 24-hour automated technical support line with
recorded answers to the most frequently asked technical questions. To
access this service, call (425) 644-4343, and follow the recorded
instructions to find your specific topic and resolve the issue. If this
fails to solve your problem, you may still write, or fax us with your
questions, or contact us via our Web site.
Sierra On-Line
Technical Support
P.O. Box 85006
Bellevue, WA 98015-8506
Main: (425) 644-4343
Monday-Friday, 8:00 a.m.- 4:45 p.m. PST
Fax: (425) 644-7697
http://www.sierra.com
support@sierra.com
United Kingdom
Havas Interactive offers a 24-hour Automated Technical Support line
with recorded answers to the most frequently asked technical questions.
To access this service, call (0118) 920-9111, and follow the recorded
instructions to find your specific topic and resolve the issue. If this
fails to solve your problem, you may still write, or fax us with your
questions or contact us via our Internet or CompuServe sites.
Havas Interactive
2 Beacontree Plaza,
Gillette Way,
Reading, Berkshire
RG2 0BS United Kingdom
Main: (0118) 920-9111
Monday-Friday, 9:00 a.m. - 5:00 p.m.
Fax: (0118) 987-5603
http://www.sierra-online.co.uk
France
Havas Interactive France
32, Av de l'Europe
Bвt Energy 1 (2e йtage)
78 140 VELIZY-Villacoublay
France
Tйlйphone: 01-30-67-90-50
Lundi au Jeudi de 10h а 19h
Vendredi de 10h а 18h
Fax: 01 30 67 90 65
http://www.sierra.fr
Germany
Havas Interactive
Robert-Bosch-Str. 32
D-63303 Dreieich
Deutschland
Tel: (0) 6103-99-40-40
Montag bis Freitag von 10 - 19Uhr
Fax: (0) 6103-99-40-35
Mailbox: (0) 6103-99-40-35
http://www.sierra.de
Spain
Havas Intereractive Espaсa
NUESTRA SEСORA DE VALVERDE Nє 23
28034 MADRID
Spain
Telйfono: 91 383 27 60
de lunes a Viernes de 09:30 a 15:00 y de 16:00 a 18:30
Fax: 91 381 24 37
Italy
Contattare il vostro distributore.
<< Dislaimer >>
This document was made for personal use only. No part of this document may
be copied or used in any form of media withthout the express written consent
of Jim Chamberlin. Unauthorized use of any information herein is a direct
violation of Copyright Law, and legal action will be taken.
This document is Copyright © 2000 Jim Chamberlin. All Rights Reserved.
Sierra, Sierra Studios, the Impressions Games logo, Zeus, Master of Olympus,
Pharaoh, and the Impressions City Building Series logo are trademarks of
Sierra On-Line, Inc. All Rights Reserved.
Version: 0.13 - 11/20/00
By Red Phoenix
red_phoenix@thexfiles.com
http://rct.ogresnet.com/
===========================================================================
<< Dislaimer >>
This document was made for personal use only. No part of this document may
be copied or used in any form of media withthout the express written consent
of Jim Chamberlin. Unauthorized use of any information herein is a direct
violation of Copyright Law, and legal action will be taken.
This document is Copyright © 2000 Jim Chamberlin. All Rights Reserved.
Sierra, Sierra Studios, the Impressions Games logo, Zeus, Master of Olympus,
Pharaoh, and the Impressions City Building Series logo are trademarks of
Sierra On-Line, Inc. All Rights Reserved.
===========================================================================
<< Online References >>
Zeus' Official Site http://zeus.impressionsgames.com
Zeus @ Heaven Games http://zeus.heavengames.com
Which Way To Troy? http://www.topcities.com/Resume/irvdon/Zeus/index.html
===========================================================================
Contacting Me
===========================================================================
I am NOT hiding any information, however if your question has not been
properly answered in this FAQ, email me. Be sure to read through the FAQ
(Frequently Asked Questions) section, as that is where I answer questions
that either will or have made me answer multiple times. When emailing me,
put "Zeus" in the Subject. Doing that will get you a faster reply...hint,
hint.
If you don't want to use email, an alternative is a message board. Below
is an address for one that I go to on a "regular" basis, and will be able
to answer questions there without too much of a hassle.
http://cgi.gamefaqs.com/boards/gentopic.asp?board=27327
===========================================================================
Revision History
===========================================================================
Version 0.13 - Nov. 20th 2000 - 104 KB
Added a bunch of links, including one to the Zeus Demo.
Version 0.12 - Nov. 17th 2000 - 102 KB
Started Mythology section.
Minor changes.
Version 0.11 - Nov. 15th 2000 - 100 KB
Added all kinds of information.
Version 0.10 - Nov. 9th 2000 - 79 KB
Finished up "Industry".
Version 0.09 - Nov. 8th 2000 - 77 KB
Added more information under "Industry".
Version 0.08 - Nov. 1st 2000 - 73 KB
Started the "Industry" section.
Version 0.07 - October 31st 2000 - 69 KB
Happy Halloween, everyone.
I added information under "Husbandry."
Version 0.06 - October 30th 2000 - 60 KB
A few minor changes. I added info on the Mailing List.
Version 0.05 - October 28th 2000 - 60 KB
Added information under "Population and Housing".
Version 0.04 - October 27th 2000 - 55 KB
Added information under "Basics of City Building."
Version 0.03 - October 26th 2000 - 52 KB
Added a bunch of sections, not too complete though.
Version 0.02 - October 24th 2000 - 3 KB
Zeus arrived at my door through Amazon.com.
Version 0.01 - October 10th 2000 - 3 KB
Started this FAQ.
Added ASCII art at the top.
Added Disclaimer and Online References.
===========================================================================
Table of Contents
===========================================================================
Overview **NOT COMPLETE**
Zeus News
Building a City
Basics of City Building
Population and Housing
Husbandry (Food and Farming)
Industry
Distribution (Locally, Importing, Exporting)
Hygiene and Safety
City Administration
Culture
Mythology **NOT COMPLETE**
Military **NOT COMPLETE**
Aesthetics
Walkthrough **NOT COMPLETE**
Frequently Asked Questions (FAQ) **NOT COMPLETE**
Appendices
Non-Housing Model Data
Housing Model Data
Hotkeys
Cheats **NOT COMPLETE**
Zeus Manual Updates/Game Issues
Links
Final Words...
===========================================================================
Overview
===========================================================================
Coming Soon...
===========================================================================
Zeus News
===========================================================================
I've always wanted to include a section like this in my PC FAQs because
there is always a lot of news going on concerning PC games, like patches,
saved games, competitions, and all kinds of information. So stay tuned
for more news...
===========================================================================
Building a City
===========================================================================
This section goes pretty much in order walking you through the entire
process of building a successful city. It should be mentioned that
building a great city is a complicated process that involves all sorts of
things, religion, trade, entertainment, and employment. There are many
problems that a city faces, and those are also addresses in the FAQ.
---------------------------------------------------------------------------
Basics of City Building
---------------------------------------------------------------------------
Building a city is fairly easy. This section is devoted to the VERY
basics of doing just that.
Landscape
---------
There are several features in the vast landscape of Zeus. They haven't
changed too much from Pharaoh (the previous City-Building game).
__________
Grassland:
ЇЇЇЇЇЇЇЇЇЇ
Grassland is the very basic type of land. Everyone can cross over
it, and you can build most structures on it.
_______
Meadow:
ЇЇЇЇЇЇЇ
Just like the Grassland, everyone can cross it, and it's able to
withstand most structures. The difference is the fact that it can
support Farms. Meadows are very important, and building anything
other than Farms there is just a waste of meadow space, esecially
as you reach Episodes that require a high population, since you'll
need to feed the people.
_______
Forest:
ЇЇЇЇЇЇЇ
This is quite the opposite of Grassland. You can't really pass
through it, and you certainly can't build there. A Timber Mill
will be required to harvest the vast amounts of lumber here.
If you find it nexessary, you can use the "Clear Land" button to
remove some of the trees. I must warn you that they do NOT grow
back.
______
Marsh:
ЇЇЇЇЇЇ
People can walk through the marsh if necessary, although the soft
ground just isn't good enough to support structures.
______
Beach:
ЇЇЇЇЇЇ
The sands of the beach shift far too much to support any kind of
structure.
_____
Rock:
ЇЇЇЇЇ
There are several different types of rocky formations in Zeus.
You can cross rocks, although only in the areas where the rocks
aren't. There are occasionally narrow paths between the rocks,
and that is the only route of passing. You can't build on rocks
either.
_________________
Ore-Bearing Rock:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Rock with copper nuggets protruding contains vast amounts of
copper ore, which can be smelted into bronze at a local Foundry.
Rock with silver nuggets protruding contains vast amounts of
silver ore, which could be converted into drachmas at a local
Mint. Drachmas are your unit of currency, by the way.
_______
Quarry:
ЇЇЇЇЇЇЇ
Rocks also formed a 'pit'. You can quarry for Marble by a
Masonry Shop.
______
Water:
ЇЇЇЇЇЇ
Water has a slightly different prupose in Zeus when compared to
'Pharaoh'. In Pharaoh, the Nile River was used as a place for
fishing as well as flooding the river coastline, which would make
the soil fertile. This was called inundation (I think was the term).
In Zeus, it only has one purpose, a place for fish and sea urchins,
both a food supply.
Building Things
---------------
If you're new to the City- Building series, I recommend that you read
this section. Instead of me copying the section, read your manual
(pages 24-27).
---------------------------------------------------------------------------
Population and Housing
---------------------------------------------------------------------------
Populating your city is very important. After all, you really can't
have a city without people, can you? Well, these people aren't going to
live on the roads, so you'll have to provide them with a form of housing.
The housing aspect of Zeus is different than 'Pharaoh'. In 'Pharaoh',
all you had to click on the Housing Tab, and then the House icon to
place a lot, which was available to immigrants. You'd continuoulsy
provide that house with more and better services, which would increase
the housing level as well as the population limit for that house. Well,
Zeus is the same way, sorta. The main difference is that there are two
housing types you have to choose from when placing a lot. There's the
Common Housing and the Elite Housing. You can't start out with the
Elite Housing, so you would have to build up from the Common Housing.
Depending on the Episode you're in, the Elite Housing would become
available at one point.
Common Housing
--------------
This is the basis for your housing in your city. You can't just jump
right into the Elite Housing. Common Housing comes in verious shapes
and names. You'll find names such as "Hovel," "Homestead," and
"Apartment" in this class of Housing.
As the Housing Level increases, more and better services must be
provided. Water and Food are the first two concerns of Common
Housing. Fleece and Oil follow. Fleece is used for clothing, just
so you know. Oil (Olive Oil) can be used on someone's body to relax
them. It just sooths people's bodies. If your housing hasn't been
improving in a while, right-click on the house and you'll get a pop-up
menu. The menu provides you with the information on that house.
Things like the number of residents, how many more people the house
can hold, the amount of food and other goods currently on hand, and
what (if anything) is holding that house back from evolving is all
included in that pop-up menu.
Elite Housing
-------------
For your city to have Elite Housing, you need the basics. The Elite
Greeks won't even consider living there if you don't have Water, Food,
Fleece, Olive Oil, plenty of culture, and good scenery. You can't
even build a house if the area is in bad shape (undesirable).
As with Common Housing, you are required to have more and better
services if you intend to have higher (in class) housing. Things
like Armor and Wine will be required. Armor brings up yet another
topic, an army. I'll discuss this in a minute.
FAQ: What happens when a house runs out of something?
Well, it all depends on which item it runs out of. The
closer that item is on the "necessity" chart, the lower (in
class) the house will drop. Say, you've got a "Residence"
that has just run out of food. Well, that house will drop
ALL the way down. It's missing one of the VERY first things
that are required for housing.
Army
----
Your army is made up of your citizens. This is bad in a way. In
Pharaoh, for example, you had warriors trained specifically for war.
However, in Zeus, your citizens are given the responsibility of
fending off invaders. When you are forced to call your army to get
ready to fend off invaders, you lose workers. It depends on your
current rate of unemployment of whether or not this will create
havoc for your Industry and Food supplies. This is the main thing
I don't like about the game. I thought that a separate army was much
easier for the user, and you wouldn't have to worry about unemployment
and how much food you've got for your citizens. I hope Impressions
Games changes this back to the way it was with both Caesar and Pharaoh.
In your Common Housing, people cannot afford weapons/armor. So, they
use the next best thing: rocks. Yeah, not quite what you hoped for,
but that's all they have. They pelt the invaders with rocks, simple
as that.
In Elite Housing, people can afford weapons/armor. So, you will get
Hoplites from these folks. For those citizens who are able to afford
their own horse, they become Horsemen.
---------------------------------------------------------------------------
Husbandry (Food and Farming)
---------------------------------------------------------------------------
It may just be me, but I find that feeding your people is rather
important. This is why I've dedicated a section for just that. In
Zeus, there are a lot of different foods to provide for your citizens.
Each needs something to be produced, whether it's Goats for Cheese, or
Onion Farms for Onions.
There's one huge difference in 'Pharaoh' farming and 'Zeus' farming.
In 'Pharaoh', there was both a meadow, which required an irrigation
ditch, and areas along the Nile River to farm. In 'Zeus', all you get
is the meadow. The good thing is the meadow areas are a little larger
than those in Pharaoh, so it shouldn't be too hard to farm.
FAQ: Where are the meadows?
Meadows are the purple-spotted areas. They look like the purple
spots that forms along with mold on old bread. I'm sure you've
seen a piece of moldy bread, right? Well, that's exactly what
the ground looks like, honestly.
FAQ: I've built farms, and I have a lot of unemployed people. Why
aren't my farms up and running?
Well, you are obviously new to the City-Building series, so
I'd like to suggest that you purchase the previous games in the
series. To answer your question, you MUST have roads leading
to the farms. Farms are supposed to be treated just like
most any other building.
There are several ways to produce food your citizens. Each scenario
(episode) is different, so they vary as to what food is made available.
Here's a quick run-down of food available, and how it is produced.
Carrots
-------
Yum. Crunchy carrots are always something people like eating. The
people of Greece were no different. Carrots require a Carrot Farm
to be produced. Carrots can be stored at a Granary, Trading Post,
or Pier.
Onions
------
Onions require an Onion Farm to be produced. Onions can be stored at
a Granary, Trading Post, or Pier.
Wheat
-----
Wheat is harvested in July. Wheat has two purposes. One is as food
for your citizens, and the second is for fodder for your horses.
Wheat can be stored at a Granary, Trading Post, Storehouse, and Pier.
Technically, it can be stored at a Horse Ranch, but it's only for
them to use there, and not to store it for trading and human
consumption. Wheat stored in a Storehouse will NOT be used for
food for your citizens. Food venders at an Agora will NOT go there
to pick up food. Any and all food that you wish to be picked up
by Food Venders should be brought to a local Granary. Food that you
want to be sold (exported) should be brought to either a Pier,
Trading Post, or Storehouse.
Grapes
------
Grapes are a wonderful thing. Dionysus has to be my favorite god
simply because he's funny to watch. I mean, they (Impressions Games)
basically included a drunk God. Hey, it's true, it's true. It's
comical to watch him walk around town. Heh. Well, back to the
Grapes.
Grapes are made from Grapevines, and you'll need a Growers Lodge
to prune and harvest the grapes. Grapes are used to make wine,
which is something that will improve housing levels. The workers
at the Workers' Lodge know how to care for both Grapevines and Olive
Trees. Every month, the Growers' Lodge sends out one pruner who can
care for Grapevines and Olive Trees.
The more frequently a Grapevine or Olive Tree is pruned, the faster
it will grow. If a plant goes a very long time without a pruner, it
won't grow at all. This is easily solved with the building of
multiple Growers' Lodges. When it's time to harvest, the Growers'
Lodge will send out a small crew of pruners to gather all of the
fresh fruit.
Once a Winery has received a bunch of Grapes, and has a full staff,
it will begin making Wine, which is another comodity.
Olives
------
I've already brought up Olives in the above section for Grapes.
To harvest Olives, Olive Trees are needed. You must build/plant
Olive Trees in the meadow. Olive Trees and Grapevines do have
one thing in common, once the harvest is done, any unharvested
produce is lost. You can't come back and claim it next time.
Once an Olive Press has received a bunch of Olives, and has a
full staff, it will make Olive Oil, which is another commodity.
FAQ: Why isn't my Olive Press receiving olives?
Well, this could be a number of things. It could be due
to a lack of labor at either the Olive Press or the
Growers' Lodge. It could also be due to the lack of a
road. The Growers' Lodge must have a road connected to it.
The same holds true for the Olive Press.
This same problem can also occur at the Winery, which
takes Grapes and makes wine out of them.
Cheese
------
Ahh, the power of cheese. Yeah, being from the Wisconsin/Illinois
area I hear that phrase quite a bit. Heck, it's even a sound used
on the local radio station.
Cheese is a wonderful food. To make cheese, you need Goats. Well,
you could also use Cows, but we don't have any in Zeus. :-(
You'll need to build a Dairy if you want to collect the milk from
the goats. You, of course, need milk to make cheese. A Dairy
needs to be placed next to a road. It's also suggested that you
place the Dairy close to the meadow area where the Goats are present.
This, of course, saves walking time. Each Dairy employs enough
Goat Herders to keep track o several goats. If you want more goats,
you'll need to build more Dairies.
When a supply of milk is brought into the Dairy, it is processed into
cheese, which is then brought into a Granary, which can be picked
up by a Food Vendor at a local Agora. The cheese can also be
send to a trading facility if you wish for it to be exported to
another city.
Pork
----
The only land animal hunted is the Wild Boar. To hunt Wild Boar,
a Boar Hunter's Lodge is required. When a Boar has been killed,
the hunter will carry the carcass back to the Boar Hunter's Lodge,
wher it will be dressed and prepared for human consumption. When
a side of pork is ready for eating, a deliveryman will bring it to
a Granary. It can also be taken to a trading facility if you wish
for it to be exported. The Boar Hunter's Lodge MUST have road
access.
Fish
----
This one food type that was the same as in 'Pharaoh'. You need
to locate a flat piece of land on the coast. It (Fishery) must
also have road access. The Fishery provides it's own boat, so
give it a minute for the crew to build a boat, and then they'll
send it out to sea. Just remember that one Fishery can only
support one Fishing Boat, so if you need more boats, you must
build more Fisheries.
Once a boat has caught its limit, the boat will return, where
the deliveryman will bring it to a Granary. Again, it can also
be taken to a trading facility if you intend to export it.
Urchins
-------
Well, this is certainly new. Fish used to be the only food harvested
from the sea. Getting (Sea) Urchins is the same process as that
of Fishing. Find a flat piece of coast, build the Urchin Quay,
provide road access, and you're off and running.
FAQ: Why won't my Urchin gatherers gather Urchins?
Well, this is a number of thigns. Be sure you have road
access to your Urchin Quay. Be sure you have a full staff
on-hand. Also, be sure there is no deep water between
the Urchin Quay and the Urchins. The gatherers cannot
pass deep water!
---------------------------------------------------------------------------
Industry
---------------------------------------------------------------------------
If you are to have a large, thriving city, you must have a strong
industry. Industry can make products that you need locally, as well
as products you can export to other cities.
Raw Materials
-------------
Raw Materials are items that can be taken straight from the earth.
Two examples would include lumber and limestone. Below are some
descriptions of the various raw materials that are available in
Greece.
_______
Marble:
ЇЇЇЇЇЇЇ
Marble isn't the easiesy resource to visually locate, unless
someone has told you where to look. You have to look for a
"flat,whitish-gray rock among the grassland."
To obtain Marble, a Masonry Shop is required. Once one is
running, you'll see a Stonecutter come out and proceed to
the marble quarry. He'll then begin cutting some marble from
the quarry. Once he's cut a chunk out, you'll see a team of
oxen drag out a huge chunk of marble. The marble will be
taken to the Masonry Shop, where another stonecutter will
cut it into 8 smaller blocks, which get taken via a team
of oxen to either a Storeyard or trading facility. Marble
CANNOT be taken straight from the Masonry Shop to a
construction site. It must first be taken to a Storeyard.
___________
Silver Ore:
ЇЇЇЇЇЇЇЇЇЇЇ
Silver Ore is fairly easy to locate. Look for silver nuggets
lying amongst rocky outcroppings.
To obtain the Silver Ore, a Mint is required. Once a Mint
received a delivery of the silver, they will begin smelting
it. Once that is complete, they will strike the silver.
The product they have now is called drachma. They are
essentially the coins (currency) for the city. The drachmas
are then deposited in your city treasury.
___________
Copper Ore:
ЇЇЇЇЇЇЇЇЇЇЇ
Copper Ore is fairly easy to locate as well. Look for copper
nuggets lying amongst rocky outcroppings.
To obtain Copper, a Foundry is required. Once a Foundry has
received a delivery of copper, they will alloy the copper with
the tin they have on hand. Alloying Copper and Tin will produce
a product known as Bronze. The bronze can be used in the
prodution of either Sculptures or Armor.
_______
Timber:
ЇЇЇЇЇЇЇ
Timber is VERY easy to locate. If you don't know what a tree
looks like, you're in trouble, to put it simply.
To obtain wood, a Timber Mill is required. Once a Timber Mill
has a full staff, they will send out a few lumberjacks, who
will cut down a tree. Once a tree is down, they will drag the
lumber back to the Timber Mill with a rope. Once the Mill has
a supply of wood, a team of oxen will take it to either a
Storehouse or trading facility. Lumber CANNOT be taken directly
to a construction site.
Workshop
--------
If you are going to make a product you can actually use, a workshop
of some kind will be in order.
__________
Olive Oil:
ЇЇЇЇЇЇЇЇЇЇ
Producing Olive Oil requires a supply of Olives, which are
grown on Olive Trees and collected by a Growers' Lodge.
Once an Olive Press has a full staff and a supply of olives, it
will begin producing Olive Oil. You'll see the workers busy
at the press, filling amphorae with the golden liquid. After
an amphora is full, it is loaded to a cart and a deliveryman
takes it to either a Storehouse or trading facility.
_____
Wine:
ЇЇЇЇЇ
Producing wine requires a supply of Grapes, which are grown
on Grapevines and collected by a Growers' Lodge.
Once a Winery has a full staff and a supply of grapes, they will
crush and forment the grapes. Once the jugs are full, they'll be
taken to either a Storehouse or trading facility.
___________
Sculptures:
ЇЇЇЇЇЇЇЇЇЇЇ
Producing sculptures requires a supply of bronze and a Sculpture
Studio.
Once a Sculpture Studio has a supply of bronze and a full staff,
they will begin sculpting the sculpture. Once the workers at
the Sculpture Studio have made a scultpure, you'll see a team
of oxen drag the scultpure to either a Storehouse or a
trading facility.
Industrial Management
---------------------
Your city cannot have a solid industry if you don't have workers. Your
industry won't have workers if you don't pay them. Paying your
workers is just one facet of running an industry.
______
Wages:
ЇЇЇЇЇЇ
You won't get workers if you don't pay them. Click on the Industry
Tab. You'll see the current wage rate and projected payroll for
that year. Unlike previous ciy-building games, you cannot choose
a specific amount for wages. Instead, there are things like
"Normal", "Low", "Very High", etc.
_____________
Unemployment:
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
Unemployment is an issue that shouldn't be taken lightly. When
you have an insufficient number of job openings, your citizens
tend to get upset with you. If the unemployment rate gets too
high, you'll see citizens leaving for the closest city in search
of work.
Luckily, unemployment is easy to fix, well, if you have money.
Unemployment can open up the option of expanding your city. By
expanding, you will create more homes, more jobs, and more goods.
Fisheries or Farms are usually a favorite for solving the problem
of unemployment, mainly because very few cities produce too much
food, so a little more won't hurt. Also, depending on the scenario,
you may be able to export some of that food. As I brought up
earlier, expanding your city will take money, and plenty of it,
depending on your definition of the magnitude of "expanding".
Whatever route you decide to take for your city, be sure that you
supply the city with the proper goods needed to complete the task.
For example, say you wanted to create a ton of sculptures, which
could then be exported for a profit. Without bronze, you cannot
produce a sculpture, so either you'll have to go make the bronze
or you'll have to import it from another city.
Fortunately, I rarelt have this problem. Unfortunately, it's just
the opposite of Unemployment.
________________
Worker Shortage:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
The Zeus manual states "Worker shortages can cripple a city."
Unfortunately, this is so VERY true. Say you're right at or near
0-5% Unemployment, and you've got a relatively small city in
terms of population. Now, there's a threat of war. If you've
got your military set to "Auto Defend", the troops will be called
into action one month from the arrival of the invaders. The
number of people in your army will be subtracted from the city
workforce. You'll get warnings of worker shortages almost
immediately. Once this happens, it's safe to say you're pretty
much screwed, unless you've got a lot of unoccupied housing prior
to the troops being called into action.
If you've got extra husing, pray that new people will come into
the city and move into one of them before they begin fighting.
'Threat of War' will basically shut down all immigration.
If you don't have extra housing, you're screwed. It will start
a huge chain reaction throughout the entire city. No food or
other supplies delivered means no people. Also, no food means
that that house's level of evoultion will drop to the very
bottom.
Worker shortages indeed can cripple one's city.
There's one more aspect of Industry that is important. In fact, it
can be used to avoid worker problems. Well, it can't really 'solve'
them, but it can help things along a little bit.
This aspect is called Worker Allocation. Basically, it's a concept
and game function that allows you to assign a certain number of
workers to certain types of jobs. If you are a previous City- Builder
owner, you already know what I mean.
The City-Building series has set up jobs in different categories. On
page 61 of the manual, there is a picture of what I'm talking about.
You can set a 'priority' for each job type. If you feel Husbandry is
the most important job, set its priority to 'Very High'. The game
will recognize this, and make sure to shift workers accordingly. If
the city has no worker shortages, this won't change anything really.
However if you have shortages, the game will shift workers so that the
job type with the highest priority gets a full staff, and it spreads
the remainder of the workers accordingly.
For more information on Industry, view page 63 in the manual. The
page features some information on problems in the Industry and shows
you how to quickly see them and take care of them.
---------------------------------------------------------------------------
Distribution (Locally, Importing, Exporting)
---------------------------------------------------------------------------
Husbandry has brought you food. Food is now collecting with nowhere to
go. Distribution is the next thing that must be done if you intend to
feed your citizens. You could make all the food you wanted to, but
without distribution, there is no way for your citizens to consume the
food.
Distribution Buildings
----------------------
You can't distribute food or any other good without a building. That
building also needs workers. So, how many buildings are there? Not
very many, but they are essential!
________
Granary:
ЇЇЇЇЇЇЇЇ
The first deposit of food is usually to a local Granary. Food
stored in a Granary will be picked up by Food Vendors, which will
sell them to the citizens of your great city.
FAQ: Why won't food be delivered to my Granary?
This could be one of many things to be honest. Be sure
your Granary has road access and a full staff. Be sure
that the place making the food has road access and a
full staff as well. Check your settings for your Granary.
You may have them set to 'Don't Accept', which will disable
the Granary's ability to accept that type of food.
FAQ: Why don't the roads and houses near the Granary improve?
A Granary has a Negative (-) desirability level. People
don't enjoy living near one, so don't build a Granary too
close to your housing.
FAQ: Why does my Granary keep collapsing?
Poor maintenance is the reason. Granaries are fairly
large structures, and they have a tendency to collapse.
Build a Maintenance Office nearby to prevent damage in
the future.
_______________
Granary Orders:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
You can assign a Granary specific orders as to what types of
food it will accept and how much of that food it will accept.
For more information, read pages 66-68 in the manual.
___________
Storehouse:
ЇЇЇЇЇЇЇЇЇЇЇ
A Storehouse is used for finished goods. It can also be used for
things like food. Keep in mind that food that is placed in a
Storehouse is not used to feed the citizens of your city.
A Storehouse has orders similar to that of a Granary.
_________________
Agoras & Vendors:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Vendors are built on Agoras. Vendors buy goods from the Granary
and Storehouse to sell to the citizens. There are several types
of Vendors, each with a specific job.
Trade
-----
Your city can't produce everything. You will eventually come into
money problems, so trade is the only answer to both of these problems.
The problem with trading is not every city wants to trade with you.
Sure, every city wants your goods, but they don't necessarily want
to pay you for them.
Trading in 'Pharaoh' is slightly different from trading here in
'Zeus'. In 'Pharaoh', you had a Dock to import/receive goods from
the sea. You also used Storage Yards to import/receive goods from
the ground. Well, in 'Zeus', you have a special Pier. The Pier
is designed to accept goods from only one specific city. The
Trading Post in 'Zeus' is set up the same way.
____________________
Trading Post & Pier:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Items that are bought from another city are brought to either
your Trading Post or your Pier. Things in your Pier have come
from a city trading via water route. Things in your Trading
Post have come from a city trading via land route.
Once you've built either a Pier or a Trading Post, that city's
traders will show up in your city. They are unable to trade
anything until you give your Trading Post or Pier orders for
either importing or exporting goods.
---------------------------------------------------------------------------
Hygiene and Satefy
---------------------------------------------------------------------------
City health and safety are critical. If you have poor health, your
population will all die, and you'll soon find that you have basically
no city left. To be healthy, you need a supply of food and a healer
of some kind.
Infirmary
---------
An Infirmary has a negative Desirability Level, so keep that in
mind when building one. An Infirmary employs healers who walk
around the city and act as a door-to-door doctor, sort of speak.
Keep in mind that your Infirmary needs to have road access!
Plague
------
The plague is a horrible ailment. If a house becomes infected, it
will be quarantined for a few months to ensure that no one else
catches it. No one can move into the house until the quarantine
is lifted.
There is a Hygiene Overview tab that you can view. This will enable
you to see how everything looks house to house.
Unrest
------
Unrest will be part of your city, and it's not something you really
look forward to. However, it can be prevented to an extent. If
you provide the citizens with the things they want, you shouldn't
run into unrest.
If you fail to make them happy, they become upset, and some become
"Disgruntled Citizens", while others can become "Outlaws".
Disgruntled citizens aren't there to cause trouble usually, but it's
a bad sign if you do have them. Outlaws, on the other hand, are
a little more dangerous and a threat to the city. They will mug
your citizens, and even kill a few of them. Some of the outlaws
become thieves, so they will end up stealing food and other things
from the elite housing. If a peddler does not replenish those stolen
goods, the elite house will deteriorate. Unfortunately, this isn't
the end of the road for these upset people. There are also people,
who will completely raze the elite housing, and the former residents
will have to move to the next city on the map.
Building Watchposts is the key to fending off this problem. A
Watchpost employs a guard, who will try to fight off any criminals.
Providing your people with what they want and need is the main thing
to do. This will prevent unrest. There is also an Unrest Overview
tab for your viewing pleasure.
Hazards
-------
Fire and Collapsing buildings are the two main hazards in the City-
Building series. In previos games, there was a building to control
each one separately. Zeus, however, combines both of them in one
building, the Maintenance Office.
A Maintenance Office employs people to make sure there are no fires
and buildings remain strong. If there is a fire, they will put it
out as soon as they can. If there are structural cracks or flaws
in buildings, the superintendent will fix them, although you can't
actually see them doing it.
As with the previous things mentioned in this section, there is an
Overview tab as well. Keep in mind that the Maintenance Office
requires road access to function.
Water
-----
Water is essential to life. Building a Fountain will be the way to
get water to everyone. Once the Fountain has road access and a full
staff, it will send out water bearers to bring water to nearby
housing.
As with the previous things mentioned in this section, there is an
Overview tab as well.
---------------------------------------------------------------------------
City Administration
---------------------------------------------------------------------------
Every city needs some sort of administration. Without it, it would be
total chaos and the city wouldn't be a city for too much longer. You
need administration to collect taxes as well.
Palace
------
The Palace is the essential part of the city. You cannot collect
taxes without it. As you would expect, people love living near
the Palace, so place it in an area where it could affect a lot of
homes, if possible. You'll see the companies' standards surrounding
the Palace.
Taxes
-----
Taxes are extremely important for a city. Taxes help pay for things
you have bought through trading. They will also allow you to make
an income. You need to build a Tax Office to collect taxes, however.
A Tax Office needs road access, and a full staff. Once those two
things are met, it will send out clerks to collect taxes from each
of the houses.
__________
Tax Rates:
ЇЇЇЇЇЇЇЇЇЇ
Setting the tax rates will determine how much your city will
make. Just remember that a high tax rate will upset people,
so don't make it high, unless you want to create pure chaos.
---------------------------------------------------------------------------
Culture
---------------------------------------------------------------------------
Every city needs needs culture. A city lacking culture isn't really
a city at all, in my opinion. There are several things associated
with culture, so let's see what's involved...
Philosophy
----------
Philosophy is probably one of the most important things. You need
yout citizens to be smart. You need to stimulate their minds, so
this is the answer.
A Collage is required for this job. A College will teach philosophers
the latest modes of thinking. Philosophers need a place to spew their
words to the masses. You need to build a Podium for this. There
is a Philosophers Overview tab, which will allow you to see how well
they are doing. Now that you have intelligent people, you need to
get them in shape.
Athletics
---------
To get your citizens in shape, build a Gymnasium. The Athletes will
then train your citizens, and this will make them more healthy. If
a Stadium is built in the city, a Gymnasium will produce competitors
as well, which will perform in the Stadium.
Drama
-----
Drama is the only thing available that will make people laugh and cry.
To produce an Actor, you need a Drama School. Once you have an Actor,
you will need to build a Theater, which will give that person a place
to show off his/her acting abilities.
Competition
-----------
Competition is usually a good thing, whether you're talking about
companies or physican competition. If you want competition, you
will need to build a Stadium. Once a Stadium is constructed, a
Gymnasium will produce competitors, which will compete in the
Stadium. If you have a Stadium, you will be able to host the Pan-
Hellenic Games.
There is a Culture Overview tab, which will enable you to see how spread
Culture is in your city.
Pan-Hellenic Games
------------------
This is the Olympic Games. For more information, read pages 110-113
in the game manual.
---------------------------------------------------------------------------
Mythology
---------------------------------------------------------------------------
Growing up, you were probably introduced to a few Mythological creatures.
There were a TON of them, however, and fortunately, Zeus has a few as
well.
The Gods
--------
This game features twelve gods. As you learned in school, there was
a hierarchy, and Zeus is no different. Here is a list of the gods
in order of hierarchy:
Zeus, Ruler of the Heavens
Poseidon, Ruler of the Sea
Hades, Ruler of the Underworld
Demeter, Goddess of Fertility
Athena, Goddess of Warriors, Crafts, and Wisdom
Artemis, Goddess of Hunters
Apollo, God of Prophecy
Ares, God of War
Hephaestus, Smith of Heaven
Aphrodite, Goddess of the Tendor Passions
Hermes, Messenger of the Gods
Dionysus, God of the Vine
When you are going through your travels, some of these gods will turn
up. Some will support you and desire your worship, while others may
oppose you and set up obstacles for you to overcome.
More Coming Soon...
---------------------------------------------------------------------------
Military
---------------------------------------------------------------------------
Military action is something that cannot always be prevented. If you
want your city to continue on, you will need to build an army. Invaders
will approach your city, looking for more land or other things, so you'll
just have to defeat them before they are able to take over your city.
Before you can build a military, you'll need a Palace. The Palace is
where everything starts from.
This aspect of the game isn't really worth repeating, so I suggest that
you read the entire chapter on Military. You'll learn about the different
types of military, the formations, the buildings, and much, much more.
---------------------------------------------------------------------------
Aesthetics
---------------------------------------------------------------------------
For people to live and love the city, it has to look nice. No one wants
to live in a city of nothing but Industrial buildings and workshops.
So, this is where you have to use the Aesthetics to make the city look
better.
The game manual gives a small description of each of the many things you
can use to make the city look better. So, I will suggest that you read
them for yourself. In fact, I suggest that you read the whole section,
pages 152-157.
===========================================================================
Walkthrough
===========================================================================
Getting through Zeus is a long process. I'll do my best trying to lead
you through it. If you've got any tips or strategies for any part of
the game, email me at red_phoenix@thexfiles.com, and your subject line
should read "Zeus".
Coming Soon...
===========================================================================
Frequently Asked Questions (FAQs)
===========================================================================
This is the section I've dedicated to questions that I deem are asked
quite a bit, and instead of receiving the same questions over and over,
they will be asked and answered below. Be sure to read this section
prior to asking me a question. Towards the top is a link to a message
board that I tend to frequent, so you could visit that instead of sending
an email. It's just whatever's more convenient for you. ^_^
Do most buildings need road access?
Yes. Most buildings do. Without road access, the building will not
get any employees or do anything.
Coming Soon...
===========================================================================
Appendices
===========================================================================
Depending who you talk to, "Appendices" will have different meanings.
Most of us (FAQ Writers) use them more as a "miscellaneous statistics"
section, which is what I do. Below, you'll find all kinds of misc.
information that will surely improve your gameplay, as well as inform
you of things you may ave never known.
===========================================================================
Non-Housing Data Model Sheets
===========================================================================
The many attributes of a building or person are determined by the level
of difficulty you have the game set to. I've taken the liberty of showing
everything here, to save you the trouble of looking for it elsewhere.
There are five difficulty settings to Zeus: Master of Olympus. They are:
* Beginner a.k.a. Very Easy
* Mortal a.k.a. Easy
* Hero a.k.a. Normal
* Titan a.k.a. Hard
* Olympian a.k.a. Very Hard
Below are some charts showing the statistics for each of the five
difficulty settings in the game.
---------------------------------------------------------------------------
Beginner (Very Easy)
---------------------------------------------------------------------------
Structure Cost Desirability Workers
Initial Step Size Range
Agora Large 50 12 2 -2 6 0
Agora Small 25 12 2 -2 6 0
Armory 40 -8 1 1 4 18
Arms Vendor 10 0 0 0 0 4
Artisans Guild 35 -6 2 1 3 25
Avenue 10 3 1 -1 3 0
Bench 6 2 2 -1 4 0
Boulevard 15 3 2 -2 4 0
Bridge 8 0 0 0 0 0
Carding Shed 16 -5 1 2 3 8
Carrot Farm 20 -2 1 1 2 10
College 30 -5 1 -3 2 12
Column 6 4 1 -2 3 0
Dairy 16 -5 1 2 3 8
Dock 100 -2 4 1 4 24
Drama School 16 0 0 0 0 10
Fish Pond 60 18 1 -3 6 0
Fishing Wharf 30 -15 1 2 4 10
Fleece Vendor 10 0 0 0 0 4
Flower Garden 20 8 1 -1 3 0
Food Vendor 10 0 0 0 0 4
Foundry 60 -10 1 1 6 15
Fountain 16 4 2 -2 4 4
Gardens 6 3 1 -1 3 0
Gatehouse 20 0 0 0 0 0
Gazebo 20 8 1 -1 3 0
Goat 4 0 0 0 0 0
Granary 50 -12 1 2 4 18
Grapevine 3 1 1 -1 1 0
Growers Lodge 25 -3 1 1 2 12
Guardpost 20 -2 1 1 2 6
Gymnasium 30 0 0 0 0 7
Hedge Maze 40 12 1 -1 4 0
Heros Hall 0 15 2 -2 6 0
Horse Ranch 100 -10 1 1 4 15
Horse Trainer 10 0 0 0 0 4
Hunting Lodge 20 -6 2 -2 4 8
Infirmary 35 -2 4 0 4 11
Marble Quarry 75 -6 1 1 4 15
Mint 100 -10 2 2 6 15
Monument 0 30 2 -5 6 0
Oil Press 45 -4 2 2 4 12
Oil Vendor 10 0 0 0 0 4
Olive Tree 3 1 1 -1 1 0
Onion Farm 20 -4 2 1 3 10
Palace 125 18 3 -3 6 0
Podium 15 3 1 -1 3 4
Road 2 0 0 0 0 0
Sanctuary to Aphrodite 720 20 1 -2 6 50
Sanctuary to Apollo 920 20 1 -2 6 60
Sanctuary to Ares 960 20 1 -2 6 50
Sanctuary to Artemis 1520 20 1 -2 6 60
Sanctuary to Athena 2160 20 1 -2 6 60
Sanctuary to Demeter 840 20 1 -2 6 60
Sanctuary to Dionysus 400 20 1 -2 6 45
Sanctuary to Hades 1320 20 1 -2 6 75
Sanctuary to Hephaestus 760 20 1 -2 6 60
Sanctuary to Hermes 640 20 1 -2 6 45
Sanctuary to Poseidon 2480 20 1 -2 6 75
Sanctuary to Zeus 1920 20 1 -2 6 75
Sculpture Studio 100 -2 1 1 2 18
Sheep 4 0 0 0 0 0
Stadium 200 0 0 0 0 45
Storehouse 25 -2 4 1 4 12
Supervisor's Office 10 0 0 0 0 5
Tax Office 25 -4 1 1 2 8
Theatre 60 6 1 -1 3 18
Timber Mill 35 -5 1 1 4 12
Trireme Wharf 75 -12 2 2 4 100
Tower 50 -4 4 1 4 15
Trading Post 100 -2 4 1 4 24
Urchin Collector 30 -15 1 2 4 10
Wall 2 0 0 0 0 0
Wheat Farm 20 -3 1 1 3 10
Wine Vendor 10 0 0 0 0 4
Winery 45 4 1 -1 4 12
---------------------------------------------------------------------------
Mortal (Easy)
---------------------------------------------------------------------------
Structure Cost Desirability Workers
Initial Step Size Range
Agora Large 80 12 2 -2 6 0
Agora Small 40 12 2 -2 6 0
Armory 65 -8 1 1 4 18
Arms Vendor 16 0 0 0 0 4
Artisans Guild 60 -6 2 1 3 25
Avenue 16 3 1 -1 3 0
Bench 10 2 2 -1 4 0
Boulevard 24 3 2 -2 4 0
Bridge 12 0 0 0 0 0
Carding Shed 30 -5 1 2 3 8
Carrot Farm 36 -2 1 1 2 10
College 50 -5 1 -3 2 12
Column 10 4 1 -2 3 0
Dairy 30 -5 1 2 3 8
Dock 160 -2 4 1 4 24
Drama School 30 0 0 0 0 10
Fish Pond 100 18 1 -3 6 0
Fishing Wharf 50 -15 1 2 4 10
Fleece Vendor 16 0 0 0 0 4
Flower Garden 32 8 1 -1 3 0
Food Vendor 16 0 0 0 0 4
Foundry 105 -10 1 1 6 15
Fountain 30 4 2 -2 4 4
Gardens 10 3 1 -1 3 0
Gatehouse 60 0 0 0 0 0
Gazebo 32 8 1 -1 3 0
Goat 7 0 0 0 0 0
Granary 80 -12 1 2 4 18
Grapevine 5 1 1 -1 1 0
Growers Lodge 40 -3 1 1 2 12
Guardpost 32 -2 1 1 2 6
Gymnasium 60 0 0 0 0 7
Hedge Maze 70 12 1 -1 4 0
Heros Hall 0 15 2 -2 6 0
Horse Ranch 160 -10 1 1 4 15
Horse Trainer 16 0 0 0 0 4
Hunting Lodge 32 -6 2 -2 4 8
Infirmary 56 -2 4 0 4 11
Marble Quarry 120 -6 1 1 4 15
Mint 160 -10 2 2 6 15
Monument 0 30 2 -5 6 0
Oil Press 72 -4 2 2 4 12
Oil Vendor 16 0 0 0 0 4
Olive Tree 5 1 1 -1 1 0
Onion Farm 36 -4 2 1 3 10
Palace 175 18 3 -3 6 0
Podium 24 3 1 -1 3 4
Road 2 0 0 0 0 0
Sanctuary to Aphrodite 720 20 1 -2 6 50
Sanctuary to Apollo 920 20 1 -2 6 60
Sanctuary to Ares 960 20 1 -2 6 50
Sanctuary to Artemis 920 20 1 -2 6 60
Sanctuary to Athena 2160 20 1 -2 6 60
Sanctuary to Demeter 840 20 1 -2 6 60
Sanctuary to Dionysus 400 20 1 -2 6 45
Sanctuary to Hades 1320 20 1 -2 6 75
Sanctuary to Hephaestus 760 20 1 -2 6 60
Sanctuary to Hermes 640 20 1 -2 6 45
Sanctuary to Poseidon 2480 20 1 -2 6 75
Sanctuary to Zeus 2920 20 1 -2 6 75
Sculpture Studio 160 -2 1 1 2 18
Sheep 7 0 0 0 0 0
Stadium 320 0 0 0 0 45
Storehouse 40 -2 4 1 4 12
Supervisor's Office 16 0 0 0 0 5
Tax Office 40 -4 1 1 2 8
Theatre 100 6 1 -1 3 18
Timber Mill 60 -5 1 1 4 12
Trireme Wharf 125 -12 2 2 4 100
Tower 80 -4 4 1 4 15
Trading Post 160 -2 4 1 4 24
Urchin Collector 50 -15 1 2 4 10
Wall 3 0 0 0 0 0
Wheat Farm 36 -3 1 1 3 10
Wine Vendor 16 0 0 0 0 4
Winery 72 4 1 -1 4 12
---------------------------------------------------------------------------
Hero (Normal)
---------------------------------------------------------------------------
Structure Cost Desirability Workers
Initial Step Size Range
Agora Large 100 12 2 -2 6 0
Agora Small 50 12 2 -2 6 0
Armory 85 -8 1 1 4 18
Arms Vendor 20 0 0 0 0 4
Artisans Guild 75 -6 2 1 3 25
Avenue 20 3 1 -1 3 0
Bench 12 2 2 -1 4 0
Boulevard 30 3 2 -2 4 0
Bridge 15 0 0 0 0 0
Carding Shed 35 -5 1 2 3 8
Carrot Farm 45 -2 1 1 2 10
College 65 -5 1 -3 2 12
Column 12 4 1 -2 3 0
Dairy 35 -5 1 2 3 8
Dock 200 -2 4 1 4 24
Drama School 35 0 0 0 0 10
Fish Pond 125 18 1 -3 6 0
Fishing Wharf 65 -15 1 2 4 10
Fleece Vendor 20 0 0 0 0 4
Flower Garden 40 8 1 -1 3 0
Food Vendor 20 0 0 0 0 4
Foundry 120 -10 1 1 6 15
Fountain 35 4 2 -2 4 4
Gardens 12 3 1 -1 3 0
Gatehouse 80 0 0 0 0 0
Goat 8 0 0 0 0 0
Granary 100 -12 1 2 4 18
Grapevine 6 1 1 -1 1 0
Growers Lodge 50 -3 1 1 2 12
Guardpost 40 -2 1 1 2 6
Gymnasium 75 0 0 0 0 7
Hedge Maze 85 12 1 -1 4 0
Heros Hall 0 15 2 -2 6 0
Horse Ranch 200 -10 1 1 4 15
Horse Trainer 20 0 0 0 0 4
Hunting Lodge 40 -6 2 -2 4 8
Infirmary 70 -2 4 0 4 11
Marble Quarry 150 -6 1 1 4 15
Mint 200 -10 2 2 6 15
Monument 0 30 2 -5 6 0
Oil Press 90 -4 2 2 4 12
Oil Vendor 20 0 0 0 0 4
Olive Tree 6 1 1 -1 1 0
Onion Farm 45 -4 2 1 3 10
Palace 250 18 3 -3 6 0
Podium 30 3 1 -1 3 4
Road 3 0 0 0 0 0
Sanctuary to Aphrodite 720 20 1 -2 6 50
Sanctuary to Apollo 920 20 1 -2 6 60
Sanctuary to Ares 960 20 1 -2 6 50
Sanctuary to Artemis 1520 20 1 -2 6 60
Sanctuary to Athena 2160 20 1 -2 6 60
Sanctuary to Demeter 840 20 1 -2 6 60
Sanctuary to Dionysus 400 20 1 -2 6 45
Sanctuary to Hades 1320 20 1 -2 6 75
Sanctuary to Hephaestus 760 20 1 -2 6 60
Sanctuary to Hermes 640 20 1 -2 6 45
Sanctuary to Poseidon 2480 20 1 -2 6 75
Sanctuary to Zeus 2920 20 1 -2 6 75
Sculpture Studio 200 -2 1 1 2 18
Sheep 8 0 0 0 0 0
Stadium 400 0 0 0 0 45
Storehouse 50 -2 4 1 4 12
Supervisor's Office 20 0 0 0 0 5
Tax Office 50 -4 1 1 2 8
Theatre 120 6 1 -1 3 18
Timber Mill 75 -5 1 1 4 12
Trireme Wharf 150 -12 2 2 4 100
Tower 100 -4 4 1 4 15
Trading Post 200 -2 4 1 4 24
Urchin Collector 65 -15 1 2 4 10
Wall 5 0 0 0 0 0
Wheat Farm 45 -3 1 1 3 10
Wine Vendor 20 0 0 0 0 4
Winery 90 4 1 -1 4 12
---------------------------------------------------------------------------
Titan (Hard)
---------------------------------------------------------------------------
Structure Cost Desirability Workers
Initial Step Size Range
Agora Large 120 12 2 -2 6 0
Agora Small 60 12 2 -2 6 0
Armory 100 -8 1 1 4 18
Arms Vendor 24 0 0 0 0 4
Artisans Guild 90 -6 2 1 3 25
Avenue 25 3 1 -1 3 0
Bench 15 2 2 -1 4 0
Boulevard 36 3 2 -2 4 0
Bridge 16 0 0 0 0 0
Carding Shed 42 -5 1 2 3 8
Carrot Farm 55 -2 1 1 2 10
College 75 -5 1 -3 2 12
Column 15 4 1 -2 3 0
Dairy 42 -5 1 2 3 8
Dock 240 -2 4 1 4 24
Drama School 42 0 0 0 0 10
Fish Pond 145 18 1 -3 6 0
Fishing Wharf 76 -15 1 2 4 10
Fleece Vendor 24 0 0 0 0 4
Flower Garden 50 8 1 -1 3 0
Food Vendor 24 0 0 0 0 4
Foundry 120 -10 1 1 6 15
Fountain 42 4 2 -2 4 4
Gardens 15 3 1 -1 3 0
Gatehouse 100 0 0 0 0 0
Gazebo 50 8 1 -1 3 0
Goat 10 0 0 0 0 0
Granary 120 -12 1 2 4 18
Grapevine 7 1 1 -1 1 0
Growers Lodge 63 -3 1 1 2 12
Guardpost 48 -2 1 1 2 6
Gymnasium 90 0 0 0 0 7
Hedge Maze 105 12 1 -1 4 0
Heros Hall 0 15 2 -2 6 0
Horse Ranch 240 -10 1 1 4 15
Horse Trainer 24 0 0 0 0 4
Hunting Lodge 50 -6 2 -2 4 8
Infirmary 85 -2 4 0 4 11
Marble Quarry 180 -6 1 1 4 15
Mint 240 -10 2 2 6 15
Monument 0 30 2 -5 6 0
Oil Press 105 -4 2 2 4 12
Oil Vendor 24 0 0 0 0 4
Olive Tree 7 1 1 -1 1 0
Onion Farm 55 -4 2 1 3 10
Palace 300 18 3 -3 6 0
Podium 35 3 1 -1 3 4
Road 4 0 0 0 0 0
Sanctuary to Aphrodite 720 20 1 -2 6 50
Sanctuary to Apollo 920 20 1 -2 6 60
Sanctuary to Ares 960 20 1 -2 6 50
Sanctuary to Artemis 1520 20 1 -2 6 60
Sanctuary to Athena 2160 20 1 -2 6 60
Sanctuary to Demeter 840 20 1 -2 6 60
Sanctuary to Dionysus 400 20 1 -2 6 45
Sanctuary to Hades 1320 20 1 -2 6 75
Sanctuary to Hephaestus 760 20 1 -2 6 60
Sanctuary to Hermes 640 20 1 -2 6 45
Sanctuary to Poseidon 840 20 1 -2 6 75
Sanctuary to Zeus 2920 20 1 -2 6 75
Sculpture Studio 240 -2 1 1 2 18
Sheep 10 0 0 0 0 0
Stadium 500 0 0 0 0 45
Storehouse 60 -2 4 1 4 12
Supervisor's Office 24 0 0 0 0 5
Tax Office 60 -4 1 1 2 8
Theatre 145 6 1 -1 3 18
Timber Mill 90 -5 1 1 4 12
Trireme Wharf 200 -12 2 2 4 100
Tower 120 -4 4 1 4 15
Trading Post 240 -2 4 1 4 24
Urchin Collector 76 -15 1 2 4 10
Wall 6 0 0 0 0 0
Wheat Farm 55 -3 1 1 3 10
Wine Vendor 24 0 0 0 0 4
Winery 105 4 1 -1 4 12
---------------------------------------------------------------------------
Olympian (Very Hard)
---------------------------------------------------------------------------
Structure Cost Desirability Workers
Initial Step Size Range
Agora Large 150 12 2 -2 6 0
Agora Small 75 12 2 -2 6 0
Armory 125 -8 1 1 4 18
Arms Vendor 30 0 0 0 0 4
Artisans Guild 125 -6 2 1 3 25
Avenue 30 3 1 -1 3 0
Bench 20 2 2 -1 4 0
Boulevard 45 3 2 -2 4 0
Bridge 20 0 0 0 0 0
Carding Shed 50 -5 1 2 3 8
Carrot Farm 65 -2 1 1 2 10
College 100 -5 1 -3 2 12
Column 20 4 1 -2 3 0
Dairy 50 -5 1 2 3 8
Dock 300 -2 4 1 4 24
Drama School 50 0 0 0 0 10
Fish Pond 185 18 1 -3 6 0
Fishing Wharf 100 -15 1 2 4 10
Fleece Vendor 30 0 0 0 0 4
Flower Garden 60 8 1 -1 3 0
Food Vendor 30 0 0 0 0 4
Foundry 180 -10 1 1 6 15
Fountain 50 4 2 -2 4 4
Gardens 20 3 1 -1 3 0
Gatehouse 120 0 0 0 0 0
Gazebo 60 8 1 -1 3 0
Goat 15 0 0 0 0 0
Granary 150 -12 1 2 4 18
Grapevine 10 1 1 -1 1 0
Growers Lodge 75 -3 1 1 2 12
Guardpost 60 -2 1 1 2 6
Gymnasium 120 0 0 0 0 7
Hedge Maze 125 12 1 -1 4 0
Heros Hall 0 15 2 -2 6 0
Horse Ranch 300 -10 1 1 4 15
Horse Trainer 30 0 0 0 0 4
Hunting Lodge 60 -6 2 -2 4 8
Infirmary 105 -2 4 0 4 11
Marble Quarry 225 -6 1 1 4 15
Mint 300 -10 2 2 6 15
Monument 0 30 2 -5 6 0
Oil Press 135 -4 2 2 4 12
Oil Vendor 30 0 0 0 0 4
Olive Tree 10 1 1 -1 1 0
Onion Farm 65 -4 2 1 3 10
Palace 400 18 3 -3 6 0
Podium 45 3 1 -1 3 4
Road 5 0 0 0 0 0
Sanctuary to Aphrodite 720 20 1 -2 6 50
Sanctuary to Apollo 920 20 1 -2 6 60
Sanctuary to Ares 960 20 1 -2 6 50
Sanctuary to Artemis 1520 20 1 -2 6 60
Sanctuary to Athena 2160 20 1 -2 6 60
Sanctuary to Demeter 840 20 1 -2 6 60
Sanctuary to Dionysus 400 20 1 -2 6 45
Sanctuary to Hades 1320 20 1 -2 6 75
Sanctuary to Hephaestus 760 20 1 -2 6 60
Sanctuary to Hermes 640 20 1 -2 6 45
Sanctuary to Poseidon 2480 20 1 -2 6 75
Sanctuary to Zeus 2920 20 1 -2 6 75
Sculpture Studio 300 -2 1 1 2 18
Sheep 15 0 0 0 0 0
Stadium 600 0 0 0 0 45
Storehouse 75 -2 4 1 4 12
Supervisor's Office 30 0 0 0 0 5
Tax Office 75 -4 1 1 2 8
Theatre 180 6 1 -1 3 18
Timber Mill 125 -5 1 1 4 12
Trireme Wharf 225 -12 2 2 4 100
Tower 150 -4 4 1 4 15
Trading Post 300 -2 4 1 4 24
Urchin Collector 100 -15 1 2 4 10
Wall 8 0 0 0 0 0
Wheat Farm 65 -3 1 1 3 10
Wine Vendor 30 0 0 0 0 4
Winery 135 4 1 -1 4 12
Explaination of Desirability Terms
Most structures in the game influence the squares surrounding them. This
influence is called desirability and can be either negative or positive.
Desirability is greatest or least in the squares immediately adjacent to the
structure in question. This initial desirabilty is shown in the column
labeled "initial". Let's take the last sturcture in the above chart, the
Winery. It's initial desirability is +4. Every structure placed next to it
will have it's desirability increased.
The influence that a structure has on it's neighbors increases, or decreases
over distance. The Winery's influence on squares immediately adjacent
decrease from +4 to some smaller number at some distance away from the
winery. That distamce is called a step and are reflected in the column
labled step. In the case of the Winery, the step is 1. The winery will have
the greatest influence on the squares next to it. One square, or step, away,
that influence will decrease somewhat. Two squares, or steps, away it will
decrease even further, etc. .
The amount of desirability that will be lost, or gained, over each step is
called the step size. In the case of our winery, the step size is -1. It will
influence it's neighboring squares as follows:
Winery - [+4] [+3] [+2] [+1]
At some point the winery will cease to influence its neighbors. The distance
between that point, and the winery is called the range. Ranges are shown in
the column labled for some reason, range.
===========================================================================
Housing Data Model Sheets
===========================================================================
As with Pharaoh, Zeus has several levels of housing. Each type of
housing requires something extra as you proceed up the "Evolution of
Housing Ladder." Below are basic charts to show this.
Note: As with the Non-Housing charts (above), the statistics will
vary according to Difficulty Level.
---------------------------------------------------------------------------
Beginner (Very Easy)
---------------------------------------------------------------------------
Name A B C D E F G H I J K L M N O P Q
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 8 1 20
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 16 1 15
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 24 1 15
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2 32 2 10
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2 40 2 10
Apartment 15 30 35 1 25 0 0 1 1 1 0 0 0 2 48 2 5
Townhouse 25 100 45 1 25 0 0 1 1 1 0 0 0 2 60 2 5
Residence 36 50 40 0 0 1 0 1 1 1 0 0 2 -20 6 22 0
Mansion 46 60 50 0 20 2 0 1 1 1 0 1 2 -20 10 22 0
Manor 56 70 60 0 25 4 0 1 1 1 1 1 4 -20 16 22 0
Estate 66 100 70 0 20 4 1 1 1 1 1 1 4 -20 20 22 0
---------------------------------------------------------------------------
Mortal (Easy)
---------------------------------------------------------------------------
Name A B C D E F G H I J K L M N O P Q
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 8 1 20
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 16 1 15
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 24 1 15
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2 32 2 10
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2 40 2 10
Apartment 15 30 35 1 25 0 0 1 1 1 0 0 0 2 48 2 5
Townhouse 25 100 45 1 25 0 0 1 1 1 0 0 0 2 60 2 5
Residence 42 56 50 0 0 1 0 1 1 1 0 0 2 -20 6 18 0
Mansion 52 66 60 0 20 2 0 1 1 1 0 1 2 -20 10 18 0
Manor 62 76 70 0 25 4 0 1 1 1 1 1 4 -20 16 18 0
Estate 72 100 80 0 20 4 1 1 1 1 1 1 4 -20 20 18 0
---------------------------------------------------------------------------
Hero (Normal)
---------------------------------------------------------------------------
Name A B C D E F G H I J K L M N O P Q
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 8 1 20
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 16 1 15
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 24 1 15
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2 32 2 10
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2 40 2 10
Apartment 15 30 35 1 25 0 0 1 1 1 0 0 0 2 48 2 5
Townhouse 25 100 45 1 25 0 0 1 1 1 0 0 0 2 60 2 5
Residence 46 60 50 0 0 1 0 1 1 1 0 0 2 -20 6 16 0
Mansion 56 70 60 0 20 2 0 1 1 1 0 1 2 -20 10 16 0
Manor 66 80 70 0 25 4 0 1 1 1 1 1 4 -20 16 16 0
Estate 76 100 80 0 20 4 1 1 1 1 1 1 4 -20 20 16 0
---------------------------------------------------------------------------
Titan (Hard)
---------------------------------------------------------------------------
Name A B C D E F G H I J K L M N O P Q
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 8 1 25
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 16 1 25
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 24 1 25
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2 32 1 20
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2 40 2 20
Apartment 15 40 35 1 25 0 0 1 1 1 0 0 0 2 48 2 15
Townhouse 35 100 45 1 25 0 0 1 1 1 0 0 0 2 60 2 15
Residence 46 60 50 0 0 1 0 1 1 1 0 0 2 -20 6 14 5
Mansion 56 70 60 0 20 2 0 1 1 1 0 1 2 -20 10 14 5
Manor 66 80 70 0 25 4 0 1 1 1 1 1 4 -20 16 14 5
Estate 76 100 80 0 20 4 1 1 1 1 1 1 4 -20 20 14 5
---------------------------------------------------------------------------
Olympian (Very Hard)
---------------------------------------------------------------------------
Name A B C D E F G H I J K L M N O P Q
Hut -99 -10 0 0 0 0 0 0 0 0 0 0 0 3 8 1 25
Shack -12 0 0 0 0 0 0 1 0 0 0 0 0 3 16 1 25
Hovel -2 10 15 1 20 0 0 1 0 0 0 0 0 2 24 1 25
Homestead -2 10 15 1 20 0 0 1 1 0 0 0 0 2 32 1 20
Tenement 5 20 35 1 25 0 0 1 1 0 0 0 0 2 40 2 20
Apartment 15 40 35 1 25 0 0 1 1 1 0 0 0 2 48 2 15
Townhouse 35 100 45 1 25 0 0 1 1 1 0 0 0 2 60 2 15
Residence 46 60 50 0 0 1 0 1 1 1 0 0 2 -20 6 14 5
Mansion 56 70 60 0 20 2 0 1 1 1 0 1 2 -20 10 14 5
Manor 66 80 70 0 25 4 0 1 1 1 1 1 4 -20 16 14 5
Estate 76 100 80 0 20 4 1 1 1 1 1 1 4 -20 20 14 5
Legend
------
A - Desirability Level at which the house will devolve
B - Desirability Level at which the house will evolve
C - Culture needed to evolve
D - Water needed to evolve
E - Percentage of population made soldiers
F - Maximum horse storage
G - Horses needed to evolve
H - Food needed to evolve
I - Fleece needed to evolve
J - Olive Oil needed to evolve
K - Wine needed to evolve
L - Armor needed to evolve
M - ??
N - Crime risk increment
O - Population Capacity
P - Tax rate multiplier
Q - Disease risk increment
===========================================================================
Hotkeys
===========================================================================
Hotkeys are designed to make ordinary operations of a game go faster and
with less effort to the user. You'll find the list of hotkeys below.
1 Population Tab
2 Husbandry Tab
3 Industry Tab
4 Distribution Tab
5 Health/Safety Tab
6 Administration Tab
7 Culture Tab
8 Mythology Tab
9 Military Tab
0 Aesthetics Tab
- Overview Tab
Ctrl + (F1-F4) Bookmark Location
F1 - F4 Go to Bookmark
F5 View Game in Windowed Mode
F6 Set resolution to 800x600
F7 Set resolution to 1024x768
Print Screen Capture Screenshot
P Pause Game
Space Switch views
Home Reorient city due North
PgUp Rotate City Counterclockwise
PgDn Rotate city Clockwise
Arrow Keys Scroll Map
Alt-X Exit Game
Tab View Overview Map
] Increase game speed 10%
[ Decrease game speed 10%
Ctrl + (1-5) While a company is selected, set a hot key
for the company.
Alt + (1-5) Select a company that was previously set
using Ctrl - (1-5)
===========================================================================
Cheats
===========================================================================
How to Cheat.
To bring up the cheat dialog box, press CTRL+ALT+C. Then, type in the cheat
exactly as it appears. The cheats are case sensitive, and make sure to spell
everything correctly (pharaoh is a tricky word, we know). Also, some cheats
can only be used in certain situations, as noted. We highly recommend
saving your game before using any cheat codes. There is a slight chance that
something funky (and unintended) could happen when you use a cheat.
Coming Soon...
===========================================================================
Zeus Manual Updates/Game Issues
===========================================================================
[This information is from the Readme file.]
Additional Hotkeys (see Appendix 2 of the manual):
[ Decrease game speed by 10%
] Increase game speed by 10%
Ctrl + (1-5) While a company is selected, set a hot key for the company.
Alt + (1-5) Select a company that was previously set using Ctrl - (1-5)
On Storage building info panels, you can set ALL items to "don't accept"
by clicking on the small 'X' button. Each item can still be adjusted
individually after this.
If you have multiple military companies selected, holding SHIFT down and
clicking on a company's standard, or its name on the control panel, will
deselect that company. You can add companies to your selection by holding
down SHIFT and clicking on the additional company's standards.
Zeus supports the use of a wheel mouse. The mouse wheel can be used to
scroll text or to navigate between the control panel tabs.
On rare occasions you may find soldiers standing around the Palace, while
their standard is on the Palace. The soldiers won't go anywhere, and may
appear to be stuck. To send the soldiers home, left click on the soldiers
to select them, left click on clear ground to place the standard, muster
the company, and then send the company home. The company will now behave
normally.
"DATA LIMIT REACHED"
Zeus has limits on how many buildings, walkers and walker routes it can
handle. Though these limits are quite high, you might reach them if you
build a city of 35,000 or more people. If you do see this message, your
only recourse is to resculpt your city for greater efficiency. Even
higher populations are possible if you build very efficiently.
===========================================================================
Links
===========================================================================
This is where you'll find Zeus-related sites or pages. Be careful
with the addresses. Some had to be made into two or more lines long
due to the margin restrictions.
Zeus' Official Site http://zeus.impressionsgames.com
Zeus @ Heaven Games http://zeus.heavengames.com
Which Way To Troy? http://www.topcities.com/Resume/irvdon/Zeus/index.html
Zeus Demo - 46.5 MB - http://www.gamespot.com/promos/demoad/index.html?
ftp://ftp.zdnet.com/gs/strategy/zeus/zeusdemo.exe
Zeus Demo Add-on - 34.5 MB - http://www.gamespot.com/promos/demoad/index.
html?ftp://ftp.zdnet.com/gs/strategy/zeus/
zeusdemoavaddon.exe
Zeus Previews - http://zeus.impressionsgames.com/oracle-previews.shtml
Zeus Forums (General) - http://forums.impressionsgames.com/impfusion.asp?
game=zeus&board=general
Zeus Forums (General) - http://caesar3.heavengames.com/cgi-bin/caeforumscgi/
display.cgi?action=t&fn=12
Zeus Forums (Technical) - http://forums.impressionsgames.com/impfusion.
asp?game=zeus&board=technical
Zeus Forums (Technical) - http://caesar3.heavengames.com/cgi-bin/caeforums
cgi/display.cgi?action=t&fn=6
Zeus Chat - http://zeus.impressionsgames.com/zchat.shtml OR
You can use mIRC for chat. Connect to chat.annexcafe.com,
port 6667 and go to channel #Impressions.
Zeus Newsletter (Sign Up) - http://zeus.impressionsgames.com/letter-
signup.shtml
Zeus Newsletter (Archive) - http://zeus.impressionsgames.com/letter-
archives.shtml
Zeus Screenshots - http://zeus.impressionsgames.com/media-screenshots.shtml
Zeus Concept Art - http://zeus.impressionsgames.com/media-conceptart.shtml
Zeus Videos - http://zeus.impressionsgames.com/media-videos.shtml
===========================================================================
Final Words...
===========================================================================
_______
Credits
ЇЇЇЇЇЇЇ
Mr. Anonymous for buying me Zeus. You know who you are. Thanks!
Jeff "CJayC" Veasey for hosting my FAQs.
Al Amaloo for hosting my FAQs.
Grumpus & his site for all of the Data Model Sheet Information. Be sure to
check out http://www.topcities.com/Resume/irvdon/Zeus/index.html
The Zeus game manual.
Zeus' Official Site.
Zeus @ Heavengames.
Impressions Games
Sierra On-Line, Inc.
This FAQ was writen entirely using the GWD Text Editor: (shareware)
http://www.gwdsoft.com/
_____________
Mailing List:
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
If you would like to be emailed when an update is released, email me.
I won't send you a copy of it, just a notice saying it's been updated.
Please have your subject line say "Zeus - Mailing List".
Note: Your address will NOT be shown here, so Spammers can't find your
email address here. ^_^
____________________________
Misc Facts about the Author:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Alias: Red Phoenix
Email Address: red_phoenix@thexfiles.com
Web Site: http://rct.ogresnet.com
Other FAQs: Check out http://www.gamefaqs.com/features/recognition/2717.html
__________________
Contacting Sierra:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
A) Customer Service, Support, and Sales
----------------------------------
United States
U.S.A. Sales Phone: (800) 757-7707
Hours: 24 hours a day, 7 days a week
International Sales: (425) 746-5771
Hours: Monday-Friday 8 AM to 4 PM PST
FAX: (916) 939-1010
Sierra Direct
P O Box 629001
El Dorado Hills, CA 95762-9972
Email: customer.support@sierra.com
http://www.sierra.com
United Kingdom
Havas Interactive
Main: (0118) 920-9111
Monday-Friday, 9:00 a.m. - 5:00 p.m.
Fax: (0118) 987-5603
Disk/CD replacements in the U.K. are Ј6.00, or Ј7.00 outside the UK.
Add "ATTN.: Returns."
2 Beacontree Plaza,
Gillette Way,
Reading, Berkshire
RG2 0BS United Kingdom
France
Havas Interactive France
32, Av de l'Europe
Bвt Energy 1 (2e йtage)
78 140 VELIZY-Villacoubaly
France
Tйlйphone: 01-30-67-90-50
Lundi au Jeudi de 10h а 19h
Vendredi de 10h а 18h
Fax: 01-30-67-90-65
Germany
Havas Interactive
Tel: (0) 6103-99-40-40
Montag bis Freitag von 10h - 19Uhr
Fax: (0) 6103-99-40-35
Robert-Bosch-Str. 32
D-63303 Dreieich
Germany
On-Line Sales
CompuServe United Kingdom:GO UKSIERRA
CompuServe France: GO FRSIERRA
Internet USA: http://www.sierra.com
Internet United Kingdom: http://www.sierra-online.co.uk
Internet France: http://www.sierra.fr
Internet Germany: http://www.sierra.de
Disk and or Manual Replacement:
Product Returns*:
Havas Interactive
Sierra On-Line Returns
4100 West 190th Street
Torrance, CA 90504
Havas Interactive
Sierra On-Line CD/Doco Replacement
4100 West 190th Street
Torrance, CA 90504
NOTE: To replace your cd(s) please send only the damaged cd and copy of
your dated Receipt, if less then 90 days. After 90 days please include
a $10.00 handling fee along with the cd(s). For Documentation replacement,
please include a $5.00 handling fee and a photocopy ONLY of either your
disk or cd. Payment should be made at the time of your request. Sorry,
no credit cards.
* Returns to this address valid in North America only.
B) TECHNICAL SUPPORT
-------------------------
North America
Sierra On-Line offers a 24-hour automated technical support line with
recorded answers to the most frequently asked technical questions. To
access this service, call (425) 644-4343, and follow the recorded
instructions to find your specific topic and resolve the issue. If this
fails to solve your problem, you may still write, or fax us with your
questions, or contact us via our Web site.
Sierra On-Line
Technical Support
P.O. Box 85006
Bellevue, WA 98015-8506
Main: (425) 644-4343
Monday-Friday, 8:00 a.m.- 4:45 p.m. PST
Fax: (425) 644-7697
http://www.sierra.com
support@sierra.com
United Kingdom
Havas Interactive offers a 24-hour Automated Technical Support line
with recorded answers to the most frequently asked technical questions.
To access this service, call (0118) 920-9111, and follow the recorded
instructions to find your specific topic and resolve the issue. If this
fails to solve your problem, you may still write, or fax us with your
questions or contact us via our Internet or CompuServe sites.
Havas Interactive
2 Beacontree Plaza,
Gillette Way,
Reading, Berkshire
RG2 0BS United Kingdom
Main: (0118) 920-9111
Monday-Friday, 9:00 a.m. - 5:00 p.m.
Fax: (0118) 987-5603
http://www.sierra-online.co.uk
France
Havas Interactive France
32, Av de l'Europe
Bвt Energy 1 (2e йtage)
78 140 VELIZY-Villacoublay
France
Tйlйphone: 01-30-67-90-50
Lundi au Jeudi de 10h а 19h
Vendredi de 10h а 18h
Fax: 01 30 67 90 65
http://www.sierra.fr
Germany
Havas Interactive
Robert-Bosch-Str. 32
D-63303 Dreieich
Deutschland
Tel: (0) 6103-99-40-40
Montag bis Freitag von 10 - 19Uhr
Fax: (0) 6103-99-40-35
Mailbox: (0) 6103-99-40-35
http://www.sierra.de
Spain
Havas Intereractive Espaсa
NUESTRA SEСORA DE VALVERDE Nє 23
28034 MADRID
Spain
Telйfono: 91 383 27 60
de lunes a Viernes de 09:30 a 15:00 y de 16:00 a 18:30
Fax: 91 381 24 37
Italy
Contattare il vostro distributore.
<< Dislaimer >>
This document was made for personal use only. No part of this document may
be copied or used in any form of media withthout the express written consent
of Jim Chamberlin. Unauthorized use of any information herein is a direct
violation of Copyright Law, and legal action will be taken.
This document is Copyright © 2000 Jim Chamberlin. All Rights Reserved.
Sierra, Sierra Studios, the Impressions Games logo, Zeus, Master of Olympus,
Pharaoh, and the Impressions City Building Series logo are trademarks of
Sierra On-Line, Inc. All Rights Reserved.