<<<>>>==**==<<<>>>==**==<<<>>>==**==<<<>>>==**==<<<>>>==**==<<<>>>==**==<<<>>> Townsmen FAQ Final Version For the mobile phones Skye7707 aKa Devon Kerkhove _______________________________________________________ / _____________________________________________________ \ /_| | |_\ | Mobile Games Completion Project | MGCP | | | | | 8th guide of the MGCP | | \¯|__________________________________________|__________|¯/ \_______________________________________________________/ <<<>>>==**==<<<>>>==**==<<<>>>==**==<<<>>>==**==<<<>>>==**==<<<>>>==**==<<<>>> Table of Contents 01. Legal Information 02. Version History 03. Introduction 04. Instructions 05. Availability 06. Buildtables 07. FAQ 08. Credits ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ 01. Legal Information ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ This guide is complete as it is marked final, if you have some extra information, strategies, items, ... you can mail me at: skye7707 @ gmail . com This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Copyright (c) 2005 Devon Kerkhove All rights reserved. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ 02. Version History ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ 04/26/2005 Final Version Complete guide ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ 03. Introduction ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Prove your leadership qualities, and lead your little town to fame and fortune! Townsmen offers a complex construction- and economic system reaching from resource extraction and processing to trade. Take up the challenge and turn a tiny fisherman’s cottage into an impressing port or convert a blacksmith’s hut into a factory. Guide your few inhabitants step by step into becoming a real society, in which each member is an important part of the entire production chain. Turn basic timber cottages into a true empire! Regardless whether a hurricane has destroyed the sawmill or a thief has robbed the market - make sure your Townsmen are safe! Single Player Complex building and production simulation Cute graphics and animations Isometric perspective 9 buildings with 3 construction levels Maintenance costs for buildings Trading with resources Administration of workforce Unexpected events such as fire, disease and thieves Diaries (movies) that help you getting started Auto-safe Highscore Sound and vibration (depending on device, voice version and sound effects available for Nokia 7650, 3650, 3660, N-Gage) Theme melody is a true earworm ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ 04. Instructions ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ ------------------------------------------------------------------------------- The Building Menu ------------------------------------------------------------------------------- In the building menu you can select the buildings you want to build or upgrade. The screen shows in which of the three levels the building is at the moment as well as the costs for upgrading it to the next higher level. The actual costs are in front of the slash, whilst the available resources are displayed behind it. If a resource isn't sufficient for the upgrade, the numbers will appear in red. ------------------------------------------------------------------------------- The Buildings ------------------------------------------------------------------------------- All the townsmen's buildings can exist in 3 different levels. Generally, the higher the level, the more is being produced, however, the higher is the cost of maintenance. Of course the upgrade to the next level costs considerably more than the previous one. 1. Sawmill: The Sawmill processes wood to timber.Make sure that you don't use up all your wood as you still need some for the upkeep of buildings e.g. for the level one fisherman hut. 2. Forester: The forester goes lumbering in the woods. On the one hand wood is important for the timber production, on the other hand it is needed to refurbish level 1 buildings. 3. Smithy: The smith produces tools from iron and wood. To be exact, he needs one unit of each to make one tool. Tools are the most valuable resource in the game, which is why the smithy is often a very rewarding building. 4. Fisherman: There are plenty of fish in the river. Therefore a fisherman hut is as cheap as effective in regards to food. 5. Marketplace: The marketplace is of course the linchpin of your town's economy. All produced goods are being stored and traded here. The workers in the marketplace will also fetch the goods from your buildings. 6. Smeltery: The smeltery is important, because it produces iron, the raw material for tools. But before you can smelter iron you have to mine ore. Only if there is enough ore, it will be smeltered into iron. To produce one piece of iron, the smeltery needs one piece of ore and one piece of wood to heat the melting pot. When there is no more ore left, the smeltery workers will first get new ore from the mine. 7. Residence: The residence is he home of all townsmen. Here you can hire your workforce and allocate it to the production buildings. 8. Farm: Although the farm is expensive in comparison, it is essential for sufficient food supply. Even though it produces a lot of food, it has quite a long production cycle. 9. Quarry: The quarry workers produce stones, an important construction material for nearly all buildings and often also a profitable trading good. ------------------------------------------------------------------------------- The Recources ------------------------------------------------------------------------------- In Townsmen there are 8 different resources: Stones, wood, timber, food, ore, iron, tools and gold. Gold is a special resource as it cannot be produced but must be earned on the marketplace. The marketplace screen is a central element in Townsmen. It allows you to buy or sell goods. The sale of surplus goods is essential in order to meet the maintenance costs (upkeep) and to have enough gold for the purchase of other - possibly rare - goods. However, you should make sure that you always have enough resources left for your buildings' upkeep. You can see how many resources you need for the upkeep of all buildings by pressing the "0" key. By pressing the left soft key you get to a screen that displays how many and which resources the corresponding building needs for upkeep. Insufficient resources are displayed in red as well. By pressing the "7" key you get to the residence's building screen, where you can assign your workers to all other buildings. By selecting the residence icon (bed) you can hire new workers, which costs 10 gold and 1 unit of food per worker. By selecting the icons of the other buildings you can assign idle workers to the respective buildings. In both cases use the up/down arrow keys to choose the number of workers to hire/assign. ------------------------------------------------------------------------------- Upkeep ------------------------------------------------------------------------------- Every building must be refurbished from time to time. That costs money and resources - just like in real life. If those resources are available they will be consumed. But if they are not available, your building will be downgraded by one level or destroyed, if it was a level one building. Should there not be enough food for all inhabitants, you will lose one inhabitant for each food unit too little in the marketplace. Once the last inhabitant has vanished, the game is over. ------------------------------------------------------------------------------- Events ------------------------------------------------------------------------------- Hooray! Finally something happens in our small town! No, not exactly, as those events are altogether not quite pleasant, although one of them seems to be at first sight. There are five events: Thief - will steal a random amount of a random resource. Fire - will downgrade a random building by one level. Hurricane - will destroy a random spot of town. If there is no building yet, nothing will happen. Plague - will decrease a random amount of manpower. Holiday - will pause the whole production for three days. Although fire and hurricanes can destroy buildings, they can never destroy the residence or the marketplace. They can lose their level but will always remain at least on level 1. ------------------------------------------------------------------------------- Hints ------------------------------------------------------------------------------- In the beginning it is recommendable to build a forester house first followed by a fisher's hut. Now assign two workers to each of them, and your town can supply itself. Once you have enough money from wood and food sales you can build a sawmill (given you have enough wood). Lumber is a relatively valuable good and should give you a good start. Always be sure to have enough men working at your marketplace. Although they seem to do nothing productive, they perform a very useful task in fact: they transport the produced goods from your buildings to the central storehouse. So if you haven't got enough workers assigned to the marketplace, the wood stays in the forester hut and the lumber in the sawmill, which means that neither can be sold nor be used in any other way! Never have too many workers assigned to the sawmill! It can easily happen that they work so fast that all available wood is cut up and there's nothing left for your buildings' upkeep. Always keep an eye on your wood stock and take men out of the sawmill, if need be. You should also avoid employing too many people in the smithy, if you don't want to waste manpower. The smeltery can hardly meet the needs of a fully manned smithy, as it has to produce ore and iron. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ 05. Availability ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Motorola C450 Nokia 3100, 3200, 3300, 3650, 3660, 5100, 6100, 6200, 6220, 6225, 6230, 6585, 6610, 6650, 6800, 6810, 6820, 7200, 7210, 7250, 7600, 7650, N-Gage, 3510i Sharp GX10i, GX10 Siemens C60, M55, SL55, MC60, S55, SX1 Sony Ericsson T630, Z600, T610, Z1010 ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ 06. Buildtables ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Name Level 1 Level 2 Level 3 ------------------------------------------------------------------------------- Building Cost ------------------------------------------------------------------------------- Farm 30 lumber 85 lumber 150 lumber 25 stones 75 stones 140 stones 350 gold 45 tools 120 tools 1000 gold 2500 gold Fisherman hut 5 lumber 30 lumber 60 lumber 50 gold 30 stones 80 stones 20 tools 40 tools 450 gold 1250 gold Forester 100 gold 40 lumber 80 lumber 35 stones 70 stones 20 tools 50 tools 400 gold 1200 gold Marketplace free 25 lumber 70 lumber 15 stones 75 stones 5 tools 45 tools 300 gold 900 gold Sawmill 10 wood 50 lumber 120 lumber 2 stones 50 stones 120 stones 150 gold 35 tools 75 tools 450 gold 1800 gold Smeltery 10 lumber 80 lumber 120 lumber 10 stones 70 stones 130 stones 200 gold 45 tools 85 tools 850 gold 2250 gold Smithy 10 lumber 75 lumber 165 lumber 10 stones 75 stones 175 stones 200 gold 55 tools 100 tools 850 gold 2500 gold Quarry 20 wood 60 lumber 120 lumber 200 gold 60 stones 115 stones 30 tools 85 tools 550 gold 1800 gold Residence free 40 lumber 85 lumber 40 stones 85 stones 20 tools 50 tools 500 gold 1000 gold Name Level 1 Level 2 Level 3 ------------------------------------------------------------------------------- Profit per manpower and production cycles ------------------------------------------------------------------------------- Farm 1-8 food 1-12 food 1-14 food Fisherman 1-4 food 1-6 food 1-10 food Forester 1-4 wood 1-6 wood 1-8 wood Marketplace 8-10 transports 10-15 transports 15-30 transp. Sawmill 1-3 lumber 1-5 lumber 1-7 lumber Smeltery 1-4 ore/iron 1-6 ore/iron 1-8 ore/iron Smithy 1-4 tools 1-6 tools 1-8 tools Quarry 1-3 stones 1-4 stones 1-6 stones Residence no profit no profit no profit Name Level 1 Level 2 Level 3 ------------------------------------------------------------------------------- upkeep costs ------------------------------------------------------------------------------- Farm 1 stone 6 stones 15 stones 1 lumber 6 lumber 10 lumber 10 gold 2 tools 15 tools 60 gold 200 gold Fisherman 1 wood 2 lumber 4 lumber 5 gold 1 tool 4 tools 30 gold 100 gold Forester 5 gold 3 lumber 5 stones 1 tool 9 lumber 30 gold 6 tools 130 gold Marketplace free 1 lumber 2 lumber 1 tool 12 lumber 15 gold 40 gold Sawmill 1 wood 5 stones 12 stones 5 gold 5 lumber 12 lumber 1 tool 5 tools 50 gold 130 gold Smeltery 1 stone 5 stones 14 stones 10 gold 4 lumber 12 lumber 2 tools 8 tools 55 gold 200 gold Smithy 1 stone 5 stones 15 stones 10 gold 2 tools 13 lumber 75 gold 8 tools 220 gold Quarry 1 wood 3 lumber 8 lumber 10 gold 2 tools 8 tools 50 gold 130 gold Residence free 1 lumber 2 lumber 1 tool 2 tools 25 gold 50 gold Name Level 1 Level 2 Level 3 ------------------------------------------------------------------------------- prices per piece ------------------------------------------------------------------------------- Lumber buy 8/sell 4 buy 9/sell 5 buy 10/sell 6 Iron buy 7/sell 3 buy 8/sell4 buy 9/sell 5 Ore buy 4/sell2 buy 6/sell 3 buy 7/sell 4 Wood buy 5/sell 2 buy 6/sell 3 buy 7/sell 4 Food buy 3/sell 1 buy 5/sell 2 buy 6/sell 3 Stones buy 7/sell 3 buy 8/sell 4 buy 9/sell 5 Tools buy 15/sell9 buy 17/sell 11 buy 20/sell 14 ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ 07. FAQ ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Q: What is the goal of the game? A: There is no goal. It's an open end game. Q: I started the game. What now? A: First of all you have to secure your supply of food. Otherwise your inhabitants will starve. In order to do this, build a forester house to gain wood. You will need this to build a fisherman hut. The fisherman will provide you with enough food for a good start in the game. Q: I have built a forester house and a fisherman hut. Yet I don't receive any resources. What am I doing wrong? A: You have to allocate manpower to these tasks. An empty fisherman hut or forester house will not produce anything. Select your residence by pressing 7. To hire new manpower selecting the residence icon (bed) and then choose the number of men you need by pressing the up/down buttons. Once you've done so select the forester and fisherman icons to assign the idle manpower in the same fashion. Q: I tried to hire new manpower but it won't work. Why that? A: Each unit of manpower you're hiring costs 1 unit of food and 10 units of gold. Make sure your marketplace has enough resources left. Q: The forester is walking into the forest and returns to his hut after a while carrying a wood icon. Does this work in conjunction to the production time of the forester? A: No. The walking man just indicates that the forester hut has manpower assigned to it. That applies to all other buildings as well. Q: Selecting a building will prompt the current storage and the assigned manpower of the according building. Yet, the smeltery has two storages. Iron and Ore. Why? A: At each production cycle the smeltery workers take a look into the marketplace. If there is ore left the smeltery will produce iron out of the remaining ore. If there is no ore left the smeltery will produce some so that it can be converted to iron in the next production cycle. Iron can be used to create tools by the smith. Tools are the most valuable resource in Townsmen so it takes compared to other resources more time to create them. Q: I played the game for a while and suddenly one of my buildings vanished. Why? A: Maybe you haven't met the upkeep of the according building. Each building has to pay resources in order to maintain them. Once the upkeep can't be paid the building is decreasing to the next lower level. If the building is level 1 it will vanish. The upkeep cycle has an interval of about 10 days. The other possibility would that an event has destroyed your building. Fire will decrease your building by one level and the hurricane will destroy it completely. Q: I watched the last diary entry and noticed three events. Then I played the game and had another event. What events are there and what are they doing? A: There are five events. Thief - will steal a random amount of a random resource. Fire - will decrease a random building for one level. Hurricane - will destroy a random spot of town. If there is no building yet nothing will happen. Plague - will decrease a random amount of manpower. Holiday - will pause the whole production for three days. Q: I played the game now for quite some time. Selling the goods is going way to slow since you can only sell one unit of resource at a time. Is there a possibility to speed this up? A: Yes. Hold the directions keys while you're selling or buying resources. This will result in selling / buying them in steps of 10. Q: After playing the game for a long time I noticed that the events are happening more often than before. Is this intentional? A: Yes. Once your town has grown the events will increase to keep the game challenging. Q: Pressing "#" will pause the game and display strange numbers on the screen. What's this? A: This is the pause mode. The numbers indicate the keys that have to be pressed to select the according building. Q: Selecting a building will display the current storage. When I press the left softkey I can see another screen containing some resources and numbers. What is this screen? A: This is the upkeep detail screen for your selected building. Unlike the total upkeep screen (which is activated by pressing "0") this screen is telling you how much upkeep the selected building is consuming alone. Q: I have checked the total upkeep screen several times. Why is the upkeep for lumber and tools increasing when I'm upgrading my marketplace or residence? A: The marketplace and the residence are standard buildings that can never be destroyed. Therefore they do not require upkeep in level 1. Yet if you're upgrading your marketplace or residence they will require resources for their upkeep and are destroyable but they will never be decreased under level 1. Q: What does "Residence level 1" or "Marketplace level 1" mean? A: Each building has three different stages of extension. For each level increase the productivity will increase as well as the upkeep. Q: I have a saved game from my previous town. When I'm starting a new town and saving the game, will the old saved game be lost? A: Yes. Q: What does the "Autosave" option do? A: If this option is marked your town is automatically saved every 15 days. Q: I have trouble understanding the game. Are there additional help features? A: Yes. Select the diaries from the main menu and be sure to watch each diary entry. There you will be shown all the key steps towards building a prosperous town. Q: I suddenly got a "Game over" message on the screen. Why? A: The game is lost once all your manpower is gone. Manpower can decrease by a plague event or if not enough food is provided to meet the upkeep of the residence. Each unit of manpower will consume one unit of food on each upkeep cycle of the residence. Make sure you've got enough food left in your marketplace or otherwise you will loose manpower. For each unit of food that is missing one unit of manpower will vanish on an upkeep cycle. Once you've lost all your man the game is over. Q: After playing the game for a while I noticed that my marketplace isn't storing resources anymore. Why? A: Maybe your marketplace is full. Each level of the marketplace has a certain storage amount. Once there are more resources stored in the marketplace than storage room is available, no more resources can be stored in the marketplace. Q: I select the marketplace and then a resource to trade with. When I buy one unit and sell it right afterwards I have less money that before. Why is that so? A: You can't but and sell your resources fort he same price. Therefore you should be sure if you want to buy or to sell so you don't have a deficit. If you first buy some goods and then sell them again you will lose money! Once you realise that you bought or sold too much, you should better leave the screen by pressing the right soft key and buy or sell again. Q: I have the following situation: My town consists of a sawmill, a forester house, a fisherman hut, the marketplace, the residence, a farm and a quarry. My production cycle runs alright, but I have already assigned nearly 30 men. Is it more sensible now to upgrade the residence or the marketplace? A: The marketplace's effectivity per assigned manpower will also increase during an upgrade so, for instance, 5 people in the level 2 marketplace will fetch considerably more goods from the surrounding buildings that 5 people in the level 1 marketplace. That goes respectively for all other building except the residence. Q: Meanwhile I have built all level 1 buildings. Now I have the problem that I constantly run out of wood. Why? A: Mind that wood is not only used for upkeep but is - for instance - also used by the sawmill fort the production of lumber. Additionally, the smithy and the smeltery each need one unit of wood to produce one tool or one unit of iron. Considering this consumption it can easily happen that your lumberjack is overloaded or the marketplace can't meet the need for transportation of all the goods. Eiter you take some manpower out of the smithy, the smeltery or the sawmill or you add some manpower to the forester house and the marketplace to satisfy the demand. Q: I have upgraded my residence to level 3, so now I can accommodate and assign a maximum of 100 people. But if my residence is being downgraded again - either because of an event or due to a lack of resources - all my workers are back in residence and not in the buildings they have originally been assigned to anymore. Why is that? A: With an upgrade of the residence the maximum of assignable manpower increases. On the other hand, it decreases with a downgrade. Therefore all workers go back to the residence and the surplus of workers is lost. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ 08. Credits ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Thanks for reading! CJayC Do I have to mention it? Handy Games For this great game Devon Kerkhove, End.