Welcome to the 150 Turns Walk-through manual. This walk-through is aimed at new players who are new to the turn-based strategy game genre, with the aim to introduce them to the basics of the land and equip them with enough knowledge to progress through the later stages of the game comfortably.
From the left menu, click on Overview -> Population. This is the population sheet where you can employ workers to produce resources and carry out services for your settlement. In the beginning, your settlement has 50 peasants and a handful of vacancies which can be filled by the unemployed peasants. To start off, lets hire 20 Builders, 10 Scholars, and 10 Farmers by entering the respective amounts under the Adjust column and then clicking on the Update Workforce button at the bottom of the sheet. We will need the builders to work on construction projects, the scholars for carrying out research, and the farmers for producing food. We will be able to increase these numbers as we build the respective structures for each worker.
All workers start at a base skill level of 1.0 and this can rise to a maximum of 10 at which point the worker produces at maximum efficiency. The skill level of your employed workforce will rise as you end turns, which we will discuss in a minute.
Next, click on Construction -> Public Structures and build 5 Consruction Sites by entering a value under the Building column and clicking on the Set Builds button at the bottom of the sheet. Having set a build, you need to assign some builders to work on the construction project. Do so by entering "20" under the Builders column and then click on the Set Builds button again. Construction projects require a certain amount of build points (BP) (shown under the BP column) to be produced by assigned builders before they are brought to completion. Everytime you end a turn, your assigned builders will generate BP for their respective construction projects.
Finally, click on Research -> Structure Research and initiate research for Miner Camps and Lumber Mills by ticking the checkboxes underneath the Set Plan! column and clicking on the Update Research button at the bottom of the sheet. Once research has been initiated, you need to assign scholars who will complete the study for you. Do so by entering "10" under the Scholars column for the Miner Camps study and click on the Update Research button again. Research studies require a certain amount of plan points (PP) (shown underneath the research name) to be produced by assigned scholars before they are completed. Everytime you end a turn, your assigned scholars will generate PP for their respective studies, and once these basic studies have been completed you will be able to erect new structures.
( drop-in point for those who followed the interactive introductory walk-through)
Now that you have hired workers, set builds and started to study new plans, you need to End a Turn to "make it all happen" and bring your settlement to life. Do so by clicking on the End Turn button which can be found at the top and bottom of the left menu. The walk-through expects you to end a certain number of turns at defined intervals before proceeding to the next stage but please note that due to random factors and variables, the number of turns specified in the walk-through may not always align perfectly with your settlement so expect a few discrepancies.
Pointer: While ending turns, you will observe under the Developments box that your builders and scholars are producing BP and PP respectively. The amount of BP and PP will rise with additional builders and scholars and with increase skill levels. You will also notice that your settlement is losing food, gold and perhaps also wood. This is normal and nothing to worry about at this stage, as your productions will step up once you erect the respective structures, hire additional workers and the skill level of your hired workers rises.
Once you have ended 5 turns, your scholars should have completed their study of Miner Camps. Miner Camps will allow you to employ Stonemasons who will produce stone for your settlement and we will do this soon. First you need to assign your idle scholars to study the Lumber Mill plan from the Structure Research sheet. After doing this, initiate research on the Textiles research by checking the respective checkbox and clicking on the Update Research button.
The Lumber Mills plan should be completed now, allowing you to construct this building thereby employing Woodworkers who will produce wood for your settlement. Now assign your 10 scholars to study the Textiles plan and initiate research for the Scholars Campus research.
The Textiles will have been completed by now, enabling the construction of Textile Mills that employ Artisans and produce textiles for the settlement. The scholars need to be assigned to study the Scholars Campus plan now and you should also initiate research for the Tax Office plan.
The Scholars Campus should be completed now which will allow you to increase the number of scholars and produce more PP. The available scholars need to be assigned to study the Tax Office plan and you also need to initiate research for the Tavern plan.
Your builders should have completed building Construction Sites by now. This now means that you can hire additional builders from the population sheet which you should do so now. Depending on the amount of unemployed peasants in your settlement, you might not be able to hire the maximum number of builders available to you and this is ok. New peasants will come in as you end more turns, and remember that the more builders you have and the higher their skill, the faster you will be able to complete your construction projects. Now we need to build some Farms so that we can hire additional Farmers and cater for the food demand of our citizens. Do so by clicking on Overview -> Production, and then set a build for 5 Farms and assign all your builders to work on the construction project. The BP for farms are slightly higher because farms take up 3 Acres per built unit. At this point, you should also set builds for 25 Lumber Mills, 25 Stone Quarry and 25 Textiles Mills. We will assign the builders on these projects once the farms project has been completed.
Your builders should have erected the new farmlands successfully by now and your scholars should also have completed the Tax Office study which will allow you to employ Taxmen, collect taxes, and generate revenue for your settlement. We will do that later, first go to the population sheet and hire as many builders as you possibly can. If you still have unemployed peasants, you can max out your farmers. Now that your builders are idle, assign them to work on the Lumber Mills construction project and your scholars need to be assigned to study the Tavern plan.
Your settlement should have some more Lumber Mills built now. Go to the population sheet and hire Woodworkers so that they can start producing wood for your settlement. Assign your vacant builders to work on the Stone Quarry construction project.
The Stone Quarry construction project should be complete now. Go to the population sheet and hire Stonemasons to start stone production in your settlement. Assign your free builders to work on the Textiles Mills construction project.
You should now have some Textiles Mills. Hire Artisans from the population sheet to start generating textiles for your settlement. Set a new build for 5 Construction Sites and assign your builders to the construction project so that we can increase the number of builders in our settlement and complete construction projects faster.
Hire additional builders from the population sheet after you have completed erecting the additional Construction Sites. Set another build for 20 Farms and assign your builders to the construction project. A lot of peasants have settled in our lands and we need to make sure there is enough food, lest they starve to death or migrate due to lack of food.
The Tavern plan should be researched by now enabling you to hire Entertainers and keep your population's moral high. Now you need to initiate research on the Health Clinic plan and assign your scholars to study the new plan.
Once you have acquired additional farmlands, do not hesitate to hire additional farmers from the population sheet as food supplies will be running short just about now. From the Public Structures sheet, set builds for 1 Explorer's Camp, 10 Taverns and 15 Tax Offices. Assign your builders to construct the Explorer's Camp as we need to start thinking about exploring additional land since the amount of remaining free land in our settlement is growing scarce.
With the completion of Explorer's Camp, you need to hire Explorers from the population sheet. Assign your builders to work on the Tax Office construction project.
You now have some Tax Offices, so hire Taxmen from the population sheet so that they can start collecting taxes from your citizens and generate revenue for your settlement. After hiring Taxmen, you will notice that they have a coverage. Taxmen coverage rises with their skill level and drops with increasing number of peasants. Assign your builders to work on the Tavern construction project since we want to raise the tax rate to produce more income but we need entertainers to keep the moral of taxed citizens high.
The completed Taverns allow you to hire Entertainers from the population sheet. As with Taxmen, you will notice that Entertainers also have a coverage, and like Taxmen, their coverage rises with their skill level and drops with increasing number of peasants. Having hired entertainers, we can now safely increase the tax rate and generate more revenue. Do so by clicking on Overview -> Economy Management, select a tax rate of 3% from the drop-down list and click on Set Tax Rate. You also need to set a build for 14 Construction Sites and assign your builders to work on the construction project.
In the End Turn sheet under the Province Morale box, you will observe that there is a morale loss due to taxes, but also that your entertainers produce sufficient morale points to counter the fall and therefore keep your citizens happy. A low population moral can lead to serious events such as riots and revolts which are discussed in the detailed guide. You will also observe that your taxmen are beginning to collect taxes and generating income for your settlement. This will rise as the skill level of your taxmen rises, the tax rate is increased and more peasants enter your lands. It is safe at this moment in time to raise the tax rate to 4% which you may do so from the Economy Management sheet.
Your scholars should have researched Health Clinics by now, thereby enabling you to employ Doctors and allowing you to keep the number of illnesses in your settlement to a minimum. Depending on the amount of resources you have, you might or might not be able to initiate further research. When you are in a position to initiate further research, be sure to make Fire Stations, Crime Station and Granary a priority in your list of studies.
It is possible that you will have enough resources now to initiate research on Fire Stations. Do so if you are able and assign your scholars to study the plan.
Once your Construction Sites project is completed, hire additional builders from the population sheet. At this point, our settlement might be runing short on free land so we need to wait until our explorers reach a skill level of 9.5 or greater so that we can explore land.
The explorers should be at a skill level of 9.5 or greater so we initiate a land exploration expedition by clicking on Overview -> Land Management. It is only possible to conduct the most basic exploration at this time so click on the Conduct Mini Exploration button. You can see that the requirements and rewards for each type of expedition vary.
Your explorers should have returned by now with additional land for you to utilise. First, raise your tax rate to 5% since your entertainers have started producing more morale points. Now, set builds for 15 Textile Mills and assign your builders to the construction project. In the early stages of the game, your focus should be on increasing builders, scholars, resources production and taxes.
As soon as your explorers hit 9.5 skill, conduct another mini exploration and this should be your routine from now on until you are able to conduct the basic and eventually the advanced land exploration expeditions. Once the additional Textiles Mills have been built, max out your Artisans because textiles are crucial for researching new plans and technologies. When you are able to, set builds for 20 Taverns and 9 Explorer's Camps and assign your builders to work on the construction projects appropriately.
Hire additional entertainers and try to raise your taxes to 6% for better income. Once the Explorer's Camps have been built, you need to focus on food production again by building additional farms.
For the immediate future, your aim should be to increase resource production (50 of each resource building should be more than sufficient at the beginning), increase the number of builders and scholars, and increase taxes. Warlords Dissent was designed to enable a multitude of different strategies and builds to form and evolve, thereby promoting a wide variety of ways and paths for settlements to develop and enjoy the game. Having said that, we would like to wish you the best of luck and hope that you not be too scared to experiment! There is and can never be any teacher likes experience :)
If you need more detailed information regarding the nitty gritty stuff, be sure to check out the Detailed Manual. For additional help, you can post in forums, use the global chat or send a PM to a member of the administration and we will be more than happy to assist you with your query.