Topology of imaginary cities: Greece

topology greece2

the original picture is HERE. Enjoy!


Schrödinger’s cat in a fancier box

During my playthrough in Pharaoh, I reached the highest possible level of the population houses.  This was the first time I managed that since back in the days I never actually had the patience. For this reason, it was the first time I had a chance to see the highest demands of the population in work.

And here is where I got seriously confused for a while. And what confused me was the luxury goods’ boxes.

egypt boxes 2

First a quick recap of the game mechanic: your houses need resources in order to grow. One of the last resources is called “luxury good”. You can build a jeweller and produce the resource which literally looks like a box to be later picked up by bazaar trader to be delivered to the residences.

So, then the houses demand the second type of boxes. I quickly realise that there are more boxes and a look at the world map confirms my suspicion. Besides, I am already familiar with the concept of the need to import luxuries from Emperor. For a while, I am confused by the icons of the luxury goods don’t seem to differ, only to state their uniqueness in parenthesis. I think for a moment, then open the trading route and return to the city. And I see all my houses grow in that very moment.

egypt boxes

Now, mechanically this is all simple. Once the overseer system of the game informs the world that the trading is open, the city assumes that it has 2 types of the needed goods. And the houses then assume that the need is fulfilled since the city is confirming the existence of 2 goods. But the aesthetic of having one icon allows for the following assumption, which I find to be amusing enough to share with the world:


-So, you are telling me that a society that tallies everything (one of the biggest things during the Bronze Age) and the game that so far bothered with a pile of individual icons suddenly collectively decided “We are not gonna show the player what is inside the box! Ha ha ha”? Let’s see… the people know from the overseer that the city has two types of boxes. And one can argue, that people simply check what is inside the box before buying! However, I have been shown all the information visually so far, so I am forced to assume that once the box is closed, you don’t know what’s inside. I mean, I love the icon of the gems, they would look great in an open box, but no…

Then the boxes are the way for the rich people to gamble. The demand for luxuries and the demand for the possibility to open a box and find one out of 2 (or more) “goodies”. Aha, this is the ancient loot boxes. Buy something, which you don’t know what it is, but hopefully, it is good! DOn’t worry, it’s just cosmetics! That excuse might have worked in ancient Egypt…

Bird’s view of China and Egypt

Update: You can now click the images to inspect them for more details.

I got too invested in my Emperor city and decided to make a picture of the whole thing. It turned out great. And in theory, if you can figure out how to zoom in dramatically you should see the streets in details. Enjoy!

bird's view china

A humblebrag about the level of harmony in my city.

bird's view feng shui china

Also, Egypt!

bird's view egypt

And in the short future – Greece!

City builders: Emperor

Note: To see the screenshots properly you have to enlarge the whole page. Free WordPress doesn’t allow enlarging images separately, unfortunately.

Emperor: Rise of the Middle Kingdom (2002) is the last game in the city building series made by Impressions Games and BreakAway Games (Apparently BreakAway Games were also involved in developing the addon Cleopatra: Queen of the Nile for the game Pharaoh), and published by Sierra Entertainment. Emperor lets us build cities in the setting of Ancient China.


A fair criticism of this game would be to say that there is barely anything new in this game if you compare it to other games in the series, excluding aesthetics. If we are to consider the series as an accumulation of mechanics that keep getting reshuffled every game, then Emperor brings to the table exactly 2 new things. Okay, let’s be generous and say 2,5.

As the continuation of my previous post about Pharaoh let’s first examine the main core of the game: satisfying the needs of the population. And I’m happy to tell that Emperor might be the game where some sort of balance is found in the department of people’s needs.

stats_ all ancient civs

So, what’s new is in the game? Let’s start with the 0,5 “innovation”: interactive deities. That’s right folks! If ever you wanted to boss around a divine being – now is your chance. So what does that mean? It means that the gods we had in Zeus are back and now are intractable and can follow your command, rather than being random walkers. And this now makes exactly 2 entities that this game lets you control directly (the other one being your army units). The real impact of you being able to control gods is one: controlled blessings where before you had to hope that a god passes by a blessable building. Now you just tell them to go and bless the damned things. Get it? Blessing the damned, hurhurhur… Also, the gods can participate in the war, give certain economic bonuses, function as particular walkers and catch animals. Speaking of the animals, this is a new thing in the game, but it has no real impact on the game, so it’s the part of 0,5.


Another attempt at adding more interaction with the city are the spies. Spies are basically in the cities to attempt a sabotage. But the interesting thing about them is that you can prevent sabotage by actively inspecting the walkers in your city. I admit that there is something amusing and entertaining in spotting a walker that is walking where he/she clearly doesn’t belong. And while spies are extremely clumsy and easy to counter, they add more to the feeling of the city being alive.


But the real diamond in all of these Asian curly rooftops is the feng shui system. No more copy-pasting the same district template everywhere! Where before the player just had to keep in mind that a district needs X squares for the services and then place the buildings anywhere, the player is now made to consider the placement of the intended buildings. The landscape (trees, stones and hill slopes, water etc.) now influences the placement of the buildings. Every building belongs to one of the 5 feng shui elements. To skip the details – placing too many building inconsiderably makes your city riot. This way I find myself much more invested into the architecture of the layout of the city than I was in the previous games.


All in all, I find Emperor to be a nice conclusion to this series of games. Hope you enjoyed screenshots! And check out the bird’s view of my cities here.