+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | T Y R A N T S: F I G H T T H R O U G H T I M E | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ GAME: TYRANTS: FIGHT THROUGH TIME PLATFORM: SEGA GENESIS GENRE: STRATEGY/REAL TIME CREATOR: VIRGIN GAMES, INC. Copyright 1993 AUTHOR OF THIS FAQ: Kevin Butler AKA War Doc E-MAIL: kevinb(at)technologist(dot)com FAQ VERSION: 1.0 ------------------------------------------------------------------------------- TABLE OF CONTENTS UNIT I: INTRODUCTION 1. Legal Stuff 2. Version Information 3. Acknowledgements 4. Welcome 5. Overview UNIT II: PLAYING THE GAME 6. Getting Started 7. Taking Control 7.1 The Controls 7.2 The Initial Game Screen 7.3 Main Game Screen 7.4 Game Screen Command Area UNIT III: STRATEGIES 8. General Strategies 9. Island Specifics per Epoch 9. 1 Epoch 1 9. 2 Epoch 2 9. 3 Epoch 3 9. 4 Epoch 4 9. 5 Epoch 5 9. 6 Epoch 6 9. 7 Epoch 7 9. 8 Epoch 8 9. 9 Epoch 9 9.10 Megalomania: Mother of all Battles UNIT IV: APPENDIX 10. Resources 10.1 Manpower Resources 10.2 Mineral Resources 11. Blueprints and Design 12. Epochs and Technology UNIT V: CONCLUSION 13. Conclusion _______________________________________________________________________________ To find a particular chapter or subchapter do the following: 1. Highlight the chapter or subchapter name you wish to find. 2. Press CTRL-C 3. Press CTRL-F 4. Press CTRL-V 5. Press CTRL-F 5. You will arrive at the desired chapter or subchapter. _______________________________________________________________________________ ************** ********************************* U N I T I ********************************** ************** +==================+ | 1. LEGAL STUFF |=========================================================== +==================+ This guide may 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 advanced permission from the author. Use of this guide on any other web site or as part of any public display is strictly prohibited, and a violation of copyright. All content in this guide is Copyright 2005 by Kevin Butler. Only the sites listed below have permission to publish this work or to display it: www.gamefaqs.com www.cheats.de faqs.ign.com www.neoseeker.com www.wonderdogsoftware.com www.1up.com If you wish to put this guide on your site, e-mail me and ask. Save yourself the headache of putting up with lawsuits and whatnot because you failed to ask a simple "Can I post your guide on ?". If you wish to use info in this guide, please acknowledge that you have done so. If I don't respond or I say no, accept it as fact. This especially goes out to Dave at www.cheatcc.com since he has a habit of taking guides without permission. In addition, do not modify this guide in any way whatsoever to suit your purposes. The latest version can always be found at www.gamefaqs.com. If you see this guide on any other site then the one listed above, please e-mail me. If you wish to ask questions or give input to this guide, please e-mail me. Just have Tyrants as the subject so I know it isn't another kooky vendor trying to sell me hair gel or another XXX site telling me I have new friends. +==========================+ | 2. VERSION INFORMATION |=================================================== +==========================+ Version 1.0 8/20/05: A guide is born. +=======================+ | 3. ACKNOWLEDGEMENTS |====================================================== +=======================+ The following are a list of people or organizations that have made this FAQ possible: My wonderful family (who has had to put up with the tapping on the keyboard) Virgin Games, Inc. The instruction manual for various information GameFAQ's for putting up this FAQ +==============+ | 4. WELCOME |=============================================================== +==============+ Welcome to my FAQ for Tyrants: Fight Through Time (or Tyrants for short). Since this is a strategy/real time game, there is no walkthrough per se. Instead, this FAQ is broken up into parts. First you will be given an explanation of choices you have for playing the game. Next, you will be given all the possible commands you can give with a brief description of what those commands are. The last part is dedicated to strategy. These general strategies will give you an idea on how to get through the different Epochs on the road to the final battle. In addition to these strategies, you will also be given information regarding all the resources available to accomplish this purpose. Input is appreciated along with constructive criticism. If you wish to e-mail me thoughts on this FAQ, better ways of doing things, other strategies, etc., feel free. Make sure you put Tyrants in the subject. If you don't, I'm liable to discard the e-mail as spam. +===============+ | 5. OVERVIEW |============================================================== +===============+ You get to play the part of an eternal god. A new world has been formed and you are tasked with defeating your rival gods over the course of nine Epochs and 28 lands. The going won't be easy since your fellow gods are also attempting to be crowned the eternal champion. These battles will not only take you to various lands, they will also take you through various time periods from the prehistoric days of man's first steps to the space age. You will given the ability to use the weapons of the time period to defeat your fellow gods and move even closer to the Armageddon on the 28th land. To be up to the task, you must be ruthless in your dealings with the other gods. Only do things, such as making treaties, that will benefit you in the long run and allow you to win the crown. You must never waver from your primary mission of being the ruler of this new world. Tyrants is a strategy game that is played in real time. This means you will have to make split-second decisions and always be prepared for the unexpected. Your opponents are ruthless and they wish nothing more then the extermination of you and any other rival god. Success allows you to move up to the next Epochs while failure means your game has ended. Good luck on your quest to take over the world. *************** ******************************** U N I T II ********************************** *************** +======================+ | 6. GETTING STARTED |======================================================= +======================+ Once the game has loaded, you will get a screen displaying the four gods and a brief blurb regarding their outlook on things. The gods are: SCARLET: Firey and aggressive demigoddess of the Pleides and controller of the Red People. OBERON: Backstabbing and ruthless self-appointed king of Algol and controller of the Yellow People. CAESER: Vindictive and unpredictable godfather of the Trapeziun Mafia and controller of the Green People. MADCAP: Cunning and deadly Andromedon mercenary supreme and controller of the Blue People. Once you have selected the god you wish to play, you will enter the first game screen. +=====================+ | 7. TAKING CONTROL |======================================================== +=====================+ ____________________ / 7.1 The Controls /__________________________________________________________ -------------------- These are the controls for this games: << CONTROLS >> +---------------------+--------------------------+ | BUTTON INVOLVED | RESULT | +---------------------+--------------------------+ +---------------------+--------------------------+ | A | CAUSES THE POINTER TO | | | JUMP TO "HOT SPOTS" ON | | | THE SCREEN | +---------------------+--------------------------+ | B | ACTIVATE AN ICON'S | | | FUNCTION | | | INCREASES A NUMBER | +---------------------+--------------------------+ | C | ACTIVATE AN ICON'S | | | FUNCTION | | | DECREASES A NUMBER | +---------------------+--------------------------+ | KEYPAD | MOVE THE CURSOR | +---------------------+--------------------------+ | START | BRINGS UP THE PAUSE MENU | +---------------------+--------------------------+ _______________________________ / 7.2 The Initial Game Screen /_______________________________________________ ------------------------------- This is the first screen at all the Epochs. It is here that you will decide where you are going to fight at and with what number of men. +===================================================================+ | | | | | +----------+ YOUR OPPOSING | | | DETAILED | CHOSEN GOD'S | | | ISLAND | GOD PICTURES | | | PICTURE | PICTURE | | +----------+ | | | | ISLAND NAME PICTORAL REPRESENTATION | | EPOCH OF ISLANDS | | | | OPTIONS | | | | PLAY ISLAND | | | | AVAILABLE | | MANPOWER | +-------------------------------------------------------------------+ Detailed Island Picture - Shows a detailed view of the island and individual sectors. Your Chosen God Picture - Shows the face of your chosen god. Opposing God's Picture - Shows the face(s) of the opposing gods. Island Name - The islands are given in alphabetical order according to their first letters. The extra island just "doubles" up on an individual letter and the 28th island is the final fight. Pictorial Representation of Islands - Shows the three islands in the ocean. Epoch - Shows what Epoch you are in from 1 to 9. The last Epoch is Megalomania. Options - Allows you to change various things in the game. The options are: Continue - Continue on with a game in progress. Auto Slow Off - When this is turned on, time auto- matically goes to normal speed when you are attacked. Speech On - Turns on the synthesized speech. Music On - Plays an atmospheric sound track. Sound FX On - Turns on the sound effects to add further depth to the game. Help On - Displays what an icon is via a blue text box. Sound Test - Allows you to hear various sound, music, and speech effects. Load/Save - Allows you to either enter the 11 digit password or to obtain one depending on your progress. Play Island - When selected, this allows you to play the island displayed at Island Name. Available Manpower - These are how many men you can commit to fighting on this island. ________________________ / 7.3 Main Game Screen /______________________________________________________ ------------------------ This is the main playing area. You issue all commands and taskings from this screen. What is displayed in relation to commands depends on what technology level the island is at (technology levels are discussed in more detail in Chapter 12). The main game screen looks like this: NOTE: The COMMAND AREA on the lower left side is discussed in more detail in the following subchapters. +======================================+ | | | TIME | | +----------+ SHIELDS | | | OVERALL | V | | | ISLAND | V | | | PICTURE | V | | +----------+ V | | | | NAME | TECH LEVEL CLOSEUP OF AN | | +-------------+ ISLAND SECTOR | | | | | | | COMMAND | | | | | | | | AREA | | | | | | | | | | | +-------------+ | +--------------------------------------+ Overall Island Picture - Shows a picture of the island with all sectors and all enemies. Time - An icon that shows the passage of time. Selecting allows you to accelerate the passage of time. Normal is real time where one second in game time corresponds to one second in game time. Shields - Pictorial representation, that uses colored shields, to show what enemies still exist on the island. Name - Name of the island. Tech Level - The current tech level the selected sector is at. Tech level determines items that can be made (more details in Chapter 12). Close-up of an Island Sector - This shows, in detail, any structures and/or any troops in a sector. ________________________________ / 7.4 Game Screen Command Area /______________________________________________ -------------------------------- There are several different screens that allow you to control and regulate how your troops go about their business. These screens are explained below. +--------------------------+ | 7.4.1 Main Command Area |--------------------------------------------------- +--------------------------+ This is the starting point. All commands are represented by icons which you select. Depending on what Epoch you start in will determine what the Command Area looks like. Below are the different Command Areas depending on Epoch. OVERALL LEGEND: BP = BLUEPRINT ICON; SH = SHIELD ICON; DE = DEFENSE ICON; SW = CROSSED SWORD/ATTACK ICON; ; SS = SINGLE SWORD/ATTACK ICON; WB = WHITE BULB ICON; BB = BLUE BULB ICON; MP = MANPOWER ICON; SM = SURFACE MINERALS ICON(S); SV = SHOVEL ICON; MM = MINED MINERALS ICON(S); PS = PICK & SHOVEL ICON; LA = LAB ICON; FA = FACTORY ICON NOTE: The above are discussed in more detail in Chapter 7.4.2. /==============================================\ | 7.4.1.1 Epoch Command Area Starting Screens |------------------------------- \==============================================/ EPOCH 1 EPOCHS 2 & 3 EPOCH 4 EPOCH 5 +-------------+ +-------------+ +-------------+ +-------------+ | SH SW | | SH SW | | SH SW | | SH SW | | / | | / | | / | | / | | WB<--MP | | WB<--MP | | WB<--MP | | WB<--MP->FA | | \ | | | \ | | | \ | | | \ | | SM | | SV SM | | SV SM | | SV SM | +-------------+ | \ | | / \ | | \ | | MM | | PS MM | | MM | +-------------+ +-------------+ +-------------+ EPOCHS 6 - 9 +-------------+ | SH SW | | / | | /MP->FA | | / | \ | | LA PS SM | +-------------+ /===============================================================\ | 7.4.1.2 Epoch Command Area Screens After Getting Established |-------------- \===============================================================/ EPOCH 1 EPOCHS 2 - 4 EPOCH 4 EPOCH 5 +-------------+ +-------------+ +-------------+ +-------------+ | BP SH DE SW | | BP SH DE SW | | BP SH DE SW | | BP SH DE SW | | / | | / | | / | | / | | WB<--MP | | WB<--MP | | WB<--MP->FA | | WB<--MP->FA | | \ | | | \ | | | \ | | | \ | | SM | | SV SM | | SV SM | | SV SM | +-------------+ | \ | | | \ | | | \ | | MM | | MM MM | | MM MM | +-------------+ +-------------+ +-------------+ EPOCHS 6 - 9 +-------------+ | BP SH DE SW | | / | | BB<--MP->FA | | | \ | | SV SM | | | \ | | MM MM | +-------------+ +--------------------------+ | 7.4.2 Icon Explanations |--------------------------------------------------- +--------------------------+ Each icon in Tyrants represents some facet of your people and sector. You will use these icons to control such things as allocation of manpower to do different tasks or to assign weapons to an army to name a couple. Those icons that have numbers under them represent one of two things: The numbers either represent the number of men you have doing a task or they represent the number of some item or stockpiled goods you possess. The next few sub-chapters briefly describe each icon. Each icon is dealt with more in-depth in the Appendix and the chapter numbers (if any) will be re- flected in the description of the icon. The icons are listed in alphabetical order. /=========================\ | 7.4.2.1 Blueprint [BP] |---------------------------------------------------- \=========================/ Icon: Partially rolled up piece of paper. This icon allows you to see what resources are required to build a specific item. The first screen looks like this after you have selected the icon: LEGEND: IT = AN ITEM ICON THAT IS SELECTABLE; TR = TRASH CAN ICON +------------+ | BP | | SH DE SS | | IT IT IT | | IT | +------------+ Put the pointer on one of the items and you will get this screen: +------------+ | BP | | IT= SM/MM | | SM/MM | | SM/MM | | | | TR | +------------+ The Blueprint option allows you to see what materials are used to make a specific item. If a hand in the shape of "OK" is displayed to the right of the first item, that means the materials used are the "perfect" materials needed. More about Blueprints in Chapter 11. /=====================================================\ | 7.4.2.2 Design Without Lab [WB] or With a Lab [BB] |------------------------ \=====================================================/ Icon: A white or blue light bulb. This icon allows you to turn available designs into blueprints. The screen looks like this after you have selected the icon: LEGEND: PD = POTENTIAL DESIGN ICON; CL = CLOCK ICON +------------+ | WB OR BB | | SH DE SS | | PD PD PD | +------------+ Once you have chosen a design to turn into a blueprint, you get the following screen: +------------+ | WB OR BB | | PD x MP=CL | | SH DE SS | | PD PD PD | +------------+ The number of men you assign to the design process directly influences the amount of time it will take to create a blueprint. Also, depending on how far "ahead" the design is relative to the current time period of the sector will also influence the amount of time. More information regarding designs is found in Chapter 11. /=======================\ | 7.4.2.3 Defense [DE] |------------------------------------------------------ \=======================/ Icon: An archer holding a bow and arrow. This icon allows you to set up defenses in your buildings. The screen looks like this after you have selected the icon: LEGEND: DI = DEFENSIVE ITEM ICON +------------+ | DE | | MP DI DI | | DI DI | +------------+ The Defense option allows you to take previously researched defensive items and give them to your men. The numbers under the DI's are the amount of said defensive item you possess. Manpower can be a limiting factor if you don't have enough men to defend your buildings. /=================================================\ | 7.4.2.4 Factory [FA], Lab [LA], Deep Mine [PS] |---------------------------- \=================================================/ Icon: Factory building, Blue flask, Pick & Shovel This icon allows you to build a Factory, Lab, and/or Deep Mine The screen looks like this after you have selected one of the above icons: LEGEND: BW = BRICK WALL ICON; CL = CLOCK ICON +------------+ | BW | | PS x MP=CL | | LA x MP=CL | | FA x MP=CL | +------------+ The number of men you assign to the building projects directly influences the amount of time it will take to construct said structures. The ability to construct each structure comes about at certain Epochs. These Epochs are: Deep Mine - Epoch 4 Factory - Epoch 5 Laboratory - Epoch 6 This also means you will get one or all of these icons if a sector manages to advance to the above Epochs. /=====================================================\ | 7.4.2.5 Mined Minerals [MM], Surface Minerals [SM] |------------------------ \=====================================================/ Icon: Shovel This icon allows you to either mine or gather minerals. The first screen you see after getting a mining operation going: LEGEND: MI = MINERAL ICON; TM = TOTAL MINED MINERALS ICON +------------+ | PS--MI | | / | \ | | MI MI MI | +------------+ Put the pointer on one of the minerals and you will get this screen: +------------+ | SV | | MI x MP=TM | | MI x MP=TM | | MI x MP=TM | +------------+ The number of men you have mining a specific mineral will directly translate to how much of that mineral will become available within a certain period of time. Some minerals are rarer then others so then tend to be mined out quicker. Certain types of mines become available depending on the Epoch. These mines are: Surface Minerals - Epoch 1 Open Pit Minerals - Epoch 2 Deep Mined Minerals - Epoch 4 More information regarding minerals can be found in Chapter 10. NOTE: Surface minerals are gathered by all available manpower not assigned to other tasks. This, then works in reverse of assigning men to do the job. /=======================\ | 7.4.2.6 Offense [SW] |------------------------------------------------------ \=======================/ Icon: Crossed swords This icon allows you to get your men set up for an attack or occupation of another sector. The first screen looks like this after you have selected the icon: LEGEND: OI = OFFENSIVE ITEM ICON +------------+ | SW | | MP OI OI | | OI OI SW | +------------+ The Offense option allows you to take previously researched offensive items and give them to your men. If you just select the MP icon, then you can create an army of men with no offensive weapons. The numbers under the OI's are the amount of said offensive item you possess. Clicking on the SW Icon will allow you to put all men back into the MP and their weapons back into the stockpile. Also, selecting the top SW will also achieve the same effect and it will also bring you back to the main Command Screen. As with Defense, manpower can also be a limiting factor if you don't have enough men to send out to attack. /======================\ | 7.4.2.7 Shield [SH] |------------------------------------------------------- \======================/ Icon: A shield. This icon allows you to see what damage your structures have taken and also gives you the ability to repair them. The screen looks like this after you have selected the icon: LEGEND: CA = CASTLE ICON; MI = MINE ICON; HI = HIBERNATION ICON +------------+ | SH | | SH SH SS | | HI | | CA[ ] | | LA[ ] | | MI[ ] | | FA[ ] | +------------+ The Shield option allows you to make repairs on your structures. You must have produced some shields in order to perform these repairs. After Epoch 6, you will also be able to put one of your Castles into suspended animation to await their "thawing" for battle 28. To put a castle into hibernation, you must: - Ensure that the sector with the Castle is technologically equivalent to Epoch 9 - Put at least one man outside of the Castle. **************** ******************************** U N I T III ********************************* **************** +=========================+ | 8. GENERAL STRATEGIES |==================================================== +=========================+ Since this game is a real-time strategy game, you must be quick when making decisions. These strategies will hopefully allow you to build up quickly so that you can crush your opponents. These are not all-encompassing and I know there are other general strategies to use. These are, though, the best I have found to work for me. _______________________________ / 8. 1 Saving is a Good Thing /_______________________________________________ ------------------------------- The save feature on Tyrants works a bit differently then the conventional save. When you select SAVE in options, you will be given an 11 digit password. Write these letters down and you can resume your game from that point. Only completed islands and Epochs can be saved in this manner. Remember to do this before starting a new island or Epoch or you will find yourself starting your game over and over again. This is especially true if you are going to do some- thing risky or just plain dumb. No sense in starting over at the beginning of the game. __________________ / 8. 2 Resources /____________________________________________________________ ------------------ You cannot be successful unless you have the resources necessary to wage a campaign. Resources, in this case, refer both to manpower and mineral resources. Manpower is required for a variety of functions such as designing, building defenses, mining, and building to name a few. Mineral resources are required to build the weapons required to be successful in both offense as well as defense. In addition, starting with Epoch 3, each sector has certain resources that allow you to make a variety of things so you will also need to keep track of which sector can produce which item. __________________________________________________ / 8. 3 He Who Has the Technology Makes the Rules /____________________________ -------------------------------------------------- Technology is a big part of this game. If you don't have advanced technology, especially at the earlier Epochs, you won't get very far. This advanced technology allows you to build things that are beyond the Epoch the sector starts at. These things would be referred to as being "before their time". The technological edge can tilt the balance in favor of the person who has advanced technology. For example, you could have the biggest army in the game. If this army goes against a technologically superior foe, even that armies size couldn't save it from being totally destroyed with only the loss of a few of the attacker's men. This also works for defense as well. A strong defense can decimate an enemy army with only the loss of a few defenders. _________________ / 8. 4 Industry /_____________________________________________________________ ----------------- Industry becomes critical for the 5th Epoch and beyond. Without industry, you won't be able to make any weapons beyond 4th Epoch capabilities. In the later Epochs, you must have factories to mass produce weapons or you will be weaponless. Industry is crucial to guarantee you have the right amounts of items in order to sustain an offensive or to protect your sectors. Of course, as with hand-made items, industry is limited by the amount of resources that you possess. _______________________________________________________ / 8. 5 A Good Offense is a Good Defense or Vice-versa /_______________________ ------------------------------------------------------- In order to take out your opponents, you must have an effective army with which to wage war. As mentioned in Chapter 8.3, you must ensure that your army is as technologically advanced as it can be. Be prepared to literally "swamp" an enemies defense and prevent them from being able to mount any counter-attacks against you. The same holds true for defense. Make sure you have the latest "gadgets" and that they are distributed to your men holding down the sector. A well armed group of ten defenders can cause some serious damage to a large enemy force. By combing an effective defense with an aggressive offense, you should be able to clear out the enemy forces without too much difficulty. __________________________________________ / 8. 6 The Law of Conservation of Troops /____________________________________ ------------------------------------------ This goes along with Chapter 8.5 in the sense of offensive operations. After you build up a large manpower pool, you will probably want to start taking over other sectors. Unfortunately, "victory fever" may get the better of you and you will find yourself with less and less troops as the offensive continues. This, in turn, will only make you weaker and more vulnerable to enemy attacks. The smarter thing to do is to be patient and conquer only a couple of sectors at a time. Allow your manpower to build up in these new sectors, then continue your conquest. This will ensure you have adequate manpower reserves to meet any threat, plus it will also allow you to set the pace of conquest and force the enemy to constantly react to your moves. _____________________________________ / 8. 7 Beans, Bullets, and Bandages /_________________________________________ ------------------------------------- After Epoch 3, each sector will be able to build different things. It would behoove you to know what each sector is producing. You will have to set up supply lines so that your front line troops can get the latest gadgets. In addition, you will also have to move troops to your front lines to populate your castles so that you can advance them quicker. Although mineral resources cannot be moved, the offensive products you create with them can be. Keep this all in mind when you go on the offensive so you don't find yourself "short- changed" in the areas of manpower or offensive firepower. ___________________________________________________ / 8. 8 Treaties Aren't Just for Breakfast Anymore /___________________________ --------------------------------------------------- When you first start on an island, you will be in a position of weakness. This is the time to make a treaty with your neighbor to ensure your survival. As you become more powerful, these treaties can be broken and you can turn on those that you had treaties with. Treaties also can serve as a quick short- term solution if you are trying to build something that will take a little time. In order to make treaties, you must have at least two opponents around. The computer will also attempt to make treaties with you. The big disadvantage to treaties is that while one is in effect, you cannot build any castles. _________________________________ / 8. 9 Christmas At Ground Zero /_____________________________________________ --------------------------------- By the 8th Epoch, everyone and their grandmother has the ability to produce nukes. Nukes can both be a blessing and a burden. They are a blessing in the sense that you can do surgical strikes on an opponent to prevent them from advancing any farther. They are a burden in the fact that you opponents can do the same to you. There are two forms of protection against nukes: Nuclear deterrents and SDI. Nuclear deterrents basically fire a counter-nuke at an opponent who fired at you. The bad thing about this is mutually assured destruction. SDI works by destroying any incoming nukes although it is only a one use item. By using a mix of Nuclear deterrents and SDI, you can protect yourself from enemy nukes plus you can vaporize the enemy that decided to send you such a nice "present". Computer enemies seem to enjoy using nukes so be prepared in the later Epochs for all-out nuclear wars. _____________________________________ / 8.10 Let Others Do the Dirty Work /_________________________________________ ------------------------------------- A good way of keeping strong and acquiring sectors is to let the enemy beat on each other. When you see two of your enemies battling it out, let them weaken each other. After their battle clears, you can walk in with little or no resistance and claim the spoils of war. This can be especially fun during the nuclear age. Two of your enemies may destroy each other with nukes and nuke deterrents thereby leaving you as the only one standing. Nobody could ask for a better victory. +=================================+ | 9. ISLAND SPECIFICS PER EPOCH |============================================ +=================================+ First, go over the general strategies in Chapter 8. These will help you considerably in the battles ahead. Since events can happen so random, there are no specific strategies for the Epochs or the islands they contain. This chapter more deals with how the islands are set up and what resources are available on those islands. As you go further into the Epochs, offensive and defensive items improve. This means your enemies have access to more destructive items which translates into being able to take out everybody around them that much quicker. All islands in the game are set up on a 14 x 14 grid. This doesn't mean, though, that there is any land on the entire grid. This just means that this is the maximum size for any one island. The island for Megalomania is a special case. All opponents will fight on an island that is 14 x 14 in size. All armies will be armed only with laser pistols so it will basically be a fight to the death. Winning this island will truly prove that you are the overall champion and worthy to be god over this world. This chapter will be set up like so: _______________ / Epoch Number / --------------- Year Epoch takes place: +-------------+ | Island Name | +-------------+ # Opponents : How many opponents you will have to fight. Island Setup : Diagram of how the island(s) is/are set up. Sectors are numbered left to right, top to bottom. Island Resources: Numbers corresponding to sectors will have what minerals (if any) are contained in that sector. These minerals will be listed in alphabetical order. ________________ / 9. 1 Epoch 1 /______________________________________________________________ ---------------- Year Epoch takes place: 9500 BC +--------------+ | 9.1.1 Aloha |--------------------------------------------------------------- +--------------+ # Opponents : 1 Island Setup : 1 2 Island Resources: Sector 1: Herbirite, Rock, Slate, Solarium Sector 2: Bethlium, Moonlite, Parasite, Wood +----------------+ | 9.1.2 Bazooka |------------------------------------------------------------- +----------------+ # Opponents : 1 Island Setup : 1 2 3 4 Island Resources: Sector 1: Bone, Herbirite, Planetarium, Valium Sector 2: Bone, Planetarium, Rock, Yeridium Sector 3: Bethlium, Herbirite, Parasite, Slate Sector 4: Aruldite, Moonlite, Wood +--------------+ | 9.1.3 Cilla |--------------------------------------------------------------- +--------------+ # Opponents : 2 Island Setup : 1 2 3 4 5 6 Island Resources: Sector 1: Aquarium, Bone, Solarium, Valium Sector 2: Moonlite, Slate Sector 3: Rock Sector 4: Parasite, Planetarium, Solarium, Wood Sector 5: Aruldite, Bethlium, Slate, Yeridium Sector 6: Aquarium, Solarium, Wood ________________ / 9. 2 Epoch 2 /______________________________________________________________ ---------------- Year Epoch takes place: 3000 BC +----------------+ | 9.2.1 Dracula |------------------------------------------------------------- +----------------+ # Opponents : 2 Island Setup : 1 2 3 4 5 Island Resources: Sector 1: Planetarium, Slate Sector 2: Herbirite, Paladium, Solarium, Wood Sector 3: Aruldite, Bone, Solarium Sector 4: Aquarium, Bethlium, Moonlite, Valium Sector 5: Aruldite, Rock, Slate +----------------+ | 9.2.2 Etcetra |------------------------------------------------------------- +----------------+ # Opponents : 2 Island Setup : 1 2 3 4 5 6 7 Island Resources: Sector 1: Aquarium, Bone, Moonlite, Wood Sector 2: Aruldite, Planetarium, Solarium Sector 3: Aquarium, Aruldite, Moonlite, Rock Sector 4: Bethlium, Moonlite Sector 5: Planetarium, Slate Sector 6: Bone, Moonlite, Valium, Yeridium Sector 7: Aruldite, Moonlite, Planetarium, Solarium +----------------+ | 9.2.3 Formica |------------------------------------------------------------- +----------------+ # Opponents : 2 Island Setup : 1 2 3 Island Resources: Sector 1: Moonlite, Planetarium Sector 2: Rock, Moonlite, Onion, Slate Sector 3: Bone, Herbirite, Wood, Yeridium ________________ / 9. 3 Epoch 3 /______________________________________________________________ ---------------- Year Epoch takes place: 100 BC +--------------+ | 9.3.1 Gazza |--------------------------------------------------------------- +--------------+ # Opponents : 2 Island Setup : 1 2 3 4 5 6 7 Island Resources: Sector 1: Aquarium, Bethlium, Moonlite, Wood Sector 2: Nothing Sector 3: Slate Sector 4: Moonlite, Planetarium Sector 5: Bone, Rock, Valium Sector 6: Planetarium Sector 7: Bone, Moonlite, Wood +---------------+ | 9.3.2 Hernia |-------------------------------------------------------------- +---------------+ # Opponents : 2 Island Setup : 1 2 3 4 5 6 7 8 9 Island Resources: Sector 1: None Sector 2: Rock, Solarium, Valium Sector 3: Moonlite, Slate Sector 4: Bethlium, Moonlite, Rock Sector 5: Slate Sector 6: Aquarium, Bone, Yeridium Sector 7: Moonlite, Wood Sector 8: Aquarium, Aruldite, Bone, Wood Sector 9: Planetarium +--------------+ | 9.3.3 Ibiza |--------------------------------------------------------------- +--------------+ # Opponents : 1 Island Setup : 1 2 3 4 Island Resources: Sector 1: Onion, Slate, Solarium, Wood Sector 2: Aruldite, Planetarium, Rock, Tedium Sector 3: Bethlium, Bone, Onion, Rock Sector 4: Bone, Planetarium, Solarium, Tedium ________________ / 9. 4 Epoch 4 /______________________________________________________________ ---------------- Year Epoch takes place: 900 AD +--------------+ | 9.4.1 Junta |--------------------------------------------------------------- +--------------+ # Opponents : 3 Island Setup : 1 2 3 4 5 6 7 8 9 10 Island Resources: Sector 1: Aruldite, Onion, Wood Sector 2: Moonlite, Moron, Yeridium Sector 3: Onion, Paladium, Planetarium Sector 4: Bethlium, Moonlite, Parasite, Yeridium Sector 5: Moron, Tedium, Yeridium Sector 6: Bethlium, Moron, Onion, Slate Sector 7: Onion, Rock, Valium Sector 8: Aruldite, Moron, Parasite Sector 9: Herbirite, Slate, Valium Sector 10: Aquarium, Moonlite, Wood, Yeridium +--------------+ | 9.4.2 Karma |--------------------------------------------------------------- +--------------+ # Opponents : 3 Island Setup : 1 2 3 4 5 6 7 8 9 10 11 12 Island Resources: Sector 1: Aquarium, Herbirite, Slate, Wood Sector 2: Aruldite, Maamite, Moron, Parasite Sector 3: Moonlite, Paladium, Tedium, Yeridium Sector 4: Aquarium, Aruldite, Onion Sector 5: Bethlium, Parasite, Slate, Yeridium Sector 6: Aruldite, Bone, Planetarium Sector 7: Aruldite, Herbirite, Moron Sector 8: Aquarium, Moron, Tedium, Valium Sector 9: Parasite, Slate, Yeridium Sector 10: Bethlium, Tedium, Yeridium Sector 11: Aruldite, Herbirite, Moron, Tedium Sector 12: Moron, Rock, Yeridium +-------------+ | 9.4.3 Lada |---------------------------------------------------------------- +-------------+ # Opponents : 2 Island Setup : 1 2 3 4 Island Resources: Sector 1: Bethlium, Maamite, Moron, Yeridium Sector 2: Herbirite, Slate, Wood Sector 3: Herbirite, Paladium, Rock, Wood Sector 4: Bone, Moron, Planetarium, Solarium ________________ / 9. 5 Epoch 5 /______________________________________________________________ ---------------- Year Epoch takes place: 1400 AD +----------------+ | 9.5.1 Mascara |------------------------------------------------------------- +----------------+ # Opponents : 3 Island Setup : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Island Resources: Sector 1: Aquarium, Bone, Moron Sector 2: Aruldite, Moron, Planetarium, Tedium Sector 3: Aruldite, Onion, Slate, Wood Sector 4: Aquarium, Moron, Onion, Wood Sector 5: Moonlite, Tedium, Yeridium Sector 6: Maamite, Moron, Onion, Paladium Sector 7: Aquarium, Wood, Yeridium Sector 8: Herbirite, Onion, Planetarium Sector 9: Herbirite, Moonlite, Rock Sector 10: Aruldite, Onion, Slate Sector 11: Herbirite, Moron, Paladium, Parasite Sector 12: Aruldite, Maamite, Moonlite, Moron Sector 13: Aruldite, Planetarium, Slate, Wood Sector 14: Aquarium, Herbirite, Maamite, Slate +---------------+ | 9.5.2 Nausea |-------------------------------------------------------------- +---------------+ # Opponents : 3 Island Setup : 1 2 3 4 5 6 7 8 9 10 Island Resources: Sector 1: Aquarium, Aruldite, Rock, Yeridium Sector 2: Tedium, Slate, Yeridium Sector 3: Bethlium, Herbirite, Paladium, Parasite Sector 4: Aquarium, Onion, Solarium, Valium Sector 5: Aquarium, Onion, Paladium, Tedium Sector 6: Maamite, Solarium, Wood, Yeridium Sector 7: Aruldite, Herbirite, Moron, Solarium Sector 8: Bone, Slate, Valium Sector 9: Aquarium, Parasite, Valium, Yeridium Sector 10: Aquarium, Aruldite, Slate, Tedium +----------------+ | 9.5.3 Ocarina |------------------------------------------------------------- +----------------+ # Opponents : 1 Island Setup : 1 2 Island Resources: Sector 1: Herbirite, Onion, Planetarium Sector 2: Bethlium, Onion, Valium, Yeridium ________________ / 9. 6 Epoch 6 /______________________________________________________________ ---------------- Year Epoch takes place: 1850 AD +---------------+ | 9.6.1 Pyjama |-------------------------------------------------------------- +---------------+ # Opponents : 3 Island Setup : 1 2 3 4 5 6 7 8 9 10 11 Island Resources: Sector 1: Bethlium, Maamite, Onion, Planetarium Sector 2: Aquarium, Bethlium, Tedium Sector 3: Bone, Slate, Yeridium Sector 4: Alien, Moron, Rock, Tedium Sector 5: Aruldite, Moron, Paladium, Tedium Sector 6: Bethlium, Maamite, Onion, Solarium Sector 7: Aquarium, Aruldite, Bethlium, Paladium Sector 8: Aquarium, Maamite, Slate, Tedium Sector 9: Maamite, Moron, Onion, Paladium Sector 10: Moonilite Sector 11: Aquarium, Parasite, Wood, Yeridium +--------------+ | 9.6.2 Quota |--------------------------------------------------------------- +--------------+ # Opponents : 3 Island Setup : 1 2 3 4 5 6 7 Island Resources: Sector 1: Bone, Maamite, Onion, Valium Sector 2: Maamite, Onion, Rock, Yeridium Sector 3: Herbirite, Paladium, Valium, Wood Sector 4: Aquarium, Moron, Parasite, Yeridium Sector 5: Maamite, Parasite, Tedium, Yeridium Sector 6: Moron, Paladium, Rock, Yeridium Sector 7: Bone, Parasite, Tedium, Yeridium +----------------+ | 9.6.3 Rumbaba |------------------------------------------------------------- +----------------+ # Opponents : 2 Island Setup : 1 2 3 4 5 Island Resources: Sector 1: Alien, Bethlium, Bone, Yeridium Sector 2: Aquarium, Bethlium, Maamite, Tedium Sector 3: Aruldite, Moron, Paladium, Wood Sector 4: Maamite, Planetarium, Solarium, Tedium Sector 5: Paladium, Tedium, Yeridium ________________ / 9. 7 Epoch 7 /______________________________________________________________ ---------------- Year Epoch takes place: 1915 AD +----------------+ | 9.7.1 Sinatra |------------------------------------------------------------- +----------------+ # Opponents : 3 Island Setup : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Island Resources: Sector 1: Bethlium, Moron, Onion, Paladium Sector 2: Aruldite, Moonlite, Wood Sector 3: Bethlium, Maamite, Rock, Yeridium Sector 4: Maamite, Parasite, Slate, Tedium Sector 5: Alien, Aquarium, Maamite, Moron Sector 6: Maamite, Moron, Paladium, Solarium Sector 7: Bethlium, Herbirite, Rock, Slate Sector 8: Moonlite, Tedium, Yeridium Sector 9: Alien, Maamite, Solarium, Yeridium Sector 10: Alien, Aquarium, Aruldite, Maamite Sector 11: Herbirite, Parasite, Slate, Tedium Sector 12: Aquarium, Maamite, Solarium, Tedium Sector 13: Aruldite, Parasite, Wood Sector 14: Aruldite, Rock, Slate, Tedium Sector 15: Aquarium, Maamite, Rock, Solarium +----------------+ | 9.7.2 Tapioca |------------------------------------------------------------- +----------------+ # Opponents : 2 Island Setup : 1 2 3 4 5 6 7 8 Island Resources: Sector 1: Aquarium, Moonlite, Tedium Sector 2: Aruldite, Rock, Tedium, Wood Sector 3: Aruldite, Moonlite, Onion, Planetarium Sector 4: Paladium, Tedium, Wood, Yeridium Sector 5: Paladium, Slate, Wood, Yeridium Sector 6: Aruldite, Moonlite, Rock Sector 7: Slate, Solarium, Tedium Sector 8: Aruldite, Planetarium, Tedium, Valium +---------------+ | 9.7.3 Utopia |-------------------------------------------------------------- +---------------+ # Opponents : 2 Island Setup : 1 2 3 4 5 Island Resources: Sector 1: Maamite, Onion, Paladium, Parasite Sector 2: Aruldite, Bone, Maamite, Tedium Sector 3: Aquarium, Maamite, Parasite, Slate Sector 4: Aruldite, Maamite, Onion Sector 5: Alien, Moron, Yeridium ________________ / 9. 8 Epoch 8 /______________________________________________________________ ---------------- Year Epoch takes place: 1945 AD +--------------+ | 9.8.1 Vespa |--------------------------------------------------------------- +--------------+ # Opponents : 3 Island Setup : 1 2 3 4 Island Resources: Sector 1: Aquarium, Aruldite, Maamite, Rock Sector 2: Alien, Maamite, Moron, Slate Sector 3: Maamite, Moonlite, Moron, Solarium Sector 4: Aquarium, Maamite, Onion, Planetarium +--------------+ | 9.8.2 Wonka |--------------------------------------------------------------- +--------------+ # Opponents : 3 Island Setup : 1 2 3 4 5 6 7 8 Island Resources: Sector 1: Aquarium, Bone, Herbirite, Planetarium Sector 2: Bethlium, Maamite, Yeridium Sector 3: Alien, Bethlium, Moonlite, Tedium Sector 4: Aquarium, Aruldite, Maamite Sector 5: Bethlium, Paladium, Planetarium, Tedium Sector 6: Alien, Maamite, Moron Sector 7: Maamite, Onion, Slate Sector 8: Maamite, Onion, Planetarium, Yeridium +-------------+ | 9.8.3 Xtra |---------------------------------------------------------------- +-------------+ # Opponents : 3 Island Setup : 1 2 3 4 5 6 7 8 9 10 11 12 Island Resources: Sector 1: Moron, Paladium, Slate, Yeridium Sector 2: Aruldite, Maamite, Moonlite Sector 3: Aquarium, Aruldite, Maamite, Paladium Sector 4: Bethlium, Maamite, Tedium Sector 5: Aquarium, Aruldite, Bethlium, Moron Sector 6: Aquarium, Maamite, Rock Sector 7: Herbirite, Maamite, Paladium, Rock Sector 8: Parasite, Slate, Solarium, Yeridium Sector 9: Maamite, Paladium, Valium Sector 10: Aruldite, Maamite, Moonlite, Wood Sector 11: Bone, Maamite, Parasite, Slate Sector 12: Maamite, Solarium, Valium ________________ / 9. 9 Epoch 9 /______________________________________________________________ ---------------- Year Epoch takes place: 1980 AD +-------------+ | 9.9.1 Yoga |---------------------------------------------------------------- +-------------+ # Opponents : 3 Island Setup : 1 2 3 4 Island Resources: Sector 1: Alien, Aquarium, Bethlium, Maamite Sector 2: Alien, Aruldite, Maamite, Paladium Sector 3: Alien, Maamite, Paladium, Solarium Sector 4: Alien, Aquarium, Aruldite, Maamite +--------------+ | 9.9.2 Zappa |--------------------------------------------------------------- +--------------+ # Opponents : 3 Island Setup : 1 2 3 4 5 6 Island Resources: Sector 1: Alien, Maamite, Moron, Wood Sector 2: Alien, Maamite, Parasite, Yeridium Sector 3: Aquarium, Aruldite, Maamite, Slate Sector 4: Bethlium, Maamite, Valium, Wood Sector 5: Aruldite, Maamite, Parasite, Yeridium Sector 6: Maamite, Moron, Paladium +------------+ | 9.9.3 Ohm |----------------------------------------------------------------- +------------+ # Opponents : 2 Island Setup : 1 2 3 Island Resources: Sector 1: Aquarium, Bethlium, Maamite, Yeridium Sector 2: Maamite, Paladium, Rock, Yeridium Sector 3: Alien, Maamite, Moron, Parasite ____________________________________________ / 9.10 Megalomania: Mother of all Battles /__________________________________ -------------------------------------------- Year Epoch takes place: 2001 AD +---------------------+ | 9.10.1 Megalomania |-------------------------------------------------------- +---------------------+ # Opponents : 3 Island Setup : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Island Resources: None *************** ******************************** U N I T IV ********************************** *************** +================+ | 10. RESOURCES |============================================================= +================+ As mentioned earlier, there are two types of resources: Manpower and Mineral. NOTE: During Megalomania, you will only have manpower resources since every- body will be armed with laser pistols. ___________________________ / 10.1 Manpower Resources /___________________________________________________ --------------------------- Manpower resources are what allows you to build, design, and wage war to name a few things. Manpower, though, can be quickly used up with different taskings. Fortunately, there is a way to generate more manpower. Your Castles have the ability to "clone" new men. The more men you have in a Castle, the more men that will be cloned per unit of time. Even for areas that are devoid of mineral resources, a Castle can still add to the manpower pool and allow you to get all your taskings done. __________________________ / 10.2 Mineral Resources /____________________________________________________ -------------------------- So you want to create wonderful items and totally dominate your opponents while protecting yourself at the same time. This is where mineral resources come into play. Each mineral individually or combined with other minerals allows you to create designs and blueprints. This further allows you to manufacture said items either by hand or in a factory. Below are the mineral resources that are in the game. Each mineral resource can be gathered either by collecting it from the surface of the ground, using an open pit mine, or by deep pit mining. Below is an alphabetical list of all minerals available in the game: NOTE: TYPE refers to whether the mineral is a Surface Mineral (SM), Open Pit Mine Mineral (OP), or a Deep Mine Mineral (DM) +-------------+------+----------------------------------------------+ | MINERAL | TYPE | ICON DESCRIPTION | +-------------+------+----------------------------------------------+ +-------------+------+----------------------------------------------+ | ALIEN | DM | GREEN ALIEN'S HEAD | +-------------+------+----------------------------------------------+ | AQUARIUM | DM | FISHBOWL | +-------------+------+----------------------------------------------+ | ARULDITE | DM | CROSSED RED AND BLUE CYLINDERS (BLUE ON TOP) | +-------------+------+----------------------------------------------+ | BETHLIUM | OP | FOUR-POINTED STAR | +-------------+------+----------------------------------------------+ | BONE | SM | PILE OF BONES | +-------------+------+----------------------------------------------+ | HERBIRITE | DM | BLUE BELL UNDER WHITE, LENGTHWISE STEM | +-------------+------+----------------------------------------------+ | MAAMITE | DM | SMALL GREEN JAR | +-------------+------+----------------------------------------------+ | MOONLITE | OP | HALF-MOON SHAPE | +-------------+------+----------------------------------------------+ | MORON | DM | FACE WITH SILLY GRIN | +-------------+------+----------------------------------------------+ | ONION | DM | YELLOW ONION WITH GREEN LEAVES | +-------------+------+----------------------------------------------+ | PALADIUM | DM | GRAY, BACKWARD "L" ON TOP SMALL, WHITE AREA | +-------------+------+----------------------------------------------+ | PARASITE | DM | ORANGE BUG | +-------------+------+----------------------------------------------+ | PLANETARIUM | OP | PLANET WITH A RING AROUND IT | +-------------+------+----------------------------------------------+ | ROCK | SM | ROCK | +-------------+------+----------------------------------------------+ | SLATE | SM | FLAT, GRAY ROCK | +-------------+------+----------------------------------------------+ | SOLARIUM | OP | SUN | +-------------+------+----------------------------------------------+ | TEDIUM | DM | ROW OF THREE "Z"'s | +-------------+------+----------------------------------------------+ | VALIUM | DM | BROWN BOTTLE | +-------------+------+----------------------------------------------+ | WOOD | SM | STICK | +-------------+------+----------------------------------------------+ | YERIDIUM | DM | BACKWARD SILVER "C" | +-------------+------+----------------------------------------------+ Keep in mind that once you have extracted all the mineral resources from a sector, they are permanently gone. This also holds true for sectors you conquer and the enemy has "tapped" out their mines. +============================+ | 11. BLUEPRINTS AND DESIGN |================================================= +============================+ All items in Tyrants require a blueprint before they are created. Regardless of whether the blueprint is created with or without a laboratory, the process is the same. Your people will use the available minerals, put them in some kind of mixture, and come out with a blueprint. Before you can start designing, you must ensure that you have minerals on hand so that they can figure out how to put them together. This means you will have to start mining before you can start designing. Once you have mined enough minerals, possible design icons will appear. Once you select a design icon, you will need to task your people to create the blueprint. For the most part, each time you add a man, it will cut down the conversion from design to blueprint by 50%. This, though, can be directly affected by what Epoch the sector is currently in versus the Epoch of the design you are trying to convert. Some blueprints reflect the "perfect" way to create some kind of design. Your engineers will tell this to you once the blueprint is done. Below is a table showing the "perfect" ways to create different designs (the designs are listed in alphabetical order): NOTE: TYPE refers to whether the designed item is a Shield (SH), for Defense (DE), or for Attack (AT). Also, some designs may have more then one perfect way to make them. +-------------------+------+-----------------------------------------------+ | DESIGN NAME | TYPE | MINERALS REQUIRED | +-------------------+------+-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | BAZOOKA | AT | 1 AQUARIUM + 2 ONIONS | +-------------------+------+ 1 AQUARIUM + 2 TEDIUMS | | 1 PALADIUM + 2 ONIONS | | 1 PALADIUM + 2 TEDIUMS | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | BI-PLANE | AT | 1.5 ARULDITES + .5 TEDIUMS + 4 MORONS | +-------------------+------+ 1.5 BETHLIUMS + .5 ONIONS + 4 MORONS | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | BOILING OIL | DE | 2 ARULDITES + 1 PARASITE | +-------------------+------+ 2 BETHLIUMS + 1 PARASITE | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | BOW AND ARROW | DE | NONE | +-------------------+------+-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | CANNON | AT | 5 ARULDITES + 1 ONION | +-------------------+------+ 5 ARULDITES + 1 TEDIUM | | 5 BETHLIUMS + 1 ONION | | 5 BETHLIUMS + 1 TEDIUM | | 5 SOLARIUMS + 1 ONION | | 5 SOLARIUMS + 1 TEDIUM | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | CATAPAULT, SMALL | AT | .5 BONES + .5 ARULDITES | +-------------------+------+ .5 BONES + .5 SOLARIUMS | | .5 ROCKS + .5 SOLARIUMS | | .5 WOODS + .5 BETHLIUMS | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | CATAPAULT, GIANT | AT | 3 MOONLITES + 1 BETHLIUM + .5 YERIDIUMS | +-------------------+------+ 3 SLATES + 1 BETHLIUM + .5 YERIDIUMS | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | CROSSBOW | DE | .5 ROCKS + .5 ARULDITES + .5 AQUARIUMS | +-------------------+------+ .5 WOODS + .5 ARULDITES + .5 AQUARIUMS | | .5 WOODS + .5 BETHLIUMS + .5 AQUARIUMS | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | JET | AT | .5 MOONLITES + 1.5 AQUARIUMS + 5.5 TEDIUMS | +-------------------+------+ .5 PLANETARIUMS + 1.5 PALADIUMS + 5.5 TEDIUMS | | .5 PLANETARIUMS + 1.5 AQUARIUMS, + 5.5 ONIONS | | .5 SLATES + 1.5 AQUARIUMS + 5.5 TEDIUMS | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | LONGBOW | AT | 1 MOONLITE + .5 BETHLIUMS + .5 YERIDIUMS | +-------------------+------+-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | MACHINE GUN | DE | .5 PLANETARIUMS + 1 VALIUM + 1 TEDIUM | +-------------------+------+-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | NUCLEAR MISSILE | AT | .5 ARULDITES + 2 AQUARIUMS + 3 MAAMITES | +-------------------+------+ .5 ARULDITES + 2 PALADIUMS + 3 MAAMITES | | .5 BETHLIUMS + 2 AQUARIUMS + 3 MAAMITES | | .5 SOLARIUMS + 2 AQUARIUMS + 3 MAAMITES | | .5 SOLARIUMS + 2 PALADIUMS + 3 MAAMITES | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | NUCLEAR DETERRENT | DE | .5 ROCKS + 2 AQUARIUMS + 3 MAAMITES | +-------------------+------+ .5 ROCKS + 2 PALADIUMS + 3 MAAMITES | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | PIKE | AT | 1 MOONLITE + .5 BETHLIUMS | +-------------------+------+ 1 PLANETARIUM + .5 SOLARIUMS | | 1 SLATE + .5 BETHLIUMS | | 1 SLATE + .5 SOLARIUMS | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | ROCK | AT | 1.5 BONES | +-------------------+------+ 1.5 ROCKS | | 1.5 WOODS | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | SAUCER | AT | 2.5 MORONS + .5 MAAMITES + 5 ALIENS | +-------------------+------+-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | SDI | DE | 1.5 MORONS + 3.5 ALIENS | +-------------------+------+-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | SHIELD 1 | SH | 1.5 MOONLITES + 1 ARULDITE + .5 MAAMITES | +-------------------+------+ 1.5 MOONLITES + 1 SOLARIUM + .5 MAAMITES | | 2 ROCKS + 1 SLATE | | .5 WOODS + 1.5 ARULDITES + 1 PALADIUM | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | SHIELD 2 | SH | .5 ROCKS + 1.5 ARULDITES + 1 AQUARIUM | +-------------------+------+ 2 ROCKS + .5 YERIDIUMS + .5 MORONS | | 1 SOLARIUM + 1.5 VALIUMS + .5 MAAMITES | | 2 YERIDIUMS + 1 ALIEN | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | SHIELD 3 | SH | 2.5 BONES + .5 AQUARIUMS | +-------------------+------+ 1.5 PLANETARIUMS + 1 BETHLIUM + .5 MAAMITES | | 1.5 PLANETARIUMS + 1 SOLARIUM + .5 MAAMITES | | 2.5 SLATES + .5 HERBIRITES | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | SHIELD 4 | SH | .5 BONES + 1.5 ARULDITES + 1 AQUARIUM | +-------------------+------+ 2 BONES + .5 HERBIRITES + .5 VALIUMS | | .5 MORONS + .5 HERBIRITES + 2 ROCKS | | 2 YERIDIUMS + 1 ALIEN | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | SPEAR | DE | .5 ROCKS + .5 MOONLITES | +-------------------+------+ .5 ROCKS + 1 SLATE | +-----------------------------------------------+ +-------------------+------+-----------------------------------------------+ | STICK | DE | 1.5 PLANETARIUMS | +-------------------+------+ 1.5 SLATES | +-----------------------------------------------+ +=============================+ | 12. EPOCHS AND TECHNOLOGY |================================================= +=============================+ Specific technologies exist in specific Epochs. This doesn't mean, however, that a sector is only limited to the technologies for that sector's starting Epoch. As you continue to do designs and blueprints, you can advance that sector a maximum of two Epochs beyond the sector's starting Epoch. This enables you to get more advanced items and could ultimately give you the edge over your competition. To get more advanced items means you must have the necessary manpower and mineral resources to successfully convert the advanced designs into blueprints. Once you have the blueprints made, you must be able to successfully produce that item, whether it is by hand or in a factory. Below is a table listing each Epoch and the designs that become available for each Epoch. In addition, it also will describe what the buildings look like for quick identification. A couple of things to note about producing the below designs: - All items beyond Epoch four must be produced in a factory. - All items beyond Epoch Five must be researched in a laboratory. - Gaining a building means you must commit the manpower to build it. This holds true for the deep pit mines, factories, and laboratories. LEGEND: TCH LVL = TECHNOLOGY LEVEL YEAR; DEF WPN = DEFENSIVE WEAPON DESIGN AVAILABLE; OFF WPN = OFFENSIVE WEAPON DESIGN AVAILABLE; ADD BLDG = ADDITIONAL BUILDINGS ADDED +-------+---------+-------------------+------------------+---------------+ | EPOCH | TCH LVL | DEFENSIVE WEAPON | OFFENSIVE WEAPON | ADD BLDG | +-------+---------+-------------------+------------------+---------------+ +-------+---------+-------------------+------------------+---------------+ | 1 | 9500 BC | STICK | ROCK | NONE | +-------+---------+-------------------+------------------+---------------+ | 2 | 3000 BC | SPEAR | CATAPAULT, SMALL | OPEN PIT MINE | +-------+---------+-------------------+------------------+---------------+ | 3 | 100 BC | BOW & ARROW | PIKE | NONE | +-------+---------+-------------------+------------------+---------------+ | 4 | 900 AD | BOILING OIL | LONGBOW | DEEP MINE | +-------+---------+-------------------+------------------+---------------+ | 5 | 1400 AD | CROSSBOW | CATAPAULT, GIANT | FACTORY | +-------+---------+-------------------+------------------+---------------+ | 6 | 1850 AD | MUSKET | CANNON | LABORATORY | +-------+---------+-------------------+------------------+---------------+ | 7 | 1915 AD | MACHINE GUN | BI-PLANE | NONE | +-------+---------+-------------------+------------------+---------------+ | 8 | 1945 AD | BAZOOKA | JET FIGHTER | NONE | +-------+---------+-------------------+------------------+---------------+ | 9 | 1980 AD | NUCLEAR DETERRENT | NUCLEAR MISSILE | NONE | +-------+---------+-------------------+------------------+---------------+ | FINAL | 2001 AD | SDI | FLYING SAUCER | NONE | +-------+---------+-------------------+------------------+---------------+ +-------+---------+-------------------------------+ | EPOCH | TCH LVL | BUILDING DESCRIPTION | +-------+---------+-------------------------------+ +-------+---------+-------------------------------+ | 1 | 9500 BC | STONE HUT | +-------+---------+-------------------------------+ | 2 | 3000 BC | UNFINISHED STONE | +-------+---------+-------------------------------+ | 3 | 100 BC | ROMAN/GREEK STYLE | +-------+---------+-------------------------------+ | 4 | 900 AD | FINISHED STONE | +-------+---------+-------------------------------+ | 5 | 1400 AD | WHITE STONE | +-------+---------+-------------------------------+ | 6 | 1850 AD | BRICK BUILDINGS, FLAT ROOFED | +-------+---------+-------------------------------+ | 7 | 1915 AD | BRICK BUILDINGS, SLOPED ROOFS | +-------+---------+-------------------------------+ | 8 | 1945 AD | SMOOTH, WHITE FACADE | +-------+---------+-------------------------------+ | 9 | 1980 AD | MODERN SKYSCRAPERS | +-------+---------+-------------------------------+ | FINAL | 2001 AD | SAME AS 1980 AD | +-------+---------+-------------------------------+ ************** ******************************** U N I T V *********************************** ************** +=================+ | 13. CONCLUSION |============================================================ +=================+ Tyrants appears to loosely have its basis on Baldies, Civilization, and Populous. With its 28 battles, you can definitely be kept busy for many hours since no two games are alike and even the same island battles can be as different as night and day. The computer players can make this game both a challenge and can sometimes frustrate you as you attempt to conquer all the islands. Although pretty standard fare nowadays, the use of speech in a game was a pretty novel idea when this game was written. The 3D graphics were also rather revolutionary for their time since you could operate and control hundreds of objects on the screen. All these factors combine to make a game that can be quite addictive. The real-time playing environment only adds to the challenge and forces you to make split-second decisions or you will be eliminated rather quickly. This guide was a lot of fun to write and I hope you get as much enjoyment out of reading it as I did writing it. If you do have other ideas or thoughts, please e-mail me and share them. Who knows, maybe I'll start a Q&A chapter in this guide if enough people ask the same questions. Anyway, thank you again for reading this guide. To see other FAQ's I have written please go to: http://www.gamefaqs.com/features/recognition/32991.html ~~~ No trees were harmed in the making of this FAQ ~~~