Table of Contents
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To find a section instantly, press CTRL+F and enter the code by the entry,
preceeded by the letter 'C'. For example, to instantly find '9.5.2. Classic
Georgian', press CTRL+F and type 'CHECG' then enter.
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1. Introduction INRO
1.1. Foreword FRWR
1.2. Version History VRHS
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18. Contact Information CNIF
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| 1 I n t r o d u c t i o n CINRO
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| 1.1 Foreword CFRWR
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Welcome to the Constructor strategy guide.
This guide contains everything you will need to make your way through this god-
game of 1997. Although perhaps not as recognised as the Sim, Theme and Tycoon
games that became very popular in the late nineties, Constructor is a clever
game that is very difficult, even if you know what you are doing. Unlike other
games that focus on a particular point and allow the other aspects to run
alongside, Constructor requires player input on nearly all levels. From buying
the land to constructing a house, from choosing the nature of your tenants to
taking care of their every problem, from setting up police patrols to arranging
deals with the mob boss, this game has it all. I have tried to include as much
information as possible about the game in this guide, and have given tips and
advice on constructing and maintaining a successful town.
Ready? Then let's begin!
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| 1.2 Version History CVRHS
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v1.00 - Started: 4th September 2004
Finished: 27th September 2004
The first complete version of the guide
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| 2 C o n t r o l s CCNTL
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The controls for Constructor are fairly simple, and include shortcuts for many
of the common functions involved in the game. They are as follows:
Mouse: Move around to highlight icons, areas, buildings, objects and people,
and to scroll the play area and lists by pushing the edge of the screen
Left-click to select options or targets, position buildings and objects,
and accept the current selection
Drag the cursor while holding the left mouse button on the game screen
to select multiple people
Right-click to display the function of the highlighted icon or to cancel
the current selection
Keys: A - Attack highlighted enemy or building (Workers or Gangsters)
D - Destroy highlighted building or object (Foremen)
G - Opens workgang screen
M - Move selected member of group of your workforce
P - Pause/unpause the game
S - Have the selected character or group stop their current action
T - Take over an enemy building (Foremen)
Esc - Cancels current selection or screen, or exits the game
Tab - Opens the radar screen
Enter - Opens the Homebase screen
Arrow Keys - Scrolls the play area or list
Page Up/Down - Speed up / slow down the game
Ctrl + F1-12 - Group currently selected characters or cancel group
F1-F12 - Select or call assigned group
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| 3 S t a r t i n g t h e G a m e CSTGM
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| 3.1 Title Menu CTTLM
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There are six options available on the Title Menu of Constructor:
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| P L A Y G A M E | | G A M E S E T T I N G S |
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| L O A D S A V E D G A M E | | R E P L A Y I N T R O |
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| P L A Y N E T W O R K G A M E | | E X I T P R O G R A M |
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Play Game: Begin a single-player game against 0-3 opponents
Load Saved Game: Continue for a previously saved game
Play Network Game: Play against 1-3 other players over a network
Game Settings: Open a menu of play options
Replay Intro: Watch the opening sequence again
Exit Program: Select Yes to quit the current game session
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| 3.2 New Game CNWGM
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After selecting Play Game, a screen appears with a range of game options. From
here you can select the colour of your team and opponents, the town to play,
the difficult setting and the Scenario Mission. The options are as follows:
Teams: The first option of each colour allows you to select that colour as
your team, and input your player name
The second option allows you to toggle the colour between a computer-
controlled opponent or not
The third option allows you to cancel the current selection
Game Type: Select this to skip through the Scenario Missions available:
Financial Conquest
Egomania
World Domination
Utopian State
Build, Build, Build....
Difficulty: Select the current setting in the lower-left to switch between
Easy, Medium and Hard modes
Town: Select the current town to skip through the towns available:
Greenfields
Riverside
Small Town
Concrete City
Jungle
Start: Select the start setting in the lower-right to switch between Fixed
Start and Random Start (determines the initial team estates)
Accept: If the selected settings are allowable, select Accept to begin
At any point during the game, you can access the Game Settings menu by clicking
the icon on the right of the control panel. The options are as follows:
Save current game: Select one of 10 save slots in which to store your current
game (including a user-defined filename)
Language: Select the language with which to play:
English
American
French
German
Portugeuse
Spanish
Character Animation: Switch between having each character's animation playing
only once or every time it is selected
Automatic Screen Scroll: Switch between the screen scrolling automatically
when the mouse cursor is at a border, or having to be
scrolled automatically
Screen Scroll Speed: Select the speed at which the screen scrolls, from
1 (slowest) to 5 (fastest)
Pause game during messages: Switch between the game pausing automatically when
a message appears or not
Display All Video Animations: Switch between video animations being displayed
always or never
Return: Return to previous screen
Quit Current Game: Select Yes to return to the Title Menu
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| 4 T o w n O v e r v i e w s CTWOV
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There are five different towns initially available at the start of the game.
The following sections describe each town, including the requirements for them
and the details of them.
Greenfields is the basic town, and the best to use when beginning to play the
game. Of the five, it is the only town that can be played in Easy mode, and
therefore with no opponents. Greenfields is also the largest town in the game.
Although this seems unusual for a god-game, it makes perfect sense, as the
larger area provides more scope for expansion and makes playing easier.
Total Estates: 45
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Total Land Area: 19927
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Fixed Start Homebase Locations:
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Green - Underhill (SE corner)
Red - New Pastures (NE corner)
Blue - Castle Rock (NW corner)
Yellow - Bilton Road (SW corner)
Council - Brompton (Centre)
Minimum Difficulty Level: Medium
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The second of the towns is fairly similar to Greenfields. It is only slightly
smaller than the first town, and has the notable feature of a river running
through the centre. Riverside must be played with a minimum of one opponent.
Total Estates: 40
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Total Land Area: 16721
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Fixed Start Homebase Locations:
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Green - Castle Rock (W corner)
Red - Albert Ross (S corner)
Blue - New Pastures (E corner)
Yellow - Upper Meadow (N corner)
Council - Spodmore (Centre)
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| 4.3 Small Town CTOST
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Minimum Difficulty Level: Medium
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Much smaller than the first two towns, the aptly named Small Town provides
little space for growth. This difficulty is compounded by the fact that its
small area must be shared with at least one opponent.
Total Estates: 17
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Total Land Area: 8107
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Fixed Start Homebase Locations:
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Green - Nelson Mandela (SE corner)
Red - Brompton (SW corner)
Blue - Poppers Mill (NW corner)
Yellow - Windsor (NE corner)
Council - Wood Farm (Centre)
Minimum Difficulty Level: Hard
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The fourth town, Concrete City is completely different from its predecessors.
Instead of green grass, trees and rocks, this town is a complex of industry. It
covers a considerably large area, but can only be played in Hard mode. This
means that at least one opponent must be selected.
Total Estates: 42
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Total Land Area: 15711
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Fixed Start Homebase Locations:
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Green - Truss Lane (SW corner)
Red - Monte Casino (NW corner)
Blue - Slaughter House (SE corner)
Yellow - Slag Heap (NE corner)
Council - Solidarity Way (Centre)
Estates:
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Asbestos Alley - 168
Back Passage - 330
Ballast Lane - 308
Black Mill - 432
Blast Furnace - 336
Blocked Drain - 480
Boiled Beef - 336
Burnt Tyre - 216
Carbon Monoxide - 416
Combustion Lane - 540
Dead Dog Island - 551
Gas Works Road - 192
Gorbuls Gallows - 425
Methane Estate - 480
Monte Casino - 540 (Red Homebase)
Offal Square - 672
Oil Drum Lane - 180
Paradise Gardens - 480
Phlegm Park - 296
Pig Iron Road - 364
Rickets Road - 330
Rubber Goods - 110
Rude Boy Lane - 144
Rusty Road - 272
Scouse End - 464
Scrapyard Lane - 560
Scum Alley - 336
Semtex Road - 312
Sewage Outlet - 330
Skids Row - 216
Slag Heap - 464 (Yellow Homebase)
Slaughter House - 336 (Blue Homebase)
Smog Lane - 551
Solidarity Way - 336 (Council Homebase)
Southern Drip - 165
Squallor View - 308
Toxic Alley - 480
Trashcan Alley - 216
Trouble At Mill - 551
Truss Lane - 330 (Green Homebase)
Vapor Road - 330
Walkers End - 828
Minimum Difficulty Level: Hard
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Jungle is the final town, and the smallest of the five. It is set deep in the
heart of a dense forest, and due to its size and difficulty requirement, it is
the hardest of the all the towns.
Total Estates: 22
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Total Land Area: 7867
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Fixed Start Homebase Locations:
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Green - Tantony Road (SW corner)
Red - Juhu Beach (NW corner)
Blue - Malabar Hill (NE corner)
Yellow - Bandra Gymkhana (SE corner)
Council - Victoria Gardens (Centre)
Estates:
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Apollo Bunder - 816
Bandra Gymkhana - 552 (Yellow Homebase)
Bassein Fort - 357
Bindi Bazaar - 357
Byculla Bypass - 320
Carter Road - 297
Chowpetty Road - 110
Churchgate - 220
Crawford Market - 110
Flora Fountain - 110
Grant Road - 220
Juhu Beach - 323 (Red Homebase)
Kohli Crescent - 220
Malabar Hill - 374 (Blue Homebase)
Marine Drive - 410
Mutton Lane - 288
Pali Hill - 374
Santa Cruz - 160
Santa's Grotto - 520
Shiv Sena - 656
Tantony Road - 410 (Green Homebase)
Victoria Gardens - 663 (Council Homebase)
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| 5 W o r k f o r c e CWKFC
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All of the tasks that need to be undertaken in the game are dealt with by the
various members of your workforce. There are four main types of staff:
Workers - Not very bright, but hardworking and the base of your workforce
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Foremen - Supervise a group of Workers in order to get them to do any work
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Repairmen - Perform maintenance on buildings to prevent them falling apart
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Gangsters - Gifted by the Mob Boss to protect your estates and trouble enemies
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In the Homebase, these members of your Workforce can be created by different
means. In order to convert one type of staff to another, the required staff
must be inside the Homebase. The possible conversions are as follows:
Worker Convert 2 Tenants
¯¯¯¯¯¯ Have a Level 1 Tenant spawn a Worker
Buy from the council for £5000 each (only if there is no other way)
Foreman Convert 4 Workers
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Repairman Convert 3 Workers
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Gangster Convert 6 Workers (only after the Mob HQ has been built)
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There are another two types of staff, although these are not listed on your
workforce list. They cannot be created from your Homebase as the other staff
can, and their control methods differ from your normal workforce:
Policemen - Patrol estates that you designate to arrest enemy Undesirables
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Delivery Man - This sole chap delivers objects made in the Gadget Factory
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The following sections describe each staff type in greater detail.
Workers are the backbone of your construction empire. They are the people who
do the actual building, producing and upgrading in your estates, and can also
hold their own in a fight.
You begin the game with eight Workers in your HQ, six of which are grouped with
the two Foremen, and two are unassigned. They will be carrying random tools,
which determine how much damage the Worker can inflict in combat (they have no
effect on the efficiency of the Worker).
All new Workers have an initial Efficiency of 12%. As a Worker carries out
tasks, he becomes more skilled and his Efficiency increases. Efficiency affects
the rate at which Workers carry out jobs, meaning that Workers with higher
Efficiency scores will complete work more quickly than others. Active Workers
also get tired over time, and this affects their performance detrimentally. A
Worker's tiredness can be remedied by sending them back to the Homebase to
recuperate. Increasing Efficiency and keeping Workers refreshed is paramount in
carrying out tasks quickly.
Selecting a Worker displays their name, the tool they are carrying, and their
current state of health. Damage sustained by the Worker will deplete their
health bar. If the bar is completely drained, the Worker dies.
For a Worker to work, he must be assigned to a Foreman. Unassigned Workers can
only move and attack. Workers can perform the following functions while under
the supervision of a Foreman:
* Construct Resources, Houses, Utilities and Undesirable Abodes
* Produce Wood, Cement, Bricks and Steel in Yards and Factories
* Erect Fences around Houses
* Upgrade Bedrooms, Living Rooms, Bathrooms and Kitchens in Houses
A Worker can be created by converting two Tenants in your Homebase, by having
a Level 1 Tenant produce a Worker, or by buying one from the council for £5000
(this option is only available if you are very low on Workers).
Two Workers can be converted into a Level 1 Tenant at your Homebase
Four Workers can be converted into a Foreman at your Homebase.
Three Workers can be converted into a Repairman at your Homebase.
Six Workers can be converted into a Gangster at your Homebase (once the Mob HQ
has been built).
The total number of Workers in your town and HQ can never exceed 30. You will
not be allowed to convert Tenants to Workers if this will increase the amount.
If a Tenant produces a Worker when you already have 30, the new Worker will be
removed and the council will penalise you with 100 Black Marks. You will be
warned when your Worker total is approaching 30, so as to avoid this event.
Your Workers won't be able to do any work without the supervision of a Foreman.
These experienced staff can organize and direct a team of Workers to carry out
construction and production, and are also capable of more skilled jobs.
You begin the game with two Foremen just outside your HQ, each with three
Workers assigned to them. Like Workers, they will also be carrying tools. Any
one Foreman can have up to five Workers in their group, but they can also have
no group at all.
Foreman have no Efficiency in the way that Workers do (at least, not that I've
seen), but they can become tired. Keep your Foremen refreshed along with their
Workers, rotating your active groups to give each of them a chance to rest.
Selecting a Foreman displays their name, the tool they are carrying, and their
current state of health. Damage sustained by the Foreman will deplete their
health bar. If the bar is completely drained, the Foreman dies.
To change the group assigned to a Foreman, select the appropriate icon and add
or remove the Workers you wish to change. Workers with white stripes in the
corners of their box are those assigned to a Foreman, and a yellow background
denotes the ones assigned to the particular Foreman you have selected,
As well as managing groups of Workers, Foremen can also carry out the following
tasks on their own:
* Take over enemy buildings by replacing their equipment with yours
* Blow up any building or object that is in your possession
A Foreman can only be created by converting four Workers in your Homebase.
The total number of Foremen in your town and HQ can never exceed 10. You will
not be allowed to convert Workers to Foremen if this will increase the amount.
Working independently, Repairmen have only one function in the game, but it is
a very important one. They are the only staff capable of restoring buildings
to their maximum strength, preventing them from destruction.
You begin the game with two Repairmen just outside your HQ, both just standing
around aimlessly. You can send a Repairman to fix a building by selecting him
to walk to it, but this process would take a long time when you have dozens of
buildings in your town. For this reason you can activate the Auto-Repair
function for a Repairman, causing him to constantly patrol whichever estate you
choose.
By setting a Repairman to patrol each estate, you can be fairly assured that
you shouldn't have any buildings falling apart (unless provoked by unhappy
Tenants or enemy Undesirables).
A Repairman can only be created by converting three Workers in your Homebase.
The total number of Repairmen in your town and HQ can never exceed 20. You will
not be allowed to convert Workers to Repairmen if this increases the amount.
These powerful members of your workforce exist solely to take out enemies. They
use special Weapons to attack enemy people and buildings, and are very skilled
at defending themselves. In the game, Gangsters act as your elite soldiers, and
should be handled with care.
Gangsters are only available once you have built the Mob HQ. At this point, the
Mob Boss will grant you one Gangster and four Favours. Each additional Gangster
that is added to your workforce also adds four Favours to your tally. You can
instruct a Gangster to move around just like your other members of staff, but
using their special talent comes at a price. Every time you use a Gangster to
attack, you lose one Favour. If this figure is reduced to zero, all of the
Gangsters return to the Mob HQ and are unusable until you gain more Favours.
Every Gangster is initially armed with a Knife - his only available Weapon at
the start. The number of kills that a Gangster makes determines the other
Weapons that he can access. To change a Gangster's Weapon, select the required
Weapon and purchase it. The following list outlines how many kills a Gangster
must make to acquire each Weapon:
At start - Knife
2 kills - Hand Gun
4 kills - Shotgun
7 kills - Machine Gun
11 kills - Mini Gun
16 kills - Laser Gun
A Gangster can only be created by converting six Workers in your Homebase.
The total number of Gangsters in your town and HQ can never exceed 20. You will
not be allowed to convert Workers to Gangsters if this increases the amount.
Policemen can be designated to patrol estates that you have bought. They will
apprehend any enemy Undesirables that they see, and either lock them up in the
Police Station or the Jail (if it has been built).
In order to create Policemen, Level 2 Tenants must produce Cadets. Each Cadet
produced increases the coverage, allowing Policemen to be assigned to estates.
Once the Police Station has been built, you can start building your force.
Each Cadet produced increases your coverage by 100 man/days. A man/day equals
how many days coverage you have for one Policeman at 100% Efficiency.
As long as there are no Policemen patrolling, your coverage will stay constant.
As soon as you assign your first Policeman to an estate, however, the coverage
starts to decrease.
Each Policeman starts at 30% Efficiency. You can use the icons to modify this
figure as low as 10% and as high as 100%. The higher a Policeman's Efficiency,
the longer his field of vision, as indicated by the image on the screen.
You can assign a Policeman to as many estates as you wish, so long as you have
at least one man/day of coverage. You can also recall them at any point.
If you run out of coverage, all Policemen are recalled to the Police Station
until you have produced more Cadets.
This man is brought into the game after the Gadget Factory is built. His only
responsibility is to deliver manufactured Objects to their chosen locations.
It is impossible to create additional Delivery Men, although Tenants can be
ordered to collect their own Objects to improve their home. A Delivery Man can
be killed, and will lose any Object he is carrying, but a replacement will be
automatically available at the Gadget Factory at no charge. In other words,
you will have your Delivery Man so long as the Gadget Factory stands.
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| 6 T e n a n t s CTNNT
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Even the most spectacular Houses imaginable are useless without someone to live
inside them. All of the Houses you build in the game should be populated by
Tenants. These diverse folks are your main source of income in the game, and
can also provide additional staff for your workforce. Unfortunately, Tenants
are very difficult to please, and must be kept free of stress in order to be
profitable. Each different type of Tenant has different likes and dislikes, and
knowing and making use of their preferences is the key to keeping them happy.
Tenants cannot be directly controlled at all. Although you can choose whom to
put in your Houses, you cannot interfere with their actions once they are there
(apart from evicting them, but even that has its dangers).
Tenants refuse to rent Houses of a lower Level than themselves, as they feel
that the properties are too inferior for their way of life. Tenants will accept
being placed in higher level Houses, but they will not reproduce in such
properties. Their reasons for refusing to spawn new people are their own.
You can also convert two Tenants into a Worker at your Homebase.
The total number of Tenants of a particular Level in your HQ can never exceed
10. You will not be allowed to convert Workers to Tenants if this will increase
the amount. If a Tenant is produced when you already have 10 at that Level, the
new Tenant will be removed and the council will penalise you with 100 Black
Marks. You will be warned when your Tenant total for a particular Level is
approaching 10, so as to avoid this event.
The following sections give details of each type of Tenant in the game, as well
as tips on getting the most out of them.
Level 1 Tenants are the basic residents of the game. They are reasonably poor,
but they are fairly easy to keep content. Generally, they tolerate much more
than later Tenants, although they pay very little rent in comparison.
At the beginning of the game, you will have four Level 1 Tenants in your HQ.
These allow you to fill your first few Houses, but additional Tenants will need
to be produced to continue expanding.
As well as new Tenants, Level 1 Tenants are also able to produce new Workers.
Use this function if you need to increase your workforce.
You can create a Level 1 Tenant by converting two Workers at your Homebase.
The two Level 1 Tenant families, the Slobs and the Greasers, are described in
greater detail below.
This family is the lowest on the social ladder, and is the poorest of all the
Tenant types. However, the Slobs can breed like rabbits, and are the most
efficient way to produce additional Tenants and Workers. They also have the
highest stress threshold of all the families, and will accept conditions that
other Tenants would complain about.
This family is slightly above the Slobs in terms of their social standing, and
are also willing to pay more rent. However, the Greasers do not reproduce as
quickly as the Slobs, and they are more fussy about the conditions in which
they live. Because of their cleaner way of life, the Greasers also tend to live
longer than their fellow Level 1 Tenants.
Level 2 Tenants are socially higher than their Level 1 cousins, but are still
part of the lower class group. They are quite tolerant of adverse conditions,
and are willing to pay more rent than Level 1 Tenants.
The two different families do not get on well with each other, and it is best
to avoid placing a Level 2 Tenant of one family next to one of the other.
As well as new Tenants, Level 2 Tenants are also able to produce Cadets for the
police force. Each Cadet produced for the Police Station increases the police
coverage time by 100 man/days.
The two Level 1 Tenant families, the Punks and the Students, are described in
greater detail below.
Level 3 Tenants are the lower middle class citizens of your town, and are about
average in terms of their stress tolerance and rent paying. They generally keep
pretty much to themselves, but expect a fair amount more from you.
It is with these Tenants that you will start having to fulfil more specific
requirements, as each family has their own agendas and expectations.
As well as new Tenants, Level 3 Tenants are also able to generate Favours for
the Mob Boss. This will help increase your Gangster usage.
The two Level 3 Tenant families, the Nerds and the Major & Wife, are described
in greater detail below.
Tenancy Period: 200 days
_______________________________________________________________________________
Life Expectancy: 1700 days (based on Standard kitchen and 0% Stress)
_______________________________________________________________________________
Reproduction Times (based on Standard bedroom and 0% Stress):
Level 3 Tenant: 200 days
Mob Favour: 150 days
Level 4 Tenant: 300 days (Home Computer or School required)
_______________________________________________________________________________
Stress Threshold: Average
_______________________________________________________________________________
Notes: Every fifth Nerd family produced is an Accountant (see below)
_______________________________________________________________________________
_______________________________________________________________________________
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6.3.2 Major and Wife CTCMJ
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After his military career, this retired Major and his wife are just looking for
a peaceful place to live.
Tenancy Period: 200 days
_______________________________________________________________________________
Life Expectancy: 2600 days (based on Standard kitchen and 0% Stress)
_______________________________________________________________________________
Reproduction Times (based on Standard bedroom and 0% Stress):
Level 3 Tenant: 300 days
Mob Favour: 225 days
Level 4 Tenant: 375 days (Home Computer or School required)
_______________________________________________________________________________
Stress Threshold: Average
_______________________________________________________________________________
Notes: Must have White Picket Fence
Every fifth Major family produced runs a Neighbourhood Watch (see below)
_______________________________________________________________________________
Level 4 Tenants are wealthy and respected members of the community, and are
regarded as upper middle class in the social scale. They have certain demands
to complement their way of life, and are not very tolerant of inconveniences.
These Tenants can be awkward if you do not fulfil their specific requirements,
but are very profitable if you take care of them.
Level 4 Tenants can only produce new Tenants.
The two Level 4 Tenant families, the Yuppies and the Professor & Wife, are
described in greater detail below.
Notes: Likes to have lots of garden features for social gatherings
Every fifth Yuppie family produced is a Financial Advisor (see below)
_______________________________________________________________________________
_______________________________________________________________________________
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6.4.2 Professor and Wife CTDPR
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The Professor likes to carry out his research at home, and demands certain
conditions in which to work.
Notes: Must have a Small Shed for experiments
Every fifth Professor family produced is a GP (see below)
_______________________________________________________________________________
Level 5 Tenants are at the top of the food-chain, each being in positions of
wealth, power and importance. They expect a great deal of attention from you,
but pay very well for good treatment.
These upper class families will not tolerate anything that inhibits their high
living, and can become stressed very easily.
As well as new Tenants, Level 5 Tenants are also able to produce building plans
for the Special Commissions.
The two Level 5 Tenant families, the Stockbrokers and the Sloanes, are
described in greater detail below.
This family is the least tolerant of all the Tenants in the game. City-born and
public school educated, the Stockbrokers have very specific demands that they
insist on being met.
Notes: Must have a Rose Arbor in which to relax
Every fifth Stockbroker family produced is a Magistrate (see below)
_______________________________________________________________________________
Tenancy Period: 400 days
_______________________________________________________________________________
Life Expectancy: 2200 days (based on Standard kitchen and 0% Stress)
_______________________________________________________________________________
Reproduction Times (based on Standard bedroom and 0% Stress):
Level 5 Tenant: 1200 days
Building Plans: 2000 days
_______________________________________________________________________________
Stress Threshold: Very Low
_______________________________________________________________________________
Notes: Must have a Rose Arbor in which to relax
Every fifth Sloane family produced is an Insurance Agent (see below)
_______________________________________________________________________________
_______________________________________________________________________________
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*/¯¯¯\*/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| 6.6 Super CTNLS
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Super Tenants are specialists in a particular field, and provide either great
benefits to you or terrible disadvantages to your opponents.
Every fifth family of a particular Tenant in either Level 3, 4 or 5 will be a
Super Tenant, and their special abilities take effect as soon as they are
placed in a House. In all other respects, Super Tenants behave in exactly the
same manner as their normal brethren.
The Super Tenants created as the fifth family are as follows:
Level 3 - Nerd - Accountant
Major - Neighbourhood Watch
Level 4 - Yuppie - Financial Advisor
Professor - GP
Level 5 - Stockbroker - Magistrate
Sloane - Insurance Agent
The special abilities of the Super Tenants are described in the sections below.
This mathematical genius decreases the bank interest rate from 1% to 0.8%. The
result of this is that the monthly cost for a loan drops from £50 to £40 per
£5000 borrowed. It is worth noting that this effect does not apply to the Mob
Boss, as his loans will still carry the usual 2% compound interest.
Every fifth Major family will set up a Neighbourhood Watch.
By keeping a close eye on the streets around them, the Neighbourhood Watch
prevents any enemies from squatting in empty Houses. This is a very useful aid
as it removes one potential problem of the many that can befall you.
Every fifth Yuppie family will be a Financial Advisor.
A certified tax expert, the Financial Advisor will greatly reduce your annual
tax bill by 37.5%. This means that you will only have to pay £625 out of every
£1000 for which you are billed.
_______________________________________________________________________________
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6.7.4 GP CTSGP
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Every fifth Professor family will be a GP.
As a recognised medical practitioner, the GP will establish himself as the
town's consultant doctor. The result of this is that all enemy Hospitals cease
functioning (very useful in a hostile game).
Every fifth Stockbroker family will be a Magistrate.
Cold-hearted and stern, the Magistrate is an enemy convict's worst nightmare.
Once this lawman has taken residence, any enemy Undesirables that are caught
are given sentences much longer than normal.
Every fifth Sloane family will be an Insurance Agent.
By employing a devious system of free cover, the Insurance Agent supplies you
with a guarantee that you will be compensated for any damage you suffer. This
basically means that you receive money for any buildings that explode. I am not
entirely sure how this is calculated, but I am fairly certain that the amount
is capped at 150% of the Freehold Value of the property. The insurance does not
apply to buildings that you demolish using a Foreman.
_______________________________________________________________________________
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| 7 U n d e s i r a b l e s CUNDS
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Your community is not complete without a bad element inside it. Your workforce
and Tenants provide the stability of your town, but you need Undesirables to
cause problems for your opponents. It is worth noting that it is not a good
idea to have Undesirables in your town unless you are playing against at least
one opponent. Their only purpose is to wreak havoc, and this is only useful
when directed against enemy estates and people.
Each Undesirable has its own special abilities that it can use to cause stress,
damage and destruction to enemy people and buildings. Some Undesirables also
have abilities to counteract the actions of enemy Undesirables, and this is
very important when playing against ruthless opponents. The abilities that the
Undesirables can use are restricted based on the difficulty level. It is only
in Hard mode that you have complete access.
The following sections give details of the actions that each Undesirable can
use, including which difficulty levels are required.
Hippies are the residents of Communes. They are capable of causing disturbances
and stress to the enemy, although they cannot inflict any serious damage.
The abilities available to the Hippy are as follows:
Picketing: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯
The Hippy marches off to an enemy Resource site that you select, and begins
protesting outside. This causes the Resource to be inoperational until the
Hippy is recalled or forced away.
Street Party: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯¯¯¯
The Hippy grabs his huge speakers and wanders off to the street you select.
Upon his arrival, he sets up the system and begins playing loud music. Any
people within range immediately stop what they are doing and start dancing.
Be careful, as any of your people in the area will start dancing as well.
Squatting: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯
The Hippy packs a few things and makes a bee-line for an empty enemy House
that you select. No enemy Tenants are able to move into the property, and
the House becomes unusable to your opponent. He will only leave if he is
recalled or your opponent finds a means of getting him out, or when his life
expectancy is reached (standard of 850 days).
Distracting: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯¯¯
The Hippy heads to one of your Houses that is already occupied by an enemy
Hippy, and entices him from the House. Once the enemy Hippy is outside, you
can do whatever is necessary to get rid of him (arresting or attacking him).
Steal Resources: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Thief attempts to break in to a selected enemy Resource site and steal
10 units of that Resource. If he brings it back to the Pawn Shop, the units
will be added to your stock (this can exceed the normal maximum storage by
up to twice as much).
Steal Gadget: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯¯¯¯
The Thief attempts to break in to a selected enemy House and steal one of
their installed Objects. If he brings it back to the Pawn Shop, the Object
will be added to your stock.
Steal Money: Required difficulty - Medium
¯¯¯¯¯¯¯¯¯¯¯
The Thief attempts to sneak in to a selected enemy Homebase and steal a load
of cash. Although he probably keeps a fair amount for himself, you will get
£2000 of it if he makes it back to the Pawn Shop.
Steal Weapon: Required difficulty - Medium
¯¯¯¯¯¯¯¯¯¯¯¯
The Thief attempts to pick an enemy Gangster's pocket for their equipped
weapon. This is a very dangerous business, as Gangsters are very alert, and
can work out costly for the Thief. If you make it back to the Pawn Shop with
the Weapon, it will become available for your Gangsters.
Mr Fixits have their own stores. They are very knowledgeable about a variety of
maintenance disciplines, and they use this to wreak havoc in enemy Houses.
The abilities available to Mr Fixit are as follows:
Electrical Repairs: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Mr Fixit grabs his trusty toolkit and makes his way to an enemy House you
select. Upon his arrival, he immediately gets to work on the wiring of the
building. Electrical discharges leaping from the House tell him that his
work is done, as the building falls into disrepair from the currents.
Gas Repairs: Required difficulty - Medium
¯¯¯¯¯¯¯¯¯¯¯
Mr Fixit marches off to an enemy House you select, and makes a few changes
to their gas oven. The resulting gas leak fills the property very quickly,
making the House a lot easier to blow up.
Plumbing Repairs: Required difficulty - Medium
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Mr Fixit grabs his trusty toolkit and makes his way to an enemy House you
select. Upon his arrival, he immediately gets to work on the plumbing of the
building. Water gushes out of the House in all directions, slowly filling
the site. Mr Fixit then leaves the Tenants with their unwanted swimming
pool. If the leak isn't solved quickly, the House may sink into the swamp.
Terrorise: Required difficulty - Medium
¯¯¯¯¯¯¯¯¯
The Thugs pile out of their apartments and flock to the enemy House you
select. When they arrive, they attempt to intimidate the Tenants into moving
out. Happier Tenants are more difficult to persuade, but given enough time
the Thugs will be able to drive anyone out.
House Party: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯¯¯
The Thugs make their way to an enemy House you select, and begin partying in
a destructive manner. Over time, the rooms in the house will be downgraded,
until they are all ripped out. The Thugs then finish and go back home.
Cruising: Required difficulty - Medium
¯¯¯¯¯¯¯¯
The Thugs wander around an estate you select, generally causing as much
trouble as they can. All of the Tenants on the estate become more stressed
as the Thugs pass them.
Brawling: Required difficulty - Easy
¯¯¯¯¯¯¯¯
The Thugs engage in a fight with another group of enemy Thugs you select,
causing havoc and mayhem. The brawl doesn't end until one of the Thug group
leaders is knocked out. When this happens, the losing side goes back to
their Apartment Block.
Psychos reside in Biker Bars, where they can dispose of their victims in peace.
They are maniacs, causing fear and destruction to enemy people and buildings.
The abilities available to Psychos are as follows:
Rampage: Required difficulty - Easy
¯¯¯¯¯¯¯
The Psycho grabs his chainsaw and heads to an enemy construction site you
select. When he gets there, the Psycho wanders around the site manically,
frightening away all Workers and Foremen on the site.
Destroy Fence: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯¯¯¯¯
The Psycho grabs his chainsaw and heads to an enemy House you select. Upon
his arrival, the Psycho starts hacking through the Fence, only stopping if
he is recalled or killed, or once the Fence is destroyed.
Destroy House: Required difficulty - Medium
¯¯¯¯¯¯¯¯¯¯¯¯¯
The Psycho grabs his chainsaw and heads to an enemy House you select. Upon
his arrival, the Psycho starts wildly hacking at the House, only stopping if
he is recalled or killed, or once the House is about to explode.
Possession: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯¯
The Ghost floats towards an enemy person you select, possessing the person's
body upon its arrival. The victim turns grey, indicating that he is no
longer controllable. The effect only lasts a short while, before the Ghost
leaves the body and returns home.
Haunting: Required difficulty - Easy
¯¯¯¯¯¯¯¯
The Ghost makes its way to an enemy House you select, settling in straight
away. The Ghost begins to haunt the Tenants inside, causing them to run away
in fear. The Ghost then inhabits the House. Its standard life expectancy is
only 500 days, or it will leave if it is recalled or otherwise removed.
Make Invisible: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Ghost hovers over to one of your people, and imbues the person with
temporary invisibility. While in this state, the person cannot be seen by
any opponents or enemy people, but is still visible to you (flashing).
Create Zombies: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Ghost heads to an estate you select, sinking into the ground upon its
arrival. Shortly afterwards, Zombies begin to rise from the earth and wander
the estate. These living dead terrify the local residents and cause any
Policemen in the area to go haywire.
Clowns are found in 'House of Fun' Arcades. Like Ghosts, these unusual allies
are capable of a variety of abilities, including distraction and destruction.
Entertain: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯
The Clown makes his merry way to one of your Houses being haunted by an
enemy Ghost, and begins his routine. The Ghost cannot stand your aggravating
Clown, and promptly leaves the House.
Hypnotise: Required difficulty - Easy
¯¯¯¯¯¯¯¯¯
The Clown heads to an enemy Doghouse you select and begins to hypnotise the
dog inside. All the while the Clown is distracting the dog, your people can
enter the site without invoking the canine wrath.
Wheel of Death: Required difficulty - Medium
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Clown ambles to an enemy person you select and targets his enticing ray
on them. If successful, the enemy person makes his way to the Arcade along
with the Clown. Here, the Clown puts the person in the Wheel of Death and
launches him high into the sky. This ride is lethal.
Play with Matches: Required difficulty - Medium
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Clown heads to an enemy property you select and starts playing with
matches outside. The Clown is very clumsy, however, and causes the House to
set on fire very quickly. After this, the Clown goes back to the Arcade.
_______________________________________________________________________________
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| 8 R e s o u r c e s CRSRC
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All of the buildings in the game (except the Wood Yard) require resources to
construct. In order to create these essential materials, special production
sites must be built and operated. The four resources - Wood, Cement, Brick and
Steel - are stored in the sites after their manufacture, and the stock levels
of each can be monitored on the top-left of the screen.
The following sections outline each resource in the game, including the sites
that have to be constructed in order to manufacture them.
Wood is the initial and most commonly used resource in the game. As it is
required for the construction of every building, it is wise to ensure you have
a constant supply of wood. It may be a good idea to permanently post a small
workgang in a Wood Yard or Factory in an area that won't disturb local Tenants.
This should provide you with a steady influx of Wood, yet not waste too many
staff in the process. Additional Workers can always be temporarily added if
you get in a desperate situation, or your permanent Workers taken out if you
have a full stock that you won't be needing for a while. However you play it,
just make sure that this vital resource is there when needed.
The Wood Yard is the first and only property available at the beginning of the
game. It is the base for the construction of all other buildings, and should be
built as soon as possible to start the industrial wheels rolling. As Wood is
the most commonly used resource, it is best to make sure there is always a
constant supply of it available. As the town grows, you may consider building
another Wood Yard to keep up with the demand.
The Wood Factory is the upgraded version of the Wood Yard. Production is much
quicker, and the storage space is doubled. It is created by selecting the
Upgrade icon from a Wood Yard screen.
After a while, it becomes apparent that decent buildings can't be made from
just Wood. The second resource, Cement, allows you to build the first Utilities
and Undesirable Abodes. Although not the same extent as Wood, Cement is used in
the construction of the majority of buildings. For this reason, you may find
that building another Cement Yard is a good idea later in the game. It may also
be a good idea to have one Foreman and a Worker constantly producing Cement,
but remember that Cement is not in as much demand as Wood.
The Cement Yard allows access to the first few Utilities and Undesirable
Abodes. After its construction the game begins to get more complicated, as
Objects can be manufactured and Level 2 Tenants can be created.
Storage: 25 Cement units
_______________________________________________________________________________
Houses Unlocked: Bungalow
Northern Mews
Council House
Utilities Unlocked: Gadget Factory
Police Station
Undesirables Unlocked: Commune
Pawn Shop
Fences Unlocked: Dry Stone Wall
Objects Unlocked: Trees
Garden Gnome
Subway Site
Home Computer
Double Glazing
_______________________________________________________________________________
The Cement Factory is the upgraded version of the Cement Yard. Production is
much quicker, and the storage space is doubled. It is created by selecting the
Upgrade icon from a Cement Yard screen.
The third resource is Brick, and after it becomes available your options are
increased dramatically. The more advanced buildings require the use of Brick,
and some Objects are only available with this resource. As the more common
buildings do not need Brick, it is unlikely that you will need more than one
Brick Yard (or Factory). Also, you will probably find that you only need to
have Workers producing Brick when you get low on stock, rather than keeping the
line running constantly.
The Brick Yard makes Level 3 Houses and additional Utilities and Undesirables
available. It also increases the range of Objects that can be manufactured at
the Gadget Factory.
The Brick Factory is the upgraded version of the Brick Yard. Production is much
quicker, and the storage space is doubled. It is created by selecting the
Upgrade icon from a Brick Yard screen.
Requirements: 10 Wood units in stock
10 Cement units in stock
Brick Yard built
_______________________________________________________________________________
The final and most spectacular buildings in the game require the use of Steel.
This resource is used in only a few buildings and Objects, so it should only be
produced when you need to refill your stock. It is highly unlikely that you
will need any more than one Steel Yard or Factory, unless you intend to build a
considerable number of expensive building and Objects.
The Brick Yard makes Level 4 Houses and additional Utilities and Undesirables
available. It also increases the range of Objects that can be manufactured at
the Gadget Factory.
The Steel Factory is the upgraded version of the Steel Yard. Production is much
quicker, and the storage space is doubled. It is created by selecting the
Upgrade icon from a Steel Yard screen.
Requirements: 10 Wood units in stock
10 Cement units in stock
Steel Yard built
_______________________________________________________________________________
Storage: 50 Steel units
_______________________________________________________________________________
Houses Unlocked: None
Utilities Unlocked: None
Undesirables Unlocked: None
Fences Unlocked: Iron Railings
Objects Unlocked: Rose Arbor
Greenhouse
_______________________________________________________________________________
_______________________________________________________________________________
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| 9 H o u s e s CHOUS
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The majority of your buildings will be in the form of Houses. These residential
properties are used to provide shelter and sanctuary to Tenants, and it is from
the letting of your Houses that nearly all of your income is generated. The
Houses are split into six distinct groups, or Levels, corresponding to the
Level of the Tenants for which they are most suitable.
There are no Houses available at the very beginning of the game, as each House
requires certain resources in order to be built. The first four House Levels
are unlocked following the construction of different resource types, and the
Level 5 Houses are accessible after all of the Level 4 Houses have been built.
It is only the Special Commissions that take a little more effort.
The following sections describe each House in the game, grouped into their
relevant Levels.
The Level 1 Houses become available after the Wood Yard has been built.
As these Houses are only made of wood, they are rather poor quality and require
frequent repair to keep in a decent condition. They are the cheapest of the
Houses in the game, and are most suitable for Level 1 Tenants. Higher Level
Tenants refuse to rent Level 1 Houses.
Once at least one of each Level 1 House (Log Cabin, Wooden Lodge and Soweto
Hut) has been built, the Cement Yard becomes available.
This is the cheapest and easiest House to build, being a simple wooden shack
with only the basic features. It is likely to be the first House you construct
in the game, and is a simple introduction to later House development.
The second of the wood houses has the same dimensions as the Log Cabin, but is
more sturdily built. The Wooden Lodge is a quaint, if somewhat breezy, abode.
Base Strength: 60 _ _ _
|_|_|_|
Dimensions: 3x2 (minimum 7x6 required on estate) |_|_|_|
_______________________________________________________________________________
_______________________________________________________________________________
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9.1.3 Soweto Hut CHASH
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This House is slightly larger than the other two Level 1 properties, but still
requires the same amount of wood to build. It is the best of the wood Houses,
taking the longest time to construct of the three.
The Level 2 Houses become available after the Cement Yard has been built.
These Houses are of a much higher quality than their wooden counterparts, with
much more sturdy foundations and supports. Although they are superior to Level
1 Houses, they are still quite poor buildings, and are most suitable for Level
2 Tenants. Higher Level Tenants refuse to rent Level 2 Houses.
Once at least one of each Level 2 House (Bungalow, Northern Mews, Council
House) has been built, the Brick Yard becomes available.
This House is a great advance upon the Bungalow, increasing in both price and
strength by quite a wide margin. Interestingly, though, it still requires the
same number of resources to build.
Freehold Cost: £11000
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Base Strength: 130 |_|_|_|
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Dimensions: 3x3 (minimum 7x7 required on estate) |_|_|_|
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9.2.3 Council House CHBCH
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The last of the Level 2 Houses is only a slight improvement on the Northern
Mews, although its larger structure requires just a little more wood to build.
The Level 3 Houses become available after the Brick Yard has been built.
With brick available, the building potential is greatly improved. The three
Level 3 Houses are based on different styles from areas around the States, and
are far stronger and more comfortable than the wood and cement Houses. They are
most suitable for Level 3 Tenants, although higher Level Tenants refuse to rent
Level 3 Houses.
Once at least one of each Level 3 House (Mid West House, Dakota House, Ohio
House) has been built, the Steel Yard becomes available.
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9.3.1 Mid West House CHCMW
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The first of the Level 3 Houses is based on classic properties in the colonies.
Its strength far exceeds that of the wood and cement Houses, although the wood
cladding hides its true structure.
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9.3.2 Dakota House CHCDH
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This rustic-style House is a lot more advanced than it appears to be, making it
a superior wilderness hideaway. It is a little larger than the Mid West House,
only taking a little more time and resources to build.
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9.3.3 Ohio House CHCOH
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The Ohio House is the last of the Level 3 Houses, and is an expansive property.
It is built in a similar manner to the Mid West House, although its larger size
requires more resources and construction time.
The Level 4 Houses become available after the Steel Yard has been built.
Making use of all the resource types, these Houses are built in a classic style
that is both sophisticated and elegant. They are very comfortable, expansive
and sturdy Houses, taking a great deal of time and resources to build. Designed
for Level 4 Tenants, these Houses will be accepted by all Tenants except for
the very rich Level 5 Tenants.
Once at least one of each Level 4 House (Mock Tudor, Scottish Lodge, Town
House) has been built, the Level 5 Houses become available.
Based on a classic design from the Tudor period, this half-timbered Level 4
House supports a traditional thatched roof over tarred black beams. The 16th-
century architecture requires a considerable amount of time and resources to
build, but it is worth the effort.
Representing a stately Scottish manor, this House is comfortable and spacious.
Structurally stronger than the first Level 4 House, the Scottish Lodge requires
a few more Resources and cash, and takes a little while longer to build.
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9.4.3 Town House CHDTH
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This House is based upon a typical high-class suburban residence. Split over
three large floors, this large property has many external features that add to
its charm and stability. Nearly all Tenants would be very happy in this House.
The Level 5 Houses become available after each Level 4 House has been built.
The final group of standard Houses represent the best in modern property design
and construction. Although they differ in style, they are all strong, charming
and comfortable. Any Tenant will agree to move into a Level 5 House, but they
are most suited to Level 5 Tenants.
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9.5.1 Beach House CHEBH
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Representing the pinnacle in modern design and sophisticated technological
construction, the Beach House is both functional and spacious. It requires a
fair chunk of resources and a lot of time to build.
Freehold Cost: £25000
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Base Strength: 200 |_|_|_|
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Dimensions: 3x3 (minimum 7x7 required on estate) |_|_|_|
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9.5.2 Classic Georgian CHECG
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A true classic from Belgravia, this three-storey House is filled with spacious
rooms oozing elegance and charm. It takes a lot of time and resources to build,
but the captivating facade of the building is worth all the effort.
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9.5.3 Atlantan House CHEAH
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The final residence of the standard list is the Atlantan House. This beautiful
building represents the very best in traditional architecture and modern
construction. It takes a very long time to build and requires a considerable
supply of each resource, but it is a necessary addition to any modern town.
There is a group of unique Houses that are only accessible after having a Level
5 Tenant specifically design them. These are the Special Commissions, and they
mark the pinnacle of construction achievement. Each Special Commission must be
designed and built before the next one is made available. If a Level 5 Tenant
designs plans and you haven't yet built the previous Special Commission, the
Tenant will refuse to give you the designs and all that time will have been
wasted. Don't design the next Commission until you've built the previous one.
Any Tenant will accept the opportunity to live in one of these fabulous Houses,
but they will refuse to pay any rent or reproduce at all. Any Tenants you place
in these properties will be too overawed by the splendour of their surroundings
to bother with things like that.
All of the Commissions are extremely expensive and time-consuming to build, and
require a huge supply of resources. Unless you're playing the Egomania Scenario
Mission, it is probably best not to bother building them..
The first Commission is a representation of the traditional farm cottages of
Wales. Although not hi-tech or flamboyant, this House is rustic and beautifully
picturesque. Any Tenant will be pleased to live here.
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9.6.2 Gothic Church CHSGC
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Built in the style of a flamboyant church, this Commission is architecturally
unique. The various extremities and odd angles of its design are captivating to
any prospective Tenant.
The accuracy of its design makes this property almost indistinguishable from an
English country pub. Any Tenant will be very pleased to live here, owing to the
large reception rooms and facilities available in this Commission.
The penultimate Commission is based on an elegant and structurally sound design
traditionally used in Holland. You can place any Tenant in this property.
The final and most extravagant Commission is the absolute peak of construction.
Not only is it the largest House of all, but the largest building of any type.
Using an ancient and time-proved architectural design, the Pyramid is based on
the pyramids of Giza, in Egypt. No Tenant would pass up an opportunity to live
in this property.
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| 10 U t i l i t i e s CUTLS
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There are several buildings that have specific purposes to improve the smooth
flow of your town, known as Utilities. As their nature and function varies from
building to building, there is no generic background upon which to place them.
Therefore, the individual Utility descriptions are given in the sections below.
The first Utility to which you will have access is the Gadget Factory. This is
unparalleled in its usefulness, as it allows you to manufacture a wide range of
Objects. In order to produce Objects, you must place a workgang inside the
Gadget Factory, and select an Object to manufacture. The Objects available
depend on the resources you have constructed, and are detailed in section 12.
In order to protect law and order in your estates, you will need to build a
Police Station. Once you have acquired this Utility, you can use Cadets to
distribute Policemen around the town, and modify individual police Efficiency.
Each Cadet added to your total increases the coverage by 100 man/days. This
means that one Policeman at 100% Efficiency can patrol an estate for 100 days.
More Policemen will decrease this time, and lower Efficiency will increase it.
The length of time the Policemen patrol the estates is equal to the man/days
available divided by the total combined Efficiency of all Policemen.
(Take into account Efficiency is measured as a percentage, so 10% = 0.1).
For example:
If you have 200 man/days available, and you assign one Policeman at 40%
Efficiency, there will be 500 days of coverage.
(200 divided by 40% = 500)
If you have 240 man/days available, and you assign three Policemen with 60%,
30% and 70% Efficency, there will be 150 days of coverage.
(240 divided by 60%+30%+70% (140%) = 150)
If you have 465 man/days available, and you assign three Policemen with 50%
Efficiency and two with 20% Efficiency, there will be 244 days of coverage.
(465 divided by 50%+50%+50%+20%+20% (190%) = 244)
As soon as you build the Mob HQ, a Gangster will be added to your workforce,
along with 4 Favours to make use of him.
The Mob HQ has two functions - to give you access to Gangsters via the use of
Favours, and to lend money to you.
In order to have a Gangster attack a person, you must use a Favour. Four of
these are awarded for each Gangster added to your workforce, and additional
Favours can be generated by Level 3 Tenants. If you run out of Favours, all of
the Gangsters return to the Mob HQ and become unusable until you generate more.
The Mob Boss is also willing to give you a loan, although his rates are more
expensive than the bank's. Mob Boss loans are taken and repayed in £20000
increments, but additional money cannot be borrowed if the current loan is more
than £50000. The interest is 2% per month, and as this is compound interest the
2% applies to the current loan (including previous interest).
For example, if you borrow £40000, the interest after the first month is £800.
This is added to the £40000 initially borrowed, to give a total of £40800.
The loan will then be incremented as follows unless repayed or increased:
After month 1 - £40800 + 2% (£816) = £41616
After month 2 - £41616 + 2% (£832) = £42448
After month 3 - £42448 + 2% (£848) = £43296
After month 4 - £43296 + 2% (£865) = £44161
After month 5 - £44141 + 2% (£883) = £45044
Due to the compound nature of the interest, the loan will be increased by about
27% after one year, and by almost 61% after two years. Therefore, it is very
important to repay the loan as soon as possible.
As soon as a loan is taken a counter begins ticking. You are given two years to
repay the loan, else the Mob Boss will take matters into his own hands. If you
reduce the loan to £0, the counter is stopped and will restart at two years the
next time you borrow money. However, all the time that you owe at least £1, the
counter will continue to tick.
You will be warned when you have 90 days remaining, and again once the duration
has expired. After this point, the Mob Boss begins to arrange alternative forms
of payment. Once the debt is 180 days overdue, the Mob Boss will send in a
helicopter and completely remove one of your Houses (killing any people inside
or in the garden). The same thing will happen again unless the debt is repayed,
only the time period is one week shorter (i.e. 173 days later). The period
between each removal decreases by a week each time, until it stops at 60 days.
The guide below gives the first five removal times of the debt being overdue:
House removed at 180 days overdue
House removed at 353 days overdue
House removed at 1 year & 159 days overdue
House removed at 1 year & 318 days overdue
House removed at 2 years & 110 days overdue
etc.
If there are no Houses to be removed, the Mob Boss will not do anything else
(until you build more Houses, that is). Frankly, you've got enough problems to
deal with anyway, what with no Houses and a sizeable debt to the Mob.
By the way, don't think that you can borrow money from the Mob Boss and then
destroy the Mob HQ to wipe the debt. As soon as the Mob HQ is built, the Mob
are forever a constant presence in your town. Even without an HQ, they will
still remember your debt (and act upon it, accordingly).
The efforts of your police force are inconsequential unless you have a secure
facility in which to incarcerate your convicted criminals. The Prison is the
only Utility to have a specific requirement other than resources before it can
be built.
Enemy Undesirables caught by your Policemen are sent to a Prison for a much
longer period of time than they can normally be detained at the Police Station.
This keeps them off your streets, which should make your residents happy.
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| 10.5 Park CUPRK
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The Park has no special function, nor does it have any direct effects upon your
workforce, buildings or finances. However, the Park does provide relaxation for
the Tenants, and this makes them happy. I am not sure exactly how the effects
of the Park are calculated, but some of the higher level Tenants like to spend
a fair bit of their time there. Generally, it is worth building at least one
Park in your town.
Base Strength: 100 _ _
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Dimensions: 2x2 (minimum 6x6 required on estate) |_|_|
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| 10.6 School CUSCL
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To make sure that every House has access to a decent education, you can build a
School in your town. This building takes the longest time to build of all the
properties in the game, but it is worth the wait.
The School has the same effect as a Home Computer being installed in every
House in the town. In other words, owning a School will allow you to have any
Tenant produce new Tenants of the Level above, regardless of whether or not
they have a Home Computer.
When playing against a hostile opponent, it is very likely that some of your
people will be injured. The Hospital acts as a means of quickly healing people,
much faster than the Homebase. This is a useful Utility during a heated fight,
but not really worth building if you are not playing against any opponents.
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| 11 U n d e s i r a b l e A b o d e s CUDBD
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There is a group of buildings that are each home to a special type of person -
the Undesirables. These buildings are only required in games against opponents,
as the Undesirables can only be used for negative purposes. The abodes have no
inherent functions of their own, as they are merely conduits to access your
Undesirables' abilities. They are listed in the sections below.
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| 11.1 Commune CUBCM
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Base Strength: 100 _ _ _ _
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Dimensions: 4x2 (minimum 8x6 required on estate) |_|_|_|_|
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| 12 O b j e c t s COBJC
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Once you have a Gadget Factory up and running, you will be able to manufacture
a range of different Objects. These include interior gadgets for use in your
Houses and exterior improvements for gardens and streets. Different Objects
require certain Resources to have been constructed, although no Resources are
actually used in their manufacture.
A maximum of 5 of each Object can be stored at any time, with the exception of
Trees, which are capped at 25. Trees are also produced in batches of 5, so
their statistics apply to this amount. Also, no more than four different
Objects can be waiting to be manufactured at any one time - you must complete
the order of one Object before another one can be requested in this case.
The complete list of all 16 Objects is given below, in alphabetical order:
Burglar Alarm: Resource Required - Brick Yard
(Interior) Manufacture Cost - £500
Manufacture Time - 65 days (based on one Worker)
Installation Cost - 20% property Freehold Value
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Dog Kennel: Resource Required - Brick Yard
(Exterior) Manufacture Cost - £250
Manufacture Time - 35 days (based on one Worker)
Installation Cost - £1000
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Double Glazing: Resource Required - Cement Yard
(Interior) Manufacture Cost - £100
Manufacture Time - 50 days (based on one Worker)
Installation Cost - 15% property Freehold Value
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Garden Furniture: Resource Required - Steel Yard
(Exterior) Manufacture Cost - £1000
Manufacture Time - 130 days (based on one Worker)
Installation Cost - £1000
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Garden Gnome: Resource Required - Cement Yard
(Exterior) Manufacture Cost - £150
Manufacture Time - 25 days (based on one Worker)
Installation Cost - £100
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Garden Pond: Resource Required - Brick Yard
(Exterior) Manufacture Cost - £500
Manufacture Time - 65 days (based on one Worker)
Installation Cost - £1000
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Greenhouse: Resource Required - Steel Factory
(Exterior) Manufacture Cost - £750
Manufacture Time - 80 days (based on one Worker)
Installation Cost - £750
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Home Computer: Resource Required - Cement Yard
(Interior) Manufacture Cost - £100
Manufacture Time - 50 days (based on one Worker)
Installation Cost - 10% property Freehold Value
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Home Repair Kit: Resource Required - Steel Yard
(Interior) Manufacture Cost - £1000
Manufacture Time - 130 days (based on one Worker)
Installation Cost - 20% property Freehold Value
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Rat Trap: Resource Required - Brick Yard
(Interior) Manufacture Cost - £200
Manufacture Time - 50 days (based on one Worker)
Installation Cost - 10% property Freehold Value
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Rose Arbor: Resource Required - Steel Factory
(Exterior) Manufacture Cost - £400
Manufacture Time - 65 days (based on one Worker)
Installation Cost - £250
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Small Shed: Resource Required - Wood Factory
(Exterior) Manufacture Cost - £500
Manufacture Time - 65 days (based on one Worker)
Installation Cost - £500
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Storm Shutters: Resource Required - Brick Yard
(Interior) Manufacture Cost - £100
Manufacture Time - 50 days (based on one Worker)
Installation Cost - 15% property Freehold Value
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Subway Site: Resource Required - Cement Yard
(Exterior) Manufacture Cost - £100
Manufacture Time - 17 days (based on one Worker)
Installation Cost - £500
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Trees: Resource Required - Cement Yard
(Exterior) Manufacture Cost - £10 for 5
Manufacture Time - 40 days for 5 (based on one Worker)
Installation Cost - £50
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Wishing Well: Resource Required - Brick Factory
(Exterior) Manufacture Cost - £250
Manufacture Time - 35 days (based on one Worker)
Installation Cost - £125
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| 13 C o n s t r u c t i o n CCNST
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Construction is the name of the game (well, actually it's Constructor, but I
was speaking figuratively). Building properties is the basis of creating a
great empire, and it is important to get it right. This section outlines the
processes involved in construction, including hints and tips on making the most
of your available land.
To begin with, you will only have one estate. This will be partly occupied by
your 11x12 Homebase, but there should be a fair space left over to add new
buildings. The first addition will be a Wood Yard, but after that your options
are increased as the game goes on.
When placing new properties, make sure that you fit the buildings directly next
to each other. Also try to lay them in such a fashion as to leave little (if
any) gap between the buildings. The council requires that you use up at least
90% of your land with development. Any excess land is considered waste, and the
council will complain after their inspection if less than 90% is used.
As well as ensuring that the buildings are packed close together, you should
also try to use only as much land as you need for each property. After all,
extra land is not cheap, and oversizing building premises means fewer buildings
per estate. If you can, build Resources, Utilities and Undesirable Abodes as
small as possible. Houses, on the other hand, should use up more space. Larger
gardens make Tenants happier, and provide scope to install features that they
may require. The rule of thumb is as follows:
Non-Tenant properties should be only as big as they need to be to fill a gap in
your available land. Don't leave a space too small to be built upon.
Houses should be built at least twice as large as their minimum size if there
is space. This is especially true of higher Level Houses, as their Tenants will
demand certain Objects for their gardens.
Regardless of the type of property, always try to place the actual building as
close as possible to the entrance of the premises. This will save trekking a
long distance over the site's land to reach the buildings, and improve your
town's overall efficiency. Although placing a building centrally on a site may
be more aesthetically sound, it is not very practical.
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| 13.2 Building the Property CBLPR
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Once you have selected a suitable place to construct your new building, the
next step is to actually construct it. In all cases, speed is of the essence.
There is no point leaving a newly erected building site to gather moss, so send
in a workgang or two to begin construction straight away. If you have a number
of free gangs available, send in a lot of Workers. The quicker you get the
property built, the sooner you can start making use of its facilities.
Make sure you always have enough Resources before you send your workforce in,
as lack of Resources means a halt in production. Send Workers to manufacture
any Resources required at the same time as starting construction on the new
building, as the Resources can be used as soon as they are manufactured (again,
saving time). It is very important to remember that building sites deteriorate
quite quickly, and unattended sites may ignite after only a short while. Keep
track of unfinished construction areas, completing them as soon as time allows.
All Houses have four main rooms that each play a specific part in the behaviour
of your Tenants and the state of the House. Each of these rooms automatically
begin as Standard (basic and unimpressive). You can use Workers to upgrade the
rooms in your Houses, which will improve the effects that each room has. This
is a costly process, but well worth the effort in the long run. The condition
of the rooms can also be degraded as well. If the House is the victim of a
Thug party, or if you evict Tenants that are not too pleased about leaving,
rooms may be wrecked. Ripped out rooms have an adverse effect on Tenants, and
will almost certainly prompt complaints.
The cost and the length of time required for each upgrade are as follows:
Ripped out > Standard - 10% property Freehold Value, 16 days (for one Worker)
Standard > Level 2 - 10% property Freehold Value, 32 days (for one Worker)
Level 2 > Superior - 20% property Freehold Value, 48 days (for one Worker)
Superior > Deluxe - 30% property Freehold Value, 64 days (for one Worker)
The rooms and the conditions available for each are listed below:
Bedroom
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Ripped out bedroom - Increases typical reproduction time by about 25%
Standard bedroom - Typical reproduction time
Level 2 bedroom - Reduces typical reproduction time by about 25%
Superior bedroom - Reduces typical reproduction time by about 50%
Deluxe Master bedroom - Reduces typical reproduction time by about 65%
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Bathroom
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Ripped out bathroom - Increases rate of building deterioriation a little
Standard bathroom - Standard deterioration rate
Level 2 bathroom - Decreases rate of building deterioriation a little
Superior bathroom - Decreases rate of building deterioriation
Deluxe bathroom - Decreases rate of building deterioriation a lot
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Lounge
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Ripped out lounge - Increases rate of Tenant stress a little
Standard lounge - Standard stress rate
Level 2 lounge - Decreases rate of Tenant stress a little
Superior lounge - Decreases rate of Tenant stress
Deluxe lounge - Decreases rate of Tenant stress a lot
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Kitchen
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Ripped out kitchen - Reduces typical life expectancy by about 9%
Standard kitchen - Typical life expectancy
Level 2 kitchen - Increases typical life expectancy by about 11%
Superior kitchen - Increases typical life expectancy by about 24%
Dream kitchen - Increases typical life expectancy by about 40%
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Before very long you will use up all of the land available on your original
estate. Fortunately, additional land can be bought from the council via the map
screen, so long as a few conditions are met:
The council will refuse to sell you another estate if you do not have at least
one House on each estate you own
The council may refuse to sell you another estate if your total land area used
is less than 90%.
The cost of each estate is £10 multiplied by the land area, and it can be built
upon immediately after it is purchased. Two council Workers will head out and
begin developing the streets around the estate by constructing a pavement along
each edge followed by a road next to it (unless there is already one there). In
addition, the council will throw in a free Subway Site on every third estate
that you buy. You are allowed to build an extra Subway Site on estates that
include one built by the council.
Try not to buy land too far away from your existing development - although your
people can commute via the subway from distant estates, it makes supervising
your town that much more difficult. Also, do not buy land beyond your needs. If
you only need a small space to build what you need for a considerable time, you
may find problems with a larger estate - especially when it comes to council
inspection time. This is particularly important in games against opponents, as
you may find some of your unused land quickly stolen by enemy construction.
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| 14 M a i n t e n a n c e CMNTN
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Construction is only the first step on the road to success. Once a property is
built, a fair amount of time and attention must be paid to it in order to make
sure that it remains in a good state of repair. This can be mostly handled by
your Repairmen, but there are other options available as you progress through
the game.
Buildings in a poor state of repair lose value very quickly. Avoid selling
properties that need maintenance, as you will very likely receive a low price
for them. The following sections describe the different types of disrepair and
how to deal with them.
Gradually, over time, each property in your town will deteriorate. This is due
to weathering, general wear and tear, and damage from stressed Tenants (in the
case of Houses). The gauge at the bottom of a building's screen indicates the
level of deterioration on the property, as well as an estimate of the number of
days remaining before the property explodes.
In Houses, the rate of deterioration depends on the quality of the bathroom and
the stress level of the Tenants. Higher level bathrooms slow the rate, whereas
more stressful Tenants speed it up. Electrical repairs by Mr Fixit will also
greatly increase the deterioration rate. Other buildings have a regular rate of
deterioration, although damage from enemy characters may have a detrimental
impact on this rate.
Properties can be fully restored by a visit from a Repairman. The length of
time this takes depends on the current state of the property. Houses containing
Home Repair Kits are maintained automatically, so they do not require routine
checks by your Repairmen. If all else fails, you also have the option to have
the building totally renovated. This procedure, although instantaneous, is an
expensive one. It is best reserved for emergencies.
Building sites also deteriorate if left unattended. Unlike buildings, however,
sites are not affected by the presence of a Repairman. The only way to restore
a building site to normal is to have a workgang begin doing something with it.
After all - that's what it's for.
If a building gets in a very bad state of repair, it will start burning. This
usually occurs when the building has around 100-150 days of life remaining. If
left to its own devices, the flame will quickly graduate into an inferno, and
will eventually cause the building to explode.
Tenants complain quite strongly about their Houses being on fire, and will give
you little time to sort out the problem. Fortunately, this acts as a useful
warning of a House burning, and allows you to rectify the problem before it is
too late.
Repairmen can extinguish fires as they repair buildings, and using the quick-
repair function will automatically stop any flames in your properties.
If the worst does happen and one of your precious properties explodes, shrapnel
from the blast will cause damage to all buildings surrounding it. The remains
of the exploded building disappear quickly, and you can rebuild upon them
straight away. If you have an Insurance Agent in your town, you will receive
compensation for any exploding buildings. Otherwise, you get nothing.
Enemy Hippies can squat in your empty Houses if you are not careful. Ghosts may
also evict Tenants and occupy Houses themselves. However, these two uninvited
guests are fairly harmless, and do not cause you any real trouble (apart from
the inconvenience of temporarily losing a House). The major concern in empty
Houses is that of infestation.
Once a House has been empty for a considerable length of time, it will become
infested with all manner of bugs, led by the dreaded eight-foot Cockroach. The
'To Let' sign outside of the house will become tattered, and the House will
deteriorate quickly. If this happens, a Repairman will do no good - he just
hasn't got the skills to exterminate a House full of bugs. Your only options
are to quick-repair the House or put some Tenants in. However, this isn't the
real problem.
Occasionally, the eight-foot Cockroach will wander out of the infested House.
This giant bug will wander your streets looking for another House to infest,
and will cause tremendous complaining from nearby Tenants. If you spot one of
these critters, kill it immediately.
Obviously, prevention is better than the cure, so the best method of avoiding
infestation is to put Tenants in empty Houses quickly. Try to ensure that you
have available Tenants before building new Houses.
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| 15 S c e n a r i o M i s s i o n s CSCNM
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There are four different missions that you can play, each involving a specific
goal that must be completed within 40 years of game time, plus an additional
option that virtually removes any time constraints. The different Scenario
Missions are outlined below, along with tips on how to achieve your goal.
The first Scenario Mission requires you to have £1000000 in the bank before the
end of Year 40, while having no debts whatsoever.
As profit is the key variable in this mission, creating a lot of Houses is a
must. Build a town in the standard manner, until you have created about two of
each type of House up to Level 3 or 4. While ensuring that your Tenants are
reproducing effectively, the monthly rent from this number of Houses should far
exceed your typical monthly costs. In case something goes wrong, it is probably
best not to continue expanding once you reach this point. Keep cycling Tenants
and dealing with each problem as they arise, and you should reach the £1000000
barrier after around 20 to 30 years.
Try to avoid paying out for buildings that you don't need, or manufacturing
Objects that are unnecessary (e.g. only buy garden features at the Tenants'
request. and only install gadgets that they require). Once you have a working
town, there is no need to pay out for anything except repairs. Additional tips
are as follows:
* Take every opportunity to score White Marks and trade them for cash
* If playing against opponents, build a Pawn Shop next to an enemy Homebase and
have your Thief constantly run back and forth stealing money (although risky,
you should be able to acquire a huge amount of money before the Thief is
arrested or killed)
* If you are almost out of time and still don't quite have enough cash, start
selling your Houses (starting with the most expensive) - with a Level 3 town
this should make you at least £200000
The second Scenario Mission requires you to have built a Pyramid - the last
Special Commission - by the end of Year 40.
Although this mission may sound easy at first, it is more complicated than it
seems. Unlike the above mission, this requires you to build at least one of
every type of House in the game. As there are no special requirements other
than playing through the game fully, play the game as normal. Remember not to
wait longer than necessary when accumulating revenue, as your total cash is not
important at the end.
Try to get each Level of Houses built as quickly as possible, while ensuring
that you are keeping your Tenants happy enough to generate money for you. Deal
with each council mission efficiently and swiftly, so that you can get back to
building your required Houses or Resources. Additional tips are as follows:
* Buy only one of each House to begin with - you may want to buy additional
Houses later if you need the cash, but progressing through the Levels is the
primary goal in this mission
* After building the first House of a Level, make sure that you have the Tenant
reproduce Tenants of the Level above as quickly as possible (Home Computers
or Schools) - this will ensure that you won't have to wait around for new
Tenants to occupy your later Houses
* Remember that the Special Commissions must be designed first, and then must
be built before the next Commission can be designed - make sure you have
plenty of money and Resources before you start designing Commissions, so that
you can simply blitz through each of them without having to stop to make some
cash or generate more Resources
The third Scenario Mission requires you to have built at least one House on
every estate in the town by the end of Year 40.
This mission is unique in that it is the only one that is more difficult in a
larger town. If you are playing this mission in Small Town or Jungle, this
mission should be fairly easy, as there are only about 20 estates in each. The
other towns are far more difficult, as they have twice as many estates.
In the smaller towns, just play the game normally. Make building premises a
little larger than usual, so as to use up more space and have fewer buildings
on each estate. This shouldn't be too difficult, really.
In the larger towns, this mission can be extremely difficult. Try to average
about two buildings per estate, if possible. A very important Object in this
mission is the Home Repair Kit, as this will be essential later in the game.
With only 20 Repairmen available, 40 estates are virtually impossible to keep
maintained unless Tenants get into DIY. Additional tips are as follows:
* Place non-House properties together on the same estates - these buildings
need Repairmen to keep maintained, unlike Houses, so should be grouped into
one place that is patrolled by a Repairman
* Spend a little time on each Level to build all of the Houses and other
required properties available - you need to fill up the space, and the extra
money will come in very handy when you need to buy lots more buildings later
* If playing against opponents, make use of their land - putting just one House
on an enemy estate will fulfil the requirement of the mission, and the extra
enemy buildings mean you have less space to fill overall
The fourth Scenario Mission requires you to have three of each Tenant type with
a minimum of 90% happiness by the end of Year 40.
This is definitely the hardest mission of the four, as it requires 30 Tenants
to be extremeley happy at exactly the same time. Only once three of each Tenant
are 90% happy simultaneously can this goal be achieved. Obviously, excellent
living conditions and pleasant estates are a must for this mission. Make sure
each House has a huge garden, giving the Tenants room to relax and providing
space to add a range of garden features.
Play the game as normal, building spacious Houses with plenty of features, up
to Level 5 (the Special Commissions are not required). Resolve any complaints
swiftly and efficiently, and make sure that all trouble is kept away from your
target residents (no Undesirables, fights or explosions). Your main priority is
to make your Tenants as happy as possible. Additional tips are as follows:
* As you only need six of each Level of House, make sure you fully upgrade
every room to Deluxe standard, and install top of the range gadgets inside
* Give Tenants lots of garden features, making sure that neighbours have the
same features (Tenants complain if they live nextdoor to a Tenant with more
garden features than themselves)
* Once you have your town set up and all the Tenants prepared, you should have
enough money to tide you over - at this point, reduce all Tenants rent to £0,
increasing their happiness tremendously
The final mission isn't really a mission at all, as it cannot be completed.
Basically, you have complete freedom over your town, with no real time limits.
You have 1000 years to build the best town possible, without a specific agenda
to meet. Council missions and Tenant complaints will still arise, but you can
continue playing way past 40 years.
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| 16 P l a y i n g G u i d e CPLGD
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The following sections outline the standard course of play to get you from the
Wood Yard to the Pyramid. Obviously, slight adjustments are required for the
various Scenario Missions, but these are explained above.
The difficulty level you have selected determines how much cash you begin with:
Easy - £100000
Medium - £80000
Hard - £60000
You will have one estate containing your Homebase, with 8 Workers, 2 Foremen, 2
Repairmen, and 4 Level 1 Tenants.
At the start, regroup your Foremen's gangs to include the two spare Workers, so
that you have two gangs of four Workers each. Next, place a Wood Yard in a
suitable location nearby and send in both workgangs to quickly build it.
Once the Wood Yard is finished, put one of the workgangs inside to manufacture
more Wood, and place a Log Cabin close by. Send the other workgang in to build
the first House, then erect a Country Hedgerow around the House. Upgrade the
rooms to Level 2 (especially the bedroom), then put some Level 1 Tenants (the
Slobs) into the House.
Immediately have the Tenants begin reproducing new Level 1 Tenants, then go
back out to the town view. If you have a large enough estate, build the other
two Houses of Level 1 on it, else buy an estate nearby and build them there.
Put Country Hedgerow around each one and upgrade the rooms to Level 2, then
move the Tenants in. The first House should have more Slobs, which should be
producing Workers, and the second House should contain rent-paying Greasers.
By this time, the Cement Yard should be available. However, build a few more
Level 1 Houses first, and place Greasers in them to pay rent. This will give
you a basic monthly income. Also, set both your Repairmen on Auto-Repair and
place them on your two estates. Don't expand to any more estates just yet, as
you don't have any maintenance for them at the moment.
You should have 25 Wood in stock by now, and at least five Level 1 Houses. You
are now ready to begin the next stage of development.
Once you have produced at least another three Workers in your Homebase, convert
them into a Repairman. Buy another adjoining estate and build a Cement Yard on
it. Have your new Repairman on Auto-Repair on this estate, then take the gang
from the Wood Yard and put them in the Cement Yard.
Build a Gadget Factory as quickly as possible, and begin manufacturing Trees
and Subway Sites. Place two Trees in the garden of each House (you've probably
had complaints about this already), then position a Subway Site in a good spot
on each of your three estates. Once this is done, max out your stocks of Home
Computers and Double Glazing, then install Double Glazing in each House near to
a Resource, and put a Home Computer in one of your Level 1 Houses (not one that
is reproducing). With the Home Computer set up, instruct the Tenants to begin
producing Level 2 Tenants
Don't build a Police Station just yet, as you won't be able to do anything at
the moment anyway. If you are playing against opponents, you may wish to build
a Commune and a Pawn Shop in one of your enemies' estates. As this is not
essential to developing your town, it is up to you how you deal with this.
As soon as a Level 2 Tenant arrives at your HQ, get to work on your Level 2
Houses. Place a Punk in your first House, making sure to upgrade the rooms to
at least Level 2 and to put any fence except Country Hedgerow around it. Let
the Punks start producing new Level 2 Tenants straight away, then revert their
Level 1 counterpart back to paying rent.
As each new Level 2 Tenant becomes available, build a new Level 2 House. In the
second House, place Punks again, and also install a Home Computer so they can
start producing Level 3 Tenants. Although you may not be building Level 3
Houses for a while yet, having a few Tenants in storage is a good idea.
If you are playing against opponents, have the Tenants in the third Level 2
House be Punks again, and set them to start spawning Cadets. This will also be
a good time to construct a Police Station. If you have run out of space, make
sure you have at least three spare Workers to convert into a Repairman, then
buy another estate. This one will include a free Subway Site. If your Worker
production is going too slowly, have another Level 1 Tenant help out for a
while. You can always return them to rent-paying later.
Build a couple more Level 2 Houses when you can, swapping your manufacturing
gang between Wood and Cement to keep the Resources stocked. You may wish to
have another Tenant produce Level 2 Tenants if one is not fast enough. Also,
start placing Policemen on your estates when Cadets become available (only if
playing against opponents).
Let the town run for a while, concentrating on producing at least another six
or seven Workers, and ensuring that you have two or three Level 3 Tenants in
your HQ. This will also give you a chance to recover some of your lost cash,
and refill your Resource stocks. You should now be ready for the next stage.
Convert four of your Workers into a Foreman and group him together with the
rest of the spare Workers to create a third workgang. Keep producing Workers,
though, as you'll need them to convert into more Repairmen later. From now on,
buy estates as needed and have Repairmen assigned to them on Auto-Repair. As
estates have different sizes, it is impossible for me to give details of when
and where to buy new estates.
Build a Brick Yard, and get your new workgang to start manufacturing. Have one
of your other gangs to upgrade the Wood and Cement Yards to Factories, while
letting the last one handle the construction. To save the hassle of producing
Home Computers in the future, build a School first.
After constructing your first Level 3 House, place a Nerd family inside and get
them to start producing more Level 3 Tenants. Revert the Punks producing Level
3 Tenants to paying rent. Also try to upgrade all of the rooms in the House to
Superior quality, and wrap a White Picket Fence around them.
If you are playing against opponents, you may wish to build a Fixit's Store and
an Apartment Block. Also, a Mob HQ will come in handy for dealing with enemy
attacks. Build another Level 3 House and have the Nerds start earning Favours
with the Mob Boss, and have the next Level 3 House have Nerds spawning Level 4
Tenants. Keep building new Level 3 Houses when Tenants are available, putting
rent-paying Major and Wife families inside.
Once one of each of the Level 3 Houses has been built, the Council will demand
a special service from you. They will request that you build a Park in a
specific estate (random), with 8 Trees and a Garden Pond. First of all, deliver
a Subway Site to the estate requested, then buy the land and construct a Park.
Have a workgang produce the required Objects, then deliver them to your new
recreational area. You have 2 years to complete this mission, else you lose the
game. If you succeed, 300 White Marks are awarded to you.
Keep an eye on your older Houses, making sure that they are always populated
with Tenants. Even if you are not playing against opponents and there is no
fear of enemy Hippies squatting in your vacant properties, empty Houses may
become infested if they are left too long.
Allow the town to run on its own for a while, making sure that each estate has
a Repairman and that Policemen are patrolling the estates if necessary. Once
you have a few Level 4 Tenants available, and you have earned a reasonable
amount of money back, recharge your Resource stocks. You may also wish to
upgrade your Brick Yard and build a Hospital if required. You are then set up
for the next stage of development.
If you have enough Workers available, another Foreman might be worth creating.
Group him with a few Workers and have them ready to start working. If you are
playing against opponents, you may decide to create a Gangster instead. This is
entirely up to you, depending on your style of play.
Construct the final Resource - the Steel Yard - and have a workgang manufacture
a full stock of Steel. If you have the cash, you can also upgrade the Steel
Yard straight away, as this will come in handy later on. If playing against
opponents, you may also wish to build some more Undesirable Abodes. This is
entirely up to you, but remember that it is an expensive process. A Prison may
also be worth building if you have produced enough Cadets and you are having to
deal with a lot of enemy Undesirables. Again, this is not cheap.
Build the first Level 4 House, and place Yuppies inside to start producing new
Level 4 Tenants. Repeat this with the next House, but have the Yuppies spawn
Level 5 Tenants instead. Upgrade all the rooms to Superior quality if possible,
and build a nice Fence around them. Before building the third House, make sure
you have enough money and Resources to construct another four Level 4 Houses
straight away. You'll see why in a moment.
The remaining Houses should contain Professor and Wife families, and they
should be paying rent. Make sure to erect Small Sheds in their gardens, else
they will complain.
After all three Level 4 Houses are finished, another council mission will be
submitted. You must build four Scottish Lodges on one estate, each with Trees
and a Greenhouse. within 3 years. Completing this mission awards you with 400
White Marks, but failure means the game is over. The exact estate you choose is
not important, but you should ensure that it is large enough to support four
large Houses with spacious gardens (enough room to place a Greenhouse and Trees
at least).
By now, you should have two or three Level 5 Tenants ready to go. Fortunately,
the Level 5 Houses become available immediately after each of the Level 4
Houses has been built. Once the council mission has been completed, move on to
the next stage.
Restock your Resources, and upgrade the Steel Yard as well. Let your bank
balance return to a reasonable level, then build your first Level 5 House.
Upgrade the rooms to Superior or even Deluxe standard, and put Iron Railings
around the House. Put some Trees and a Rose Arbor in the garden, then place a
Stockbroker family inside the House. Have them produce Level 5 Tenants, then
get your Level 5 Tenant-producing Yuppie family to start paying rent.
Construct the remaining two Level 5 Houses, setting them up in the same manner
as the first, but place Sloane families inside to start paying rent. In all of
your Level 5 Houses, make sure that you install a Rose Arbor. If you don't, it
is likely that the Tenants will request one in a complaint.
After all three Level 5 Houses are finished, the council will set you another
mission to complete. You must cover every square of a single estate with all
three Level 5 Houses, each with Garden Furniture and a Rose Arbor. In addition,
each room in the Houses must be upgraded to Deluxe standard (no less). This
task must be achieved within 6 years and 198 days, else the game is lost. Upon
successful completion of the mission, you are awarded 500 White Marks. As with
the Level 4 council mission, the estate you choose is not important, but you
must make sure it will fit three Level 5 Houses with large gardens. If the
estate is too small, there will not be enough room to place the required garden
features. If it is too large, you may have difficulty using up all the space.
If you have enough Workers, now would be a good time to produce another Foreman
or Gangster (whichever you prefer). Build some more Houses of any type to have
a strong revenue base, and fully restock all of your Resources. The next stage
is very expensive, requiring a minimum of £350000 to construct the remaining
properties of the game. Once you are fully prepared, begin the final stage.
As Tenants neither pay rent nor reproduce in Special Commissions, building them
is really only worthwhile if you are playing the Egomania Scenario Mission.
However, you may just wish to construct the Special Commissions to provide an
overall sense of completion to your town. It is up to you whether you continue
into this stage or not.
Have one of your Level 5 Tenants begin designing plans for the first Special
Commission. Keep a close eye on your many Houses, making sure that they are all
constantly occupied, and changing the rate of Tenant production if necessary to
accommodate the demand.
Build any remaining Undesirable Abodes or additional Utilities that you feel
may be useful, and upgrade rooms on older Houses to increase the happiness and
efficiency of the Tenants within them. Any new Foremen or Gangsters will be
beneficial as well, so long as you ensure you have enough Workers to convert
into Repairmen when required.
Once the first Commission has been designed, build it immediately. If you are
unsure whether you will have enough time to construct it before the next
Commission is designed, cease the designing until you are ready. After all, new
plans will be ignored if the current Commission has not been built. Place any
Tenant you desire in the first Commission (Level 5, probably), and upgrade all
rooms as you see fit.
Work your way through each of the Commissions, ensuring that you build the
most recent one before the plans for the next are designed. Have additional
Tenants working on the plans if you feel the progress is too slow, and keep
your Resources constantly stocked (each Commission does use up 20 of each of
them, after all).
Once you have built the Pyramid, the strategy for the rest of the game is
entirely up to you. Build more properties of the various types, pushing back
any opponents that confront you and expanding your empire to achieve the goal
of the Scenario Mission you have selected. However you play from this point on,
good luck.
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| 17 A c k n o w l e d g e m e n t s CAKNW
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Me
Jonathan Mathews' ASCII Generator
At the moment, I don't really have anyone else to thank for helping me make
this walkthrough (apart from the creators of Constructor at System 3 and
Acclaim for producing this excellent game). This is mainly because it was
written entirely by myself. I alone have scribed the various details and
strategies. No other resource, save for the ASCII Generator and Constructor
itself, has been used in the creation of this guide.
Any additional information or rectification of mistakes will earn credit for
their source in future versions. This section will then have some use.
I am perfectly happy for this guide to be used on anyone's sites, so long as my
permission is first obtained. Please do not remove, amend or add anything from
this guide. If you feel something needs to be changed, please e-mail me at
either address below and I will make appropriate adjustments.
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| 18 C o n t a c t I n f o r m a t i o n CCNIF
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If you have any queries or comments about the Constructor game, any additional
information that you wish to add to this walkthrough, or would like to point
out any mistakes or errors that you may have noticed while reading, please
e-mail me at either of the following addresses:
dvarik@aol.com
pobalot@aol.com
I will be happy to answer any questions you may have about the game, and I will
credit any help given to improve this walkthrough. Also, if you like my style,
and can suggest any other games for which I should write a walkthrough, then
drop me a line too.