Defending the City The Military Ministry

The Military Ministry is responsible for the protection of your city. The Military Ministry is also responsible for prosecuting military operations abroad.

Title & Full Report

Tower Status

Infantry Fort

Crossbow Fort

Catapult Fort diiitary

See security Forces 111 city m m &

Tower Status Manning

Security Overlay

Forces in City

Tower Status Manning

Infantry Fort

Crossbow Fort

Catapult Fort

Mounted Forts

Fortifications Weaponsmith

Mounted Forts

Fortifications Weaponsmith

Title & Full Report: This area shows the ministry name. Plus, if you click on the name, details about your city's military situation appear. Your troops are listed by "company" and the number of soldiers are listed, along with the company's name (i.e., Audacious Snakes), and their current operational status. See Security Overlay: This button highlights the Military Ministry buildings and troops in your city.

Forces in City: An icon for each of your forts appears here. Clicking on an icon centers the map view on that company's banner (see Troops below). Tower Status: If you have towers and city gates, you can toggle them between "not manning" and "manning" by clicking on the status descriptor. Manned towers and gates require labor, so (if you have a labor shortage) you may want to keep them unmanned until invaders arrive.

Infantry

Men

Status

i«-' .. Audacious Snakes

«6

Going Home-

Crossbowmen

Men

Status

rf - ]; ^ Battling Snakes

■ 6

Fighting

Horseman troops

Men

Status

; ^Celestial Snakes

S

Fighting

Catapults

Men

Status

g^] ^ Clever Snakes

3

Going Home

Huang Di

Forts - Overview: Creating troops for the defense of your city and for other military operations are handled through forts. The forts available to build are crossbow, infantry, mounted (for cavalry or chariots), and catapults. Each is detailed below.

The number of forts you can build depends upon a number of factors, and no more than 12 military forts (regardless of type) can exist on a map at any one time. No military fort can be built until a staffed administrative city exists on that map. Once a staffed administrative city exists, you may build one fort (of any permitted type). A staffed palace along with an administrative city also allows a fort to be built (thus, if a player has an administrative city and a palace, two forts may be built - even with no Elite housing present on map). Once the fort allowed by the administrative city has been built, construction of further forts depends on the number and level of Elite Houses that are occupied, according to the following:

  • Zero (0) extra forts are allowed for Modest Siheyuans (see p.30);
  • One (1) fort is allowed per each occupied Lavish Siheyuan and Humble Compound;
  • Two (2) forts are allowed per each occupied Impressive Compound and Heavenly Compound.

The number of already-placed forts does not decrease if a map's elite housing devolves or if an administrative city/palace is no longer fully staffed (or is somehow destroyed); but it cannot be increased until all of the conditions are met again.

Troops: Each fort's complement of units (whether infantry, crossbowmen, catapults, etc.) is called its company. When a fort is placed on the map it is immediately marked with a name and a distinctive "banner." This banner is used to give orders to the company (see below), gives some information about the company (current experience, morale level, ownership, whether it's friendly or enemy), and serves as its identifying emblem.

Mustering Troops: A fort needs employees and specific type(s) of commodities to produce (or muster) a unit for the fort. Each soldier is an individual walker, and a fort's entire company is issued commands using the fort's banner (see below). When a fort's company is "away" (i.e., going to another city) the fort does not produce new soldiers for that company until it returns (i.e., no casualties can be replaced nor new recruits added until the fort's company has returned "from abroad"). Below is a list of the commodities needed for each fort to produce one soldier.

Weapons

Wood required

lype of Fort

required (loads)

(loads)

Infantry Fort

1

0

Crossbow Fort

1

/ (50 units)

Cavalry Fort

1

0

Chariot Fort

1

2

Catapult Fort

2

4

Training or Production Yard

Training or Production Yard

Rise The Middle Kingdom Invasion

Crossbow Fort: A crossbow fort can hold one company of 16 crossbow-equipped soldiers. One load of weapons and a half load (50 units) of wood are required to produce one crossbowman (see above). Crossbowmen do well in ranged combat but are weak in melee.

I Infantry Fort: An infantry fort can hold one company of 16 infantry soldiers. Pgfa Each load of weapons received by an infantry fort produces one infantry soldier.

I Infantry have no ranged combat but do well in melee. Infantry and catapults (see below) are the only units that can bash through enemy walls.

Mounted Forts: There are two types of mounted forts: cavalry and chariot.

Cavalry Fort - A cavalry fort can hold one company of eight cavalry soldiers. One load of weapons is required to produce one cavalry soldier. Cavalry can fight both in melee and ranged combat. The Chinese did not use cavalry extensively until the Warring States period (about 480 BCE), though some northern Chinese provinces picked up on their use earlier (due mainly to their proximity to the northern Xiongnu nomads who were predominantly horse-mounted). Chariot Fort - A chariot fort can hold one company of four chariot teams. Two loads of wood and one load of weapons are required to produce one chariot team. Chariots are superior in melee but also have ranged combat ability. Chariots did not come into use until about 1250 BCE and were falling out offavor by the Qin Dynasty (220 BCE).

Catapult Fort: Like a chariot fort, a catapult fort holds one company of four catapult crews. Two loads of weapons and four loads of wood are required to produce each catapult. A catapult hurls rocks and is useful for attacking rival cities' defensive fortifications and for "counter battery" fire vs. attacking enemy units (enemy catapults being a primary target). Siege weapons, came into vogue during the Warring States period (about 480 BCE).

Fortifications: Fortifications are used to protect your city from hostile invasion. Fortifications include towers, city walls, and city gates. It's important not to confuse city walls and gates with the smaller, less defensible residential walls and gates, which serve an entirely different purpose (see p.100). Below is a description of each available fortification.

City Wall - City walls are very thick, highly defensible structures that can be built in similar fashion as residential walls, but of course they serve a different purpose. City walls, along with their sister towers and gates, help to defend your city against conquering hordes from lands afar.

Build a city wall perpendicular to the road, on both sides, leaving the road itselj open.

Build a city wall perpendicular to the road, on both sides, leaving the road itselj open.

This corner is an excellent spot for a tower (see below).

Leave space here to build a gate (see below).

This corner is an excellent spot for a tower (see below).

Leave space here to build a gate (see below).

Tower - A tower can only be placed over any existing city wall tiles (see above) - not over residential walls or any great wall monument. Each tower (including great wall towers) automatically has a bow-armed guard when it has employees and road access, and it sends out a sentry to walk the nearby wall. Road access is obtained for city wall towers in one of three ways:

  • A road is adjacent to any side of the tower (like any other type of building), or
  • A path of city wall tiles connects the tower to another tower that is adjacent to a road, or
  • A path of city wall tiles connects the tower to a city gate (see below).

A tower could be placed anywhere along the wall, but an ideal spot is at a corner.

A tower could be placed anywhere along the wall, but an ideal spot is at a corner.

A tower has been placed on the corner. The tower will have "road access " as soon as a gate is placed over the road (see below).

City Gate - City gates can only be built over and perpendicular to a road, and continue to perform double duty as roadblocks, turning back roaming walkers. In addition, a city gate can only be placed over existing city wall sections (at least two on each side of the road). A city gate is thicker and thus defensively stronger than the smaller residential gate. Like a tower, a city gate, when it has employees and road access, automatically produces bow-armed sentries (one at either end of the structure) and it sends out another sentry to walk any nearby city wall sections.

A city gate has been built over the road. This gives "road access " to the tower, which it needs to generate guards.

A city gate has been built over the road. This gives "road access " to the tower, which it needs to generate guards.

The tower now has "road access " because it's connected through the city wall to the city gate.

Weaponsmith: The Weaponsmith needs bronze, iron or steel (depending on the current time period) and produces the generic "weapon" needed by the various Forts (see above).

Audacious Snakes 16 Infantry Morale Bold Experience Conscript Going Home

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Responses

  • hugo
    How to have sentry on wall in Emperor: Rise of the Middle Kingdom?
    7 years ago
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    How to get an administrative city in emperor rise of the middle kingdom?
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    How to build catapult fort emperor?
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    6 years ago
  • shannon
    How to build city defence walls in emperor rise of the middle kingdom?
    6 years ago
  • Josefiina
    How to assign men to towers in emperor rise of middle kingdom?
    3 years ago

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