Emperor 03
this get a wee bit more interesting in this one! like the introduction of city walls which don’t turn up in other games.
The walls help with desirability a lot and make for nice neat planning. and they’re pretty. I do think they were a little annoying the first time I encountered them because they can limit how you expand and where you put things but I am not very used to them and actually really love them.
they also come with gates. Gates can be set to control some kinds of walkers but essentially keep goods and services confined to where you need them. So in a way it’s the gates more than the walls that really make the nice little neighborhoods.
In addition to the walls and gates, this map introduces pottery which as always requires clay from clay pits and kilns.
and then there’s the first interaction with the ancestral heroes. Instead of throwing the festivals, one pays homage to them. And instead of them then blessing your city with goods or protection or whatever, they...actually turn up.
as in this mission, sometimes one of the requires will be paying respect to the ancestors enough that they will walk in your city for a certain number of months. This requires surplus resources, especially of a valuable nature, to offer to the ancestors. The heroes themselves can be useful, especially when a map requires exotic animals but we’ll get to that later...













