Kingdoms Reborn

Kingdoms Reborn

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(34/34) 100% Achievement Guide
By soniq_f
Last Updated: 17 August 2023

*** Warning! Game is updating rapidly! This guide could be outdated! ***
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PANDA!
PANDA! - Capture a Panda

You can try to find a Panda on the map. But it could be (extremely) hard.

Alternatively, you can follow the steps below:

1. Reach Industrial Age + research Zoo (you don't have to build a zoo)

2. Upgrade your town-hall to lv5

3. Click on Card Shop

4. Buy a Panda card

5. Click on the Panda card and release it anywhere

6. Capture it again
Lost Men But Not Hope
Lost Men But Not Hope - Have less than 10 people

1. Start a game in any difficulty (for best result, use Deity)

2. Build your town-hall anywhere

3. Do not worry about the starting resources (best to have 0 food)

4. Once you are on the map, press 4 and ignore the starting cards

5. Grab a cup of coffee
The Win as, Win on, Win in and Middle Age achievements
This chapter will introduce some ways to do a bunch of achievements all together.

Achievements include:

The "Win as XXXX" achievements (4+1)

The Rising Sun
Imperial Glory
Valhalla
Sultan of Emirates

The Supreme Leader

The "Win on XXXX biome" achievements (7+1)

Forest Run
King of The Jungle
Do You Wanna Build A Snowman
Touched Some Grass
Dune Dynasty
Frozen Throne
Lion King

Against All Odds

The "Reach Middle Age as XXXX" achievements (1+4)

Escaped from Dark Age

Zen's Grace
A Noble Milestone
Odin's Call
Dune’s Blessing

The "Win in XXXX difficulty" achievements (6)

Too Easy?
Hardcore
That Was Brutal
Conqueror
Immortal
The Chosen One

Theoretically, those achievements can all be completed in just 7 runs. For your comfort though, I suggest you to do them in 8 runs: 7 easy runs in 7 biomes and 1 separate run in deity.

Your runs should look like this (4+3+1):

4 easy runs in 4 different biomes as Duchy, Norsemen, Emirates and Shogunate to go middle age, and

3 easy runs in 3 different biomes as any leader

1 deity run in any biome as any leader (easiest is to do Boreal)

(The 7 biomes are Grassland, Forest, Tundra, Boreal, Desert, Jungle and Savanna)

For the Savanna run, remember to build your town-hall far away from jungle tiles. Even if you start in a Savanna province, the game may sometimes declare your win as a jungle win.

There is actually a cheap and easy way to do the runs. I am talking about 15 mins for a middle age rush, and 5 mins for an any leader rush. But the prerequisite is, you have a friend, or a player that could mutually benefit with you. If you don't have one already, find one.

If you really don't have company, skip this and the next two chapters. Read "The Easy Run" + "The Deity Run" instead. Be warned, a single run like that could take 7 hours or more (more than a hundred of hours all together).

Read "The Easy Rush" for the 4+3 runs. Read "The Deity Rush" for the deity run.
The Easy Rush
(Read "The Win as, Win on, Win in and Middle Age achievements" before reading this)

Before you start, you should try some map seeds yourself to find a couple of starting locations you feel comfortable with. This will save your friend a lot of time and patience.

A good starting location should include:

1. some trees

2. Tulip or Cannabis (for middle age runs only)

3. a hill for stone mining (optional, to make the run more forgiving)

Middle Age Runs

1. Host a private server and drag your friend

2. Use a map seed you have prepared.

3. Set the game as easy, no card draw, and no AI players.

4. Start the game. You start your town-hall in a good starting location. Your friend could start anywhere.

5. Once your friend has built a town-hall, tell him to go AFK (he need to come back for a press of button later on)

6. Set your initial resources as follows (don't worry about your friend's start, he's just a dummy):

food: 800
wood: 0
meds: 40-50
tools: 30
stone: 0
clay: 400 (Emirates only)

7. Once you are in, press pause, and build two immigration offices before you do anything

8. Build a house -> chop some trees, then press 4

9. Choose investment card and put it on immediately, don't worry about biome bonus

10. When the immigration offices are done, use money to do all upgrades on them, and keep speed boosting them for the whole run

11. When the first house is built, do trade or meds research. (You need both if things go wrong) (You need three researches before you can hit the middle age button)

12. Build 9 more houses -> chop some trees

13. When all houses are nearly done, build your Tulip(Cannabis) Breeder -> chop some trees

14. Build a 3 men farm to do Tulip(Cannabis) -> chop some trees

14.5. Build a quarry, followed by a trading post (optional, to make the run more forgiving). Set the quarry to rapid mining

15. Chop some trees for winter. Never let your village to go with 0 wood. If things go really wrong, upgrade your town-hall and use a buy wood card

15.5. When the trading post is ready, sell all of your stones. Same goes when trader come to your town in autumn. (Optional)

16. You are all set! Just go 4 speed and watch your little villagers to mass around. Your village should have 10 lv2 houses by the end of year 1's summer. Continue your research until you have finished 3 of them. Then hit the middle age button.

17. Don't worry about the shortage of tools, meds or food. Once you have hit the middle age button, it can't be reversed. When people start to die or leave your village, the immigration office will bring in new people with healthy stats to fill the gap.

18. You need a total of 2,500 gold to hire 2 warriors to end the run. If you don't have enough, wait for some more trading post cycles to sell your stones. You can even sell some unused cards. However, you must keep your population 30+. When you have enough, upgrade your town-hall and hire 2 warriors.

19. When you advance to middle age, send your warriors to conquer (vassalize) your friend. When the battle window on his village appears, pause the game and call your friend. Now, your dear friend has to hit a holy button, called "retreat".

19.5 If your friend doesn't show up, or at any point you feel your empire is falling apart, just build some farms, a tool house and chop some more trees. Since the immigration office is so powerful in easy difficulty, you won't go off track. In this case, research archery to end the game. You need 1 archer and 2 warriors to crack your friend's wall. (a population of 60+)

Runs that don't need the middle age achievements

Repeat the steps in middle age runs, except you don't have to worry about luxuries, and you don't need any industry at all. In fact you don't even need any researches. Build your civilization in a warmer province, so you don't have to spend extra effort on warmth.

Build 2 immigration offices, followed by 8 houses. You can reduce the starting resources a bit to get 2,500 gold immediately (If you use Emirates you need 260 clay). Fast boost the offices, and you should have 30+ people by the end of autumn or winter of year 0. Send 2 warriors to your friend. There you go!

It only takes 5 mins!
The Deity Rush
(Read "The Win as, Win on, Win in and Middle Age achievements" and "The Easy Rush" before reading this)

You will complete the "Win in XXXX difficulty" achievements (6) at once:

Too Easy?
Hardcore
That Was Brutal
Conqueror
Immortal
The Chosen One

If you have gone through 7 runs already in the previous chapter, you should be familiar with the way to rush an early win. The deity run, however, is a bit different.

The most forgiving start for a 30 population deity rush in the current version is fishing in a boreal terrain. To start, look for a province like this:

1. has a lot of boreal coast tiles (best to have convex coastlines) (watch out for those forest coast tiles in a boreal province! The Winter Fishing buff doesn't apply to fishing lodges built on them!)

2. has a coal deposit nearby

3. has some trees

You should pick a map seed and practice going to 30+ population with 2,500 gold in deity yourself before grinding with your friend. If you don't, you may run into trouble.

A deity run might take 40 mins to an hour if you don't make mistakes.

1. The starting resources:

food: ~120
wood: 0
meds: 200~300
tools: 100~150
stone: 0

(It's best to keep around 2,000~3,000 gold at start because you can utilize the Investment card)

2. Once you start, pause, pick Investment + Winter Fishing, and upgrade your town-hall. Pick Pine Foresting.

3. Build 3 fishing lodges (for each of them, 90%~ efficiency is acceptable, best to have 100%+). Build storage yards near them.

4. Go 5 houses. The fishing lodges with +100% buff can hold 30 population already.

5. You need a lot of trees for first year's winter. You can't rush a coal mine in year 0 because when you have built 5 houses it is autumn already. However, if your map seed is optimal, and you have the confidence, rushing a coal mine before autumn gives the best result (you need to add 30 stones at start).

6. When you receive your year 1 immigration + 25 population books, pick productivity books, and put them all in a fishing lodge near your living area. From now on, use all speed boost on that fishing lodge.

7. The 3rd and 4th productivity books should be put in the coal mine (heat sources never get enough)

8. Go the 4th fishing lodge, a quarry and a tool house in year 1. If you don't have a coal mine already, do it before them. If you can't upgrade the fishing lodges with tools, you should build a 5th fishing lodge before reaching 30 population. Remember to put on co-operative fishing (+50% extra productivity) once you got 500 fishes.

9. For researches, go trading post and meds. You may need a trading post to sell your resources for gold.

10. If things go right, you should be able to reach 30 people in year 2. A 30+ population needs a total of 1,500+ food per year, so build your food source before going for the 6th, 7th and 8th houses. Check your food production + consumption frequently, and plan your labor and houses accordingly.

11. When you have 2,000 gold, build 2 warriors and send them to your friend to end this deity misery.

11.5 If your friend unfortunately run out of patience and doesn't show up to hit the retreat button, good luck to you. You need a lot of cycles to get through archery. A 60 population needs 10 ~ 12 fishing lodges and a lot of heat care. And you have to unfortunately farm meds in a boreal terrain. You can do workarounds, but they burn time and effort. For details, read some deity guides out there.

An example of a 30 population deity rush. 4 fishings, 8 houses, 1 coal mine, 1 quarry and 1 tool house

The Easy Run
This chapter will focus on the following achievements:

The "Win as XXXX" achievements (4+1)

The Rising Sun
Imperial Glory
Valhalla
Sultan of Emirates

The Supreme Leader

The "Win on XXXX biome" achievements (7+1)

Forest Run
King of The Jungle
Do You Wanna Build A Snowman
Touched Some Grass
Dune Dynasty
Frozen Throne
Lion King

Against All Odds

The "Reach Middle Age as XXXX" achievements (1+4)

Escaped from Dark Age

Zen's Grace
A Noble Milestone
Odin's Call
Dune’s Blessing

The population achievements (2)

Strong and Counting
A Thousand Cheers

The coins achievements (2)

Cashed In
Living The High Life

as well as

Age of Reason (Advance to Enlightenment Age)
Industrial Revolution (Advance to Industrial Age)
High on supply (Stash 5000 Cannabis)
BEHOLD! (Build a Wonder)

The population achievements, coins achievements and the last four achievements can be completed in a single easy run all together.

Introduction

Yes, many of us don't have friends. And yes, some of us are obsessed with full achievements. Yet finishing multiple easy runs by oneself could take ages.

This chapter will point out some blind spots that average players might have overlooked to help you go through an easy run faster than you have imagined.

There are actually a lot of time consuming and inefficient industries in this game (in terms of real time needed to build and take care of) (that the dev has failed to balance and adjust):

1. Long production chains (such as iron tools)
2. Mid to late game industries
3. Gold and Jewelry
4. Many early game industries (such as forester, hunting, gathering and ranching)
5. Farming (yes, the lack of fertile lands and the design of granary + windmill are always bringing pain)
and a lot more

And the presence of AI players only lengthened the play time (turn them off would ya?).

The recent update has strengthened the AI's military in a way that you can't exploit and rush them anymore. An early game military victory seems impossible.

The Fix: Caravansary

Caravansary. The backdoor for an escape.

With caravansary, you can actually make your way to victory with no other industries AT ALL.

Unlike Age of Empires, or other simulation games, caravansary in this game doesn't count profit with distance. There are actually no other factors that can diminish the profit. You can therefore spam a looooot of caravansary outside your dear minor city and watch the coins flow in.


In easy difficulty, 80+ caravansaries are enough to end the game fast.

Caravansary takes only 1 man to navigate, and each touch produces 1xx coins (without any buff) (They run REALLY fast). The profit will accumulate itself, and there are some buffs that can double the profit (the museum and the zoo) (you can even put two productivity books in!).

When you have built a few of them at first, you can buy meds, tools and other necessities with trading company's auto-trade (Get Companies Act card when you have built 10 trading company + research Trade Relations to reduce the trade fee to near to 0% in early game. If you use Emirates you go 0% even earlier). You can start your civilization with a lot of meds and tools to skip those industries completely to save a lot of real time.

When you have more money, build more caravansaries. If your civilization don't have enough food for the labors, buy flours (fish + rice for Shogunate) to do baking (sushi). Spam them, so you can skip farming completely and save a lot of precious real time (The reason for not buying food to fed the people directly is that if you buy thousands of food per year the price will raise dramatically and you have to waste more time to build more caravansaries to catch up).

When your people are well fed, build more caravansaries, and buy luxuries. Pottery (buff tech with Home Brew card), beers (buff income with Beer Tax card) and books (significantly buff tech with Book Worm card, 4x greater than Home Brew) are the must-haves. Then you can choose cheaper luxuries like green tea and chocolates, or anything you see fit. (Era achievements unlocked!)

You can then build as many caravansaries as you like (keep an eye on the time!). At this point, population and resources are just numbers, and victory is in a blink of an eye.

You can reach the 1,000 population achievement easily with bakery or sushi shop spam, and you will have the 1 million coins achievement by just sitting there watching those fancy caravans massing around. You don't have to worry about the resources for your wonders, because you can fast build them with money (1 million coins for a late game wonder) (Wonder achievement unlocked!)

Lastly, remember to buy 5,000 cannabis before you end your game.

Resource Consumption Facts

Average players are often stuck with the pace of population development. In higher difficulties, a lack of something often implies massive deaths, or a save / load. In easy difficulty, however, a lack of something may imply having to spend more real time on a single run.

This section will disclose the resource consumption facts for your population, to make your run smoother.

Consumption rate (approximate):

If food = 1
medicine (not herbs) = 0.075 (7.5%)
iron tools = 0.05 (5%)

This simply means if your people eat you 1 food, they will eat you 0.075 medicine and 0.05 iron tool at the same time.

In easy difficulty, 100 population needs per year:

1,200 food
90 medicine
60 iron tools

(stone tools seems to be 1/2 efficient)

Now, 5 fishing lodges in boreal yields 1,500 food, more or less the same as a 12 men rice farm in early game yields. And you need around 100 people to get through caravansary research quickly. You know what I mean.

When you build you houses, it is always a good idea to look at how much food you are producing, and how much food you are planning to yield. With the help of the above stats, you can quickly sort out the number of houses you should build in a cycle to save a lot of effort.

The Research Path

This section will list all essential researches for a relatively quick win. In your game, try to go for them first.

Researches not mentioned are not important. (You still need to go through the whole tech tree to get one of the two wonders)

Dark Age:

None (just do 3 researches and go middle age)

Middle Age:

(from first to last)

Library

Trading Company

Trade Route (which gives you caravansary)

Trade Relations (until trade fee reaches near 0%, do with Companies Act card)

Agricultural Revolution (granary buffs bakery / sushi shops!)

Market / Bakery (Sushi Bar)

Building Combo

(Quick Build)

Enlightenment Age:

(from first to last)

School / Policy Making (if you have over 100,000 already)

Budget Adjustment (go 4/5 for bakery / sushi shops)

Work Schedule (go 4/5 for bakery / sushi shops)

Stone Road (to put on every tile caravans will use)

Advanced Logistics

Industrial Adjacency

Museum / Zoo (the buffs!)

Industrial Age:

Scientific Theories

industrialization

Victory Score and your end game wonders

The Optimal Living Area

You can actually speed up the research process for end game techs. By planning your living area properly, you can utilize the influence circles of the library and the school. Try a 8 x 8 houses circle like this:


Roads divide houses into 2 x 2s. The functional buildings fit in just well. I skipped banks because it has a bad shape and coins are just too much!
The Deity Run (chapter 1 of 2)
(Read "The Easy Run" before reading this. A lot of important knowledge about this game was elaborated in that chapter)

This chapter and the next will give you some ideas on how to beat deity.

You will complete the "Win in XXXX difficulty" achievements (6) at once:

Too Easy?
Hardcore
That Was Brutal
Conqueror
Immortal
The Chosen One

It is actually difficult to explain a deity run within a single chapter. I will try to keep it short and precise.

The way to do a deity run is similar to an easy run. You fish or farm to kick start, spam caravansaries in mid-game, watch the coins flow in, end game. But the details are a lot different.

Deity Consumption Facts

In Deity, 20 population needs per year (approximate):

1,000 food
108 medicine (~200 herbs, a 4 men farm yield)
72 iron tools (~150 stone tools)

100 population needs per year:

6,000 food
540 medicine
360 iron tools

1,000 population needs per year:

60,000 food
5,400 medicine
3,600 iron tools

20, 100 and 1,000 population are some indicators for early, mid, and end game consumption. Now you know what to expect.

1,000 food is approximately the yield of a no buff 14 men farm on either rice or wheat. Or the yield of 3~4 no buff fishing lodges (6~8 men).

6,000 food is approximately the yield of a partly buffed (granary + farming technologies) 40 men farm on either rice or wheat.

60,000 food won't be the yield of a 400 men farm because the game doesn't have so many fertile lands. And there are some other ways to sort out food in late game (consider bakery and sushi bars!).

From the little stats, you know already that the early and mid game experience of a deity run is a misery. You need nearly half of your population (or more) to do just food. And you still have to sort out tools, meds, heat and luxuries. You are very often running into a situation of having no surplus, and you need to wait for cycles after cycles just to build 1 or 2 more houses.

The introduction of the caravansary can be the true fix for this. You can skip most of the industries and focus on food. You city will grow faster and have a much higher population ceiling (1,000+!).

But you need to wait for 100+ population. You need the technologies and the population to do caravans. Even when you start to have a few caravans running, you still have to wait for cycles after cycles to gain labors for new caravans slowly.

How to Kick Start

There are basically three ways to get though 100 population in early game:

a. Pure fishing

b. Pure farming

c. Fishing + farming

a. Pure fishing: Requires a very demanding starting location. Boreal landscape only. Needs a long coast that doesn't stretch thin, some nearby coal deposit, and a few fertile lands(to farm herbs). Lakes are often the choice because they provide fertile lands and fishing spots.

An example of a pure fishing starting location

The main obstacle would be supply lines stretching too thin because the fishing lodges are too far apart. Your men would die on their ways to get food and warmth. Heat can also be an issue as you need heat even in spring on a boreal landscape.

b. Pure farming: Works on any terrain except desert and tundra. Needs very large fertile lands to feed your population (consider having 100 peasants at once). For Vikings and Emirates, you can obtain a Tulip or Cannabis province to immediately unlock farming.

The three pieces of fertile lands yielded 16,000 food in late game carrying 91 farmers

The problem for a pure farming start is in the early game. Unlike fishing, there are no buff for farms in early game. ESP for year 0. You very often can't finish building farms before spring. You end up having no food in winter and run into starvation. You can get through this with less than 10 people but it takes some time and patience.

Even if you don't suffer from starvation, the city growth can be extremely slow. The little buffs come only in middle age and the major buff doesn't come until industrial age.

c. Fishing + Farming: A relatively balanced start, requires boreal landscape though. You can start in a boreal province and move your civilization bit by bit to more fertile lands.

There is actually a deity guide on this out there: https://steamcommunity.com/sharedfiles/filedetails/?id=2991165232

Supplies Before Houses

Rule of thumb: NEVER build any houses before having any calculated surplus.

This is actually the main reason for a ruined deity run. You build your empire by how you feel. You don't calculate the production and consumption of your empire. You watch your men dying one after the other. And you have to hit the re-roll button...

Consuming 5 times faster than other difficulty implies empire falling apart 5 times faster. A minor mistake can very often be a major crack in your empire.

Use the stats that I gave earlier in Deity Consumption Facts. Plan your houses well. If you are not good with mathematics, use a calculator. Can you feed 4 more people with your production? Do you have any surplus to bear the risk of a possible planning fallacy? And most importantly, DO YOU SAVE OFTEN?

If you really don't feel like using precise calculation, you can actually build your houses slower. New rule of thumb: Only build new houses when you have a huge surplus of resources (huge = resources that can stand 1 to 2 years based on your current population). And of course, save your game before making changes!

A typical example of a failing run is when you get new 3 immigrants + books in a fresh year and you just can't resist to build new houses for them. If you don't have enough resources for new comers, just let them be homeless. They will stay in your kingdom a bit and the kids are very often the first to leave your place (actually a good way to get rid of some relatively non-productive children).

Another tip on this issue is the "Winter Resistance" card that you will get by starting on a boreal province. This card gives you -20% population growth which is an awesome debuff to have in a deity run. It reduces the risk of a population explosion significantly and makes your run safe. It also reduces the use of coal or wood to 0 in winter (or near 0. If you order your citizen to go too far from the houses they will still die from freezing).

"High Tides" and "Low Tides"

I named it. A "high tide" means a relatively low portion of children present in your kingdom. It also means a large portion of your people are available for works. It is the best time to build new industry buildings (food and caravansaries!) and prosper.

A "low tide" simply means the opposite. You are basically stuck on everything you have now and have to wait.

A "high tide" is always followed by a "low tide". A "low tide" comes when you build some new houses.

I am introducing this concept because if you have read carefully on what I said earlier or if you have actually tried a deity run, you would have noticed this as well.

In deity difficulty, the production ceiling is low. Your people consume 5 times faster, but they don't work any faster. You end up using a lot of people on food industry and spread too thin. The only chance for your kingdom to use new labors to expand is, during "high tides".

If you know this concept and think a bit, you will prevent yourself from building an excessive amount of houses during a low tide and a shortage of labors.

So the cycle is something like this:

new houses -> low tide -> high tide -> new industry buildings -> shortage of labors -> new houses

(Continuing in next chapter due to word limit)
The Deity Run (2 of 2)
Bakery / Sushi Bar Yield Illustrated

The core of a deity run can possibly be this:

Farming + Bakery / Sushi Bar + Caravansary

With the above, you can build a city with 1,000+ population with ease. But how does bakery / sushi bar work actually?

Perhaps you can have a look at the following figures (full buff in industrial era):




By calculation, a worker in the sushi industry yields 161 food per year. A peasant yields 131 food per year. Sushi wins!

Actually, it's not just the yield that makes sushi / bakery triumph. Farming in this game is limited by many factors, namely fertility, availability, distance, buff coming in too late and distraction (by logging or mining stones in winter), etc.

Crops like rice and wheat have incredible fertility dependence that you don't wish to put them on 70%~ fertility soils. And fertile lands are always far away from each other which makes supply difficult. You end up having some farms that can't feed the population, or using more peasants on less productive soils.

On the contrary, bakery / sushi does not depend too much on external factors. You need some lands, a granary, some sustainability books, and some auto-trade companies. Unlike farming, all of them can be controlled. The production ceiling is very high. Buffs can be dramatic in late game as well.

The biggest problem for baking / sushi, though, is the material. Baking needs flour which can be converted from wheat, and sushi needs a combination of rice and fish. Now you don't dare to use wheat that you farm to turn into flours in deity difficulty (beware of starvation!). Some players may not wish to fish on boreal terrain as well. You actually end up importing the material.

This can only be done after caravansaries and auto-trade companies.

To be fair, bakery / sushi without buff is not efficient. You don't have enough sustainability books to reduce their consumption, and they have little or low buff. You end up putting in 20+ food and get just ~40 food, which is not efficient.

You need Budget Adjustment, Work Schedule, Building Combo, and Industrial Adjacency all together to make them worth. Once you have the buff and the books ready, the picture is very different.

Here is a comparison of a buffed sushi and a sushi without buff:

_
_
_
_
_
_
_
_
_


Look at that! 11 flour and 2 wood for 154 bread! That is an exchange of 232 coins (11 x 20 + 2 x 6) for 154 food! (less than 2 coins for 1 food!)

Bakery is better than sushi, in the way that flour doesn't count as food. If you use sushi bar and buy rice and food for material rapidly, food price will raise all together. And it would be more difficult for your kingdom to buy some more food to feed the hungry citizens.

You might have wondered. What about cheese makers and ramen shops? Do they worth? My answer is: don't touch them. They are slightly less efficient compared with sushi and bakery. However, if you are looking for food diversity, you can try them.

Remember to build a museum in late game to receive a huge burst of upgrade point to upgrade your industry.

Caravansaries and Global Market

Up to now you should have known how to spam caravansaries and auto-trade companies. If you haven't already, look at this:


Build trade companies in circles so you can include a luxury importer and you can refer to them with ease. Use a Companies Act card to reduce your trading fee to 0.

You may have noticed I haven't built 4 trading companies yet. I did it by intention. Okay let's face it. The devs haven't fixed this bug. If you have your Companies Act card on, you can still receive a -2% fee for an unfinished trading company.

Now, if you still remember what I said in the previous chapter. You can't skip the whole food industry and just buy food from the world market, or else the food price will skyrocket. In deity difficulty, it is even more dramatic.

I have tried to skip farming a bit and just buy food in a deity run. Guess what happened? Food price doubled in just a few cycles. I was fast to stop the transactions or else it will skyrocket to an extraordinary level.

That is exactly the reason why you need some food industry in your city. If you buy a kind of good on the market, all products of the kind will raise their price. If you buy a thousand of the same kind of good in a cycle, it will raise 1~2 coins for the cycle, and drop to base price when you stop buying it.

If you still remember the stats that I put in the previous chapter, you need 5,400 meds and 3,600 tools per year for 1,000 population. That would be 675 meds and 450 iron tools per cycle (1 year has 8 cycles). And you need approximately 800 fish + 800 rice for making sushi for each cycle.

The result is something like this:


Resource
Base Price
Iron Tools
38
Medicine
24
Medicinal Herb
12
Fish
10
Beer
18
Chocolate
45

Fish had a dramatic price rise of 4 coins. Luxuries raised less than 1 coin despite buying nearly a thousand of the same kind for every cycle. The reason was that I was making toilet paper for export.

If you wish to control the price, try to sell the same kind of things a bit. (Sell some sushi maybe? Who dares to sell food in deity anyway?) Don't use World Trade Office, it is useless.

Skipping most of the industries in your kingdom doesn't mean a collapse of the global price in deity difficulty, if you know the trick.

Research Path

If you have read "The Easy Run" chapter, you should have known the pace for doing researches. If you haven't already, refer to it and check the research path.

In deity difficulty, you need some techs from the upgrade tree to keep your kingdom rolling. In an early game, Farming Technologies is essential, because food is scare and farming is a major source of food. You need Heating Technologies as well, because coal deposit is scare and they run out fast (if you have the Winter Resistance card, you don't need this upgrade at all).

Try to go for the above upgrades first when you advance to a new era. They are some timely assistance.

The industrial age will let you choose from Capitalism and Communism. Always go for Communism. This is the end of your deity misery. It shines not only on your farms, but also on your bakery / sushi bar. You are now finally free from the restraints of food consumption and have a decent surplus of food as well as labor force.

In Short

Okay. I'm fed up with word limits. This deity guide was just too long. Perhaps some guys out there will throw some light instead of me talking nonsense.
3 Comments
Wuik Oct 14, 2023 @ 5:19am 
@hele
try to reload the game , i got the same problem with the cards to put when a mine was falling to zero...
Wuik Oct 14, 2023 @ 5:16am 
Hello,
a very good guide :steamthumbsup:
hele Oct 14, 2023 @ 5:15am 
I do not see any panda card in the card shop?