build an army
Starting village
troops in the assembly
Growth and upgrades
Cities and villages
gold manual
early game strategy
population and troops
Concise manual of Erectus the game

Erectus the game is a Massively Multiplayer Online Game of the Real Time Strategy genre. The game takes place on earth, about 130.000 years ago. During this time there were different kinds of humans living on earth.

The battle between two human races, with the survival of their respective race at stake, is the theme of Erectus the game.


Players will play one of the four different Homo sapiens civilizations. They can decide which of these they wish to play at the start of the game.


  1.  Ngane. This civilization is fast, strong and built for aggressive playstyles.
  2.  Okiteng. Complex and economically sound, well suited for defensive players.
  3.  Ikari. Powerful because of their skills with technology, but slow. A suitable race for strategic players.
  4.  Assura. A well rounded civilization with no overly weak or strong attributes, a good civilization for beginners.




Once a player has picked a civilization he or she will be given a starting village on the map. By clicking on the village you’ll see a circle with a telescope, click this icon to take a look inside your village. This starting village will have some resource fields and structures ready to use. Let’s take a closer look at the village.




Starting village

Resource fields

  1.  Wood. Every village and city has a source of wood available to it. If you hover your mouse over the middle-left of the village screen the word “Logging site” will appear on your screen. Click this site to get some additional information about your wood income. You can expand the logging site by upgrading it. Upgraded logging sites will produce more wood with every level. (The same goes for every other resource structure.)
  2. Clay. Clay is found in the river.
  3. Iron. Iron is gathered in the mines.
  4. Food. Food is produced at the farm.





Your village has houses for your people to live in. Your starting village has 5 houses to start off with. Every house can hold 50 people, this means your starting village will have 250 people living in it.

All 250 of these people need to be fed and as such, every civilian will require 1 food per hour. This means that you’ll need to produce at least 250 food per hour in order to keep everyone well fed.


In order to grow your civilization you’ll need to build more houses. This can be done by upgrading your existing houses. Every upgrade will allow 50 more people to take residence. A village can hold a maximum of 1000 people, while cities can hold far more.


Note: Building more houses can only be done if you have the necessary level of food production to keep them fed. If you don’t have this you’ll have to upgrade your farms first.




Command Post:

This is the most important structure in both your villages and your cities. The command post is where you can assign workers to resource gathering (food/wood/iron/clay). Assigning more workers to a task will increase the rate of production.





Keeping your workers assigned to resource gathering or using them to build upgrades and structures more quickly, the choice is up to you. Click on the “Manage workers” tab and try it out for yourself.


Note: Your command post can only manage a certain amount of workers before you’ll need to upgrade it, don’t forget to upgrade your command post after upgrading your houses to utilize your entire civilization.


The command post has another fun option; it can be used to send your workers from the village to one of your cities, or from one city to another. You can even send workers to another player’s city or receive workers from another player. This is useful if you ever need assistance with a big project.

growth and upgrading fields structures

Before we continue with the starting village we need to lay out some basics about growth and upgrades.



Growth is accomplished by increasing food production. This is done by upgrading a farm. Once you’ve done that your food production will increase.

The maximum level of food production (the levels of your farms + the amount of workers at each) dictates the amount of houses you’re allowed to build.

For example: imagine you have a level 6 farm, the maximum rate of food production is 360 food per hour. This means you’ll be able to feed a maximum of 350 (=7 houses) people.

Now you decide to upgrade your farm to level 7, your maximum food production is now 490, which means you can add 2 additional houses (=100 more people) so you’ll be able to house a maximum of 450 people. (Even though you’re producing 490 food per hour, houses always add 50 people, so 450 is your maximum.)


Note: You can choose not to make your people work on a farm, your people will then start eating the food kept in the food storage. Once your stockpile is gone your people will automatically cease all work efforts and relocate back to the farms to produce more food and keep themselves from starving.


Upgrading fields and structures

Resources (building materials)


To upgrade a resource field, farm or structure you will first need building materials (these are found across the various resource fields). There are four different kinds of materials that you might need.


  1.  Wood. Wood is mostly used to build a structure’s frame, walls and roof.
  2.  Clay. Clay is used to build floors, to seal off and waterproof the wooden walls and to create roads/pavement.
  3.  Iron. Iron is mostly used to reinforce structures by creating nails and locks.
  4.  Stone. At higher levels of upgrades you’ll need stone to upgrade further. Stone is made from clay at the stone masonry.


You’ll notice that some upgrades take a high amount of wood (For instance, because of a new roof.) Or a high amount of clay (To build a new floor) these costs differ per upgrade, a new floor is usually followed up by new walls and a new roof. Upgrades all have different stages to them, though you’ll always be able to enjoy an improved functionality with every upgrade.



Apart from materials you will also need time to construct or upgrade a building. The time spent building or upgrading is referred to as manhours. You can decide to take some people away from resource gathering and have them assist with an upgrade or construction order to reduce the amount of manhours required to build something. This allows you to plan out the growth of your empire.

Cities and villages



Starting village

As explained earlier, every player starts off with a starting village and every starting village will contain the exact same fields and structures, meaning that every player starts off at the exact same point. From this starting village you’ll be able to construct your first city right away and thus take your first step in building your empire.

But before you do this we’ll explain some basics about cities and villages.





The city is the beating heart of your empire, you can build a city through another city. All you need is the required amount of people and materials, you then pick a spot on the map. By clicking an empty spot on the map the city symbol will appear. Click this symbol to construct your city on the space of your choice.


Note: The first city, the one you build through your starting village, is free and does not require any additional people or resources to build.



You can gather resources, barter, receive taxes and train your troops in a city, among many other things.

The city is the governing body of your empire; cities can grow quite large as long as there’s enough food available.

Cities can be supported by villages; a city rules the villages surrounding it. The city palace, located in cities, dictates the total amount of people that can live in a city and its surrounding villages.



Villages can only be built next to a city; because of this a city can handle a maximum of 6 villages. Villages are very important to a city’s growth as they can transport their resources to a city to help it grow.


On top of this the villagers also pay taxes and can be sent off to work in a city.


Note: There aren’t many places on the map that will allow you to build the maximum amount of 6 supporting villages around a city. Plan the layout of your empire carefully to make sure it blossoms later on.

Early game strategy

There are numerous strategies that you can use when you first start playing.

You can try to reserve a certain part of the map for your own use by building many cities and villages there, though spreading your resources too thin will make these an easy target for raids early on.

You can also try to build your cities on strategically important locations and quickly amass a small force to attack your possibly unguarded opponent with.


Whatever strategy you decide on, you’ll need to think every step through carefully from the minute you start playing.


Have fun!

Concise description of different gameplay aspects that are important in Erectus


To build a big empire and a strong army you’ll need plenty of civilians to enlist in said army. Civilians can be ordered to work at the resource gathering fields, they can be assigned to construction duties or they can be sent off to the barracks and trained for combat. Many people will also need to be assigned to permanent duties in various structures.


Population growth

Your civilization can’t grow unless there’s enough food, you can’t even build more houses until you have a surplus of food production, every house that you build will instantly generate 50 more people in your settlement. Your population growth is tied to some restrictions, though..

For instance, you have to take note of the fact that your city palace has to grow alongside your population, the city palace governs over both your city and its neighboring villages, the level of the city palace determines the maximum amount of combined people that can live in a city AND its surrounding villages. When the maximum is reached you won’t be able to increase your population size and you’ll have to upgrade your city palace first.



Population, taxes and happiness.

Your population isn’t just for working and fighting; your people also pay taxes and provide you with valuable silver. Your main city, the first one you build, will come pre-equipped with a treasury that you can use to control the tax rates of your empire. Tax rates go anywhere from 10% to 100%, where 100% will mean 1 silver per citizen. Every city has a treasury, but only your main city will be able to change the tax rates.


Taxes have to be paid in both cities and villages though every time you pay silver for something, like a structure or military unit, it will be taken from your city’s treasury, this process is automatic. Any silver made by a village will have to be sent to a city first if you want to use it. This is done using the transportation center, whenever you send resources from the village to a city using the transportation center you will automatically send the village’s silver along with it.


When setting your tax rates keep in mind the fact that the people living in your empire will be none too pleased if you set them too high. You can observe the happiness of your people by checking the small smiley icon, this is the happiness icon.


Please note that there is also a video tutorial available on this subject.


Keeping your taxes low will build up goodwill with your people, which allows you to temporarily raise the taxes when you deem it necessary without it negatively impacting the happiness of your citizens, this still doesn’t mean that you’ll be able to squeeze them dry for extended periods of time, even after building up goodwill there’ll be a limit to your people’s patience.

These shifts of faith work both ways, a long period of high taxes will be detrimental to the happiness of your citizens and it will take a very long period of time during which you keep the taxes low in order to repair their damaged faith.

An unhappy and angry civilization can lead to nasty problems; the angrier they are the more likely they are to join forces with an opposing player if given the opportunity. This kind of bribery usually involves a very large sum of silver being offered to your citizens, though as their happiness decreases it will be cheaper and easier to bribe them. If your people are sufficiently fed up with your rule an opposing player will be able to take control of your city and villages, but if you keep them happy and content they will never even consider turning on you, settlements and citizens can never be bribed or overthrown if the people living in them are content.



Silver is very important in Erectus. It’s used to pay for the upgrades to your structures, your permanent workers are paid with it and last but certainly not least, your troops are paid with it. Your military is particularly pricey.

You can also spend silver at the trading center in exchange for resources and materials. As explained earlier you gain silver via taxes, the bigger your civilization the more tax money you get. You can also generate some extra silver by building a bridge, people that use the bridge will have to pay a toll.

Of course, you can also steal silver from other players.


If you want to train troops you can trade silver for iron, should you be high on iron but low on silver or vice versa you can still train the troops you want by trading what you have though this does cost gold, but we’ll explain that later.

Finally, you can sell your materials and any treasures you may have found, such as gold nuggets, for silver. The exchange rate of silver will change every minute or so. You can sell your treasures at the treasury and your materials at the trading center. Pay attention to what you’re selling and to sell it when the exchange rate is favorable, as it is constantly in flux.



As mentioned earlier it is of vital importance to build up an army, this is the main goal of the game.

An army is expensive, but can also be greatly rewarding by using it to rob other players. This is all up to the player. We’ll quickly go through the different aspects of an army.



This is where you train your troops, in order to train your troops you’ll first have to use the command post to assign civilians to army duties. You can assign civilians to army duties by using the slider at the bottom. After assigning your civilians you can go to the barracks to train them, it’s up to you to decide what kind of unit you wish to train and how many of them you want. You can easily review a unit’s different abilities and skills at the barracks and also check the cost to train them as well as their salary.



Once your troops have finished their training they will remain in the barracks, this means that they are currently inactive. Only after you send them to the assembly (using the move troops tab) will they become active and will they actively defend your settlement when it is attacked. If you don’t want your troops to engage in battle you can always send them back to the barracks.


You can send your troops out to battle from the assembly, you can also use the assembly to send them off to different settlements of your own or of an allied player as reinforcements.


Stable and workshop

If you want to train cavalry units or build rams and catapults you’ll need a stable and siege workshop, respectively. Without these structures there’s no way to make use of these units and siege weapons.


City wall

The city wall is a very important structure to build. Very expensive though also very durable. Once it has been completed it will offer total protection against outside forces. The cheapest wall variant is a low, wooden one. It provides a defensive boost when your settlement is under attack. The most expensive wall is one made entirely of stone; this wall will give you total protection from attacks. Only an attacker that manages to use a catapult to destroy your wall or bust down your gates with a ram will be able to enter your city.



Scouts and watch towers

The scouts are the ears and eyes of your military. You can send your scouts out into the world from the assembly; you can place them anywhere on the map. If an opposing army marches out to attack you and passes by an area that’s being “guarded” by one of your scouts, your scouts will notify you of the attack before it happens. If you don’t have any scouts you won’t know about the attack until it is right at your doorstep.

Another method of detecting incoming attacks is building a watch tower. The higher the level of the watch tower the further the distance it covers. Regardless of their level, a watch tower will always have a limited range and are not a guarantee that you’ll be able to prepare for an attack in time so make sure to make use of your scouts and place them strategically!

One of the most important, as well as most difficult aspects of Erectus is the military aspect. This includes training troops, attacking other players, defending your settlements from other players and everything in between.

In this part of the manual we'll be taking a closer look at all of the different aspects that make up the battles in Erectus.

1. Build an army

In order to build an army you will need the following:

  • A large civilization. Turning your workers into soldiers means giving up the people that are responsible for producing the resources and food needed to sustain your empire. You'll need to make sure that you can build an army without endangering your resource production.
  • A solid amount of silver income (either through taxes, other settlements in your empire or by stealing it from other players). Your soldiers need a salary, they do not come cheap.
  • Barracks for your troops to live in. The level of your barracks determines the amount of troops that can live in it.
  • Stables and a siege workshop. Cavalry units require horses, and horses require stables. The level of your stable determines the amount of horses that you can keep in it. Siege weapons such as rams or catapults require a siege workshop, the level of which determines the amount that can be built.


In order to train troops you must first go to your command post and assign a part of your civilization to the army. This is done by using the "untrained" slider.




After saving those changes you can go to the barracks in order to train your new troops. This is done by using the "train troops" tab in the barracks.




Training new troops costs silver and iron. Iron is used to create the equipment for your troops and silver is used to pay them. Every combat unit is made up of 50 people, scout units are made up of 10 people and siege units (catapults and rams) are made up of 100 people. Every unit has different strengths, weaknesses and speed.





We'll explain the different unit values below, these values are important when it comes to building a well-rounded army.

       • 1    Amount. Number of trained units.

There are four core values that determine a unit’s effectiveness (their specific roles in battle will be explained later):

  • 2    Offense. A unit's offensive strength.
  • 3    Defense. A unit's defensive strength.
  • 4    Melee. A unit's melee strength.
  • 5    Speed. Determines the amount of spaces per hour that a unit can move through.


Apart from these values there are a couple of other things to keep in mind when deciding on what unit to train.

  • 6    Silver. Training costs money, so a one-time fee has to be paid when training a unit.
  • 7    Iron. Iron is used to create equipment and weapons. Also a one-time cost.
  • 8    Population costs - The amount of required civilians to create this unit.
  • 9    Required horses - The amount of horses required to create a unit, this only applies to cavalry units.
  • 10  Time. Training takes time, make sure you have time to spare.
  • 11  Hourly silver income. Your units will want to get paid, make sure your hourly silver income is high enough to do so.


Keeping all this in mind, you can imagine that being able to pick the right troops for the right time is an important skill to master.

1   = amount

2   = offense

3   = defense

4   = melee

5   = speed

6   = silver costs

7   = iron costs

8   = population costs

9   = required horses

10 = hours to train

11 = payment per hour

2. sending troops to the assembly

Once your troops have finished their training they will remain in the barracks. As long as they're there they will remain inactive, even when your settlement is attacked by another player. This can be useful when you're planning on sending out your troops the next day and don't want them to waste their energy on surprise attacks before then.


Once you've sent your troops from the barracks to the assembly you'll be able to put them to work.





Troops in the assembly can be sent out on attacks, used to defend your settlements or sent out as reinforcements for your own troops or those of allied players. You can also send troops in the assembly back to the barracks. Troops that are sent back to the barracks will become inactive again until they are moved to the assembly again.

3. Attacking other players and understanding defenders.  There are a number of different types of battles that can occur in Erectus, we'll explain all of them here: The village battle An attack on a village is comparable to a standard clash of armies on an open battlefield. The attacker selects a part of his troops to make up the frontline (these are the troops that reach the enemy troops first). The frontline of the attacker will have its power determined by the offensive power found in the units that make up the frontline. The frontline of the defender will instead use the defensive values of its units. The defending player can also decide which units he/she will use to create a frontline. If a player opts not to assign any units to his/her frontline, the game will automatically pick the weakest units they have to create a frontline. Once these frontlines have engaged each other in combat, any survivors of the two frontlines will join the main army and continue the fight in the melee phase. The melee phase usually involves two giant chunks of troops battling it out to the bitter end, the melee phase will determine which player wins the village battle. Archers. If the defender has any archers available, he/she can use them to thin out the attacking player's frontline before it reaches the defending frontline. Archers will be able to fire at the attacking frontline three times. After these shots the two frontlines will clash and the defending player will have to decide if he/she wants the archers to fight in the melee phase (archers have poor melee abilities). Counter attack. If a defending player has a lot of powerful offensive units available they can decide to mount a counter attack. During a counter attack the defending frontline will also use the offensive values of the units to determine its power. A counter attack will result in a battle to the end, with both sides fighting until all troops are lost. If a defender sends only a part of his/her units to mount a counter attack, the attacker will continue the fight if he/she survives the counter attack. This following battle will play out like a regular village battle. ﷯ Managing losses. The attacker can opt to limit the amount of troops he/she loses. This is done by using the option to retreat when a certain amount of troops has been lost. The attacker can choose to retreat when either 50% or 80% of his/her troops has been lost. If the attacker wins the village battle his troops will automatically take all of the silver present in the village. If the attacker wants to take the food and commodities as well, he/she will have to select that option beforehand. The downside of this is that the troops will create a convoy in order to transport all of these spoils and take much longer to return home. The city battle The wall
The way a city battle progresses is determined by the city wall. If there is no wall around the target city the battle will progress the same way a village battle does. A city with a wall, however, is a very different beast. A level 2 wall will provide some defensive boosts to the defending party. These low walls can be scaled by infantry but are high enough to shut out cavalry units, making cavalry units next to useless. Attacking infantry forces will also suffer a 30% reduction in effectiveness as they have to scale a wall first. A wall that is at level 5 or higher will completely shut out enemy units. These walls will first have to be broken through using a catapult or have their gates forced by rams. Attacking with a ram. If the attacker decides to force the city gates, he/she will have to bring one or more ram units along. The ram units will head for the city gate and attempt to force it open while the rest of the army stays out of the way. The wall will be defended by the city's inhabitants who will drop rocks and hot tar from the top of the wall. Should a ram unit be taken out by the city's defenders, a new ram unit will take its place (provided more are available). This process will repeat itself until either the gates are forced open or the attacking party runs out of ram units. If the gates are forced open the attacking army will enter the city and combat will continue in the same manner a village battle would. If the attackers fail to open the gates they will immediately turn around and go back to the city that they were sent from. Attacking with a catapult. If the attacker decides to destroy the city wall with a catapult, he/she will have to bring one or more catapult units along. These catapult units will set up outside of the range of the wall's defenders and proceed to open fire on the city wall. A defender has two ways of defending against a catapult attack.
-1. Any cavalry units that the defender has will automatically attack the catapult units in order to weaken and eventually destroy them. (This manner of defense is automatic, the defender does not have to order this.)
The higher the number of catapults is, the faster your city wall will be breached. By that same token a higher amount of cavalry units will take the catapults down faster.
-2. The defender can decide to open the city gates and go for a counter-attack. All troops, from both the attacking and defending side, will engage in combat when this happens and their offensive abilities will be used to measure their combat power. (Note that the attacker can still decide to retreat when 50% or 80% of his/her troops have been lost.) Combat will continue in the same way a village battle would if the attackers manage to destroy the wall. Conquering a city. If the attacker succesfully invades a city and defeats the defenders, he/she can decide to conquer the city. This decision must be made before the attack is carried out. A city can only be conquered if the attacker brought a chief. Capital cities can't be conquered. If a city is conquered, all surrounding villages are automatically conquered with it. If a city is conquered, the player that conquered it will have to re-build the city hall in order to control the new city. The city hall will have to have a high enough level to support the city and the surrounding villages. Losing units. Units that have fallen in combat will be deducted from the civilization in their home city. Your civilization will recover at a rate of 50 people per hour. If a player wants to train new units he/she will have to do so in the same way it was done the first time. Chief unit. Every city can produce a maximum of 1 chief unit. Chief units are the officers of the army. If an army (either attacking or defending) has no chief its overall power will decrease by 50% Detecting incoming attacks. An incoming attack can be detected before it reaches you by using scouts and/or a watchtower. ﷯ Scouts. Scouts are trained in the barracks and are made up of 10 people. Scouts can be placed anywhere on the world map. Scouts keep a sharp eye on both the space that they occupy as well as the surrounding spaces. If an enemy army is heading for one of your settlements and passes through one of the scout's spaces they will immediately send a report to notify you of this incoming danger. These reports will reach you regardless of the city from which the scouts originally hail. Scouts will not give any detailed information about the incoming army. Watchtower. The watchtower keeps watch over the city and the surrounding villages. The level of the watchtower determines how far it can see. Unlike the scouts, a watchtower will provide detailed information about incoming attackers such as the size of the army and whether or not any rams or catapults are present. This allows the defender to formulate a strategy beforehand, though there won't be a lot of time to do so at that point. Scouting a city's defenses. If a player wants to attack an opposing city, he/she can't just look at the city and know what kind of troops are waiting behind the walls, ready to defend it. What the attacker CAN see, is whether or not the city has any defending troops to begin with. He/she can also see if the city wall has been built or not. The attacker can also see the size of the civilization living in the city as well as their current happiness level. Any player can acquire this information by clicking on an opposing city on the world map and clicking the "i" symbol. ﷯ ﷯ Another way of scouting out a city's defenses is by bribing someone in the tavern. A player can enter the name of the city that he/she wants to know more about and after paying some gold pieces, will receive a detailed report about the city in question. Note that this is a paid function in Erectus that will only work if the city in question is in range of the tavern. If a city is out of the tavern's range the attacker will either have to upgrade the tavern or ask for the assistance of a player with a better tavern.
Gold manual

In the Erectus game it is possible to buy gold. This gold can be bought by a player and will be added to a player's account once their payment has been received. Gold can be used for various in-game purposes.

One important aspect of the game's design that Maata Games decided on is not to give a “gold player” too much of an advantage over “non-gold players”. Erectus can be played and won just fine without buying gold. The primary use of the in-game gold is to save time. Alternatives are available for most of the game's gold-related functions, though they will take more time and effort to use. Below is a detailed explanation of the different functions available to gold players and their alternatives.


  1. The gold package. This package is available for a one-time payment of 100 gold, it lasts until the end of the gameworld. This package saves time and offers an extra layer of protection from aggressive players. It also generates additional silver. An alternative for this package is to take an active stance in the in-game market. Players that are online often can also create a drastic increase in their income, resources and protection by trading with others.

  2. The premium package. This package is priced at 15 gold, it will remain active for a week after purchasing and expands on the gold package. This package is also aimed at saving time. Non-gold alternatives to it are also similar to the gold package alternatives.

  3. The production boosts for food, wood, clay and iron. To activate these boosts the player will have to pay 5 gold per resource, these boosts will remain active for a week. The boost will increase the production of the boosted resource by 25%. There is no solid non-gold alternative to this boost aside from being an active player and making sure your resource production fields are kept on the highest level you can manage.

  4. Instantly finishing any buildings that are being constructed. Construction takes time and players that don't have that time can choose to pay 3 gold to finish their construction assignments instantly. There are a number of alternatives available for non-gold users: players can send workers from different cities and villages to help out with constructing a building, given enough workers any construction assignment can be finished within the minimum of 2 minutes.

  5. Bartering with the system. By trading resources with the system for the price of 2 gold the player can rearrange their food, wood and clay in a way that allows them to start a construction assignment. An alternative to this is trading resources with other players to achieve the same result.

  6. Training your troops. Training troops costs time and resources (mostly iron and silver). Again, for the price of 2 gold pieces a player can trade their resources with the system in order to obtain the resources they need to create a unit. The alternative is to use resources from any of your other settlements to get what you need or to trade with other players.

  7. Buying resources with silver. If you're low on resources and don't have the time to gather any, you can pay 3 gold to buy up to a maximum of 5 hours worth of resource production. These resources are paid for with silver, their price depends on the current exchange rate. You can also buy resources without spending gold, this only costs silver. The alternative is the trade with other players or to bring in resources from another one of your settlements.

  8. Buying a detailed scout report. If you, or someone from your alliance, wants to know what kind of resources, money and military strength an opponent has hidden in his/her city you can head for the tavern. Once inside the tavern you can spend 10 gold to buy a detailed scout report from an enemy settlement in range of your tavern. There is no alternative to this apart from being able to extract information from rumours and standard scout reports.


The economy is without question the most important and complex aspect of Erectus. In order to build up a thriving and succesful empire a player in Erectus needs a solid economy.      Why? Well, just like in “real” life you need to pay for just about everything. Silver is the currency in Erectus and it’s used to pay for everything, be it construction assignments, personnel or units, life in Erectus is quite expensive! Luckily there are plenty of ways to earn silver as well. You’ll have to work for it, though! It can be quite difficult to earn enough silver. We’ll be explaining the various principles behind the economy of Erectus below, so you’ll be able to learn about how they all work. The way you use this principles, however, is something you’ll have to figure out for yourself. There are plenty of ways to get around in Erectus, so try to find the way that fits you best!


Acquiring Silver

There are many different ways to get your hands on silver in Erectus, we've outlined a few of them here:


  1. Taxes. You can decide on the level of taxation that you wish to enforce in the treasury of your capital city. A tax rate of 100% will bring in 1 silver per citizen, per hour. The tax rate set in your capital city will be the tax rate used in all of your settlements, so every city and village you have. Lowering the tax rates to something like 10% will bring in 1/10th of what you would earn on 100%.

    There are some consequences to raising your taxes, though. Try not to go overboard when deciding on a taxation level.

    The most important factor to keep in mind is your citizen's happiness. If you always keep your tax levels on 50%, your people will remain content. If you set the percentage to something lower than 50% you'll build up some goodwill. Setting the tax levels higher than 50% will deplete any goodwill you may have built up and will eventually make your people angry and rebellious.

    There are several stages that an unhappy civilization will go through. your people will go from unhappy to mad, to furious to rebellious.

    A civilization that is angry or rebellious can be bribed by your enemies, This is done by paying a certain amount of silver. Bribery prices will depend on how angry the citizens that you are trying to bribe are, the angrier they are the easier they are to bribe.
    If a city is bribed succesfully it will be conquered along with any surrounding villages.

    If your people are unhappy (or worse) you have only two ways to restore their happiness. The first is drastically lowering your tax rates, your people's happiness will eventually return  if you keep your tax rates low. The second way involves “buying back” your people's happiness. If you visit the treasury in your capital city you'll be able to, for a silver price, set the happiness level for your people. Note that this is usually a very high price to pay, especially if your people are furious or rebellious.

  2. Robbery. An easy, but also sometimes risky way of getting more silver is by stealing it from other players. Naturally you're going to need some military units that you risk losing when you attempt to rob someone, but a good robber will rarely be short on silver.

  3. Asking your alliance. If robbery isn't your thing or if you're saving your military units in order to build a big army, try asking your alliance for some help with the payments! A strong army will help out not only yourself but your alliance as well.

  4. Quests. By completing the quests that are offered to you in the tavern you'll be rewarded with silver, resources and treasures. These treasures (Gold nuggets, silver nuggets and diamonds) can then be sold at your capital city's treasury in exchange for silver. Selling these treasures costs gold, though you should have some after completing a quest. Treasures can also be stolen from other players though any stolen treasures don't come with the gold needed to sell them.

  5. Selling your resources. The market allows you to sell your resources in exchange for silver. Note that the exchange rate is always changing, check back frequently to make sure you get a good deal. This fluctuation also exists in the treasury, sell your treasures at the right time to get the most out of them.

  6. Training troops. In the event that you have a lot of iron and not that much silver while trying to train some troops you'll be able to use the “exchange resources” button to trade iron for silver. This function is a gold function, you'll need to pay gold to use it.

  7. Gold package and premium package. Both of these packages increase your silver income by 10%.



Costs in Erectus

As was explained earlier, many things in Erectus cost silver, managing your empire can become quite an expensive endeavor. We'll outline some of the common :

  1. Construction assignments. Construction assignments cost not only resources but also manhours. Manhours are paid for with silver, every manhour costs 1 silver. Once you order a construction assignment the total amount of silver due to build it will be subtracted from your total instantly. Keep in mind that construction assignments in a village will be paid for with silver from the city that the village is connected to. Any silver that's in the village will first have to transported to the city before it can be used, this is done using the transportation center.

  2. Permanent workers. Just about every structure in the game needs some permanent workers to keep it going. The amount of permanent workers required will increase with every level the structure gains. Permanent workers have a salary of 2 silver per man, per hour.

  3. Training troops. In order to train troops you need both iron and silver. Different troops require different amounts and the costs to train them is a one-time payment.

  4. Wages. Once troops complete their training they will receive wages. This is a certain amount of silver per hour, the exact amount depends on the unit.



If you want to create a grand empire and field a powerful army, you'll need plenty of money.

A large civilization brings in plenty of tax money, which you can spend on the many things that you will need. Don't forget to build plenty of villages around your cities! Not only do the villages bring in resources, they bring in plenty of silver as well. Make sure that you regularly transport the silver in your villages to your cities, villages are easy targets for bandits and robbers. Along with taxes there are a number of other methods to acquire silver, pick whatever fits your playstyle. The silver balance allows you to see exactly how much money a village or city is earning and spending.

NOTE! If one of your cities runs out of silver it will cause your empire's tax rates to be set to 100%. Keep this in mind as it can quickly turn your empire against you if you don't lower the tax rates.



1. A detailed look at various statistics regarding your empire.

2. Detailed information regarding your alliance.

3. Check the information gathered by your spies.

4. Manage, read and write your messages.

5. Go to the tavern


1. Statistics

2. Alliance

3. reports

4. Mail

5. Tavern


1. This counter tells you of any incoming attacks that are targeting your settlement.

2. This counter keeps track of the troops that you've sent out on an assignment.

3. This counter keeps track of the troops that are currently returning to their home settlement after completing or failing an assignment.

4. This counter keeps track of the amount of units that are currently in the assembly.

5. This counter keeps track of the amount of units that are currently in the barracks.

6. This counter keeps track of the amount of units that are currently being trained.

7. This counter keeps track of the scouts you've sent out on patrol.

1. Incoming

2. Outgoing

3. Returning

4. Ready

5. Resting

6. Training

7. Patrolling


1. This is your current food balance, anything below zero means you're currently producing less than the minimum amount of food required to sustain your population, anything above zero means you have a surplus of food.

2. This icon tells you your current wood production levels and the amount of workers currently working at the logging site.

3. This icon tells you your current clay production levels and the amount of workers currently working at the clay pit.

4. This icon tells you your current iron production levels and the amount of workers currently working at the Iron mine.

5. This icon tells you your current silver income, if you're not getting enough silver try raising the taxes at the treasury.

6. This icon tells you how happy your people currently are, if your people are unhappy they might rebel against you, try not to raise your taxes too high.

7. You can click this icon to check the time it takes for any merchants you have sent out to get to their destination as well as the time it will take for them to return.

8. You can click this icon to the time it takes for any workers you have sent out to reach their destination, as well as the time it will take for them to return when you recall them.

1. Food balance

2. Wood

3. Clay

4. Iron

5. Silver income

6. Happiness

7. Traveling merchants

8. Traveling workers


1. Food is one of the most important resources in the game, second only to the people that need it to live. Food is gathered at farms and stored in the food storage, having enough food is essential to keeping your civilization alive and working.

2. Wood is an important construction resource, being used in almost every construction and upgrade assignment. Wood is gathered at logging sites and stored in the warehouse.

3. Clay is an important construction resource, being used in almost every construction and upgrade assignment. Clay is gathered at clay pits and stored in the warehourse.

4. Bricks are used for hishger level buildings and are made in the stone masonry. The stone masonry transfers clay into bricks, but does so only if you actively switch it on.

5. Iron is a rare resource, often gathered in small amounts at the iron mine. Iron is a resource used in construction assignments and upgrades, usually in small amounts, as well as military unit production which usually requires quite a bit of iron to fashion weapons and armor out of. Iron is stored in the warehouse.

6. Your citizens are the most important resource of all, nothing would get done without them.

Citizens are managed at the command post and are used to construct and upgrade buildings, to gather resources at the various resource gathering fields as well as form the basis of your military should they be assigned to the barracks.

7. Silver enables you to pay your citizens for constructing and upgrading buildings and to pay for your rounds at the tavern. Silver is acquired through the taxes paid by your people, don't push them too hard if you want to keep your people happy and content

1. Food

2. Wood

3. Clay

4. Stone

5. Iron

6. Citizens

7. Silver


The endgame is the final stage of a gameworld. During the endgame the volcanos on the map will become active as the Erectus king starts his ritual.


How does the endgame work?

The endgame is divided up into 2 parts

• The "Capture the king" Phase

• The "Hold the king" Phase




1. Explanation of the "Capture the king" Phase

During this phase it is up to the players and alliances to defeat the Erectus king before he finishes his ritual. In order to do this the players have to order their troops to attack a volcano on the map. You can do this by clicking a Volcano on the map and selecting the "attack" icon. The king is heavily guarded by his own troops. These troops are represented by an HP bar during the attack.




It is up to the players to bring the HP bar of the volcano to 0. This number will gradually regenerate back to full HP if the players can't bring enough forces to attack with.


Once the HP bar is brought down to 0, the Erectus king will be defeated and captured. Capturing the king requires good timing and some anticipation as the player that lands the winning blow will be the one that captures the king. Work together with your alliance, sending a large force when the King's HP is low will increase the chances of one of your alliance members being the one that captures the king.





This phase will last for a maximum of 2 weeks and will end as soon as the king is captured. If the king isn't captured after 2 weeks, the gameworld ends.


After the king is beaten and captured you will transition into the "Hold the king" phase.



2. Explanation of the "Hold the king" Phase

During this phase the players will be trying to steal the Erectus king from whoever is currently holding him. After all, the player and alliance that deliver the king when the leaders arrive will be seen as the true heroes.


This phase is very similar to the battles during regular gameplay. The settlement holding the Erectus king will be shown above the countdown timer and it is up to the player (and alliance) holding the king to make sure he stays in their possession.


The other players will try to take the King for themself by attacking the settlement that is holding him. If this settlement fails to fend off an attack the king will automatically be taken by and transferred to whoever sent the succesful attack.


This phase will last for 2 weeks, whoever holds the king when the timer reaches 0 will be the one that delivers the king to the leaders.


After this phase the gameworld will end and it will no longer be accessable.