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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
In order to build an army you will need the following:
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):
Apart from these values there are a couple of other things to keep in mind when deciding on what unit to train.
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
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.
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.
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!
There are many different ways to get your hands on silver in Erectus, we've outlined a few of them here:
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 :
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. 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. 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
5. Silver income
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
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.