Talk:The Bund: Tycoons of China

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https://www.youtube.com/watch?v=kEk2L-VUuHE

Canon

Chapter 1: Foochow/Kunming Chapter 2: Shanghai Chapter 3: Nanking/Honolulu/Hanoi Chapter 4: Formosa/Manila/Penang Chapter 5: Shanghai Epilogue: Hong Kong

Scenarios

  • Tianjin (divided between Italians, French and Japanese)
  • Shanghai (divided up into the local militia and European powers)
  • Hong Kong (British)
  • Hai Phong (Vietnam was Chinese before it was French)
  • Macao (Portuguese)
  • Nanjing (the capital - this should be the easiest of them all)
  • Mukden (warlord-controlled, but later a Japanese army of marines and others will march in to take control - you can either bribe the Japanese or fight them. The bribe increases with each Japanese unit that appears in the game)
  • Wuhan (consists of 3 villages: Hankou, Wuchang, and Hanyang) - a tutorial where you must take control of the town, build up its industries, and - most importantly - build up a supply of weapons and food because an army is coming to visit. Doing this may get you elected as a minister in the Chinese government.
  • Kuala Lumpur (British-occupied)
  • Nanking
  • Honolulu - American. Unfortunately, you cannot gain control of the political machinery.
  • Hanoi - French
  • Formosa - Japanese. Limited social promotion available.
  • Manila - American
  • Penang - British

Industries

Rice, Banking, Agriculture, Machinery, Tools, Tea, Silk, Corn, Railroads (reduces cost of recruitment of peons and cost of purchases), Telegraph services (generates income, improves relations and reduces probabilities of recruiting someone rotten, and reduces purchasing cost), Handicrafts, Restaurants, Bricks, Cement,

Controlled substances:

Tobacco, Pharmaceuticals, Alcohol, Guns (requires railroads, machinery and tools)

Black market industries:

Very lucrative, but can lower your reputation especially if discovered by others. If a rival has been appointed as Police Commissioner for any of the Governments in the vicinity, you are toast - they can launch a war on you with impunity.

Opium (req Pharmaceuticals, Tobacco), and Casinos (req Alcohol, Restaurants, Banking)

Workers and consumables

They range from untrained peons all the way to salarymen, and then engineers and machinists. Banks, casinos, railroads and telegraph services also require others: most notably, cashiers, accountants and foremen.

The most basic unit is the peon. He doesn't need money, but his performance is determined by 3 things: rice, alcohol and tea. Low rice = poor health and a probability of death by disease. Tea, opium and alcohol prevent worker unrest and penetration by communists, if conditions are poor. Tea is cheap and poor, but opium and alcohol are more potent, costlier but dangerous - if opium consumption is too high, workers can lower efficiency. If alcohol is too high, there can be accidents.

  • Rice, Tea, Alcohol, Opium - to keep workers alive and "happy". Either grow and mill your own, or purchase them from local merchants - if they don't like you, they may sell them for a very high price, or place an embargo on you. You can also purchase calls on them in advance.
  • tools - required to keep buildings alive. Too many accidents lowers confidence in you.
  • Guns - especially important to staff your own enforcers if you do not like sticks and swords. Other weapons such as artillery and machine guns can be purchased from arms smugglers (the higher your relations with an arms smuggler's nation the better the deal), captured from enemy forces, or awarded in some scenarios as a gift from the government.

Units

  • Peons - your labour force. Peons build structures which can then be used (this degrades their durability over time) or be sold to others. They require rice to survive. Not all industries recruit peons - they are not used for banking or telegraphs. Peons and salarymen can be promoted to foremen, which are required for even more important industries. Peons are the cheapest, but their honour and loyalty is at best questionable.
  • Salarymen - basically your shopkeepers. Salarymen are required for a variety of operations which involve services.
  • Cashiers - cashiers are important in which they oversee buildings. If theft occurs, they will generate red flags but will not catch the perpetrator.
  • Accountants - a promoted cashier, accountants can generate red flags and identify perps and spies in your businesses. Perps if ungarrisoned from buildings will attempt to run away to other concessions or join your foe. In a multiplayer game defectors to your side can tell you about the manpower and financial strength of certain factions, as well as their alliances (in this game, enemy alignments are not visible - they are only either hostile towards you, or friendly (but not allied))
  • Machinists - trained from peons, machinists are required for industrial activity but have a higher consumption rate of pay. Machinists cannot engage in agricultural jobs.
  • Engineers - trained from machinists and salarymen, engineers are the elite of the blue collar workforce and are required for the running of advanced technologies like telegraph poles and such.
  • Footpads - peons armed with swords and sticks. Consumes more booze and possibly opium. Unlike normal salarymen and peons, these units cannot be upgraded. Only footpads can be used to ambush and assasination missions, and can also be used to extort money from buildings with cashiers and accountants.
  • 49 - ethnic Chinese hoodlums with guns. Same like footpads, but require guns. Enforcers' main special ability is to ambush and kidnap civilians and units, which can then be killed or sold. An enforcer can be sent into a building to flush out a garrisoned unit, which can then be caught by the footpads.
  • 426 - armed with rifles, the 426ers are required to protect the footpads and 49ers from getting killed. 426ers can also be called up to do grunt duty.
  • Militia - slightly better than 426ers, Militia are serious business, and can man any vehicles. Militia are armed with rifles, and can fortify areas and man artillery pieces and machine guns. Creating artillery and militia consumes 4 militia each. Unlike the footpads, 426ers and 49ers, the appearance of militia creates outside of your territory, so be careful - you do not want to start a war that you can't win.
  • Russian heavies - the best footsoldiers of the game, Russians are armed with sub-machine guns and grenades, and are the elite of all. Only the highest bidder may recruit these men to fulfill what nefarious needs he might have.
  • Cars and lorries - very precious, these state-of-the-art fin de siecle vehicles can transport personnel and goods from one location to another. Each one comes with a free 49er who gives the vehicle some semblance of protection.

Other units

  • Artillery, machine guns - either purchased from a friendly concession or obtained as a gift. Requires militia to operate
  • Chinese officers - poorly trained but cheap, but can be trained once you get your hands on a police station.
  • Kwailo officers - the upper crust, these men are better but costlier than Chinese officers. Only Concession govts can recruit them.
  • Kwailo militia - better than normal militia, these units consist of a variety of non-Chinese troops, and are recruited by governments other than China. Militia can cause a panic, but governments generally will not deploy these units against one another.
  • Cavalry - the local Chinese government will send these units, along with artillery and machine guns if you cause too much trouble.
  • Marines, armoured cars, gunboats - highly dreaded units sent in by governments as retaliatory measures if you destroy too many of their buildings and their units, beginning with armoured cars and marines, later again with machine guns, artillery and gunboats. Pick your enemies wisely.

Governments

Governments are well, the big bosses and can do anything, but for obvious reasons run only the following services:

  • Rice
  • Banking
  • Agriculture
  • Railroads
  • Telegraph services
  • Machinery
  • Tools
  • Guns