Quests in The Sims Medieval and The Sims Medieval: Pirates and Nobles. The Sims™ Medieval walkthrough of the quest “Heir to the Throne” Approach: “The best Gifts are hidden in the soul”

Imperial ambitions. Hyde

Imperial ambitions. Hyde

Thirst for profit, just thirst for profit! Who said you can't? I say - you can!

She lives in you, grows from within, and you are happy when you receive these beautiful golden rounds. Kingdoms fall to their knees and swear eternal loyalty to you. It is in your power to make this eternity long enough! :)

Satisfy your thirst for profit!

Sell ​​everything, buy everything!

Beat the whales - save the Middle Ages!

Cooperation of all heroes is the path to a bright future!

Unclear?

It's about trade and politics.

Trade and intrigue are a troublesome business, it takes a lot of time, but the hero also needs to complete quests! How to save time, how to capture Grubville and kill all the pirates, how to issue the right decrees, how to get the necessary parts for the Angel Armor or the Doom Sword, and how to earn more and faster to build a better one, and return to our heroes to finally get married all of them?

You can trade in your kingdom: resources, products of heroes and their labor. But a real trader will not be satisfied with such trifles and will not be stopped. We load the hold, board the ship - and off we go! Trade with neighbors brings a lot of profit and many opportunities.

And to get this profit and opportunity, you need to know your neighbors! Or better yet, grab it!

Therefore, every monarch, spy and merchant needs my latest, freshly drawn (on the best parchment! with the best Masterland quills!) and detailed reference book.

Imperial ambitions. Hyde

Imperial ambitions. Hyde

First I'll ask - what is trading for in The Sims Medieval? It would seem, run around on quests, marry all the heroes, that’s happiness, why else rack your brains over all sorts of guides and tables.

However, unlike other games in the Sims line, in The Sims Medieval some features are closed with the opening of Free Mode. Again, I want to use all the possibilities of the game for arranging medieval life, so that in free mode all the heroes have the best furniture and luxurious apartments. Where can I get money? The characters' usual financial capabilities, especially at the first levels, bring in little income. This mainly involves collecting and selling resources to the village shop, fishing, and hunting. They take up quite a lot of time, but do not provide much profit.

However, if you think about trade, these tiny financial income immediately pales in comparison to the merchant’s profits.

The conclusion is simple: download the merchant! And know that only the cooperation of all heroes will lead us to general prosperity! ;)

I won’t tell you how to level up a merchant; after all, The Sims is not a game that needs guides on leveling up characters. I’ll just say briefly that the recommended leveling up at the first level is balancing at a desk (purchased in furnishing mode), and to earn starting capital - collecting colorful flowers and catching fish. Only after receiving the 2nd level do we begin quests and trading as such.

By the way, at the beginning of the game many people are faced with a lack of understanding of how to trade with foreign countries. The algorithm is as follows. Click on the ship, “Load ship” option. From the merchant's luggage, you transfer everything you need into the hold. Close it. The merchant stomps down the gangplank. Click on the ship - “Sail for trade.” A map of the territories opens. If the country is known (even if there is no union yet), you can already trade with it, click the icon at the bottom right. After returning, open the hold again and reload everything that was exchanged into your luggage. Some people forget to get wood or jewelry and fail to complete quests.

The higher the level of the merchant, the higher his profit. It seems to me that it is worth trading with foreign countries on a large scale no earlier than level 3.

NEIGHBOURS

Your small medieval kingdom is surrounded by dozens of neighbors. Eight of them are on the same seashore as you, but not all of them have access to the sea. Two are on islands in the sea.

Imperial ambitions. Hyde


Imperial ambitions. Hyde

Maps of mainland states open at a certain stage in the development of the kingdom. (You need to score 60 recognition points to open Grubville, Ticktop and Yacovitia, and 160 recognition points to open Avanton, Omutia and Spoonwich). You can buy maps of the islands (Namnyamia and Elfont) in the village shop or get them in some random quest.

You can trade with open, allied states, and they can also be captured. Capturing gives your kingdom and heroes certain Advantages.

Let's look at the map of the territory and the possibilities that the Tactical Map tool provides.

TACTICAL MAP

To open a map with states, go to kingdom mode and there click on Territory Map.

Also, your heroes can see all states and information about them on the “Overlord” Tactical Map.

Imperial ambitions. Hyde


Imperial ambitions. Hyde

Initially, you see a table with the “Overlord” card in the throne room, to the right of the entrance. (By the way, I don’t recommend rearranging - there are bugs). It can also be purchased furnished, in the “professional” section.

You need information from the map for all heroes who can issue decrees, enter into alliances or trade. In the latest version of the game, all heroes can form alliances. Moreover, you can form an alliance without them in kingdom mode, which I find convenient but strange.

Decrees can be issued by:

1. monarch,

2. knight,

Only a merchant can trade, and after this post, the card that opens when sending a ship will be enough for him :)

At the beginning of the game you will have two vassal allies: Bogatoni and Masterlandia. After the construction of the Reception Hall, other mainland states open on the map, with which you can make peace for 10 BC. The sea states of Nyamnyamia and Elfont become available only after you purchase a card and use this card to send a ship with any hero. An alliance with them is concluded for 5 BC.

To become an ally of any state, click on the desired country on the map and next to its name, click the button in the form of a spyglass “Become an ally”. If you have enough BC points, the alliance will be concluded, and you will have the opportunity to complete the quest leading to the capture of this country. After passing it, i.e. solving the problem of a given country, the union state will be designated on the political map as captured.

Imperial ambitions. Hyde


Imperial ambitions. Hyde

A green indicator indicates a successful union. If the indicator is red, then the country may start a riot. Therefore, it is necessary to maintain good relations with neighbors.

Imperial ambitions. Hyde

Imperial ambitions. Hyde

To begin with, to maintain relations, you need to patrol the paths to these countries (the patrol option should be on the “forest”, “village” and “ship” signs). (If suddenly patrolling does not affect relations with countries in any way, the game needs to be patched). Also, patrolling allows the hero to earn experience points. The patrol function is only available for heroes with military skills: monarch, spy and knight.

Also, relations are maintained with the help of correctly issued decrees, which will be discussed below, but now let’s look at the countries themselves and what they give.

BASIC INFORMATION ABOUT THE COUNTRY

Bogatoni

Imperial ambitions. Hyde

Imperial ambitions. Hyde

Description: For many centuries Bogaton has been a trade and commercial center. A long time ago, the bright minds of the famous Bogaton University calculated that it is much better to sell things than to produce them

Ruler Title:

Trade Prince/Princess

Advantages: The merchants of Bogatonia will provide you with recipes for food and drinks. Available: banker ale, Bogaton gem wine and delicious bread.

Conquest Quest

Yumnyamia

Imperial ambitions. Hyde

Imperial ambitions. Hyde

Description: Nyamnyamiya is famous for its excellent food and developed agriculture. The annual festival of the belly, the Yum Festival, is held here, which attracts residents of near and far lands. The ancient cookbook “Gastronomicon” is also carefully kept here.

Ruler Title: Chef

Advantages: The art of Nyamnyamya culinary will allow you to make food that is tastier than ordinary dishes and does not spoil longer (+100% shelf life, +100% mood duration, 3 Nyamnyambasa recipes available)

Conquest Quest

"Yum-fest or death!"

Spoonwich

Imperial ambitions. Hyde

Imperial ambitions. Hyde

Description: The inhabitants of Spoonwich sincerely pity the restless workaholics from Masterland. Why fuss? After all, any problem can be solved with healthy sleep! The people of Spoonwich are proud that an afternoon nap is a must in their land!

Ruler Title: Snaremaster

Advantages: Spoonwich-tested relaxation techniques will help your citizens cope with stress (+10 Focus in Job Well Done and Shirking Moods)

Conquest Quest

"Sleepless in Spoonwich"

TikTok

Imperial ambitions. Hyde

Imperial ambitions. Hyde

Description: Residents of Tiktop are talented craftsmen and inventors. Their inventions are rarely used, but rumor has it that the geniuses of Tiktop managed to find a way to change the course of time and see a world inhabited by iron dragons and flying cars!

Ruler Title: Time Lord

Advantages: Tiktop's technical progress extends the heroes' time to complete the task (+6 hours).

Conquest Quest

"I, Golem"

Elfont

Imperial ambitions. Hyde

Imperial ambitions. Hyde

Description: The Elven people were almost completely exterminated in the War of the Weeping Willow. The remnants of the elves retreated to the island of Elfont, where they lead a solitary life. Elves care much more about the health of the environment than wealth and personal well-being.

Ruler Title: Elfont Lord/Lady

Advantages: A friend of the elves can learn about a secret potion that allows you not to waste time sleeping. (Available: Vitality Potion)

Conquest Quest

"Political marriage"

Now let's look at quests to conquer neighbors.

IMPERIAL AMBITIONS: Quests to conquer foreign states

As mentioned above, you can not only trade profitably with allied states - they can be captured. Capturing gives your kingdom and heroes certain Advantages.

Implemented capture in the game using quests, i.e. you won’t be able to take the hero to another country and wave your sword there to your heart’s content, but rather carry out the capture in the game mode on the main map. The quests are interesting and give you the opportunity to eat your neighbor either peacefully or with the help of military force or cunning.

This chapter provides a brief overview of which quests lead to capture, and which heroes you can level up on these quests. Such information can be useful if you set a goal in one game (“goal”) to capture all foreign states at once and/or upgrade all heroes to level 10 at once.

1. Avanton

Imperial ambitions. Hyde

Imperial ambitions. Hyde

"Tournament of Honor"

Required:

kingball court,

tavern, training ground

An approach

Active heroes

Reward

1. “Support the champion of your city”

a): the main one is a knight, the second one is a choice: a healer of level 5+ or a magician;

b) the main one is the monarch, the second one to choose from: a healer of level 5+ or a magician

20 BC, 750 $, 720 BO

2. “Substitute the champion Avanton”

main: spy (5 + level), second choice - monarch or knight

20 BC, 750 $, 0 BO

Comment: it is useful to capture this state first, since Avanton’s vassalage reduces the cost of armor for expensive tasks by -1 (i.e., a task that cost 4 now costs 3, one that cost 3 costs 2, but - 2 remains 2).

2. Spoonwich

Comment: The game says that the quest has a “legendary trait available.” I replayed the quest several times, using all possible forks (by the way, there are very few of them), but none of the heroes received any legendary traits. After installing the patch, the phrase disappeared.

3. Tiktop

4. Grubville Comment: the most buggy quest.

The quest can bring problems for the game because it places new buildings on the map (in the forest and on the pier). After completing it, you may find that some herbs and stones have become unavailable.

For example, after completing the “capture” method, my angel bushes, belladonna and power stones became inactive. Moreover, when I imported my hero into the next map (“target”), the same glitch appeared there. Another time I did this quest last, as a result, no matter how I replayed it, the capture of this country was not counted among the achievements of God (the Watcher), and in free mode Grubville was also listed as not captured. This is a bug.

I don’t know how to deal with bugs, I can only offer obvious options:

1. patch the game. If the game is patched, then

2. In case of a glitch with the map, go to C:\Users\UserName\Documents\Electronic Arts\The Sims Medieval\Saves, find the save folder where the glitches started, and transfer it to another folder. Launch the last normal save. Next, I personally just saved without doing anything, returned the glitched saves (to open the next goals) and created a new game in the new goal. The old hero was lost to the new kingdom. In other cases, all that remains is to replay the game.

3. If you have a pirated/crooked repack, just don’t do this quest - it’s more expensive for yourself.

5. Yumnyamia

6. Omutia7. Elfont8. Jacovitia As mentioned above, vassal states can rebel if the red line of the relationship is reached. To maintain relations with allies, you need to take the right decrees.

DECREES

Decrees are a delicate matter. The fewer allies, the more they fight with each other. Bogatoni proposes to send all the manure to Masterlandia (because, supposedly, it stinks there anyway! :D), Masterlandia proposes to melt all of Bogatoni’s gold reserves and cover weapons and armor with them, then Bogatoni proposes to invest all the savings in his gold reserves, and Masterlandia. .. And so in a circle. And you control this whole madhouse. Yes, yes, you, with the help of your heroes. You are a god, after all. :)

Let's see how it's done.

When our hero approaches the map to issue a decree, we are offered only two options.

Imperial ambitions. Hyde


Imperial ambitions. Hyde

In order to complete the quest, it is enough to accept any decree, not necessarily the one you chose. Therefore, first, let’s learn how to use the “Check level of support for the decree” option.

Imperial ambitions. Hyde


Imperial ambitions. Hyde

Imperial ambitions. Hyde


Imperial ambitions. Hyde

After verification, you can immediately start voting if you are satisfied with the result. If you are not satisfied with the result, try chatting with your advisor, with the ambassadors, just wait and check the level of support again. Using funding options, you can also seek votes for a particular ordinance. In principle, in order to simply pass the quest, it is enough to start voting and choose the decree for which there were more votes.

However, it’s not enough for us to simply complete the quest; it’s more interesting to maintain good relations with our neighbors (or cause a riot in some country). To do this, you need to be able to accept decrees that allow you to manipulate these relationships. For example, if relations with Masterlandia are at an all-time low, but relations with Bogatoni are at their best, it is worth passing a law in the interests of the first country, even if they worsen a little with the second.

There is also an option on the map to “View all proposed ordinances.” You don’t immediately notice that the game has special indicators of vassal loyalty.

Imperial ambitions. Hyde


Imperial ambitions. Hyde

By hovering your mouse over the proposed decree, you will immediately see, using indicators, how it will affect relations with all states.

Therefore, every new day, regardless of whether you were given the quest or not, go to the political map and see what decrees are on the table, and which of them will benefit politics.

Imperial ambitions. Hyde


Imperial ambitions. Hyde

By the way, if you choose an ambassador of any country as a partner in the “Heir” quest, your relationship with that country will improve dramatically.

Now it's time to get back to trading.

TRADE

A merchant receives the most experience points when selling goods in a shop (150 points). It’s easier to sell something to a gullible buyer the higher the level of the god (that is, you) and the higher the level of the merchant. In theory, the merchant’s conversational options are enough to catch the buyer and ask him to buy. (By the way, when the blacksmith's shop is open, the same actions and the same set of speech options become available). If the merchant is pumped up, you don’t even have to open other communication options, just click “flatter”, “praise the taste”, and voila! - “ask to buy.” If the “ask to buy” icon is yellow, then most likely they will refuse you; if it is green, they will buy you.

It is not profitable to sell cheap things like fish or grass in a store. The more expensive the item, the higher the cost of your time spent. For example, you can exchange precious stones, rings, and it is also useful to receive an expensive staff or sword from a blacksmith.

How to load the shop and how to sell the accumulated resources? Suppose we are about to raid a certain state (for example, on the daily quest “bring a tree”). Why run a ship empty when you can make a good profit? We need information about the country: what it imports, what it exchanges for what. Open table 1 and look.

Table 1. Foreign states

Imperial ambitions. Hyde

Imperial ambitions. Hyde Imperial ambitions. Hyde

Tables 2 and 3 allow you to build the most rational and profitable chain of trade and exchange. When mastering the profession of a trader, these tables may be needed, but then you will quickly remember what's what - the game is, in essence, simple.

All tables are clickable (enlarge).

Tricks

Our heroes have already received, in random adventures, some unicorn meat, magical fragments and various things that cannot be bought in a store.

By the way, it's not immediately clear, but you can easily transfer items between your heroes. One day my abbess needed 2 power stones to complete a quest, but nothing. But the blacksmith had them. After several tests, I found that everything is simple: open the inventory of the hero who has the item, and drag the icon of this item onto the figure of the hero to whom you want to give it. Moreover, this works even with those heroes that you are not currently controlling. For example, if you throw all the colorful flowers that the magician has collected to a merchant in this way, then in the next quest, when you manage the merchant, you can sell it to Bogatonia or exchange it in Masterland for a goose feather.

How can a pumped-up merchant help his comrades who supplied him with grass, fish, meat, swords and armor, medicines and even poisons for free? Unfortunately, the merchant cannot transfer money to them, and money for items purchased from an inactive hero, for example, swords from a blacksmith, does not seem to be added to the latter’s active amount.

Perhaps my idea will help someone. Since the merchant who has leveled up to ten doesn’t care anymore, and the quest with him is about to come to an end, I buy some very expensive items (for example, the “Lute of the Watcher”, or the most expensive potions from my 10-level mage) and discard to another hero. The bard will need this lute himself, and other heroes can sell it to the village shop and get money for the improvement. Unfortunately, the losses are almost 45%. For example, a merchant earned 100 thousand. He used this money to buy the most expensive potions from a magician. Gave it to the king. The king sold them to the shop and received about 60 thousand. These are the “production costs”.

The latest version of the game has new features. For example, you can give money to Sims if the merchant has the Hardworking legendary trait. You can also marry a merchant to a “poor” character - their budgets will be combined, and the common one will be divided equally. Then ask for a divorce from the priest whose church the heroes belong to (costs 500 coins). In the event of a divorce, each Sim will be left with exactly half of the total budget. This method is, of course, more profitable than transferring items.

By the way, have you forgotten about “Beat the whales - save the Middle Ages”? No? Well done, attentive;) If you give the merchant the character trait “parents were eaten by a whale,” he will also get the opportunity to hunt whales. Also, by the way, the profit is not small. Did you think that whales are good, legally protected and harmless plankton eaters? No, in The Sims Medieval, a whale is such a terrible fish that has killed many people and eaten them! And your hero hates fish with every fiber of his soul for the death of his parents, screams towards the sea at night and loves to discuss whale hunting. And they don’t know that this fish is a beast, it feeds on plankton, and that the green ones will sue EA if they don’t care.

After looking around and scratching the back of his head, your monarch says to himself: “My life is miserable because I have no heir or heiress!

“Your monarch swears that he will find a suitable passion to have a worthy heir. But this is not so easy...

“Everything in order: first I will write an advertisement that I am looking for a worthy parent for my unborn child!”

In order to write a declaration of intent, click on the desk that is located on the right side of the castle, in the same place where the table with the tactical map is located.

In order to send an announcement of intentions, you need to click on the mailbox and select the menu item "Send a letter of intent".

After this, you should take care of your appearance and take a bath.

Clue: the bath is located on the second floor of your castle on the left side (above the game room)

“Now that I smell so good, no one can refuse me!

It's time to go in search of your passion."

Attention: This task is quite tricky, as the game offers you a choice everyone (!) characters of the opposite sex that are in your kingdom - that is, all men or women, regardless of their social status. In this regard, your character can have a child with anyone - choose for yourself. If you have long wanted to set someone up with your handsome monarch, then you have a chance to do this as part of the quest.

So, your character met three people of the opposite sex. The wedding has tired him very much, and he retires to rest and write in his diary.

“So many things happened today that I should write about it in my diary.”

“Dear diary! I managed to find several wonderful possible passions. But I don’t know what to do next. How will I know who is better?” And our hero finds himself at a crossroads...

Approach: “I prefer a strong, aggressive partner”

“What is there to think? Ferocity and willingness to fight even with bare hands - these are the qualities a mother should have! Let a fist fight show who is worth what!”

In order to fight with each of the brides, you need to click on the girl with whom you want to fight and select the menu item “Arrange a fight”. You can find the Sim we need using the character marker.

“They gave me an amazing beating! Worthy passions, you can’t say anything. But I need to make a clear choice.”

In order to become enemies, you need to select an object (in our case, this is one of the brides), select the menu item: "Cocky..." submenu item "Announce: ... - enemy". I’m not sure that I fully understand the logic of the developers, but after this action the girls become your character’s best friends. Perhaps this is a hint that “the less we love a woman, the more she likes us”?

“I was able to test the strength of my passions. I should write about this in my diary.

"Approach: 'I want a fun, friendly partner.'

“In our difficult times, a ruler cannot survive without humor and friendliness! Let every passion tell me a joke!”

In order to ask each of the girls to tell a joke, you must first find her. To make searching easier, there is a character marker.

After this, the king will want to hug all his girlfriends, first in a friendly way, and then in a royal way. To do this, we will have to look for them again, which the search marker will again help us with.

We return home and make an entry in the diary.

We learned enough about the applicants and chose the most suitable one. The king wondered: should the future mother of the heir be considered only as a means to continue the family line, or can he succumb to temptation and allow himself to fall in love with her?

Approach: "You need to focus on the task"

“This is all that concerns the unborn child. It is impossible for feelings to interfere with the fulfillment of my main task: to acquire an heir.”

The monarch cannot allow his feelings to guide him in such an important matter as the birth of an heir. Therefore, he must draw up an agreement that will precisely define his rights and the rights of the mother in relation to the child.

In order to write a draft agreement, you need to click on the desk and select the menu item “Write a draft agreement on the right to a child.”

“Done! Now I need to hand over this contract to my passion!”

In order to hand over a contract to your passion, you must first find her. To make searching easier, there is a character marker.

Approach: “I can have deeper relationships.”

"It is impossible for my child to be born without love. I will write a letter to my passion... My dear friend... My sweetheart!"

In order to write a love letter, you need to click on the desk and select the “Write a love letter” menu item.

In order to give a love letter to your passion, you must first find her; The character marker will help us out again.

We've got the ball rolling, but now the monarch must decide what gift he will give to the heir when he is born.

Approach: “Body strength is a worthy gift for any child”

In order to fight with someone, you first need to find a character who will fight against you. If you haven't built a barracks or spy building yet, you'll need to train someone first. In order to train characters in martial arts, you must have either a training ground or a training dummy (the cheapest costs 290 simoleons). If a barracks or spy building has been built, you can fight with the inhabitants of these buildings, then you do not need to train anyone.

In order to enter the battle, you need to select an opponent, click on him with the mouse, selecting “Monarch...” and then “Carry out a battle.”

Your monarch has acquired the gift of strength, which he will soon pass on to his unborn child.

Approach: "The ability to perceive feelings is an important Gift for a royal heir."


In order to argue with someone, select the menu item "Cocky...", submenu "Argue"; in order to apologize, select the menu item "Friendly...", sub-item "Apologize".

But where should we look for the second Gift? There are two options, as usual.

Approach: “A secret Gift must be kept in a deep cave.”

Hint: The cave is located in the cemetery.

Approach: “A noisy city surely holds the Gifts of its inhabitants.”

In order to look for a gift in a distant village, you just need to head to the village by selecting the menu item “Search for a Gift in the Village”.

So, both approaches led to the fact that the second gift was discovered, now it’s time to take a break and visit the bride before she forgets us. And then the time will come to find a third gift for the heir - we are traditionally asked to choose where to look for it.

Approach: “All necessary Gifts are stored in the mind.”

In order to ask people for deep understanding, you need to select any citizen by clicking on him and selecting the “Ask for Deep Understanding” menu item.

Approach: “The best Gifts are hidden in the soul.”

In order to ask people for faith, you need to select any citizen by clicking on him and selecting the menu item “Ask people for faith.” And so, your monarch has acquired the third gift - the Gift of Faith.

One way or another, the monarch found three gifts, and this means that his search is over - now he has something to pass on to the heir. But now our dad is plagued by worries of a completely different kind...

In order to make sure that everything goes smoothly, our hero and his sweetheart must perform an ancient ritual of procreation. The action will take place in the forest, away from prying eyes, and to relieve tension, we will need a bottle of fertile wine with pomegranate flavor - but for wine we will have to go to the neighboring country of Prosvetonia.

When preparing for the trip, don’t forget to find your betrothed to kiss her goodbye and arrange a meeting.

In order to kiss your crush goodbye, you need to find her; this is very easy to do, since a character marker leads to your passion. To perform the required action, you need to click on your passion and select the “Kiss goodbye” menu item.

In order to get fertile wine in Prosvetonia, you need to board a ship that is docked at the pier. You can get to your destination, that is, the Marina, in two ways: using a marker or a panel on the left of the screen.

In order to perform the ritual of procreation in the forest, you need to go into the forest.

In order to get married, you need to click on the desired character and select the menu item "Romantic..." then the submenu item "Get married...

“Since during the quest I have not yet managed to build a single church, I have only one sub-item available in the “Get married...” menu - this is “Get married here.” Attention: it very often happens that a wedding is canceled for some reason -for reasons; in order to avoid any difficulties, do not ask your character any actions after clicking to get married. After some time, an angel or someone else will descend from heaven and unite your characters in marriage.

Approach: “Yes, gender is important!”

Approach: "Boy. I need a prince!" And Approach: "Girl. I need a princess!"- essentially the same. In the end it all comes down to approach: “No, I will thank the Beholder for a child of any gender.”

In order to develop a strategy for procreation using a tactical map, you should return to the castle, click on the table with a tactical map (located on the right side of the castle) and select the menu item “Develop a strategy for procreation.”

In order for this menu item to be available, you must first use all the sub-items of the “Friendly...” menu, or at least most of it, since if you take the bull by the horns, the opposite character may not like it. To use the "Romantically..." menu sub-items, the two characters must be on very good terms.
In order to have sex, you need to select the menu item "Romantically..." submenu item "Have sex"

Attention: To have sex you need a double bed!

How do you know if your character is pregnant? After a female character gets pregnant, music plays; the next day it is impossible to have sex, since this menu item is simply not available, and the female character walks around with a belly. Pregnancy lasts three sim days.

After the long-awaited heir is born, the father will need to communicate with him to find out whether this child is suitable for him or not. In order to spend time with the baby, it is enough to hold him in your arms twice, and you can go on with your royal duties.

Now the new father needs to pour out his feelings in a diary - the “write in a diary” option will appear when you click on the monarch’s desk.

The quest is completed: the king now has a son or daughter, and the country has an heir to the throne, a future ruler.

The Sims series has always been akin to spying on your neighbors through binoculars: little people simply lived - ate, drank, slept, went to work, and the player simply watched all this, occasionally interfering. But after some time, the desire inexorably arose to take one of the Sims and ask: “Why all this?” Why do you get into the car every day that takes you to work? To receive a salary, the answer would be, so that there is enough money to buy a new house and furniture. Why do you need a new house and furniture? And here, perhaps, even the wisest Sim would not have found an answer.


Arranging the lives of virtual people is, without a doubt, very interesting. However, here, as in life in general, there is a big problem: virtual life is aimless and therefore boring. This problem was partly corrected by a variety of activities: tired of being an athlete, try learning to play the piano! When the untried activities ran out, usually some kind of addition arrived that you could keep yourself and your Sims busy for a while longer.

No, of course, the Sims 3 introduced the “lifetime wishes” system, but for goodness sake, is “your Sim will be very happy” a sufficient reason to strive for something?

And then the Sims Medieval came out... And from the very beginning it became clear that in these “Sims” everything is completely different from in “The Sims”. If only because the player is under the leadership of not a single Sim or even a large family, but a whole kingdom - with adjacent lands, as expected.

This is interesting: in all previous games in the series, the player could feel like a god deciding the fate of mortals. And only now the player’s divine essence has finally been recognized: Sims call him the Watcher and offer prayers to him.

Kings can do anything

The fact that cards can be played is a small matter. The main thing is that you can cheat when playing!

Sims who have been shirking their responsibilities for too long fall into the mouth of this blue worm.

But the deity himself cannot take it and do good to everyone; he definitely needs someone to put the will of the Lord into practice. And such a tool will be the monarch of the newly-minted kingdom - the first hero who will be allowed to be created in the game.

Every kingdom exists for a reason. He always has a specific goal: for example, to build ten different buildings in the capital or to fill the treasury with the required amount of money. How the king will go about achieving this goal depends only on his royal desire. The same money can be earned by robbery or trade. And how many ways can you get goods for trade...

In addition to the goal and the monarch, the state also receives a certain number of so-called “task points”, which are spent on receiving the actual tasks. If the “goal of the kingdom” is a strategic perspective, an ideal to strive for, then tasks are tactics. Make an alliance here, help someone there, establish trade somewhere else.

Not only the monarch himself can carry out tasks, but also his subjects: a bard, a spy, a healer, or someone else, depending on who you have already hired. And each of them will achieve results in their own way: a knight will prefer a fair fight, a spy will prefer cunning and deceit, a magician will turn to spells for help.

"Yes Yes! He’s still watching us!”

"Poor Yorick, I knew him..."

When the “mission points” run out, the game ends and the king receives a medal, ranging from copper to platinum, depending on how well he completed the current mission. Medals aren't just a pretty decoration: when you receive them, you unlock new “kingdom goals” that you can choose when you start a new game. There are twelve goals in total, and which of them are available is determined by the quality of the previous ones. If you earn silver for the first goal, one will open. If you receive a gold medal, you can take the one that was given for the silver medal, and another one, this time for “gold”.

The most interesting thing happens when the last, twelfth goal is completed. At this moment there comes a feeling of the impossibility of what is happening - after all, you just completed The Sims!

The Kingdom is us

Although the king is the most important person on whom life in the kingdom depends, he will not remain alone. Gradually, new buildings will appear in the capital - a tavern, a forge, a hospital. In each there will be a place for a special Sim hero, who will sometimes also be under your control. Heroes will go about their business and receive “experience points” for this, after collecting a certain number of which the Sim will grow in level, learn something new, or begin to do the old things much better.

Not a single match is complete without spectators. Surely someone will come
live to see who gets killed today...

No matter how hard the priest tries, his popularity does not grow. Should I invite Bard to warm up?

At first glance, it may seem that Sims Medieval has been overtaken by a plague of simplification that is mercilessly destroying games. Of the six needs listed in the “well-being” tab in The Sims, only two remain: satiety and vigor. Now you don’t need to make sure that the character washes himself on time, goes to the toilet and certainly communicates with others, relaxing in good company. Horrible, isn't it?

Not at all. The real horror would be if all this remained and continued to affect the mood of the Sim, which is now, by the way, called “focus” and affects the success of everything the character tries to do.

Daily chores have taken the place of “wants” that you could promise to fulfill in The Sims 3. Every day at 9:00 local time, the Sim learns what he must do for today: pay taxes, collect herbs, make a potion, take in so many sick people - the list of possible responsibilities depends on the character’s profession. If a Sim fails to cope with responsibilities, he receives serious disadvantages to concentration.

Now imagine if you had to monitor six scales (as before), perform daily duties and still find time to complete tasks... While trying to keep the hero's concentration at a high level at the same time. We wouldn't have time. Here, for some tasks, you don’t even have time to eat, let alone get into the bath every two hours.

Meditation successfully replaces sound, healthy sleep for magicians. The reverse is not true.

Severity is the main weapon of the Jacobin Church! And adamant-
ness. These are already two main weapons.

The only thing that really disappeared without a trace, and it is not clear why, was the ability to move walls in construction mode. The question is, why can’t I add another hall for visitors to the tavern? It’s so crowded there in the evenings that the bard can’t get to the fireplace for food or to the keg for booze! Am I just watching or have I gone out for a walk? It's a shame!

But what’s even more offensive is that the camera, which previously did not please with good controllability, has become even more capricious. If a Sim goes behind a building and hides from your eyes, you will no longer be able to follow him - the camera can only be moved within certain limits.

The character editor has not changed much since The Sims 3 - only the ability to select the “top” and “bottom” of costumes separately has been lost, but we won’t miss it too much. There are quite enough ready-made sets, especially since there are different ones for each of the possible professions. And if this doesn’t seem enough, the developers will definitely make up for everything in additions.

In addition to appearance and clothing, each Sim has two special personality traits and one fatal flaw. Traits allow the character to do something special - for example, "adventurous" Sims can go into the forest in search of those very adventures - and if they find them, they are likely to receive a boost to focus. A Sim with the Sloppy trait will receive a greater increase in Focus the longer they go without washing.

What kind of recruits are they? They can’t hit a scarecrow with two steps!

If the hero is tired of living, then you can always arrange a rodeo on a worm.

You will have to fight with a fatal vice almost all your life. For example, a "slutty" character must at least kiss someone every day, otherwise his concentration will drop. And it’s better for a “cowardly” Sim not to show himself outside after sunset - the fear of the dark will simply not allow him to concentrate...

Also carried over from The Sims 3 is a bag in which characters put and carry various property with them. Now, instead of yesterday's newspapers and rotten pancakes, all sorts of useful herbs, bottles of medicine, swords and armor are collected in it. True, mobile phones were taken away from everyone, even from magicians - what can you do, they haven’t been invented yet...



Instead of spending monotonous time earning money to buy new furniture, Sims Medieval offers you to live several different lives with your characters. The life of a monarch is not at all like the life of a blacksmith or a bard. These are still the same “Sims”, only now they have something new and very important: a goal. And the old game, without changing its fundamentals, suddenly began to sparkle with completely fresh colors.

Fun
Graphic arts
Convenience
Game world

MANAGEMENT

All the king's men

Instead of a family - a kingdom. Instead of parents and children, there is a monarch and the nine best Sims in the kingdom. Who are they? What do they do, and how should they approach their work in order to do it as best as possible?

Monarch

Neither forks nor spoons had yet been invented in this Middle Ages. Everyone eats with their hands - the peasant, the king, and the clergyman.

Believe it or not, there is no kingdom without a monarch. And if other bards, blacksmiths and other magicians can be hired in any order, then the royal person is always created first.

The main occupation of the monarch is caring for the welfare of the people and the state. This is expressed in the fact that he can sit on the throne and receive petitioners. There are two possible answers to every request: one is usually associated with additional costs, and the second is in the spirit of “Why bother with it? Hang him, and that’s all...” It is quite natural that the “money” option is usually rewarded with fame points, and the “power” option is, at best, rewarded with nothing. And if you are very unlucky, you may be fined.

When the monarch is not on the throne, he can choose an activity to suit his taste: for example, go hunting in the forest and get some meat for dinner. He may decide to hold a vote on laws, each of which increases or decreases the allegiance of allied countries. And if you get really bored, you can walk around the city and put a couple of people in the stocks.

Spy

An absolutely necessary person in the kingdom. After all, if it weren’t for the knights of cloak and dagger, how would monarchs know what was being said about them in taverns and city squares? A spy is absolutely indispensable when a problem needs to be solved without noise and dust.

So, my friend, while no one is watching, run away from here. And remember the mercy of the royal spy!

Like the Monarch, the Spy can vote on laws that affect relations between states and use the tactical map in the castle to gain experience points. But this is not his real calling. It is much more useful to engage in true spy craft. For example, make a vial of poison on the desktop, then mix it into food, treat it to someone and observe the result.

On a note: To give a dish to another character, you need to select the “serve” item in the cooking menu.

Or go out into the town square and listen to what other Sims are talking about - in addition to information, this earns experience points. And if someone seems especially suspicious, you can literally push him to the wall - in the communication menu there is an option “knock out information.”

This is interesting: The hottest topic of market conversation is the approaching chinchillageddon, that is, the annual invasion of rabid chinchillas. You will still have a chance to meet these animals - and the Beholder will save you if you forget to put on armor and arm yourself. They also say that the luckiest adventurers may be lucky enough to catch a real chinchilla in the forest and place it in their home, to the fear of their neighbors.

Nothing can escape the sensitive ears of the royal spy!

What can you do for the good of the kingdom...

To increase his well-being, a spy can shake the pockets of wealthy townspeople, either quietly or simply by putting a sword to the throat - and just let him try not to give up the wallet!

As his level increases, he learns to rob mailboxes - and the real fun begins. The periodically appearing goal of the day “pay taxes” becomes simply a reminder that it’s time to earn some extra money: I paid 250 simoleons at the post office and immediately stole 300-400 from the same box. Moreover, I received a three-hour increase in concentration.

To increase concentration, it is very useful to go to the place of judgment and feed the Beast in the pit - for this you need to have a piece of meat with you. At the same time, you can release someone from the stocks there. Just remember that in this case there is a considerable possibility of ending up in pieces of wood, and this is a significant blow to concentration...

Bard

Inspiration can be found anywhere, even in table conversations.

A creative person who works best with a lute and a quill pen. The main activity of a bard is to strum strings and scratch a pen on paper, which is occasionally interrupted by thoughtful silence, which is called “the search for inspiration.”

Inspiration can be found anywhere: from noisy feasts in a city tavern to green solitude in the forest. Writing is a slow process, a lot of time is spent, but “pieces” of inspiration - future themes of poems and plays - regularly end up in the bard’s bag. Although if it turns out that there is no time to search, you can cling to any Sim with the question “What should I write about?” and get one topic from him.

A bard can transform scattered pieces of inspiration into poetic lines at his desk. To create a poem, you need two themes, but a play will take as many as three. You can title the work yourself, and it is not at all necessary that the title be somehow related to the themes used.

What to do with written masterpieces? The poem can be read from the stage or dedicated to someone in a personal conversation. In any case, the bard will receive a couple of dozen Simoleons. With plays it’s more difficult: to stage it you’ll also have to find a Sim who will agree to perform on stage with the bard - one-man theater is not in fashion here. But the earnings will be more significant than for poetry or playing the lute.

However, you can simply sell your literary opuses. It takes less time, and you can earn good money.

Doctor

This hero is extremely useful to everyone who cannot prepare an ointment or a bottle of healing potion for themselves. Especially often the monarch, knight and spy will have to run to him - they are like little children, don’t feed them bread, let them get into trouble.

Noble lady, dare the root, mix, but do not shake, and the medicine is ready.

In addition to making and selling medical jars, the doctor will have to spend his time picking in the mud to collect valuable healing raw materials, that is, leeches, once every two or three days (depending on the frequency of getting into trouble for other characters). Because without leeches, medicine is powerless! In addition to the healing live instrument, it is usually possible to get about five frogs, which can then be boiled for lunch.

Providing first aid for any illness means that the doctor dumps a jar of fatty bloodsuckers on the patient’s face - and after a second he is already as good as new. A worthy replacement for urine therapy from Space Rangers 2.

But if this was not enough, welcome to the rack... that is, to the operating room. Slightly frightened by the sight of the medical equipment, the patient lies down on the table, and real shamanism begins: with the help of leeches, you need to move the mark on the “blood” scale as close to the center as possible. The more leeches the healer applies, the more the line will move down, so don't overdo it. When the mark takes the desired position, you can pour the medicine into the patient.

In the most severe cases, surgery may be required. The principle here is the same as with “treatment”, but you need to drive the mark to the center of the “pain” scale, giving the patient an anesthetic that works with herbs collected in advance - try to always keep a supply with you.

Mage

Characters with secret knowledge in the Sims Medieval are needed mainly so that there is someone to concoct a love potion or a bottle of “don’t-drink-me” that relieves even the most terrible hangover.

This is what a good magician looks like. He differs from the evil one only in that he casts spells away from the crowd in order to avoid victims.

The magician's set of spells is small, but the method by which they are composed is interesting. To remember a new spell, the wizard needs to make a certain combination of runes at the desktop - add, for example, the runes “energy”, “air” and “light” and get a “magic arrow”. Known spells and the runes needed for them can be found at the same table. Once the sequence has been completed, the spell can be cast as many times as desired, at the cost of severe fatigue.

Only the magician’s head is not made of rubber, and only three ready-made spells fit in it. Tired of scaring people with “horror”, do you want to try something new? This means that you need to go to the same table and hit yourself on the forehead with a staff - then the spell will be forgotten and you can learn a new one.

Looking at how spells are forgotten, one can only feel sorry for magicians: concussion is clearly their professional illness. But save your pity for others - the magician is not so simple. First of all, he never sleeps. Instead, adherents of secret knowledge know how to meditate anywhere, without limiting themselves to the requirement of getting into bed to restore their vigor scale.

Secondly, with potions and spells, a magician, like no one else, can bring himself into a state of extreme concentration. For example: “potion of seduction” - plus 5 points, spell “telepathy” - plus 20 and, finally, successfully telling your fortune - another plus 15. Total 40 points of concentration practically out of the blue and, most importantly, almost without cost.

The last place where a magician can show his abilities is completely non-magical in essence: the forge. Moving the sweaty blacksmiths away from the forge, the magicians create staves in the fire.

Dealer

The country of Simland is wide. By the time you get from the palace to the cathedral, you’ll wear down six pairs of boots.

Oddly enough, the main income of a merchant in Sims Medieval is trading. The word “merchant” does not hide either a cunning pickpocket or a wizard who uses spells to oblige you to buy from him, and only from him. No, only polite conversation, a wide range of products and just a little flattery - this is the recipe for a successful trading operation.

The first thing traders do is run to the village shop to see which goods are the most popular today. If there is one, you need to immediately buy it and put it up for sale in your shop in the city square.

But that is not all! Those who think that they can simply lay out the goods and a buyer will find themselves are mistaken. The buyer must be processed personally. Seeing that someone has approached the shop, a good merchant will definitely strike up a friendly conversation, inquire about the health, religion and musical tastes of the potential client, find out how his day was, and then, as if by chance, offer to buy something.

For a long time? For a long time. But otherwise you won’t sell anything.

Naturally, you don’t have to torture yourself trying to sell yet another halibut to another city dweller, but collect a large batch of goods at once, load it onto a ship and go to distant lands. Moreover, these “distant” ones are always ready to buy the same product, unlike the locals, who are given something new every day.

Knight

Sim Wars Episode Two:
golem attack.

Looking at the figure clad in armor, you will not immediately understand who is in front of you: a brave defender or a cruel oppressor. Physical strength and a long sword allow one to be both, especially since the king turns a blind eye to everything that the knight does while he regularly trains the people's militia and occasionally goes hunting. And while Their Majesty is diligently looking in the other direction, the brave warrior extorts money from the townspeople...

And only the knight himself knows how boring it is for him to handle the same training dummy with a sword every day and rearrange the figures on the same tactical map. After all, almost everything that he can do, other heroes can also do: challenge others to a duel, hunt in the forest, extort money... What remains? That's right: a training dummy. Boring.

Priest

The Beholder religion in The Sims Medieval is represented by two different monastic orders: the Peterians and the Jacobites. Both of them live very similarly - they bless the townspeople, try to convert them to their faith, read sermons and - especially diligently! — accept donations. The difference between them is rather programmatic: the Peterians insist that the Beholder is all-good and from his mercy will fall to everyone. The Jacobites agree that you will definitely get hit, but not by “mercy,” but by the neck if you don’t obey. That’s why the former’s sermons are filled with humor and sparkle, while the latter’s preach such fears that Hitchcock would be jealous. But even though the emotions are different, the more inspired the sermon, the more tired the priest will be and the more money the flock will donate.

To start preaching, a minister of the cult of the Watcher needs very little: a pulpit, and we have everything else with us. We click the pointer on the department, set the start time for the speech and wait. As soon as the required numbers appear on the clock, click on the pulpit again and select the “start sermon” option. Then we choose one of the options for carrying it out - anyhow or with all our hearts - and wait for the results in the form of Simoleons from the faithful parishioners.

Note for Jacobites: if you scare your Sims too much, you won't see any donations. Scared half to death, this sim tries not to help the kind uncle priest, but to buy all the essentials, collect the remaining money in a bundle and sit on top of it in anticipation of God's punishment. The Peterians don’t have such a problem; they wouldn’t burst from beer. The main thing for a preacher of Peterianism is to find a style of preaching that will “hook” parishioners, and stick to it until popularity stops growing. After that, you just need to find a new style and go to the tavern until the next sermon.

Well, there is no way to do without a priest if your Sim suddenly wants to get a divorce. Just remember that only the holy father to whose faith the character belongs can annul a marriage—don’t expect a Peterian monk to agree to annul a Jacobin marriage.

Blacksmith

What to expect from a blacksmith in the Middle Ages? Strong armor and shearing swords, of course! And no one thinks that even for poor chain mail you need to first collect ore, and there’s nothing to say about swords - aren’t they forged from trash? So you have to run around the city and its surroundings, from vein to vein, in search of valuable metals. True, sometimes instead of mithril or adamant, power stones are mined - they should be given to the magician in exchange for a fire sword spell.

This is how the weapon of victory is forged... on the kingball court.

When all the necessary materials are available, you can start forging - and this immediately plus fifteen points of concentration, by the way. First, we heat the workpiece in the forge, making sure that the mark on the scale does not go into the red zone, because the metal cannot be overheated. When the piece of iron warms up, we take it out to the anvil and process it with a hammer, again watching the scale - the mark will turn blue, that’s it, the metal has become overcooled, and now you won’t see any high-quality equipment. So we continue: heated it - hit it with a hammer several times - heated it - hit it, all the time trying to keep the mark as close to the center of the scale as possible.

You can simplify the work by purchasing a new hammer or forging it yourself - but buying it is still faster, and there is no need to waste time on trifles: take the best one you can afford. The fact is that with the improvement of the forging tool, the work begins to go faster and the chances of overheating or overcooling the workpiece become much less.

To dispose of forged goods, a small bench is equipped near the workplace - not very large, for personal use. But just like a merchant, a blacksmith catches passers-by and, after chatting until they are ready, offers them his unique goods.

Legendary Traits

Fatal vices are as much a feature of medieval Sims as virtues. But there is a way to deal with this scourge once and for all. Carefully read the descriptions of the tasks in the game - some of them have a note “a legendary trait is available in this task.” This task is usually more difficult than others, but it’s worth it - if a Sim copes with it, his vice will disappear, and in return a useful legendary property will appear.

Always full

They say that eating is harmful! And what they say is absolutely true, because while he is eating, he is deaf, dumb and inactive. With this character trait, the feeling of hunger will come much slower, which means you will have much more time for other things besides scooping up handfuls of fish soup.

Strongman

Out of nowhere, your Sim has grown... muscles! No, really, just look at the relief of the biceps, and don’t forget to evaluate the triceps. But the most important thing is an additional thirty units of concentration when the strongman fights, and heavenly chances of winning in kingball!

Strong body

It is sometimes also called “innate immunity to everything syndrome.” Including almost all known diseases, overeating and overdrinking. It will also be useful that Sims with a strong body get tired much less than others - both in work and in battle.

Has patience

You need to hurry slowly. Awareness of this simple truth has an extremely beneficial effect on Sims, increasing the time allotted for completing daily tasks. In addition, it is easier for someone who is patient to communicate with others, which means it is easier to make friends. After all, if not patience, what does it take to listen to the same babble about rabid chinchillas over and over again?

Celebrity

It so happens that everyone knows your hero. And for some reason everyone knows only good things about him, but no one will remember the fact that he, for example, is a spy and likes to rummage through the pockets of honest citizens in his spare time. But this is good - now each interlocutor will be almost like an old friend to you. In this place, the merchants must have already smelled money...

Leader

It’s hard to joke with this legendary trait, it’s too good: plus ten units of concentration for the heroes of your kingdom. Forever. Everyone. For free. And in addition, the opportunity to give out personal advantages, the greater the worse the concentration of the one you are encouraging.

Guild connections

The most suitable trait for those who want to dress the blacksmith in a royal dress. Gives a Sim of any profession access to any clothes that are in the game. Well, it also reduces the cost of buying furniture... But the main thing is clothes, right?

Rich

Sage

Knows how to seduce

Foreign policy

Your kingdom is not alone in this world. Although neighbors do not come to the walls of your castle with beautiful flags and long swords, they still exist - at least they are indicated on the map lying in the royal castle.

What kind of countries surround your young kingdom, and what can you expect from them?

Masterlandia

Allied with you from the very beginning. Thanks to this country, your heroes can prepare a hunter's stew and a Masterland energy drink that will help delay bedtime.

Masterland craftsmen will always be happy if you bring them minerals and ore, and will thank you with full-sized Simoleons. In addition, you can exchange mushrooms and cheese for wood, multicolor and nightshade for a goose feather, magic powder for a good luck potion, and a mysterious part for a steel hammer.

Bogatoni

Another union state. Just by the names of the recipes that this country provides you, you can understand that they are accustomed to living beautifully: banker's ale, Bogatonian gem wine and delicious bread.

Trade ships to Bogatonya bring a variety of herbs and seeds, and from there they bring only one thing - money. However, if there are no problems with Simoleons, you can exchange six measures of barley for precious stones, two measures of phosphorus for magic powder, three goose feathers for a ring with a gem, or a whole captive for some kind of durable lute (which is also sold in the village shop).

The annexation of this state will help your heroes cope with the problem of an overabundance of tasks and lack of time to complete them. Conquer Tiktop, and all deadlines will immediately increase by six hours - so that there is still time for a nap.

The Time Lord's subjects will be glad if you go to trade with them on a ship whose holds are full of crystals and stones. But as a last resort, you can always exchange gems for mithril, three goose feathers for a “deep burn” potion, and four measures of magic powder for a mystery part.

Omutia

By character, the inhabitants of Omutia are the complete opposite of the restless Tiktopians. And there is one craft that they mastered to a perfection unattainable by others - construction. Conquer them, and the cost of all buildings in kingdom points will be reduced by a quarter.

Residents of Omutsk buy supplies of medicine and are always ready to exchange two pieces of chlamium for scraps of metal, magic powder for a strong ointment and three mysterious parts for unicorn meat.

Grubville

Thieves, bandits and pirates can also be allies, and why not? Especially if you call them to your face exclusively “gentlemen of fortune” and don’t pay attention to where they get their money. And there will be money - joining Grubville increases rewards for completing tasks by twenty percent. And not only money, but also the number of experience points you receive! If you want to quickly get high-level heroes, you should make capturing this state a priority goal.

Grubville thugs are understandably buying up what will give them the opportunity to continue cutting off heads - that is, swords. If things don’t work out with weapons, you can exchange three magic powders for a prisoner, three rings with a gem for a Watcher’s tablet or Watcher’s water... three... that is, two vials for an excaliburette - the best racket for playing kingball.

On a note: Kingball is a tennis-like game that can be played by up to three Sims at once. The characters throw the ball to each other, occasionally missing it. The probability of winning depends only on the degree of concentration of the Sim and on the coolness of his racket. Winning a match will increase your concentration, while losing, on the contrary, will reduce it.

Spoonwich

The land of legally obligatory afternoon naps, ruled by a man who bears the title of Snoremaster. A paradise for students and firefighters... But annexing it is useful for any kingdom - capturing it will give an increase of ten units of concentration from the “job well done” modifier and will reduce the damage from failure to fulfill daily duties by the same ten.

The Spoons import large quantities of fish into their sleepy kingdom and exchange five pieces of wood for a sleeping potion, a goose feather for mithril and two tablets of the Watcher of the Dark Stone.

Avanton

The brave Avanton warriors are famous throughout the world for their discipline and perseverance. Apparently, this is why the capture of their state will reduce the number of task points that are needed to begin completing a particular task.

The only thing Avanton needs is strong armor, because the lifestyle of mercenaries and soldiers does not contribute to the safety of their uniforms. But if you are interested not in trade, but in exchange, then the Avantonians are always ready to exchange six pieces of adamant for a scimitar of precision, a tablet of the Watcher of the Avantonian chain mail and three dark stones for a unicorn horn.

Jacovitia

A state in which the shrines of the Jacobite church are concentrated and fear of the wrath of the Watcher hovers everywhere. How can one not be afraid if the ephemeral image of a deity is supported by the very real swords of the order of paladins?

However, the impression that Jacovitia is a refuge for pious lambs is erroneous. Judge for yourself, her addition increases the daily income of all heroes in the kingdom by a quarter. It’s somehow mercantile for God’s people...

And the illusions are finally dispelled when it turns out that the main and only product that the Jacobites are willing to buy is poisons. Something was definitely rotten in the Jacobite state.

Yacovitia exchanges two pieces of wood for beautiful outfits, six pieces of mithril for the Beholder's staff, five goose feathers for the Beholder's water, and a captive for the Beholder's blade.

Due to the small size of the island, the elves living on it apparently have constant problems with nutrition - otherwise it is difficult to explain why they are always ready to buy meat from your kingdom. Also in Elfont, you can exchange three tablets of the Watcher for a magic staff and two dark stones for a fiery sword spell.

Yum yum

The name of the state speaks for itself - they eat there. A lot, with taste and great appetite. And, which is typical, they not only destroy imported delicacies, but also perfectly prepare them themselves. Joining Yumnyamnia opens up three recipes for delicious Yumnyamnia for your heroes. In addition, all food has twice the shelf life and the pleasure of eating it lasts twice as long.

You need a little yumnyam: gourmet chefs are always ready to buy fruits and vegetables from you. Or exchange wild boar, bear meat, venison or five bird carcasses for sausage. They will exchange five bottles of Watcher's water for a dark stone, and five pieces of unicorn meat for a magical fragment.



What heroes of different professions do, what countries can be found on the map and what special traits a character can get if he tries really, really hard - this is perhaps the main thing you need to know about life in the Middle Ages. But there are so many other interesting things in it - unique items and recipes, intricate tasks and ways to solve the problems of the kingdom... However, we will talk about this later.

And... take care of your Sims! Especially spies.

- Why does my monarch/knight/spy lose during fights?

The hero's martial arts level is too low. You can increase it by training on a dummy or by fighting. The training dummy can be purchased in furnished mode.

The Sims Medieval FAQ

The Sims Medieval FAQ

Duel

- Where to catch fish (or leeches)?

You can catch fish and leeches in the river or near the pier. They are indicated by circles in the water, which disappear (temporarily) after the end of fishing. Blue circles indicate the place where you can catch fish, and green circles indicate leeches. You can also buy leeches and fish in the village shop. To do this, in the Looker mode, find the road to the village and use the road sign to send the hero to the shop.

- How to send a letter?

Find the nearest “post office” (for example, on the right near the entrance to the palace) and click on it. You will be given a list of use cases. Quest menus usually appear once per quest, as opposed to sending a letter normally.

- Why does the character return from hunting without prey?

Your character is in a bad mood or is physically underdeveloped. To send your hero on a hunt, click on the pointer in a forest clearing; if the indicator of the “Hunt” button is highlighted in green, the hunt will be successful; if it is red, your character is doomed to failure; yellow means that the result depends on luck.

- Why doesn’t the character want to complete the task?

In The Sims, heroes do not want to work when their needs are not met, in particular, the hero wants to sleep. Cheer him up: let him sleep, eat, admire himself in the mirror, etc. If you are short on time, you can drink an energy drink or sleep/meditate for a short time.

- How to call for a duel?

To do this, click on the Sim you want to challenge to a duel and select Monarch/Knight/Spy: “Challenge to a duel.” Other professions cannot challenge you to a duel.

- What happens if you don’t fulfill your daily duties?

To begin with, the hero’s mood deteriorates. In addition, for failure to complete mandatory simple quests that appear once a day, punishment is provided - stocks, death penalty.

- Where can I find a desktop?

In furnishing mode, select sort by sets and select the "Professional" tab.

- There's a hellish shortage of angel grass! Where can I find more Angel Bushes?

Only 5 bushes were found on the map.

1. Behind between the market and the tavern.

The Sims Medieval FAQ


The Sims Medieval FAQ

2. Behind between the kingball and training courts (along the vector from the Observer).

The Sims Medieval FAQ


The Sims Medieval FAQ

3. Between the Jacobite and Peterian cathedrals (if they have not yet been built, then focus on the great oak).

The Sims Medieval FAQ


The Sims Medieval FAQ

4. To the right of the Peterian Cathedral near the wall with a path into the forest.

5. Near a forest clearing, on the road to the cathedrals, near the wall.

The Sims Medieval FAQ


The Sims Medieval FAQ - Where can I find the power stone?

Only 4 power stones have been found on the map so far.

1. On the left behind the magician’s tower, at the edge of the cliff.

The Sims Medieval FAQ


The Sims Medieval FAQ

2. In the Lighthouse area, behind a small rock at the edge of the sea.

The Sims Medieval FAQ


The Sims Medieval FAQ

3. Near the Beholder's Gazebo.

The Sims Medieval FAQ


The Sims Medieval FAQ

4. Behind the Jacobite Cathedral (or in a vacant lot before the construction of the cathedral), at the edge of the cliff.

The Sims Medieval FAQ


The Sims Medieval FAQ

Screenshot before the construction of the cathedral

The Sims Medieval FAQ


The Sims Medieval FAQ

Screenshot after the construction of the cathedral

Note: If you play as a mage, then it is enough to find one nearby bush or stone and, if necessary, stimulate their growth using the “Growth” spell.

Where can I get a dark blade to make the Doom Staff?

Send your magician for walks in the forest more often. You will receive different events randomly. If you suddenly find yourself at an event with a guard at the bridge, attack him.

    Monarch:

- How can a monarch listen to petitions?

Click on the monarch's throne, and then select the "Hold a reception" action.

    Dealer:

- How to trade with other countries?

Explore the political map (for example, in the palace), the “political situation” menu. Look at what the country you want to trade with is importing/purchasing/changing. Find these things (for example, two pieces of cheese from the village shop are exchanged for 1 tree in Masterland) and go to the Pier. Click on the ship - open the hold - transfer all the items into the hold. Close, now the “sail for trade” menu is active - send the ship to the desired country. Items that are imported are “exchanged” for money. Items that are not needed are returned.

Main charactermonarch
Prerequisitespresence of the “Reception Hall” section and at least 40 Recognition points
Purpose of the task - gain loyalty of Pirates or Guild

One day, the wreckage of a ship with the only surviving sailor washed up on the shore of your kingdom. While investigating what happened at sea, you encountered aggression from an unknown ship. Also, your intelligence officers reported on the tense situation in relations between Bogatoni and Grubville...
After some time, intelligence officers receive information that the conflict between Bogatoni and Grabville is flaring up with renewed vigor. After these countries, they turned to the monarch of your kingdom with a request to organize negotiations between the Pirate Tribunal and the Consortium of Guilds.

Walkthrough

Despite the tense situation in neighboring countries, your kingdom continues to live its normal life. The monarch receives a message that he can pick up the previously ordered sword from the blacksmith in the village.

The monarch can send his servant for the sword ( maid, gender is selected randomly by the game) or go get the sword yourself.

If you choose the option send your servant for the sword, then the monarch will need to find his servant and give instructions to pick up the sword, they say, it’s not the king’s business to wander around the whole kingdom. In the meantime, while the servant goes to fetch the sword, the monarch can attend to other “important matters”, such as performing daily duties.

With option go get the sword yourself the monarch will need to meet with the gunsmith in the city (usually, you can find him in the city square). Having met with a gunsmith, it is necessary take his sword.

Regardless of the option you choose, after receiving the sword, the monarch will want to test it. To do this, you need a training dummy, which can be easily found at the training site. It is not necessary to choose this particular sword, just click on the mannequin and select the option train.

Unfortunately, after an hour of training, the sword will become unusable. The monarch will be angry: “What kind of junk are they slipping me?!” He will want to immediately meet with the gunsmith and express to his face everything that he thinks about his “skill” (at the gunsmith, select the option fight over a broken sword).

In response, the gunsmith will tell you how difficult it has become to get quality materials, because the Bogatoni Consortium has raised prices. Having learned about this, the monarch must meet with the royal councilor (counselor, gender is chosen randomly by the game). What is the reason for this sudden increase in prices? Talk to her about the behavior of the Bogaton guild. The royal adviser will tell the monarch what he himself guessed. The guild is inflating prices due to a conflict with pirates. The adviser will also inform the monarch that representatives of Bogatoni and Grubville are asking your kingdom to become a mediator in negotiations on the signing of a peace treaty. In response, the monarch will instruct the adviser to inform the parties to the conflict that the kingdom is ready to act as a mediator.

Having sent an advisor with an assignment, you will need to prepare for a meeting with representatives of both sides. You will need to hire a musician, discuss security measures with the head of security, and also choose what food to serve to your guests. You can do all this in any order.

To choose one of the two musicians, the monarch needs to go to the main gate (the road to the village) and ask them to sing.

If the musicians are not at the gate, look for them in the tavern.
Sometimes the “ask to sing” option does not appear on the musician. In this case, wait until he (she) stops playing (it’s better to press pause) and click on the musician. The required option should appear.

After listening, you will need to choose only one of them. Click on the musician you like and select an option hire a musician.

Towards the end of the quest, an unpleasant surprise will await the selected musician.
Return to the palace, where the lieutenant is waiting for the monarch, with whom you need discuss security measures.

The lieutenant will offer two ways to ensure security - to show his strength by posting soldiers everywhere or to disguise the soldiers as guests.

Subsequently, one of the guests will comment on how the guards look, although this does not affect the essence of the entire quest.
Now you can complete the third task - choose food for the guests. The choice is small - either fruit or gourmet snacks. The choice of dishes does not affect the main passage.

If you choose fruits, then you will need to buy 3 apples and 3 citrus fruits at the village shop. When choosing gourmet snacks, in the shop you can buy 3 heads of cheese and 3 pieces of wild boar meat (you can also get it by hunting in the forest).

Once you have the ingredients you need, give everything to your servant.

In addition to food, security and music, the monarch will want to find someone who will help give guests a warm welcome. He will remember two... girls who should be in the city square.

But the monarch only needs one of them. Spend time with each listening, and then, when you make your choice, hire one girl (in the options - hire as a gatekeeper).

At this point, preparations for the meeting will be completed. The monarch will have to find out when representatives of Bogatonya and Grubville will appear in the city. The royal advisor has this information. She needs get a status report.
The adviser will inform you that the delegations will arrive soon and will advise you to take water treatments to refresh your appearance.

You can choose a seawater bath or a colorful bath. A representative from each delegation will have a different reaction to the scent you choose.

After the bath, the monarch will have to wait a little while the adviser informs him of the arrival of the first guests. They turn out to be rich people.
The first guests are chosen randomly, so in your game they may turn out to be Grabvilians.

The advisor will say that the head of the guild, Demetrius Landigraab, and his retinue are waiting for the monarch in the forest. You have to go there. Arriving at the edge of the forest, you will see that the head of the guild took with him his son, Dacian, as well as Admiral Horus Mandrake, the commander of the Bogatoni fleet.

The monarch must greet Demetrius Landigraab.
Choose how you greet the guild head (options grim greeting And kind greeting). It is quite clear that the choice of greeting determines the reaction of Demetri Landigraab, as well as the words of greeting that he will say in response.

In any case, regardless of the reaction of the head of the guild, Demetri Landigraab, he will tell the monarch that he is going to the palace. You will need to carry out Bogatonians to the reception hall, to do this, click on the yellow icon with the image of footprints ( if you can't find her, point your camera at the palace).

As soon as the monarch enters the reception hall, the royal adviser will report to him that the Grabvilians have arrived and are waiting for him on the beach (there may be a typo in the message; the forest will be indicated instead of the shore). Go there.
On the shore you will see a procession no less important than in the forest clearing. It is headed by the Creepy Captain Clarice Darkwalker, followed by her daughter Misty Darkwalker, and a little to the left is the commander of the Black Fleet Black Sail Corwin Blackwing, a new member of the pirate Tribunal.

The monarch needs to greet the Creepy Captain Clarice Darkwalker, choosing, as in the case of the Bogatonians, one of two options, grim greeting


or kind greeting

Again, regardless of the monarch’s appeal, Clarissa Darkwalker and her companions will go to the reception hall. You should also go there.
When the monarch arrives at the reception hall, one of the guests will pay attention to the guards and argue a little with his opponent. To prevent guests from tearing each other's throats out, the monarch needs to announce the beginning of the meeting (click on the monarch, option start a meeting).
The monarch tells the representatives of Bogatonya and Grubville that as a sign of their agreement to negotiate peaceably with each other, they need to exchange something of value.

And, although the parties exchanged gifts among themselves, it was clear from their faces that this was done with great reluctance. But the first step is important for the monarch and your kingdom, because then the monarch will have to announce something important... for him (click on the monarch, option continue the meeting). Namely, that guests should present him, as a ruler, with gifts.

Clarice Temnovod and Demetria Landigraaba, as it turned out, were ready for such a turn of events. They invited the monarch to the city square, because it is much more convenient to give gifts in the open air. Especially their gifts. Head to the town square for gift ceremony.
Having arrived at the place, you can begin the ceremony of presenting gifts. Select receive a gift, by clicking on Clarice Temnovod or on Demetrius Ladigraab (gifts can be received in any order).
Demetria Landigraaba gives the monarch a multifunctional interrogation chair, which he proposes to test on an untalented musician who emits “the screams of a goat tormented by chinchillas.” The interrogation chair is located right there in the square.

Place a musician on it, and then use a few “tricks” under the guidance of Demetri Landigraab.

After trying a couple of methods of knocking out information, you find out that it was only a sample of a chair. You need to go to the village to get your copy; the Bogatonians were unable to carry the chair to the palace.

The interrogation chair will be in the family's luggage (shopping mode (F2), you can install it in the palace at any time.

After receiving the interrogation chair, return to the city square, where another gift awaits you.
Clarice Temnovod, having sarcastically commented on the gift from the Bogatonians, gives the monarch one of the best Grabville parrots. She will invite the monarch to call the bird and see it in action.
The parrot is in the monarch's luggage; to call him, you need to click on the icon with his image. You need a Sunset Macaw.

The Sunset Macaw will fly to the call and sit on the hand of the monarch. In order for the monarch to be convinced that her gift is better than the Bogaton chair, Clarisa Temnovod advises sending a parrot in search of treasures (click on the parrot, option go on a treasure hunt).

After a short period of time, the parrot will bring the treasure.

At this point, the ceremony of presenting gifts ended, and it was time to return to the reception hall to sign the peace treaty.
Arriving at the reception hall, the monarch sees a terrible picture: the remaining guests, the guards and the royal advisor are lying unconscious on the floor. He notices that Dacian Landigraaba and Misty Darkwalker are missing from the hall. Clarice Temnovod and Demetria Landigraaba accuse each other of kidnapping their child.

Fortunately, the people in the reception hall began to come to their senses. "Look, they're waking up!" - exclaimed the monarch, interrupting the dispute between Clarice and Demetrius. Now the monarch needs to find out what happened here with Admiral Horus Mandrake and Black Sail Corwin Blackwing. But the monarch had even more questions after their answers.

Peace negotiations broke down. The Bogatonians and Grabville residents, having said a bunch of unflattering words to each other, began to leave the reception hall. The monarch needs some time wait until everyone leaves (some of the guests may linger in the reception hall, although the task will still be considered completed after a short period of time).
The last thing left for the monarch to do is talk about strategy with the royal advisor.

A strange incident in the palace, the mysterious disappearance of Dacian Landigraab and Misty Darkwalker. And the monarch is already hatching plans to use the incident to his advantage.

Thousand