Teudogar and the Alliance with Rome

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Teudogar Complete FAQ
by Wolf Mittag

ABOUT THIS FAQ
About this FAQ
What's in all these German passages?
Ich verstehe kein Englisch! Was mache ich mit diesem FAQ?

GAMEPLAY
What I'm supposed to be doing in this game?
Is there any manual in the demo download?
Should I gather up everything I find in houses and containers?
Should I steal stuff in order to buy a chain mail?
Is there a time limit? Or can I wander, fight, trade endlessly and the plot doesn't break?
Is there a limit to how many days you can travel around?
What's the use of slaves?
How can I get more slaves?
Do you benefit in anyway by freeing your slaves?
What's the difference between slaves and freedmen?
Will freed slaves still contribute anything?
Can you chose your career, e.g. be a blacksmith?
How can I make a living as a merchant?
I want to be a farmer. What is there to harvest?
Why aren't there more crafts you can learn?
Does how much people like you affect anything?
Does giving gifts to people have any effect?
How do you make people like you more?
How do I become popular? Will anyone like/love me?
How do I get to have sex in Teudogar?
Is there any point to sex in Teudogar?
Why do I get ambushed and killed after I killed a main character?
Is it possible to defeat the warriors who are avenging a main character's death?
Is there a trick or cheat in Teudogar to get more money?
How do I get people drunk?
Why aren't there any bows as weapons in Teudogar?
Can you do anything with unfinished swords, chainmails, etc.?
Why are there so few books in Teudogar?
If I give a cloak to my slave, why doesn't he/she put it on?
When you dig for treasure, does the resulting pit have any effect?
Why can't I join a bandit group?
Is there such a thing as karma in Teudogar?
I keep finding so many small, often hidden gaming features and game details!
In Höhlen sind Wege manchmal durch Baumstämme oder Stalagmiten blockiert?
Wo ist die Waffe/Spitzhacke, die ich gerade gekauft habe?!
Wovon hängt ab, was für Sachen die Sklaven und Hausbewohner produzieren?
Man kann fremde Sklaven anweisen, Kleidungsstücke zu reparieren?
Hat es Folgen, wenn man Toten die Kleider abnimmt?

COMBAT
How does combat work in Teudogar?
What's the most important thing to know about combat in Teudogar?
Why does the Make Peace action hardly ever work?
Can I make peace with my enemies in Teudogar?
Who can heal me when I'm seriously wounded?
How can I heal severe wounds on my own (not just bandage them)?
Can I bleed to death?
If I'm defeated in combat, will my opponents kill me?
Is there any way to get other people to support me in combat?
Will anyone help me in a battle?
Why do people who surrender still murder you when they get a chance?

ARMOR AND EQUIPMENT
I'm not wearing any armor. Can I risk to travel that way?
How important are equipment, weapons, gold etc?
What happens when I'm carrying too much heavy equipment?
How can I avoid being overburdened?
What is the best weapon in this game?
Where can I get Roman equipment?
Should I use a large Roman shield?
Can I get a Roman segmented cuirass (lorica segmenta)?
Can I get a Roman muscle breast plate cuirass?
What's the deal with the Roman muscle breast plate cuirass?
The jewelry and cloaks and nice armor I can put on, are they just for show?
The merchant hasn't got enough gold to buy all the booty I made.
Will the Cattonford merchant ever run out of money or goods?
Is there a way to display the total value of the selected goods during bartering?
What's the most effective way to steal things?
What kinds of different magical attributes for weapons and armor are there?
Where do I get boots/shoes in Teudogar?
Is it too easy to get the best equipment?
Was ist die beste Ausrüstung?
Wie bekomme ich römische Rüstungen?
Kaum daß ich ein Kettenhemd trage, bin ich überladen?
Was soll das mit den Silber- und Gold-Münzen?
Warum erziele ich beim Tauschhandel im Laufe der Zeit immer bessere Preise?
Kann man sich beim Tauschandel den Gesamtwert der ausgewählten Waren anzeigen lassen?

CHARACTER SYSTEM
What were your thoughts on the character system?
How does character growth work in Teudogar?
How do I gain experience and increase my skills?
How can I increase my strength?
What is the maximum weight my character can carry?
What do my weapons skills mean?
How do magic skills work?
Although my combat skills improve easily, strength, dexterity and intelligence don't?
My character's strength doesn't increase at all!
Given equal skills, what is my chance of hitting my opponent in combat?
What happens when you are overburdened?
Why does wearing heavy armor increase my faith and charisma?
Why does wearing heavy armor reduce my experience of life?
Why is it that individual hits do not lead to more serious injuries in combat?
Is there a special Bartering skill?
What would the skill levels be if expressed numericallly?
I want my character statistics displayed in real numbers!
Can I reach a skill level higher than 'unübertrefflich/unsurpassable'?
Why don't I die of starvation if I don't eat?
Can I erase disgraceful deeds, in order to get a faultless obituary?
Muß ich bei Müdigkeit schlafen, oder hilft auch 'Warten'?
Hat das Reisen ohne Schuhe eine Auswirkung?

SPELLCASTING
How many spells are there and what are they?
How do you increase your healing skill and what is it?
What's the difference between 'Find Hidden Things' and 'Explore Surroundings'?
Is 'Find Hidden Things' of any use, since it only works within your field of vision?
Where can I learn the Search for Hidden Things command?
Why do I keep getting cursed?
What's the deal with the Berserk spell?
Where do I learn the pickpocket skill?
What's the use of casting Runes?
How much gold do I need to sacrifice to feel confident about invoking Woden?
What's the use of eating toadstool mushrooms?
How can you use potions on food?
How to let someone drink a sleep potion?
How can I poison people?
Is there any way to grind up poisonous or berserk mushrooms and put them in beer?
What does a love potion do?
Do love potions work?
Why can't I poison swords?
Does the Cheat Mode's "Speak with Dead Person" spell ever work?
Wo lerne ich die Aktion "Verstecktes Finden"?
Welchen Effekt hat das Anrufen Wodans?
Wie genau werden Waffen und Rüstungen durch Verfluchen beeinträchtigt?
Macht es einen Unterschied, ob man Opfergaben im Sumpf oder in Wasser versenkt?

GAME PLOT & GAME WORLD
Regarding the plot, which choices are the best?
Is there a walkthrough in the full version ?
When you finish the game does it still go on or is it the end of the game?
Why do people attack me when I've killed someone?
Is there a way to be a criminal without getting caught?
I've killed many people in duels. Can I still finish the plot?
What's the deal with the robbers you encounter in Teudogar?
Where can I find hidden treasures?
Where's the treasure in the cave mentioned by the dwarf in Heremod's Hall?
Where do I find caves?
Are there any random generated game world parts in Teudogar?
Does my slave maid have to sleep with me?
Why can't I have an affair with anyone but slave girls?
I want to loot the Warehouse in Tiu's Grove!
Outside Tius Grove, there's a cave with a locked door inside. Where's the key?
How can I open the door in the cave below Tiu's Grove?
Is Heremod's hall supposed to be one of the "royal halls" mentioned in the synopsis?
What kind of jewelry does the witch living south of Heremod's Hall want?
Where do I find the treasure in the burial site the dwarf in Heremod's Hall tells me about?
Where exactly is the burial mound Alwina in Alwina's Cave tells me about?
I killed Osmund. Can I find enough gold to pay Heremod without Osmund's help?
Where can I find the Usipians' buried treasure?
I need to fight a duel with Ottokar. Where do I find him?
What happens if I kill Radomund on my own?
Why does Priestess Alfhilda's estate in Cattanford get looted when the king is overthrown?
Can I have children in Teudogar?
People in Teudogar seem to enjoy a fair degree of personal liberty?
Is it actually possible to defeat the Romans in this game?
Can I win the game by uniting the Germanic tribes against the Romans?
Why can't I become Emperor of Rome in Teudogar?
I attacked the Heruwood village with my slaves, and killed Ortwin. Am I now king?
How do I become king?
Why can't I become king immediately, and continue playing as king?
Is it possible to meet a Roman in the Demo?
Is there any Roman architecture in Teudogar?
If I want an Alliance with Rome, do I have to agree to their conditions?
Why isn't it more difficult to form an alliance with Rome?
How many towns are there in the game world?
What's the population of the game world?
What are the game world's main locations?
What new locations does the Full Version have compared to the Demo?
Is the game world small or huge?
How long is the Demo?
Wie öffne ich die Tür in der Höhle unter dem Hain des Ziu?
Warum ist es unmöglich, mächtige Adlige straflos zu töten?
Wie kann ich zu den Römern kommen?
Ich will kein Bündnis mit den verdammten Römern abschließen!
Kann ich Radomond nicht einfach eigenhändig besiegen?
Wo finde ich den magischen Halsreif in Ortrudas Wald? (Vollversion)
Wie kann ich Ottokar besiegen? (Vollversion)
Ich kann Radomunds Truhe nicht öffnen! (Vollversion)
Warum kann ich nicht sofort König werden, und als König weiterspielen?

CHEAT MODE
Warning, major spoiler!
Is there a cheat mode?
Is there a god mode?
Is there a teleport cheat?
Is there a bartering cheat?
Is there a resurrection cheat?
Gibt es einen Cheat-Modus?

TECHNICAL
When I get the Full Version, will I need convert/transfer my Demo Version saved games?
How do you place a personal photo for your character's face into the game?
What do the Censorship settings in the Options menu mean?
Why does this game have a 2d, and not a 3d perspective?
How dynamic is the game world?
Why is the game music that bad?
Why can't I play the game as a female hero?
Will there be downloadable full versions of your software?
Why will DARGHUL have a smaller graphics tile size than Teudogar?

ORDERING
Please see our Order FAQ.
Bitte lesen Sie unser Order/Bestell-FAQ.
Will I actually get the Full Version after paying?
What if there are any problems?
What do you think about giving support?
Do I have to worry when giving my credit card details over the Internet during ordering?
I've sent you a question by email and didn't get a response!
I would first want to see what the full version is like before I consider buying it.
Why isn't this game free?
Ist die Vollversion auf Deutsch?
Kann ich meinen Demo-Speicherstand mit der Vollversion weiterspielen?
Berechnen Sie eigentlich keine Mehrwertsteuer?
Warum gibt's dieses Spiel nicht umsonst?

GAME CONCEPT
Why did you chose a historical setting?
How does the historical setting work for the player?
What's the idea behind Teudogar?
What kind of computer game players is Teudogar intended for?
What's the main focus of Teudogar?
Why would anyone play something like this?
What were your thoughts on the dialog system?
What level of detail should there be in gameplay?
Why isn't Teudogar's game world continuous?
Why aren't there any large Fantasy dungeons in Teudogar?
How does such a game world work for the player?
Why aren't there any large cities?
Why can't we wage war, have great battles, found/build cities etc in this game?
Why can't I continue playing after finishing the game?
Why isn't there more useful stuff to buy?
Why are there no horses for riding?
Why are there no boats, ships?
Will there be islands/sailing?
What kind of feedback did you get on Teudogar?
Are the comments in 'Opinions on Teudogar' genuine?
Are Ultima fans fanatic about Teudogar?
Did people who enjoyed DARGHUL like Teudogar as well?
What's the difference between Teudogar and your new fantasy RPG DARGHUL?
Was für ein Spielkonzept steht hinter Teudogar?
Ist es leichter, Fantasy zu produzieren?
Worin liegt der Haupt-Spielspaß bei Teudogar?
Warum kann ich keinen eigenen Gefolgsleute haben, die mich ständig begleiten?
Waum gibt es nirgendwo Kinder?
Warum wird meine Inventarfigur völlig nackt dargestellt, wenn ich alle Kleider ausziehe?
Warum kommt die Schlacht beim Teutoburger Wald nicht im Spiel vor?
Warum kann man eigentlich nicht nach Rom reisen?

HISTORICAL FACTS
Why did you choose that particular period?
I'm no German. Why should I care about the Teutons, or ancient Germania?
If the game is meant to be historically authentic, why did you include magic?
Why would there be any magic in a historically authentic game?
Why would there be any magical potions in a historically authentic game?
Why can't I play the game as a female hero?
Weren't there any heroic women in the ancient world?
What would population numbers for Teudogar's game world have been in real life?
Would it be historically right if we encountered Roman patrols instead of robbers?
Why is there such a lack of money in Teudogar?
What kind of armor did the Roman legionaries wear?
How many Roman muscle breast plate cuirasses would have existed in Germania?
Why should I avoid stealing anything in Teudogar?
Did people in ancient Germania die at the age of 40?
Why can't I have sex with anyone but slave girls in Teudogar?
Are the settlement names in Teudogar fictional?
What would happen if I actually ate toadstool mushrooms in reality?
Would toadstool mushrooms actually be useful for becoming a Berserker?
Who were the original 'Teutons'?
What do you think about the Barbarian invasions into the late Roman Empire?
Why did Rome lose Britain to the Germanic Anglo-Saxons?
Do you think the Teutons were culturally/racially/etc superior?
Do you think Christianity contributed to Rome's downfall?
Is anybody interested in history?
Do people value historical accuracy?
Will you write be more Roman epoch games?
Will you write any more historical role playing games?
Wieso haben Sie ein historisches Szenario, und dann gerade dieses, gewählt?
Ist das Interesse an den Römern regional unterschiedlich verbreitet?
Wie hätte es ein Germane angestellt, sich den Römern anzuschließen?
Waren die Germanen wirklich so gastfreundlich, daß man überall umsonst essen konnte?
Warum sind die Priester in Teudogar so wehrhaft?
Warum sagt einem Boudomandua nicht, warum man Rango töten soll?
Finden Sie es gut, daß das römische Reich untergegangen ist?

DEVELOPMENT
What system did you use to make this game?
What programming language did you use for the Teudogar engine?
What was the most code-intensive part of the engine?
What was the most difficult part of engine?
Why don't you release the source code (for free)?
How did you create the game world?
How did you make the different graphics tile combinations look right?
How did you do that river water animation?
Did you steal any graphics from Ultima?
Was it a lot of work to create all these graphics tiles?
Why do most tile-based indie 2d games look so bad?
I wonder what you would be able to do with a larger team and a nice budget?
What is it about Demo and Full Version size?
Is it worthwhile to write a historical RPG?
Is it more work to write a historical RPG than a fantasy one?
Womit haben Sie die Spielwelt erstellt?
Wo und wie kann ich Programmieren lernen?

BUSINESS
Can one get rich by writing shareware computer games?
Are you grateful when people buy your software?
Why isn't the Full Version cheaper?
What do you think about piracy?
Why do I have to register before I can post to the forum?
Warum ist Teudogar nicht noch billiger?
Warum sind Computerspiele nicht grundsätzlich kostenlos?
Fällt es vielen Menschen schwer, nicht-körperliche Arbeit als Arbeit anzuerkennen?

PLANNED FUTURE TEUDOGAR GAMES
Will you turn Teudogar into a trilogy?
What might happen in Teudogar II - Roman Rule?
Would Teudogar II be easier or more difficult to write than part I?
Teudogar II ought to have a vast game world!
What might happen in "Teudogar III - Uprising against Rome"?



Teudogar Complete FAQ
by Wolf Mittag


ABOUT THIS FAQ


About this FAQ

This is a somewhat edited compilation of email replies and forum postings regarding Teudogar that I've written over the years.

Apart from the main English text, there are a few German postings appended to most chapters, which usually deal with the same questions already answered in English before.

If you still have any questions you couldn't find answers to in this FAQ, you are welcome to contact us: wolfmittag.com/contact.

Best regards,

Wolf Mittag (author of Teudogar)

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What's in all these German passages?

Usually, the same questions have already been answered in English before.

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Ich verstehe kein Englisch! Was mache ich mit diesem FAQ?

Es tut mir leid, daß es bisher noch keine deutsche Version gibt. Wie Sie sehen, ist es ziemlich viel Text, und der Übersetzungs-Aufwand wäre erheblich.

Eine Notlösung wäre vielleicht folgendes: Sie könnten die Passagen, die Sie besonders interessieren, markieren und kopieren (Strg+C), und dann zu Babelfish http://babelfish.altavista.com gehen und dort einfügen (Strg+V). Die davon erstellten automatischen Übersetzungen sind zwar nicht sehr gut, aber meistens doch hinreichend verständlich.

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GAMEPLAY


What I'm supposed to be doing in this game?

In general, the only way to proceed is to talk to people - they'll tell you of new locations, quests etc. In your home village, talk to Ortwin (northwestern part of the village): He'll give you an overview of the situation and will tell you the location of the village of Cattanford.

(Unlike Darghul, Teudogar doesn't have a continuous game world but rather consists of a number of single locations. You can travel to those locations that you know or that you've heard of by using the Travel command on the upper Menu Bar.)

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Is there any manual in the demo download?

During the game, press F1 to go to the Help Menu. There you'll find detailed information on control and gameplay, game rules, technical questions and so on - if these are the issues. If you have questions regarding the game's plot, in the Full Version there's a Walkthrough available, which is organized by chapters, so you can look up just specific topics without spoiling the rest of the game for yourself. You might also find some answers in this FAQ.

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Should I gather up everything I find in houses and containers?

Things you find in people's houses or containers usually belong to somebody, and cannot be taken without consequences.

If you want to form a tribal alliance, it's not a good idea to turn potential friends into enemies just because you fancied some trinket.

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Should I steal stuff in order to buy a chain mail?

You could do so. But I'd advise against stealing: Teutons considered that to be extremely cowardly. Since you are supposed to be a Teuton yourself in this game, you'll share that view, and acting against your beliefs will reduce your charisma.

A much better way of acquiring some gold and equipment would be to travel around: You'll meet plenty of enemies you can defeat, and whose possessions will then be yours. You could also talk to people, and if anyone seems to be looking for a fight, you can accept and fight a duel, then take your slain opponent's equipment.

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Is there a time limit? Or can I wander, fight, trade endlessly and the plot doesn't break?

Endlessly; the game is purely event-driven. While that may not be perfectly realistic, I think it's more fun that way.

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Is there a limit to how many days you can travel around?

No, you can travel as much as you want. The plot is basically event-driven, i.e., even if you spend several extra months traveling to and fro between the cities, it won't affect the plot's outcome. (Apart from a few exceptions where you need to act fast to complete a mission.)

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What's the use of slaves?

Slaves produce not just food for you, but also things like cloth, clothing, torches etc (placed in the boxes and chests in your home after a couple of days). (Their decision on what to produce is based on what you might need - e.g., when they notice you lack a cloak etc.)

Apart from this, your slaves will also heal you, give you food (more convenient than getting it yourself from one of the chests in your house), repair your clothes and so on. (And, of course, you can sleep with your female slaves.)

Your friends' slaves will do some of these things for you, too; besides, you can bribe slaves with gifts or money. (You can bribe your enemies' slaves as well, so they'll fight for _you_ when you start a quarrel with their master.)

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How can I get more slaves?

Well, you could capture someone's farmstead, including his slaves: Start a fight, defeat or kill all men, and when you're victorious, the slaves (and everything else) will be yours. (However, you can't take you new-won slaves to your own homestead yet, for technical reasons.)

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Do you benefit in anyway by freeing your slaves?

No. From the point of view of people living in that epoch, freeing your slaves would have been a pretty unreasonable act under most circumstances, and few people would have done so during their lifetime (it's a bit like giving away your house, car, pc etc).

Sometimes, a man on his deathbed might decide to set some of his slaves free rather than pass them to his heirs (who might not need and would therefore sell them). Or one might consider to free one slave after many years of exceptionally good and loyal service, both as a reward and as a motivation for the other slaves to do their work well. Or if one had enough slaves for farmwork, and one of these proved to be exceptionally bold and loyal, one might decide that this man would be more profitably used as a henchman than as a farmhand, and would consequently free him.

But apart from such exceptions, freeing slaves would have been a rare thing, because it meant a substantial loss of property for the former slave owner.

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What's the difference between slaves and freedmen?

When you set a slave free, he or she will stop to produce anything but food. (Btw, if you kill everybody living in your farmstead, no new food will be added to the boxes and chests in your home.)

Anyway, since there weren't that many employment opportunities in Germania, and a man without land or a girl without family would have found surviving on their own quite difficult, your former slave will stay on your farmstead as your henchman or maid.

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Will freed slaves still contribute anything?

They will still contribute by producing food (check the containers in your house). And the herdsman should still manage your cattle.

However the entire idea of setting them free is that, from now on, they're free to produce for themselves (rather than for you); so basically a bit of food as a sort of rent/tithe will be all you'll still get from them, plus of course their willingness to fight for you.

(It's meant to be a financial loss for you. After all, there's a reason why, in the real world, people generally didn't set their slaves free.)

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Can you chose your career, e.g. be a blacksmith?

You can be a blacksmith in the sense that you may spend your gaming time repairing damaged weapons and then selling them (over time, your skills and capabilities will improve), just like you can be a merchant by travelling around and bartering with everybody. There is no need to follow the game's plot.

But you can't set up your own shop, and while you can produce simple things like cloth, you cannot produce any technically sophisticated items like e.g. swords or helmets.

The idea was that mastering these specialised crafts would have required several years of instruction and training, which you, having grown up as a free landowner, naturally haven't had, and, due to the Teutonic anti-work mentality, never would have considered getting, either.

So I've implemented these handicraft features only as sub-plots, more for your own use (repair your weapon), than as real main plots and careers. (This will be different in DARGHUL, though.)

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How can I make a living as a merchant?

Mainly, by buying things from people who don't value them, and reselling them to people who do (e.g. a warrior sells you some jewelry he has no use for, which you resell to a noble lady who is willing to pay a much higher price, and from whom you might also cheaply acquire a good weapon that she can't fully appreciate).

There wasn't much commerce in Germania. Most people produced everything they needed on their own farmstead. There were no shops (apart from, possibly, the smith's farmstead). Merchants weren't stationary, but always traveling around. So you can't set up your own shop and wait for customers, but must instead go out and find them yourself, carrying your merchandise with you.

(Btw, this is also the case with the merchant in Cattanford, who is just staying for a few days or weeks as Thoralf's and Radomund's guest. In theory, he will move on to the next village as soon as he has sold most of his goods.)

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I want to be a farmer. What is there to harvest?

Alas, nothing. According to the plot, it is currently spring. The fields have just been plowed. (And since the game's plot is meant to go over a time period of just a few months, it basically remains spring forever.)

Anyway, your fields have been plowed by your slaves. And right now, your slaves are sowing. Another of your slaves looks after your cattle. Since you own slaves, there isn't much need for yourself to do anything.

What you could do is to sell the things your slaves produce (look into the chests and boxes in your house and storage hut). Or you could use your fishing line and spend your days fishing, or travel around and go hunting.

(In a few months, when the wheat is ripe for harvesting, there would actually be a lot of work, probably more than your slaves could handle, so you'd have to participate. But that is beyond the scope of Teudogar's plot.)

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Why aren't there more crafts you can learn?

Regarding crafts you're mostly restricted to repairing your weapons/armor, and weave cloth and the like.

This is mainly for historical and cultural reasons: This was an aristocratic, warlike culture, much similar to the Roman or Greek one: Work was for slaves. It was demeaning to work, particularly to work for others. A free man, unless crippled, ought to fight and win slaves instead of doing any work himself.

I think this was a real conviction in most Indo-European cultures. As far as I remember, Aristotle, Cicero, and Seneca were all full of scorn whenever they mentioned workers; the only thing worthwhile was virtue, which was understood as a noble warrior's braveness, self-control, and gentlemanliness, but never as dedication to manual work, since only war, politics and perhaps law were considered worthy fields of action for a free man.

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Does how much people like you affect anything?

Many dialogs take a different course depending on whether your interlocutor doesn't care about you, or likes or loves, or dislikes or hates you.

Your friends will fight for you if you get into trouble somewhere near their place. Your friends' slaves will offer you many services. If people don't like you, they may attack you at the slightest provocation. And you won't get anything from them or their slaves, not even food (you can still help yourself, though).

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Does giving gifts to people have any effect?

Giving expensive gifts (like swords or gold coins) to people within the game usually increases the sympathy they feel for you, as long as someone has been at least neutral and doesn't already dislike you. A valuable gift may be seen as formally founding a friendship (Germanic custom).

However, you cannot make anyone love you by giving them gifts, regardless of value. And if someone dislikes you, there's nothing you can do about it; people can't be bribed into liking you (though they may accept your gifts).

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How do you make people like you more?

The main characters' sympathy for you increases as the plot proceeds and you prove yourself to be reliably fighting for your common cause. This also applies to many sub plots. So in general, talking, interacting, and possibly helping people will be the main factors.

Apart from that, you can give valuable presents to people. (For Teutons, friendship was a bit of a formal concept, with clearly-defined rights and duties, maybe somewhat like a commercial partnership today: Similar to how a contract would found such a partnership today, a precious gift like e.g. a sword would found/confirm friendly relations with the Teutons.)

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How do I become popular? Will anyone like/love me?

There's a girl in Bruglund who is likely to fall in love with you when you rescue her (full version). And the people you work with in order to form your tribal alliance will become your friends if you prove reasonably reliable and successful. You may also win some people's sympathy by giving expensive gifts (Germanic custom; see above). And your slaves will be grateful if you set them free.

However, since Teudogar aspires to be realistic, most people naturally don't and won't care about you, and your enemies will almost never cease to hate you (which is reinforced by Germanic culture with its emphasis on honor, clan loyality, and revenge).

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How do I get to have sex in Teudogar?

You may have to change your censorship level settings to allow this. Press "O" to go to Options Menu, select Control, and set censorship to "none". (Because I assumed that with some people in the U.S., there might perhaps be some cultural sensitivities concerning nudity and sexual topics, the default setting for pcs with a U.S. country code currently is "no sex/nudity".)

First of all, you'll need a partner who loves you or whom you've seduced, or whom you've paid, or who is your property. Consider your slave maid, for example. Otherwise, the easiest way to find someone would be to try to win over other people's slave girls by giving expensive gifts to them (this won't work when they're already in a relationship, or when their master is your enemy).

Anyway, that's all: Wait until your girl is in bed; then in order to join her, simply double-click on her. If she doesn't want you / belongs to someone else / isn't _your_ slave and therefore isn't obligated to sleep with you etc, you'll just get a "no response".

However, you can't really have sex with anyone in Teudogar; the maximum you get is to share a bed with some woman; sex is just implied. I didn't consider this to be a serious game feature; but looking at the level of interest this gets, maybe I actually ought to add some more details as well as perhaps some animations...

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Is there any point to sex in Teudogar?

Basically, no. It's just one of the things you (may) do, like eating or sleeping, and it's a pretty natural and un-spectacular thing to do. (Though it currently doesn't have any effect on your stats, maybe I ought to implement some beneficial effects on health and charisma. I should also adjust some dialogs to reflect your relationship.)

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Why do I get ambushed and killed after I killed a main character?

Because Npcs in other villages have no dialog passages to adequately react to what you've done - so it's partly a death for technical reasons... Changing this would require quite a lot of additional dialog text.

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Is it possible to defeat the warriors who are avenging a main character's death?

No, you can't defeat them, for technical reasons. (Other people would have to react to your killing of such an important person - that means, I'd have had to write hundreds of additional dialog passages - every NPC for every main character you might have killed. By making sure you can't reach other villages after killing a main character, I only had to take care of the NPCs in that same village.)

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Is there a trick or cheat in Teudogar to get more money?

Well, the best (and most Barbaric) way to get a decent weapon or other equipment would be to start a fight with some henchman who's carrying a sword or some golden bracelets, to slay him, and then to take what you've won.

An alternative might be to do some unfair trading: Make your trading partner drunk (give three or four cups of beer to him), and you'll get a much better deal; this way, you may be able to afford buying a used sword from some warrior.

If you really want to cheat outright, here's a description of how to do this (warning: major spoiler): www.teudogar.com/cheat_barter.txt; but I'd strongly recommend not to read or use this, since it really spoils the gaming fun.

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How do I get people drunk?

Give the amphorae etc to them: drag from your inventory to the person, then drop - they'll be saying "thank you" and drinking the stuff. (You can check the effects by afterwards pointing on them with your mouse cursor and pressing the CTRL key to take a detailed look.)

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Why aren't there any bows as weapons in Teudogar?

Fletching: Romans used Cretan auxiliary units with bows in some places, but to my knowledge, not in Germania. They did definitely use slings with leaden projectiles in Germania, though (these were found in Kalkriese in great numbers; but no arrowheads as far as I remember; have to look this up though). The Teutons apparently didn't use bows at that time, preferring javelins or slingstones instead. (As a programmer, I was happy they didn't, since programming weapons needing ammunition is a lot more work than sticking with simple swords.) But yes, in future fantasy games... And of course your need to get and restock ammunition would be one more gaming feature.

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Can you do anything with unfinished swords, chainmails, etc.?

Alas, not yet. The only use these have right now are 1) as decoration and 2) as bartering goods. (Smiths will tend to pay well for these things.)

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Why are there so few books in Teudogar?

For historical reasons, with most people being analphabetical, there was little demand for books.

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If I give a cloak to my slave, why doesn't he/she put it on?

Custom wouldn't allow them to wear these. (Well of course they'd wrap themselves in some sort of cloak during winter; but the Teudogar plot assumes it's summer, and the cloak in question here would have been more of a status symbol.)

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When you dig for treasure, does the resulting pit have any effect?

No, these pits are just a graphical by-product of your digging. They aren't large enough to cause other people to fall in. And you won't be able to reach lower game world levels by digging. The pits and other traces of your digging will vanish automatically after a couple of days.

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Why can't I join a bandit group?

That'd require random-generated travelers. (Otherwise you'd have no one to rob, since people generally stay in their villages.) I may add this in future versions; but this won't bring much action (most of your time would be spent waiting); and coordinating your fellow robbers with your actions would be tough (unless I leave them stationary). So I'll put this off too until I've introduced a sort of party system in some later version: Then you could simply form a party with them.

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Is there such a thing as karma in Teudogar?

Something like this is mainly done via your Charisma and Belief skills: Depending on your behavior, these will increase or decrease.

Unethical behavior will generally cause you to feel bad about yourself, and this will take a toll on some of your skills, especially your charisma, but also your religion- and magic-related belief skill. (Unless you start the game - in DARGHUL - as a good-for-nothing/rogue; in this case we assume you don't feel bound by ethical values, and consequently don't suffer from ignoring them.)

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I keep finding so many small, often hidden gaming features and game details!

There are many small game features, like having your friends come to your aid when they see you in combat, bribing your enemies' slaves so they won't aid their master, giving jewelry to girls and seeing them actually wearing it, having women participate in combat by blessing their friends or cursing their enemies, setting your slaves free, pickpocketing the key to a locked door or buried chest from the owner, seducing slave girls with expensive gifts, making people drunk in order to get better deals when bartering, or to facilitate pickpocketing, avoiding places guarded by dogs when stealing where everybody is sleeping, impressing people by wearing lots of gold and expensive weaponry, noticing Radomund secretly visiting Alfhild's farmstead at night, noticing Adalmar's newly refurbished hall after his inauguration, poisoning food or beverages with herbs, getting high by eating toadstool mushrooms, and so on.

I'm often surprised how many people actually find and enjoy these and others. But there's usually a limit to how deep they go, because the amount of programming work rises exponentially with every additional layer of detail one adds.

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In Höhlen sind Wege manchmal durch Baumstämme oder Stalagmiten blockiert?

Graben/Rumhacken mit Waffe hilft hier nicht (wäre auch nicht realistisch, glaube ich). Aber da Höhlen oft mehrere Eingänge haben, lohnt es sich in solchen Fällen meistens, aus der Höhle herauszugehen, etwas in die Richtung zu gehen, wo der versperrte Höhlenteil ist, und zu schauen, ob es dort nicht noch einen zweiten Eingang gibt.

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Wo ist die Waffe/Spitzhacke, die ich gerade gekauft habe?!

Sie wird erst hergestellt. Man bekommt z.B. die gerade bezahlte Spitzhacke nirgendwo SOFORT, sondern immer erst EINEN TAG SPÄTER, weil sie erst produziert werden muß. D.h., nach dem Bestellen und Bezahlen der Spitzhacke muß man erstmal einen Tag warten. Wenn man dann wieder mit dem Schmied redet, händigt er einem die (dann fertige) Spitzhacke aus.

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Wovon hängt ab, was für Sachen die Sklaven und Hausbewohner produzieren?

Das hängt davon ab, welche und wieviele Leute im jeweiligen Haus sind. Manche Dinge werden nur von Sklaven produziert (meistens Kleider/Fackeln); manche (Nahrung) immer solange es Hausbewohner gibt; manche nur von einem bestimmten Hausbewohner (Schwert/Schmied).

Produziert wird nur, wenn es noch nicht genug/zuviel von der jeweiligen Sache gibt; was produziert wird, wird teilweise intelligent entschieden (wenn z.B. Ihre Sklaven bemerken, daß Sie keine Hose oder keinen Mantel haben, wird genau dies produziert); wenn niemand mehr in einem Haus lebt, wird nichts mehr produziert.

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Man kann fremde Sklaven anweisen, Kleidungsstücke zu reparieren?

Nur die Sklaven von Leuten, die mit einem befreundet sind. In dem Fall ist das eine Frage der Gastfreundschaft (siehe Abschnitt Geschichte/Gastfreundschaft).

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Hat es Folgen, wenn man Toten die Kleider abnimmt?

Man empfindet das als unbillig, und hat deshalb ein schlechtes Gewissen und empfindet abergläubige Furcht; deshalb erhält man einen leichten Punktabzug an Charisma, Lebenserfahrung undWodans Gunst. (Die Würde der Toten war den Menschen in der Antike ziemlich wichtig.)

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COMBAT


How does combat work in Teudogar?

Combat is plain and turn-based, yet I tried to make it colorful, dramatic and realistic, with javelin throws and close combat with swords or daggers, with enemies encircling you, women blessing the warriors they side with, with curse and frighten-spells, with blood flowing, fleeing enemies losing their shields and weapons, your armor getting damaged, and booty to be used as a sacrifice for the Gods.

Though there's plenty of combat, killing people or animals (there are no monsters in this game) is not the main way of building up experience. You'll gain experience of life from everything you do (indeed from almost every mouse click you make), even when something fails. Fighting will improve your sword, attack, parade and shield skills - but you could achieve this by combat practice as well. More important for your development are victories and successes, whether in combat, or in fulfilling quests, or reaching your political goals. I.e., the character system's emphasis is on general activity and success, not on body counts. (That does of course not prevent you from making the fight against robbers, or duels with every warrior you meet, your main purpose in life.)

Another potential difference to regular RPGs may be that getting wounded has a serious impact on your current fighting skills: If you manage to wound an enemy once, you can finish him off rather quickly; or if you get wounded yourself, you have no real chance of winning anymore, and better ought to flee. This tends to make combat in "Teudogar" brief and violent, and it increases the importance of armor - which is rare and hard to acquire.

Wizardry is different in so far as there's no "magical energy" or "mana" in "Teudogar": You can cast as many spells as you care to (at least, until your armed opponents put an end to this), since making some gestures and murmuring a couple of words isn't particularily exhausting. Whether your spells will have any effects will depend on your enemies: A strong and well-armed warrior probably won't be too impressed by your curses, while a weaker man, who feels intimidated by your superior strength and weapons, is more likely to be demoralized by the confidence you project when facing him - and therefore, to fear your wizardry.

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What's the most important thing to know about combat in Teudogar?

Once you are wounded, your fighting abilities will be so impaired that you won't have a chance of winning anymore. The only reasonable thing you can do in such a case is to flee (and maybe take up the fight again a week later when you've been healed).

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Why does the Make Peace action hardly ever work?

The problem with this is, if your opponent is strong enough to kill you, why should he make peace with you? (In 12 B.C., there was no Christianity, and ideas like "you shall not kill" would have been considered crazy by both Teutons and Romans.)

So this'll basically only be accepted by people who feel that you are certain to kill them if they don't stop fighting right now.

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Can I make peace with my enemies in Teudogar?

When your opponent is weaker than yourself, or already seriously wounded, he may accept your offer of peace (Actions Menu (left side of screen), 'Make Peace'). But this usually won't work if you've already killed one of his relatives, or if he thinks he has a fair chance of killing you, or if he is so brave that he would rather die than make peace with an enemy. If your offer of peace is refused, you may still defeat him in combat, and accept his surrender. (Don't trust former enemies, though.)

But notice that people's standing towards you is usually clan-related; i.e., if members of their clan/extended family are hostile to you, people will consider it their duty to be hostile towards you as well. So assuming you fight several men from the same clan, you usually won't be able to make peace with only one of them (except if he's an extreme coward), because he can't desert his fellow clansmen. (Solution: defeat them one by one, until there remains only one single hostile fighter - who would then be free to make peace with you.)

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Who can heal me when I'm seriously wounded?

Most noblemen's wifes can heal serious wounds, and will do so for free if you are a friend of their husband. If you're seriously wounded in your home town, Ortwin's wife can heal you. In Cattanford, Thoralf's wife or Radomund's wife. In Heremod's Hall, both of Heremod's wifes.

(When you have only light injuries, your own slave maid can heal you. In other villages, your friends' slave maids will do the same for you.)

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How can I heal severe wounds on my own (not just bandage them)?

There's no way to do that in Teudogar. I thought it wouldn't be realistic - if you're severely wounded, you'd probably be semi-conscious and too weak to heal yourself.

So the only way to heal severe wounds is to have someone who knows the art of healing take care of you for a couple of days. (There's a cheat code, though - see the "cheat"-section for this.)

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Can I bleed to death?

Yes, if you've received several severe wounds (i.e., are already severely wounded), and keep bleeding, and don't stop the bleeding by bandaging your wounds, then you might die before your bleeding stops by itself.

Bleeding even from heavy wounds usually stops by itself (even in real life) once you've lost a certain amount of blood (perhaps due to falling blood pressure), so usually, if you aren't too unlucky, it'll stop by itself before you die.

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If I'm defeated in combat, will my opponents kill me?

In cases of fair, knightly combat that hasn't been provoked by yourself, in most cases, once you are almost lethally wounded, your opponent will talk to you and offer to accept your surrender. Accepting this and surrendering would cost you your weapons and equipment, and would be a dark spot on your honor, but would let you keep your life. And when you fight robbers and are defeated, you don't get killed but just knocked out.

However, other kinds of combat usually end lethally for you if you get wounded and refuse to flee. (I think this is fair since, firstly, you usually had a choice whether to enter combat at all, and secondly, once wounded, you really should have fled.)

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Is there any way to get other people to support me in combat?

You could give a valuable present (e.g. a new sword) to a free man, in a bid for his friendship. If later on you got into a fight with somebody else, and he'd witness that, he would then join that fight on your side (provided it's not against his own people). What's even better, if he has any slaves, these would join your side as well.

But of course that wouldn't make him your henchman. Right now, the only way of acquiring henchmen would be to set your slaves free and arm them. (Yet even they won't follow you around on your travels, since this is a single-player RPG.)

Btw, it's worthwhile to win women's support. Although they won't fight for you physically with weapons. (Considering that women have on average 15 to 20% less physical strength than men do, they'd get killed if they tried to.) But they will bless you, and curse your opponents. And since success in physical combat strongly depends on courage and confidence, this is very effective.

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Will anyone help me in a battle?

Teudogar remains a single player game - you can't set up your own band of warriors like in Ultima. But while your slaves/freedmen won't follow you around, they will aid you when you happen to be in trouble somewhere near to them: Try starting a fight with your neighbors (save game status first), and your slaves ought to join the fight on your side.

(This will also work with slaves in other villages that you might acquire over the course of the game, e.g. when you have captured a farmstead by defeating all free men living there.)

If you face a defeat, you may also try fleeing to one of your friends' farmsteads: When they see you being attacked, they'll probably come to your aid, too (along with their slaves).

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Why do people who surrender still murder you when they get a chance?

Teutons believed in the need for revenge, and would rather use lies and cunning than to forgo their revenge. So while you're armed and awake, defeated people will serve you - however, when you ever sleep in their vicinity, they'll use the opportunity to kill you (from their point of view, it would be immoral not to do so).

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ARMOR AND EQUIPMENT


I'm not wearing any armor. Can I risk to travel that way?

You needn't worry too much about your equipment; you can get by very well with just spear, dagger and shield.

Regarding combat the only thing you need to be aware of is that once you've been wounded, you can't win anymore. If this happens to you, give up, run for your life, then dress your wounds and find some woman who can heal you.

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How important are equipment, weapons, gold etc?

The main point of this game is not to collect as much stuff as possible, but to defend your tribe against the Romans (who are invading your country). The best way to do that will be to form an alliance with your neighboring tribes. That'll require traveling around, talking to people, winning allies, getting rid of your political opponents and so on.

In doing so you'll make plenty of enemies; from a Teutonic point of view there's nothing wrong with killing as many of these as you can (as long as this doesn't jeopardize your effort to form an alliance); so you'll win more than enough booty as a by-product of your travels.

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What happens when I'm carrying too much heavy equipment?

When you're carrying too much equipment, your dexterity will be impaired. (That's in addition to the loss of dexterity already caused by cumbersome pieces of armor, helmet, shield etc, even when you're not overburdened.)

To see how much exactly this amounts to, go to the Player Info Screen, and click on the current/virtual button: "virtual" will display how your character stats would be if you were totally healthy, awake, well-fed, and un-burdened.

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How can I avoid being overburdened?

One of the main causes for being overburdened is wearing a heavy chain mail shirt. The best thing you can do is to replace that with a Roman segmented cuirass (there are several opportunities for winning these as booty in the full version): This type of armor had been newly invented by the Romans during the beginning of Augustus' reign. It's made of flexible metal segments that tend to give in and crumple when hit, just like the crushable bin of a modern car. That effectively blunts the impact, i.e., protection is just as good or even better than that offered by a chain mail, but it requires a lot less metal and is therefore much lighter.

Another thing you might do is to swap some of your silver for gold or golden jewelry (1 piece of gold is worth as much as 25 pieces of silver). The merchant at Cattanford is good for this. He may not have enough gold the first time you visit him, but the more you trade with him, the more gold he'll have to offer when you'll visit him again later.

When you're persistantly slaying robbers, you tend to accumulate more booty than you can conveniently carry. The best thing you can do is to sacrifice stuff you don't need to the gods.

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What is the best weapon in this game?

The best weapon in the game is Ottokar's enchanted sword Tyrfing, in the village of Bruglow (in the full version). Up to then, you'll be fine with a regular blessed sword (such as made by the smith in your home village).

Short swords are good for beginners since it's easier to attack or parry with them; but when your Attack/Parry skills are good enough to usually overcome your enemies' shield/dodge skills, then a regular long sword will be the best weapon because you can do more damage with it.

The stronger a weapon's blessing, the easier you'll find it to attack and parry with it, and the more damage you'll cause with it. The witch Ortruda in Ortruda's Forest (full version) can probably increase your sword's blessing somewhat more; however, it still won't match Ottokar's sword.

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Where can I get Roman equipment?

You can buy a Roman short sword (gladius) already in the free Demo Version: Not from the smith in you home village; but the smith in Cattanford will produce one of these for you. Same goes for a chain mail shirt.

As to other kinds of Roman armor, helmets, cuirasses and shields, you'll have many opportunities to capture these in the Full Version. What will be extremely useful to you is the Roman segmented cuirass, which weighs far less than a chain mail, doesn't impair your dexterity much, and offers great protection. Also worthwhile is getting a Roman iron helmet (more solid than Bronze, and better designed than the Barbarian helmets, with additional protection for cheeks and neck).

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Should I use a large Roman shield?

You'll can capture these in the Full Version. However, I think it's not such a good deal for a single fighter, because its huge size will impair your dexterity too much.

In my opinion, this type of shield is mainly useful for a row of soldiers standing in a file, one closely next to one another, each covering both himself and part of his neigbor with his shield, everyone pointing their spears at the enemy, and this whole troop advancing, mowing down everything in its way like a steamroller (Greek idea; Phalanx). In such a combination, this type of shield really makes sense, creating a sort of solid front, and thus rendering the entire troop fairly invincible to attacks. But for a single fighter I don't think it's worthwhile.

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Can I get a Roman segmented cuirass (lorica segmenta)?

Yes, the legionaries you encounter in the full version of Teudogar are wearing such iron segmented cuirasses, so you'll have the chance to capture such armor (or, in the Alliance plot, barter for it).

This type of armor will greatly enhance your fighting capabilities due to its low weight, rather low degree of encumbrance, and the good protection it offers.

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Can I get a Roman muscle breast plate cuirass?

Yes, the leader of the Roman troop escorting the hostages now wears such a cuirass (Full Version's tribal-alliance-against-Rome plot). Provided you and your fellow warriors manage to defeat this troop, that cuirass will be yours.

In the alliance-with-Rome plot line, the general in the Roman camp wears this type of cuirass, too, but he obviously has too much need for it to be willing to barter it for anything you might offer: So, unfortunately, there's no way for you to acquire it in this plot line (apart from killing the general; but of course this isn't really feasible).

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What's the deal with the Roman muscle breast plate cuirass?

Basically, nobody wore this type of cuirass except for the emperor and his generals. It was not particularly suited for active combat due to its enormous weight and rigidity. Instead, it was meant to look representative (see the picture of Augustus in the Teudogar intro; he's wearing this type of cuirass; of course his is magnificiantly decorated, with a propaganda scene showing the Persians asking for peace). Its main practical use was to protect the highest-ranking officials from assassination and enemy missiles while they directed combat operations, standing far away from the line of battle.

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The jewelry and cloaks and nice armor I can put on, are they just for show?

No. Apart from your armor's protective function, these status symbol will significantly increase your Charisma, and also lift your self-confidence a bit, and therefore, increase your Belief skill somewhat. These effects will be helpful for wizardry and bartering.

Given that the only practical way to acquire wealth was by waging war, and the only way to remain wealthy was being able to defend yourself, displays of wealth were fairly powerful status symbols, and indicators of your capabilities. And war-gear was among the most expensive items (e.g. a chain mail shirt would have cost as much as a house or half a dozen slaves).

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The merchant hasn't got enough gold to buy all the booty I made.

When you sell weapons or other stuff to the merchant in Cattanford, he'll re-sell them in your absence; i.e., the more you trade with him, the more gold, silver and jewelries he'll eventually have to offer when you visit him a couple of days later.

Btw, apart from gold coins, also try to barter for golden bracelets and neck rings - these are valuable yet weigh very little.

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Will the Cattonford merchant ever run out of money or goods?

He shouldn't run out of gold; rather the opposite, when you trade with him, he should actually sell off the stuff you sold to him as soon as you're away; so when you travel for a couple of days, on your return he should have some fresh gold and silver (though admittedly, fewer goods - after all, the war has interrupted the trade routes, so there aren't any fresh amphorae of wine coming from Gaul any more).

Apart from this merchant, there are a handful of craftsmen in Teudogar - smiths, weavers, people who make leather goods, pots or torches etc; these at least keep producing new stuff (check the boxes and chests in their houses).

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Is there a way to display the total value of the selected goods during bartering?

Yes, Options Menu / Language&Control / Bartering: Display total value.

Per default this is off, because this was a money-less bartering society (the coins are used as just another bartering good). Therefore, there were no generally accepted money-prices, and consequently, things didn't have an 'objective' value, either: An object was worth as much or as little as my trading partner would be willing to offer me in return. And for myself, the value of his offer would depend on how well I could use the objects offered, and not on their theoretical monetary value.

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What's the most effective way to steal things?

Note that stealing was considered to be extremely dishonorable, and that you, being a Teuton, would probably share such a view. Therefore, stealing will reduce your Charisma.

If you want to do it anyway, the most effective way would be to wait until all inhabitants of a house are outside, then close all doors in order to avoid being seen, then start looting. (In this case, you may be suspected, but still won't be caught or attacked.)

A (less effective) alternative would be to wait until everybody is sleeping. However, there's a chance that your actions will wake up somebody - particularly when anybody is sleeping in a place close to the objects you are trying to steal. And if there is a dog in the house, it'll very likely wake up everybody.

Perhaps the best way, if you're strong enough and your victim isn't politically important, would be to simply slay the owner of a farmstead, and kill or defeat his henchmen (if he has any). (His slaves will stop fighting the moment you've defeated the last free man, so you needn't worry much about them.) Having defeated all free men, you've become master and owner of their house, and can now take everything you want openly, and without dishonoring yourself.

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What kinds of different magical attributes for weapons and armor are there?

Weapons etc have attributes like new / used / damaged / etc, and blessed / normal / cursed, with gradual intensity. A blessed weapon will facilitate your attacks, and increase the damage you do, a cursed one will handicap your attacks and reduce the damage you can do. Parrying is also affected. With armor, protection is enhanced / reduced.

There's no sharp distinction between blessed / not blessed, since, according to Germanic thinking, every weapon had a certain degree of 'Heil' (intrinsic luck, good fate) that the bearer could make use of. You can turn a normal weapon into a 'magical' one by blessing it or having it blessed. And since it's a gradual thing, blessing a weapon already somewhat blessed will increase its magical power.

In Darghul (a Fantasy RPG based on the Teudogar engine I'm currently working on), I will additionally implement a number of unique magical weapons with unique characteristics.

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Where do I get boots/shoes in Teudogar?

There are no real boots in this game, only shoes. (Teutons wore shoes that looked kind of like Indian mocassins.)

If you want to get shoes, simply buy them in Cattanford from the merchant who sells leather armor, in the north-western part of the village. Alternatively, kill someone (anyone but a bare-footed slave), and take his or her shoes. (Such a deed would cause you a bad conscience and damage your charisma; however, you can still do it if you want to.)

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Is it too easy to get the best equipment?

I don't know. Of course you can make a lot of booty and then buy a chain mail shirt, iron helmet and the like - but the best armor and weapons can not be bought, but must be captured from the Romans (segmentes cuirass) or other special people (magical sword etc).

(Here's one more problem with the historical realism: Too few people possessed real armor; so it's true that once you've got a chain mail you'll have a considerable advantage over most enemies. But since the number of randon-generated robbers increases corresponding to your skills and equipment, and since more of them will know enough wizardry to curse or frighten you, there should be some challenges left even if you're well-armed.)

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Was ist die beste Ausrüstung?

Meine Meinung: Schwert, Speer, Eisenhelm mit Wangenklappen, römischer Schienenpanzer (nur in Vollversion) oder Kettenhemd, normaler Schild. Mit Händler in Kattfurt reden für nähere Infos über Waffen u Rüstungen.

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Wie bekomme ich römische Rüstungen?

In der Vollversion: Bei dem Verteidigungs-Bündnis-gegen-Rom-Lösungsweg werden Sie zwangsläufig eine Reihe von Scharmützeln gegen römische Truppen ausfechten. Dabei können Sie römische Waffen und Rüstungen erbeuten - einschließlich von Schienenpanzern (beste im Spiel vorkommende Rüstung) und großen Schilden (für Einzelkämpfer nicht zu empfehlen) und römischen Eisenhelmen mit Wangenklappen (empfehlenswert).

Im Bündnis-mit-Rom-Lösungsweg geht das natürlich nicht allzu gut; schließlich wollen Sie ja Frieden mit den Römern halten. Die einzige Möglichkeit hier wäre Tauschhandel im römischen Lager.

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Kaum daß ich ein Kettenhemd trage, bin ich überladen?

Ich glaube, das ist realistisch. Kettenhemden waren wirklich sehr schwer (ca 9 kg), und mit Helm, Schild usw kommt man dann schnell auf über 20 kg, die man am Leib verteilt mit sich schleppt. Damit kann man einfach nicht so unbeschwert herumlaufen (selbst als trainierter Krieger).

Allerdings ist die Einschränkung der Geschicklichkeit auch nicht gar so groß (etwa 15%), und der bessere Rüstungsschutz wiegt fast immer auf, daß man deswegen etwas häufiger getroffen wird. D.h., es lohnt sich (realistischerweise) immer noch, eine gute Rüstung zu tragen.

Die Römer haben das Problem aber mit ihren neuen Schienenpanzern (in der Vollversion erbeutbar) weitgehend gelöst: Diese sind so leicht, daß man damit keine nennenswerte Einschränkung der Geschicklichkeit mehr hat.

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Was soll das mit den Silber- und Gold-Münzen?

Silber kommt in der Natur etwa 10 bis 15mal so häufig vor wie Gold, war deshalb schon immer entsprechend billiger, und ist deshalb gewöhnlich für kleinere Münzen verwendet worden, mit denen man alltägliche Besorgungen bezahlen konnte.

Goldmünzen dagegen haben den Vorteil, pro Stück wesentlich wertvoller als Silbermünzen zu sein, so daß man damit bequem auch sehr große Beträge mit sich führen oder aufbewahren kann. Nur für kleinere Einkäufe sind Goldmünzen eben wegen des hohen Stückpreises weniger geeignet.

1kg Gold ist heute etwa 20.000 EUR wert. Für die Menschen damals wäre ein Goldstück von der Kaufkraft her etwa so wie heute für uns ein 200 oder 500-EUR-Schein gewesen; ein Silberstück wie heute ein 10 oder 20-EUR-Schein.

In römischer Zeit entsprach 1kg Gold etwa 10kg Silber. Das Münz-Verhältnis in Teudor ist 1 Goldmünze = 25 Silbermünzen, weil ein römischer Gold-Aureus doppelt so groß war wie ein Silber-Denar (diese Münz-Größen waren von den Römern natürlich willkürlich festgelegt worden).

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Warum erziele ich beim Tauschhandel im Laufe der Zeit immer bessere Preise?

Das liegt vermutlich an Ihrem mit wachsender Lebenserfahrung steigenden Charisma, und evtl Ihrer besseren Ausrüstung. Charisma beeinflußt die Preise, die Sie erzielen können; erfolgreiche Kämpfe und bestandene Aufgaben etc verbessern Ihr Charisma; repräsentative Kleidung oder Statussymbole (Mantel, goldener Schmuck, Kettenhemd) verstärken es zusätzlich. Wenn Sie reich und mächtig wirken, lohnt es sich für Händler auch, Sie besser zu behandeln (Aussicht auf lukrative zukünftige Deals).

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Kann man sich beim Tauschandel den Gesamtwert der ausgewählten Waren anzeigen lassen?

Ja; einschaltbar über Optionen / Sprache&Steuerung / Tauschhandel Gesamtwert anzeigen.

Die Voreinstellung ist 'aus', weil die Dinge in einer Geld-losen, Tauschhandel-treibenden Gesellschaft keine allgemeinverbindlichen Preise, und damit auch keinen 'objektiven' Wert, hatten: Eine Sache war jeweils soviel oder sowenig wert, wie mein Gegenüber mir dafür zu geben bereit war. Und wieviel mir das Gebot meines Gegenübers jeweils wert war, hing davon ab, wie gut ich selbst die von ihm angebotenen Sachen brauchen konnte.

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CHARACTER SYSTEM


What were your thoughts on the character system?

Your character attribute values (strength, dexterity, intelligence, vitality) describe your basic capabilities relative to other non-player characters (e.g., women usually have less physical strength, or professional warriors, after years of training, have a better dexterity than you do). Your attribute values are simply typical values for any average male, and they won't change much over the course of the game, either.

What will change, and possibly significantly, are your skill values: They will slightly improve with everything you do, every time you apply a skill, thus enabling you to form a character with unique strengths and weaknesses over time - solely determined by your way of life within the game.

These skill values describe your level of practice, and your ability to use your strength, dexterity and intelligence for a particular purpose. Therefore they determine your success in combat (your Attack and Sword skills set against your opponent's Parade, Shield and Dodge skills), with wizardry (Charisma, Belief, Experience of Life skills), bartering (Charisma, Experience of Life) and so on.

Attributes and skill values are subject to temporary changes, e.g. when your armor reduces your dexterity, or your being wounded decreases your strength: This would decrease your Attack and Sword skills, too, just as being tired reduces your intelligence and dexterity, and therefore your charisma as well.

My main intention was to make the character system feel real. That means less awareness of your precise (numerical) skill values; instead, you'll simply notice over the course of time that certain actions have become easier for you than they were in the past. There's no artificial choice over which skills to improve with the experience you gain (e.g. like slaying a monster with a sword and then using the experience gained to improve your magical energy). Instead, there's constant growth in tiny steps, but only where you apply a skill or a related skill.

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How does character growth work in Teudogar?

The game's plot encompasses just a couple of months: In such a brief span of time, you couldn't really grow into a superhero. So while there's some emphasis on improving your combat skills by frequent practicing, equally important are acquiring decent weapons and armor, and learning spells.

E.g., it's very useful if you can convincingly frighten people into just giving up a battle against you. Apart from learning to do this in a way that's credible to both yourself and your intended victim, that would also require a lot of charisma to be effective. (In order to acquire this, you'd need a number of victories and successes.)

When you're fighting against multiple enemies, armor becomes extremely important. You'll have a huge advantage over your enemies once you've managed to capture one of these light, newly-invented Roman segmented metal cuirasses.

In the end, you'll become pretty powerful, but part of this will be due just to the equipment you've acquired, the self-confidence you've gained, and the convincing techniques (spells) to impress others you've learned.

However, my job as a game designer is to make sure you'll always face challenges that are difficult (yet not impossible) for your character to overcome. In "Teudogar" that means the more powerful you become, the more and stronger enemies you'll face as the game's plot unfolds; also the number of enemies in random encounters with robbers etc will increase, thereby counterbalancing your increased power.

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How do I gain experience and increase my skills?

The way to gain experience at anything in Teudogar is simply to practice it, as often as possible. So in order to increase your Attack or Sword skill, do some combat practice or actual combat. To increase your Experience of Life or Knowledge skill, talk to people, or solve some of the quests of the game plot.

Unlike most fantasy games, you don't get experience points from slaying monsters (besides, there aren't any monsters in Teudogar). Victory in combat will increase your Charisma and Belief skills. But actually killing anyone won't have any positive effect on your skills.

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How can I increase my strength?

Every time you make use of a skill that requires strength, you'll gain not just experience in that skill, but also in strength. These gains are minimal but accumulate over time. So things like combat and combat practice will help, but this takes time and you won't make as much progress as in most fantasy rpgs.

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What is the maximum weight my character can carry?

The absolute maximum you can carry around with you (not just lift) is about 50kg/110lbs if your strength is 'average', about 60kg/130lbs if 'good', and about 65kg/140lbs if 'very good'.

While this is what you can carry, actually doing so would of course make you far too encumbered to fight. The amount you can carry without being encumbered is half that, i.e., 25kg/55lbs if 'average', 30kg/66lbs if 'good', 33kg/73lbs if 'very good'.

I think these numbers are realistic, considering that most of that weight would usually come from your body armor, which is far more convenient to carry than, say, 4 heavy shopping bags would be, since the armor's weight rests on your upper body, without any need for you to exert muscular strength.

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What do my weapons skills mean?

In Teudogar, you have basic Attack/Parry (plus Dodge and Shield) skills which apply to all weapons. Your Weapons skill (Sword, Axe, Spear) reflects your experience in handling the kind of weapon you're presently using, and will determine how well you can use your Attack/Parry skills with that weapon.

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How do magic skills work?

Your success in performing spells like Frighten or Curse depends mainly on your Charisma and Experience of Life skills (other spells require Faith or Knowledge or Perception skills). So practicing the Frighten-spell will automatically make you better at Curse (and vice versa), since both require Charisma skill, and practicing one or both spells will gradually increase this skill.

(However, if you're good at Frighten and then learn Curse, you'll be equally efficient in this new spell, too, right from the beginning. Since this is unrealistic, I should perhaps add an additional experience counter for each particular spell.)

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Although my combat skills improve easily, strength, dexterity and intelligence don't?

Your character development in Teudogar is reflected mainly by your skills (such as Attack, Dodge, Charisma, Belief etc), while your attributes (Str/Dex/Int/Vit) improve only slightly and very slowly.

The basic idea was that if you've got an I.Q. of 110, you'll still have an I.Q. of about 110 after graduating from a university. Your basic intelligence doesn't change much over the course of your lifetime (apart from possible declines caused by illness). The only thing you can really increase are your skills - and these will decide on how effectively you can apply your intelligence.

Increasing your skills (such as Knowledge, or Attack) by practicing is something you can do comparatively easily and quickly. And this will enable you to make better use of your mental or physical capacities.

But it's very hard and takes many months or even years to improve your basic attributes. So even if you are very active, your Strength and Dexterity won't improve a great deal (particularly in comparison to what you can do in some fantasy RPGs).

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My character's strength doesn't increase at all!

You're probably still playing Teudogar 1.00 (during the game, press the 'V' key to have the version number displayed).

I'd originally thought that the few months' time the plot covers wouldn't be sufficient to really increase your basic attributes - so in version 1.00 there was only a gain in skills, but not in basic attributes like strength or dexterity.

While I still consider this approach reasonable with regard to intelligence, it was wrong with regard to strength - there one can obviously achieve significant increases even within a few weeks of training. Consequently I've implemented gaining of strength and dexterity starting with Teudogar version 1.01.

If you're still playing full version 1.00, there's a free update patch in the download section of this site; downloading and running this will update your installed version; your saved games will remain fully usable. (To update a demo version, simply download and install the most recent one, overwriting your current installation.)

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Given equal skills, what is my chance of hitting my opponent in combat?

Your attack skill is set against your opponent's defense skill (randomly chosen: either shield / parry / dodge). The relevant effective skill levels will be determined by your health (wounded?), equipment (cumbersome armor?), etc.. When both effective skills are equal, you ought to have a 55% chance of hitting (odds are tilted a bit in your favor to make sure you don't get killed too easily).

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What happens when you are overburdened?

When you're carrying too much equipment, your dexterity will suffer. (That's in addition to the loss of dexterity already caused by cumbersome pieces of armor, helmet, shield etc, even when you're not overburdened.)

To see how much exactly this amounts to, go to the Player Info Screen, and click on the current/virtual button: "virtual" will display how your character stats would be if you were totally healthy, awake, well-fed, and un-burdened.

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Why does wearing heavy armor increase my faith and charisma?

Because knowing how well-protected you are makes you feel save and confident. And having a good weapon ought to give you confidence (faith) in your ability to defeat every opponent.

Besides, weapons and armor were powerful status symbols. A chain mail shirt cost as much as 4 or 5 slaves, so everyone who saw you wearing one knew immediately how extremely rich (therefore, successful / powerful / mighty) you were. And finally, most people feel good when they are wearing expensive, well-made clothes; high-quality armor should produce a similar effect.

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Why does wearing heavy armor reduce my experience of life?

Your effective skill values depend not just on your skill experience, but also on your strength, dexterity and intelligence. Even with more or less purely cognitive skills, to a certain (small) degree your dexterity is considered in the computation, in order to reflect your bodily condition - based on the assumption that you'll be able to achieve better results when you feel totally well, healthy and unencumbered.

In case of Experience of Life, of course you'll still have the same amount of experience after putting on a heavy piece of armor - but carrying such a heavy load should make you feel quite encumbered, and distract you a bit, making you unable to make full use of your experience. (The same applies to your Charisma and other mental skills, of course; but in case of Charisma, this drawback is more than compensated by the gain in status; or in case of Belief, by your increased feeling of security.)

I think that by giving such a strong consideration to how you would _feel_ in certain circumstances, I can reflect psychological effects better than by a purely 'rational' approach.

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Why is it that individual hits do not lead to more serious injuries in combat?

I had thought quite a bit about this while designing Teudogar's combat system. Basically, when you suffer a hit to your head with an axe, you would in reality not just lose say 30% of your vitality but would most likely be dead immediately. So keeping in line with my goal of realism, I had originally made combat injuries have much more severe consequences than they do now. The problem with this, and the reasion I changed this, was that this made combat too dependent on luck, and quite volatile and unpredictable: When a single hit determines the entire combat's outcome, the differences between your and your opponent's skill levels don't come into play sufficiently, because the superior skill will only dominate _on average_, i.e., over a series of actions; while each single action's outcome is much harder to predict. (E.g. like stock markets making maybe 8% per year on average over 30 years but anything from -20% to +20% in one single given year.) I.e., the fewer actions you rely on to determine combat outcome, the more random it gets.

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Is there a special Bartering skill?

Your success in bartering is currently determined by your Charisma-skill. This skill improves over the course of the game (in the Demo version, too, of course), mainly when you're successful in whatever you try to do, but also when you practice wizardry, and, also, bartering. So there already is a kind of training effect with bartering, but not restricted to this specific action. I'm not sure but I think this approach is realistic, since success in bartering is probably more a question of charisma than of technical knowledge/practice (or practice only in so far as you get better at convincing/charming your trading partner).

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What would the skill levels be if expressed numericallly?

Speaking numerically, a skill level from 95-104 would be average, 105-114 acceptable, 115-124 good, 125-134 very good, 135-144 exceptional, >145 unsurpassable.

I used intelligence IQ values as a yardstick; i.e. most people would have an IQ of 90-110; 80 would be rather dumb, 120 rather intelligent, >130 highly intelligent, and >140 a genius.

The effect of a higher value rises exponentially; i.e. having an IQ of 140 wouldn't just mean you'd be 40% more intelligent than the average guy; rather, it's a different quality: even a dozen average guys combining their efforts would be unable to surpass you. Likewise, a sword fighter with a skill level of 140 should find it fairly easy to simultaneously defeat half a dozen enemies with skill levels of around 100.

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I want my character statistics displayed in real numbers!

Since many traditional RPG players objected to Teudogar's indirect skill level descriptions ('good', 'sorta good', 'great' etc), I'll add a choice to the options menu that'll make your precise skill numbers etc available in the player info screen and the status bar.

In the meantime, you can turn on the cheat mode by typing ",cheat" (a comma first), then keep the "W" key pressed down, and move your mouse cursor to the lower edge of the screen (thus opening the status bar): That'll display your precise stats, even with the current version of Teudogar.

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Can I reach a skill level higher than 'unübertrefflich/unsurpassable'?

No. But having the skill level 'unübertrefflich' / 'unsurpassable' just means that you are extremely unlikely to encounter anyone with as high a skill level as yours (i.e., it refers to how your skill level compares to the general population).

Your skills will continue to improve, endlessly. It takes progressively ever more work, i.e., while increases in skill level were easy and fast at the beginning, now, with your present skill level, you will have to do a great deal more to progress any further. But you still can do so. You won't get a new skill level name after reaching 'unübertrefflich' / 'unsurpassable', but all of your further skill gains will still be reflected internally.

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Why don't I die of starvation if I don't eat?

In many games (and in Edgar Rice Burroughs novels), people die when they've been without food for three days. But in reality, actually even 40 days of complete starvation are unlikely to kill you. You can do without any food intake at all for quite a while; your body will live off its reserves up to the point where you've lost about 50% of your body weight.

(However, such a lifestyle would of course have consequences; it'd take a long time for you to regain your former weight and strength - that's something I still need to implement: If you go without food for too long, your strength attribute ought to remain impaired for a long period of time afterwards.)

(While few people die of starvation in the real world, you can't be without water for more than three days, depending on temperature. However, in a northern, rainy climate like the one in Teudogar, with rivers and brooks everywhere, that's hardly an issue. Therefore I assume that you automatically drink whenever you are thirsty, and consequently won't bother you about finding/carrying water in Teudogar.)

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Can I erase disgraceful deeds, in order to get a faultless obituary?

No, you can never undo what you've done. But never mind: Many of the things listed there, e.g. slaying fleeing enemies, aren't really disgraceful from a Teutonic point of view (nor from a Roman or Greek one). Apart from, I think, some reduction in charisma (more than made up by what you'd gained from winning the fight), you don't suffer adverse consequences from this; in fact, I think it even increases Woden's sympathy for you.

So some of the facts listed in your obituary's Your Deeds section aren't really a blot on your reputation that messes up your resumee, but rather, just a detail that could be noticed about your character and behavior. Your final score won't be affected, either, not even by obviously disgraceful deeds like murdering or poisoning, because you would have suffered any penalities (like e.g. a reduction in charisma) already immediately after committing the deed.

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Muß ich bei Müdigkeit schlafen, oder hilft auch 'Warten'?

Doch, Warten erholt - eine Stunde Warten gibt etwa halb so viel Erholung wie eine Stunde Schlafen, könnte also etwas helfen. Aber es ist unvermeidlich, daß man abends nicht mehr so hellwach und ausgeruht ist wie frühmorgens.

Historisch gesehen scheint mir übrigens, daß Leute wirklich bevorzugt am Morgen gekämpft haben (wenn sie den Zeitpunkt wählen konnten). Noch im vorigen Jahrhundert hat man z.B. Duelle bevorzugt kurz nach Sonnenaufgang abgehalten, und auch die Zweikämpfe in den germanischen Heldensagen sind praktisch nie am Abend.

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Hat das Reisen ohne Schuhe eine Auswirkung?

Leichter Verlust von Lebensenergie; das soll die - nach so einer Reise - wunden Füße reflektieren; bei Ankunft hat man dann z.B. nur noch 90% Lebenskraft.

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SPELLCASTING


How many spells are there and what are they?

Only about 30 (and that includes "spells" like "Sleep" or "Wait". Because this game is supposed to be historically accurate, there are no fireball or lightening-spells, but only historically documented, or at least more or less realistic spells like curse, bless, frighten, berserk, protection, consult runes, dress wounds, cure poison and so on (no instant-heal, either). (The enhanced blessing-spells you'll learn in the Full Version should be very useful to you, since you can also bless your weapons and armor with them.)

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How do you increase your healing skill and what is it?

By practice, i.e. dressing wounds/curing poison via the Actions Menu (left side of screen). Basically, it's just your level of experience with healing.

But note that, since this is meant to be a realistic game, you will never be able to heal severe wounds on your own, but will always need at least several days of medical assistance from someone else.

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What's the difference between 'Find Hidden Things' and 'Explore Surroundings'?

Explore Surroundings will cover a wide area, and will write the outlines of this area to your Map. This is useful when you are exploring a large cave with many forked pathways.

On the other hand, Search Hidden Things will just point out buried objects or secret passages in your immediate field of vision.

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Is 'Find Hidden Things' of any use, since it only works within your field of vision?

Indeed, that's what it does. If there is anything hidden/buried within your entire field of vision (i.e., the entire screen, as far as I remember), you'll notice it using this action. And that should save you a lot of futile digging in the wrong places.

This is one of these "realistic", non-magical spells typical of Teudogar. It assumes that burying a treasure chest will leave traces on the ground, e.g., the earth put back over that chest would compress and sag down over time, leaving a bit of a trough; or the grass in that place would look somewhat different to the neighboring spots; and so on. These signs would enable you to find treasures within your field of vision.

(However, since Teudogar is supposed to be a realistic game, there's no X-Ray spell or any spell enabling you to find treasures buried kilometres away; these sorts of thing aren't possible in real life, and therefore aren't implemented in the game.)

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Where can I learn the Search for Hidden Things command?

You can learn it from the dwarf in Heremod's Hall. When you're talking about Heremod's wealth, he'll mention his own skill of finding hidden treasures. When you click on the corresponding reply (instead of following the Where's-the-burial-mound thread), he'll offer to instruct you if you pay him some money.

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Why do I keep getting cursed?

In general, whenever you fight someone who can cast spells, he or she will curse you. Women can almost always curse you, and will do so if you fight members of their clan. This sort of curse will usually wear off after a while.

However, a different, and more persistant sort of curse may be put on you for causing trouble at Ziu's Grove: If you steal anything or cause any quarrel in this place, you'll feel so afraid of the God's wrath that you'll be cursed. Up to version 1.01, there was currently nothing you could do to end this curse; but since 1.02 I rewrote that code as to make the curse stop automatically after a couple of days.

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What's the deal with the Berserk spell?

The use of drugs as a way to get worked up is documentated only for the Vikings, not for the early Germanic peoples. However, Berserk-like tactics (totally naked, frenzied warriors) seem to have been used by groups of warriors from the Cimbrians and other tribes in battles against the Romans.

You'd go Berserk by stomping your feet and screaming (somewhat like getting high on the dancefloor); the underlaying belief may have been that your soul would leave your body (that's why you were senseless), and that you could call animals' souls (e.g. a wild and strong bear's soul) to take its place. In addition to being stronger, you'd be invincible.

I've read of modern experiments showing that such a state of frenzy does indeed not only cease feelings of pain (most people know this from sports; when you're full of adrenaline, you don't notice injuries) and incease strength, but also appearantly causes the blood to thicken, thus reducing loss of blood.

In the game there's no real benefit to the Berserk spell - you're stronger, but since you've got to take off your armor and have no control, you'll usually be slain.

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Where do I learn the pickpocket skill?

You can learn the pickpocket skill at any time during the game, from from the bard in Heremod's Hall - provided that you know he's got this skill. You're told about this by the henchman wearing a blue shirt. Since you may fight a duel against this henchman, it's a good idea to talk to him before you fight him.

However, pickpocketing generally isn't worth it anyway; it was considered unGermanic and cowardly: A real man would commit decent armed robbery instead of dishonouring himself by secretly stealing anything. Based on the assumption that you share these values (which you would, as a Teuton), stealing reduces your charisma.

BTW, people's clothes back than actually did not have any pockets (these were invented only centuries later). Instead, one would place personal stuff onto one's belt. (Of course one might steal it from there.)

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What's the use of casting Runes?

It's really nothing but a horoscope, and within the game the Runes are drawn randomly.

The idea of Germanic (and Roman, too) prophecies was to get an indication of Fate's course, of the will of the Gods, of the threads of fate the Norn Goddesses were weaving. Since nothing was considered random, you could get these indications from any sign, be it small wooden sticks with symbols drawn out of a heap (it's unclear if Teutons already used the exact Runic symbols in 12 B.C.; they're documented from about 100 A.D.), or neighing of horses, or the flow of blood from an animal or human sacrifice's body.

So Runecasting is basically a tool to help you make decisions: When you're unsure what to do, you can leave the decision to chance, or, as you would have thought of it, to the will of Fate.

The advantage of Runecasting over simply throwing dice may have been that in order to interpret the Runic symbols you'd drawn, you'd need to think over specific aspects of your problem: E.g. if you drew Wealth, War, Victory, you might consider if your or your opponent's wealth would be a cause or a means of war, if you'd be successful because of your wealth, or victory would make you capture your enemies' wealth etc. These considerations would probably make the conclusion and plan of action you'd arrive at a bit more sensible than what you've gotten if you'd simply flipped a coin and asked "Shall I go to war, yes or no?".

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How much gold do I need to sacrifice to feel confident about invoking Woden?

You can ask the witch Marada in Marada's Swamp (the Bard in Cattanford will give you the location) if the gods (in your case, Woden) favor you. If they do (friendly/wishes you victory etc), you can call on them in times of need. If they don't care/are hostile/want your downfall, you'll need to sacrifice more in order to appease them; in this case, calling on them wouldn't work and would just annoy them further.

In general, Woden likes bloodshed and favors strong and active people who commit it. Sacrificing is an extra and a means of paying back your debt of gratitude to him after calling on him.

(Internally, the precise formula used is that each invocation of Woden (failed or successful) will decrease your favor-points by 2,500 (your favor-points can be negative). When you sacrifice 100 pieces of silver, your favor-points should increase by around 100. Your favor-points will also increase by around 50 every time you're victorious in combat, and by another 50 every time you kill someone. They'll also increase every time you gain experience in your Believe skill, and, to a smaller extent, every time with other skills, too. So apart from sacrificing, your general activity, and of course especially your fighting will count in your favor.)

BTW, you may perhaps want to avoid sacrificing excessively often, because every time will increase your Believe skill. That's basically a good thing since you need this for blessing yourself etc; but if your Believe skill is disproportionatly well-developed, you'll be more vulnerable to other people cursing you.

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What's the use of eating toadstool mushrooms?

In Teudogar, eating these kind of mushrooms will put you into a Berserk rage. Of course, in reality, it probably wouldn't work without corresponding mental preparation and intentionally working yourself up.

Anyway, I've read some people still use toadstool mushrooms as drugs today. I've never tried this, and would not recommend it either, since they're definitively poisonous and an overdose might be lethal. These and other herbs were regularily added to beer up until the Middle Ages, to improve its intoxicating effect.

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How can you use potions on food?

It depends on the type of potion. Go to the witch south of Heremod's Hall: Once you've paid the witch's fee and have been taught by her how to do this, double-clicking on some potions (poison, weaken, sleep) as well as some herbs will no longer cause you to eat/drink these right away, but instead you'll be asked what item to use these on (click on bread or a cup of wine to poison these, or click on yourself to consume the potion right away).

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How to let someone drink a sleep potion?

Use the sleeping potion on a cup of wine or beer, give that cup to your victim.

However, some noblemen are too worried about getting poisoned to drink anything given to them. And people familiar with magic will usually not drink anything that smells suspicious. Sometimes getting people drunk first by giving them un-poisoned cups of wine/beer/etc first will help; but some people are just too careful.

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How can I poison people?

Use mug of poison on some item of food or drink, then give this item to the person you want to poison. (People who mistrust you or who know wizardry won't eat/drink it.) (The witch in the woods south of Heremod's Hall can also teach you how to use mushrooms etc to poison food.)

Whether someone accepts any poisoned food from you depends on their own knowledge about this kind of thing; consequently, witches and priests generally won't (unless very drunk), and people who have reason to fear being poisoned (Teudogar, Alfhilda and others) never will accept any suspicious food/drink, even when extremely drunk.

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Is there any way to grind up poisonous or berserk mushrooms and put them in beer?

Yes, the witch in the forest south of Heremod's Hall will teach you how to do this.

(Before you receive that lesson, double-clicking on a mushroom leads to your character eating it right away. After having been taught, you'll be asked on what you'd like to use that mushroom.)

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What does a love potion do?

Make women fall in love with you. The catch is that that'll only work when a woman is willing to accept a love potion from you; and where that's the case, you wouldn't have needed a love potion anyway.

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Do love potions work?

In spite of millennia of research, still no substance has been found that could make a person fall in love with someone else. So these love potions don't work unless a woman knows what kind of potion you're giving to her and actually decides to accept it. Of course, only someone who already cares for you would be willing to do this.

So basically the love potion is a waste of money; it's only possible use is to give your lover (i.e. someone you already have a relationship with) a clean conscience ("it's not my fault we had sex; the potion made me do it...") or to make her feel appreciated ("if he's giving this kind of potion to me it means he still loves/wants me.").

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Why can't I poison swords?

The technical reason is that I had no free bit left for the ThisWeaponIsPoisoned information (all taken up by weapon number, state, and blessing). And the game world reason is that none of the plants you can find in Northern Europe would be poisonous enough: Usually, you'd have to eat at least a handful of even the most poisonous European herbs, berries or mushrooms in order to become really ill. Anything less, including contact of extracts of these herbs with your blood, wouldn't really harm you. Consequently, as far as I know, there has never been any use of poisoned arrows or other weapons in Europe, not even in Sagas or myths.

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Does the Cheat Mode's "Speak with Dead Person" spell ever work?

Unfortunately, no. This is a legacy function, which I never fully implemented. Or, to be more precise, I did implement it, but I set a number of conditions, like "your potential interlocutor isn't hostile", and, "that person has something so urgent to say that he/she will actually want to communicate with you".

And this latter condition is what prevents it from working, because the program checks if the dead person's dialog number is in a list of dialogs that are supposed to be available even after death: And that list is, unfortunately, empty, because I thought this feature was far too unrealistic and Fantasy-like for a realistic, historical game like I intended Teudogar to be.

(I'm sorry for not having removed the dead icon from the Actions Menu; but since this is only available in Cheat Mode, I thought it didn't matter.)

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Wo lerne ich die Aktion "Verstecktes Finden"?

Der Zwerg in Heremods Halle verrät einem den Weg zum Grabhügel bei der Ruinenstadt, und er gibt einem einen Tip für einen kleinen Schatz in einer Höhle südöstlich von Heremods Halle, UND er lehrt einen die Aktion "Verstecktes Finden": Innerhalb des Dialogs, wenn Sie darüber sprechen, daß Heremod reich ist, daß er selbst auch gerne reich wäre usw, erwähnt er, daß er gut darin ist, Verstecktes zu finden - und wenn man darauf Bezug nimmt (statt den Wo-Ist-der-Grabhügel-Gesprächsfaden weiterzuführen), dann bietet er an, einem das beizubringen.

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Welchen Effekt hat das Anrufen Wodans?

Das soll einen Adrenalin-Schub auslösen. Aus dem Glauben heraus, daß der Gott Ihnen hilft, entwickeln Sie für einen Augenblick so gewaltige Kräfte, daß kein Gegner Ihnen widerstehen kann. (Funktioniert nur, wenn Sie wirklich glauben können, daß Wodan Ihnen wohlgesonnen ist, d.h., wenn Sie ein tatenreiches Leben geführt haben, ihn nicht zu oft angerufen haben, und ab und zu etwas geopfert haben.)

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Wie genau werden Waffen und Rüstungen durch Verfluchen beeinträchtigt?

Angreifen und Parieren geht damit schlechter, und Sie können außerdem weniger Schaden anrichten (Waffen); bei Rüstungen wird der Schutz verringert und der Geschicklichkeits-Malus vergrößert. Idee dabei ist, daß Ihr Wissen um den Fluch Sie nervös macht, d.h., solange Sie mit diesem Objekt kämpfen, stellen Sie sich ungeschickter an. (Minderung des Rüstungsschutzes bedeutet hier also eigentlich, erhöhte Effektivität gegnerischer Angriffe aufgrund Ihrer - nervositätsbedingten - Ungeschicklichkeit. Denn das Metall zB des Kettenhemdes bleibt natürlich unverändert stark.)

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Macht es einen Unterschied, ob man Opfergaben im Sumpf oder in Wasser versenkt?

Kein Unterschied; Germanen taten beides zu kultischen Zwecken (Opfer für Götter), allerdings nur in bestimmten (als heilig angesehenen) Gewässern/Sümpfen; in Teudogar geht das dagegen überall & wird überall gezählt; diese Zählung (s. Nachruf) ist aber eigentlich auch der einzige Effekt, den das Versenken im Spiel hat; d.h., man erhält dafür keine extra Glaubens-Punkte o.ä., dies geht nur über Aktionsmenü/Aktion "Opfer".

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GAME PLOT & GAME WORLD


Regarding the plot, which choices are the best?

Teudogar wants to form an alliance with Rome, and Ortwin, who leads those intending to preserve your tribe's independence, is his mortal enemy. Having found a good reason, Teudogar suggests you challenge Ortwin to a duel: You can do this, thereby bringing your tribe yet another bit closer to the intended alliance with Rome; or you can change your mind and join Ortwin in his efforts to set up a tribal alliance against the Romans.

Like most decisions within the game, I consider both choices equally valid - each has advantages and disadvantages -, and I therefore encourage you to choose whatever course you prefer (in the Full Version at least; the Demo Version doesn't contain all plots).

Likewise, there are dozens of similar turning points within the game. On the whole, my intention was to give you as much freedom of action as possible. That includes your right to inaction, too: If you don't feel like following one of the main game plots, there's no need at all to do so. You might simply decide to go treasure-hunting instead, or to travel around fighting for booty etc.

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Is there a walkthrough in the full version ?

Yes, in the Help Menu (F1), and it's sorted by chapters (place/point of plot), so you can look up specific situations without spoiling the rest of the game for yourself.

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When you finish the game does it still go on or is it the end of the game?

No, unlike DARGHUL, finishing the game in Teudogar really ends the game - you're told in a summary what fate awaits you as a result of your actions, how you've spent the rest of your life, and how you died. (So while it's fun to try "Finish Game" often and in different circumstances to see what end you get, one ought to save one's game status before.)

You can't keep playing after finishing the game. However, it remains up to you if/when to actually trigger the game end (via Actions Menu, action End, or in some cases, by talking to some of the main characters): You needn't do this, since the game has no time limit. So you could play the game almost all the way to the end, and when you get to one of these fateful dialogs ('Let's fight the battle with the Romans', or 'Let's form the alliance'), you simple answer 'No, I'm not ready yet', and keep playing.

The reason things are this way is that there are several dozen different game endings in Teudogar, and some of these would lead to radical changes in the game's world. (E.g. too early battle against the Romans would lead to extermination of your tribe, burning down of all of your villages etc.) So, letting you continue playing in such a changed scenario almost would have required writing a new game, creating a new game world, new dialogs for everyone, and so on - and this for each and every one of several dozen possible game endings.

(In DARGHUL, I could, because in that game's fantasy setting your actions will not have such a fundamental impact on the game's world, i.e., things more or less remain the same even after you've finished the game, so it's comparatively easy to let you continue playing - a few changes to the game world, a few hundred additional dialog passages, but no more.)

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Why do people attack me when I've killed someone?

Since this is meant to be a historical, realistic RPG (not Fantasy), killing people does have consequences. (Though there should still be a fair amount of combat, against robbers, or in duels with henchmen etc, or later (in the full version), against Ottokar and his henchmen, and some Roman squads.)

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Is there a way to be a criminal without getting caught?

Of course. There were no authorities in Germania who would have cared about any crimes you might commit. The only people you'd have to worry about would be your victim's relatives.

If you kill a very powerful nobleman (who's likely to have many henchmen as well as powerful relatives with yet more henchmen), you must expect to be hunted and killed.

But with weaker clans, if you can defeat the victim's relatives, you can do whatever you want, without having to fear any punishment from anyone.

(However, you should note that if you are sent to form an alliance with another tribe on behalf of your own tribe, your tribe will punish you if you commit deeds that would endanger that alliance.)

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I've killed many people in duels. Can I still finish the plot?

Having killed many people in duels won't leave you stuck regarding the plot. While people may not excactly love you for that, Teutons were quite tolerant of such happenstances.

One exception may be Heremod's top henchman (the one wearing a green cloak who tells you about the Berserk spell, and who - for your own sake - asks you several times if you really want to fight him); Heremod would resent you for killing this man; that wouldn't prevent you from finishing the game successfully, but it'd limit the position you'd be able to reach in the end.

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What's the deal with the robbers you encounter in Teudogar?

Well, the robbers' main task is to be there for you to fight them. ;-) But seriously, the way things were in Germania, they may well have had to wait for many days or even weeks for a traveller to pass by. There wasn't much trade or travel in that part of the world at the time.

So it wouldn't have been particularly lucrative to be a robber, and most Germanic robbers would probably have spent their time mainly with hunting or gathering plants, in order to survive. Robbing people would have been only an additional means of income once in a while, whenever there happened to be a chance.

After all, most robbers wouldn't have chosen to live in the woods voluntarily. These people would usually have been run-away slaves who had no chance to return to their native countries/tribes. And for fear of punishment, they couldn't return to the surrounding settlements either.

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Where can I find hidden treasures?

There are some buried chests with some old equipment in a cave south of Heremod's Hall. This looks something like x-O-@. The x part is near the witch's hut. Treasures can be found in the O and @ parts (use find hidden things action). / There are some caves in the place between the villages (where you get held up by robbers). There are often (random generated, different for every game) treasures in these caves. / Hugbert (the dwarf in Heremod's Hall) can tell you of a burial mound with some treasures inside. / Near this burial mound there is an abandoned village with several ruins of houses. You can find some valuables buried in some of these houses. / There's a cave north of Heruwood (your home village). / In Marada's Swamp (ask the Bard in Cattanford for the way) there are several caves. / Bruglund (full version): cave with some precious stuff. / Bruglund, Ottokar's farmstead. / And there really are some caves with some minor stuff to be found inside in almost every location.

None of these treasures is a real fortune, though. Most people's wealth at that time consisted of cattle and slaves, and since it was a bartering economy, few had/had much use for silver or gold. Also, there were very few great lords or kings who had more-than-average wealth.

Other treasures (usually buried chests) can be found: In your home village, in Ortwin's property, west Ortwin's sleeping house. / Heremod's Hall, two buried chests just north-east of Heremod's sleeping house. / Cattanford, smith's farmstead / Cattanford, Thoralf's farmstead. / Cattanford, Alfhilda's potion house. / Adalmar's farmstead, - but all of these remain their respective owners' property, i.e., you can't take these without stealing.

In my opinion, the best way to acquire wealth would be to simply follow the plot. After defeating the Roman troop of scouts and looting their equipment, after finding the Usipians' treasure, and after winning Ottokar's sword, you should have everything you could possibly wish for...

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Where's the treasure in the cave mentioned by the dwarf in Heremod's Hall?

What the dwarf refers to isn't the cave with the wolves in the North-Eastern part of the MAP.

Rather, it's the North-Eastern part of a much larger CAVE, which lies to the SOUTH of Heremod's Hall:

Follow the road south of the Hall; there's a path leading north from there, leading directly to that cave's entrance (to the north of the road and south of H's Hall).

This cave looks something like x-O-@. The x part is near the witch's hut. Treasures can be found in the O and @ parts (use find hidden things action).

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Where do I find caves?

There are a couple of caves in almost every location, and near every village (except for Cattanford), some inhabited by animals, some with treasures, some empty. Generally I've placed some caves almost everywhere (to make up for the lack of monster-filled dungeons that Fantasy RPGs usually offer).

You can also find many caves in the forest between the settlements (where you get held up by robbers) - and these will be in diffent spots for every forest, i.e. it pays to explore the surrounding area every time you get held up on your travels.

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Are there any random generated game world parts in Teudogar?

There are random generated caves in the forest where you get held up by robbers during travel between villages. It's always the same map, but in different games the entrances will be in different places, and these caves will have different contents.

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Does my slave maid have to sleep with me?

I don't think she really has to do this, but it was customary, and she would expect you to want to sleep with her. If she refused, and you mistreated her in retaliation, your neighbors would probably frown on you - but you'd still remain her absolute master, endowed even with the right to kill her. However, in practice, you wouldn't want to destroy a working relationship that would normally last for both of your entire lifes. After all, apart from her financial value, a slave was almost like a member of your family. So while you might put some pressure on her, in the end you'd probably be well advised to either leave her alone or get her to want it too.

Btw, it's certainly not fair, nor wise, to focus one's attention on someone one has absolute power over. But given men's insatiable need for sex, and tendency to crave sex with as many different women as possible, it's no surprise that most slave owners (even married ones) usually couldn't resist the temptation. (As far as I remember, even Thomas Jefferson was recently proven via DNA analysis to have had an illegitimate child with one of his slaves.)

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Why can't I have an affair with anyone but slave girls?

The problem with Teuton women was that they risked getting killed (typically, drowned in a swamp) if they had a relationship with anybody but their husband: If they were married, their husband would punish their adultery. If they were not married, their father would punish them equally hard, because losing their virginity (or just being suspected of) meant they could no longer be married off to anyone and would therefore remain a burden on the family. And considering how small the villages were, the likelihood of getting caught was extremely high. So in general, few people would take such a risk, and most would simply aim at marriage instead. And that's the reason you can't have a casual affair with any free-born woman in Teudogar.

Slaves, on the other hand, were never bound by these partriarchical concepts of honor, chastity and legitimacy - mainly because, if they happened to have children, these would by birth be slaves, too, and would become the property of their mother's master. And since no one but their owner needed to provide any support to these slave children, it was irrelevant who their father was. Consequently, nobody cared who the mother slept with.

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I want to loot the Warehouse in Tiu's Grove!

You could pickpocket the key from the priest. But note that it's sacrilegeous to steal in a holy place, and being a superstitious Teuton, you'll feel afraid of the Gods' wrath.

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Outside Tius Grove, there's a cave with a locked door inside. Where's the key?

This is a secret passage leading into the grove. You can't open this door from outside. Within the Grove, dig between the priests' hut and the warehouse (use Find Hidden Things action before) in order to uncover the entrance. Walking down the ladder and following the path within the cave will lead you to the other side of the door.

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How can I open the door in the cave below Tiu's Grove?

The door in the cave below is opened from within, not with a key, but with a lever. You can't get in there from outside of the grove. Instead, go to the place between the priests' house and the storage hut: With the "Find Hidden Things" action you'll find an entrance there (dig with a pickaxe to uncover it).

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Is Heremod's hall supposed to be one of the "royal halls" mentioned in the synopsis?

Yes. Though it may not look like much from our modern point of view, Heremod's wooden banquet hall is meant to be a typical Teutonic royal hall (just like the one described in the "Beowulf" saga). This kind of building was not like a medieval castle built of stone (in Northern Europe, these weren't built until 1000 years later), it was just a large hall made of wood, with a high ceiling, walls made of wooden beams, and a thatched roof. Not much different from a regular farmstead's main building, just a bit bigger, and somewhat beautified with wall hangings and the like.

Btw, the one good thing about Germanic architecture was the height of rooms: the ceiling always tended to be very high, giving rooms and halls a very spacious, large appearance. This preference was passed down the generations until it later found its greatest expression in the Middle Age's gorgeous Gothic (=Germanic, non-Roman) architecture with its insanely high buttresses and ceilings.

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What kind of jewelry does the witch living south of Heremod's Hall want?

In exchange for teaching wizardry, she specifically wants golden jewelry, which is a specific item, namely several pieces of jewelry combined as one item, which is specifically called 'jewelry'. You can buy this kind of jewelry from the merchant in Cattanford.

(Since this is worth more than single necklaces or bracelets, giving her a single golden necklace/ring or bracelets won't do.)

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Where do I find the treasure in the burial site the dwarf in Heremod's Hall tells me about?

Use the Travel Screen to travel to the Burial Mound location he told you about, then follow his tracks through the woods in a southeastern direction: There you'll find a real burial mound (small hill), which you can plunder by using your pick-axe.

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Where exactly is the burial mound Alwina in Alwina's Cave tells me about?

From the entrance of Alwina's Cave, follow the creek eastwards to the river, then follow the river southwards. (You can check your position by pressing the "P" key 3 times in a row; the burial mound is at 35,105,69.)

When you got there and used a pickaxe on the top of the hill, you'll need to either walk up to the hole you've dug, or to 'use' that hole (double-click or click&drag on the hole). That should take you to the small burial chamber below the mound.

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I killed Osmund. Can I find enough gold to pay Heremod without Osmund's help?

In this case, you might want to stick with being a thug: Steal other people's gold when they sleep. And addionally, become a treasure hunter. If you haven't also killed the dwarf in Heremod's Hall, talk to him & let him teach you the Find Hidden Things and the PickPocket action; also let him tell you of a burial mound near an abandoned settlement where he thinks will be a treasure. Go there. Press "P" 3 times to get your present coordinates; go to 37,123,118 / 37,77,64 / 37,25,89.

Also, use Find Hidden Things around Heremod's Hall (e.g. 32,69,32 and 32,67,33); when everyone is sleeping, dig there and take what you can. Same in Cattanford, Thoralf's place (24,49,57) and the smith's (24,41,71). Also in your own home village 15,24,60.

That way, you ought to be able to pay Heremod without help from anyone else.

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Where can I find the Usipians' buried treasure?

This treasure is a bit difficult to find (it's meant to be, too). Basically, you should be able to get to the exact location if you follow the small red flag signs Osmund placed at most junctions.

But if you can't (or if you're tired of it), see the Walkthrough text for a detailed description: Press F1, select Walkthrough, select chapter Usipians' Refuge. (Since the walkthrough is made of seperate chapters, this won't spoil the rest of the game for you.)

In this walkthough text you'll find the exact coordinates (MapNo,X,Y) of the way you need to go. To find out your current coordinates, press "P" three times: Now if you're e.g. at 40,70,70 and the Walkthrough tells you to go to 40,70,65, then simply walk up (North) five fields - and so on.

The treasure can be reached via 40,29,86 / 40,25,48 / 40,73,21 / 40,85,18 / 40,74,43 / 40,102,42 / 40,113,28 / 40,116,40 / 40,121,56; and it's buried at 40,121,54. See Walkthrough text for detailed description. This way, you should be able to find the location without any effort.

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I need to fight a duel with Ottokar. Where do I find him?

Heremod ought to have told you how to get to Bruglow (Bruglund in German). Once you've arrived there, go to Ottokar's hall (the large farmstead in the north). You can find out your exact position by pressing the P-key three times in a row during the game: Do this until you are at 45,47,29. Ottokar ought to be right there (in this hall) all day long, sitting in the western part of the hall: the man with the red cloak and the golden bracelets.

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What happens if I kill Radomund on my own?

You might do that; but his tribe would consider it a hostile act if you (who belongs to a different tribe) simply came along and killed their king (whom they had elected, after all). So that'd kill your chance of forming an alliance with that tribe. (It's a different matter when Adalmar does it, since he belongs to the same tribe and has a reason that'll be accepted by everybody.)

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Why does Priestess Alfhilda's estate in Cattanford get looted when the king is overthrown?

Mainly because henchmen have only two or three chances a year to get a decent amount of booty. If they make good use of these, they can buy their own estate and no longer need to fight for their lord. If they don't, it'll be one more year of hardship, danger, and subservience. So during any sort of revolt or revolution, I think widespread looting is unavoidable.

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Can I have children in Teudogar?

Since you can marry several chieftains' daughters (in the Full Version at least), and may sleep with a good number of slave girls, you might indeed have some offspring by the time of "Teudogar II: Teudogar and the Roman Rule" (if I ever take up the work to write that follow-up). But over the course of Teudogar I, no, since its game plot takes no more than a few weeks or at most still less than 9 months...

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People in Teudogar seem to enjoy a fair degree of personal liberty?

Today's Christian/Protestant- and Socialist-influenced, collectivistic Western culture demands a great degree of obediance and personal restraint from everybody. I think this was different with the Teutons. Personal braveness and clan-loyality were important to them, and blasphemy and homosexuality were discouraged, but otherwise, every man was free to live according to his own fancy, do what he wanted, and say whatever he wanted.

There were neither laws nor taxes, nor did a free man have to obey to anyone at all. And people had no concept of 'sin', nor any idea of how the world 'ought' to be. Consequently, most kinds of personal behavior, as well as societal circumstances, were simply accepted as given - or even embraced as positive. Violence was manly. Feasting and drunkenness were honorable. Polygamous behavior was ok. Openly expressing your opinion was your uncontestable right. Nobody would have interfered into any of your business. And if anyone did, you were free to kill them.

In consequence, this was a bad place to live in for the weakest 10-20% who were unable to cope without being protected and told what to do. And women had far fewer rights than they do today. And slaves had almost no rights. But the majority of free men enjoyed a degree of freedom and self-determination unparalleled to any society ever since, and almost unimaginable to people living today.

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Is it actually possible to defeat the Romans in this game?

Yes. Though the Romans are too strong to be defeated militarily, you can defend your tribe's independence by making a continuation of the war too costly for the Romans. In order to keep up your resistance for a sufficiently long period of time, you'll need to unite the Germanic tribes against the Romans: In particular, apart from the Sugambrians, you'll need to win (or, after their revolution, win back) the Cattans, and Heremod's Marcomanni tribe.

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Can I win the game by uniting the Germanic tribes against the Romans?

Yes, exactly. If you manage to unite the Germanic tribes against the Romans, you would be powerful enough to keep up strong resistance against the Roman occupation for long enough, until the Romans would find their endeavor of colonization too costly, or need their troops elsewhere.

In reality, the Romans spent about 30 years of occupying parts of Germania while regularily fighting uprisings or wars in other parts of it. Finally, in a successful ambush, Germanic rebels managed to defeat 3 Roman legions (20,000 Roman casualties in 3 days). The Romans still didn't give up, but rather retaliated with scorched-earth tactics and massive killing of civilians and warriors alike. But in the end, they came to the conclusion that the entire endeavor didn't and wouldn't bring them the stability they had hoped for, and didn't justify the constantly high costs, troop numbers, and losses of life at present and over the past three decades.

The 'Teudogar' game assumes that this result could have been achieved decades earlier if more Germanic tribes had been united into a durable alliance under strong leadership, instead of the rather fickle coalitions that existed in reality. So if you manage to build up such a strong alliance, you'll save your tribe from several decades of bloody wars and oppression.

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Why can't I become Emperor of Rome in Teudogar?

Because the barbaric Teutons (3m people) of that period, even if they had been united, would still have been as incapable of conquering the Roman Empire (50m people) as, say, one of today's Afghan warlords, or even an alliance of all of Afghanistan's warlords, would be of conquering today's United States.

The conquest of a large empire by a small band of barbarians usually requires a total breakdown of government, total loss of citizens' loyality, and a mutinous, cowardly and absolutely incompetent army. All of this eventually came to pass in the case of the Roman Empire - but that was 500 years later. During the events in Teudogar, Rome was still at the peak of its strength.

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I attacked the Heruwood village with my slaves, and killed Ortwin. Am I now king?

That's a pretty Germanic way of doing things. But although you may now be the new lord of Ortwins's Hall, you're not king of the Cheruscans: Overthrowing a king is one thing; being accepted by the entire tribe as his successor quite another, since kings were usually _elected_ in ancient Germania.

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How do I become king?

By allying with Heremod. Heremod wants to turn your defensive alliance into a tribal federation, in order to become emperor of the united tribes. For this, he needs cooperative kings with both your tribe and the Cattan tribe.

So there's an opportunity for you: With Heremod's support, you'd have a good chance of becoming King of the Cheruscans. (See the Walkthrough for details.) (Note that if you've slain his top henchman Wigbald (the warrior wearing a green cloak), Heremod will resent you and won't support your candidacy.)

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Why can't I become king immediately, and continue playing as king?

Because removing and finally replacing a political rival is a long process, requiring thousands of tiny moves over many months. And when you'd finally achieved your goal, your sitution would be totally different from what it was at the beginning of the game - i.e., it would actually be a completely new game.

So this would be beyond the scope of Teudogar's plot. What Teudogar does is to focus on your way towards your goal: It focuses intensely on a period of just a couple of weeks, during which you can lay the foundation and make all the decisive choices that will, in the end, lead to the desired outcome - but it doesn't deal with the many months it'll take to finally reach this outcome, nor with your life after it has been reached.

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Is it possible to meet a Roman in the Demo?

No. Within the Demo Version part of the game world, the only remaining foreigner is the trader in Cattanford.

Usually there would have been other Roman (or Gaullic) civilians like traveling merchants and perhaps craftsmen in the country. But they would have gotten out when the war started. (Just like you probably won't meet many U.S. civilians on the streets of Baghdad these days. Few people enjoy living with the risk of getting beheaded.)

In the Full Version you can travel to a large fortified Roman army camp, where you can talk to many Romans. And you will have combat encounters with Roman troops in the Roman-occupied territory of the defeated Usipians tribe, and later, the Cattans' tribe.

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Is there any Roman architecture in Teudogar?

At that time (12 B.C.), the Roman conquest of Germania had barely started. So there were no Roman buildings in Germania, except for military camps with wooden palisades and towers (one of these camps is part of the Full Version's game world). Construction of Roman cities and buildings could only start once the country was safely conquered and pacified - around 5 BC or so.

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If I want an Alliance with Rome, do I have to agree to their conditions?

Basically, yes. In comparison to a single Germanic tribe, Rome was so disproportionately strong, and so capable of militarily crushing any potential resistance, that it could more or less dictate terms - at least, as long as a tribe didn't happen to hold some sort of invaluable key position, which, unfortunately, most tribes don't, and which your Teutonic Cheruscan tribe didn't, either.

After all, if your tribe refused to accept Rome's conditions, losing a single tribe as a potential ally wouldn't have been any loss to the Romans. But for your tribe, risking war with the mighty Roman Empire would likely result in a catastrophic defeat (like, up to half of your population killed and the rest sold off as slaves). So you would have had much more to lose than the Romans if no agreement could be reached.

But fortunately, the Romans want to finish their conquest of Germania speedily and on the cheap, and are therefore striving to win over as many voluntary allies as possible. Consequently, the terms given by the Roman legate are very reasonable, and it would not dishonor you at all to accept them.

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Why isn't it more difficult to form an alliance with Rome?

Because it is so profitable for both sides: The Romans want to end their war of conquest quickly and cheaply, and bring home their troops. They don't want to have to spend all the time, money, and effort necessary to defeat and subdue you militarily. They'd be glad if you'd voluntarily join them. So they're offering fair conditions to every tribe willing to enter an alliance with them - all a tribe needs to do is to accept.

And on the Teuton side, no one enjoys to be at war with a militarily vastly superior superpower - especially, when such a war could easily be avoided. An alliance would bring your tribe peace, prosperity, and relative power. If such an alliance could be had at fair terms, most people would be in favor of it.

Consequently there aren't any obstacles on the Roman side, and only very few on the Teuton side - mainly those tribes that are already at war with the Romans, and are desparately seeking your support, and some Germanic noblemen who are against Rome for patriotic reasons or for hope of winning power and booty in a subsequent war. Since neutralizing these forces won't be that difficult, an alliance is quite easy to form. (In consequence, the Alliance-with-Rome plot is much, much shorter than the far more juicier and difficult Alliance-against-Rome plot.)

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How many towns are there in the game world?

None. Teutons of that epoch didn't live in towns or any kind of larger settlements, and Teudogar's plot plays exclusively in 12 B.C.'s Germania. So most of the game's action will take place in the kind of villages and individual farmsteads that you're already familiar with from the Demo.

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What's the population of the game world?

About 300 (including slaves), plus an open number of robbers, plus probably several hundred cattle.

Around half of these people have brief dialogs. For the other half, there are about 150 major dialogs, most of them fairly long, with a total text length of about 600 kB, or around 250 pages (when printed with 2 columns in Arial 11pt).

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What are the game world's main locations?

The main locations are Herwood, Cattanford, Heremod's Hall, Usipians' Refuge, Tiu's Grove, Roman Camp, Alwina's Cave, Bruglow, Burial Mound, Marada's Swamp, Ortruda's Forest, Ragangardis' Tower, Teudogar's Hoard, Adalmar's Estate, Roman Squad with Hostages, Brandolf's Farmstead, Osmund's Battlefield, plus several unnamed larger cave systems, plus quite a number of forests, swamps, and caves. (Most of these locations are only available in the Full Version.)

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What new locations does the Full Version have compared to the Demo?

The Demo Version encompasses around 20% of the plot and game world. Apart from Heruwood, Cattanford and Heremod's Hall, your travels through the Full Version will also take you to Usipians' Refuge, Roman Camp, Alwina's Cave, Bruglow, Burial Mound, Ortruda's Forest, Ragangardis' Tower, Teudogar's Hoard, Adalmar's Estate, Roman Squad with Hostages, Brandolf's Farmstead, Osmund's Battlefield, and other places.

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Is the game world small or huge?

Neither. I believe it is sufficiently big to keep you entertained for quite a while. But it also isn't particularly large. Most fantasy games will offer a much larger game world than Teudogar does.

Teudogar focuses more on quality rather than quantity, and on depth rather than width. It gives you an immense level of details and game depth, comparable to few other games. And it offers an unparalleled degree of authenticity and realism: Everything you see in Teudogar is literally _true_, in full accordance with historical facts and with reason and plausibility.

While this required an immense amount of additional work, it results in a dense atmosphere, a unique, authentic scenario, and a great degree of freedom of action. (The trade-off is that there could have been a much greater quantity if it was simply an accumulation of computer-generated fantasy dungeons.)

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How long is the Demo?

That very much depends on how you play the game. You could spend weeks talking to everybody, exploring, traveling, fighting, collecting booty, bartering, solving subplots, reading the history encyclopedia, etc. But most of these things are optional, and the main Demo plot is neither long nor complicated. So in the extreme, I think it would be possible to 'finish' the Demo in just about an hour, by talking to the 3 main protagonists, and running a few errands that are absolutely unavoidable. But while you would then have technically 'finished' the Demo, you also wouldn't have seen much of the game yet.

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Wie öffne ich die Tür in der Höhle unter dem Hain des Ziu?

Der Zugang zur Höhle liegt zwischen dem Vorratshaus und der Hütte der Priester. Ggf. Aktion "Verstecktes Finden" anwenden, dann dort graben; Leiter runtergehen. Türen können (nur) von innen mithilfe eines Hebels geöffnet werden (damit kein Unbefugter von außen reinkommt...).

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Warum ist es unmöglich, mächtige Adlige straflos zu töten?

Das geht nicht, weil viele Leute daran Anstoß nehmen. (Das ist auch heute so: Wenn Sie einen einsamen Obdachlosen erschlagen würden, hätten Sie selbst heute noch eine passable Chance, nicht gefaßt zu werden. Aber wenn Sie den Bundeskanzler töten würden, dann könnten Sie 100% sicher sein, früher oder später gefaßt zu werden.)

Bei den germanischen Adligen ist es so, daß viele von ihnen untereinander verwandt sind (sich also gegenseitig Hilfe leisten), und daß jeder von ihnen dutzende bis hunderte von Gefolgsleuten und Sklaven hat. Und von ihrem Ehrbegriff her würden alle diese Leute das Gefühl haben, nicht rasten zu können, bis sie Sie endlich gefaßt und getötet und ihren Verwandten/Gefolgsherrn an Ihnen gerächt haben: und bei sovielen Leuten und so großer Motivation wird ihnen das früher oder später auch gelingen.

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Wie kann ich zu den Römern kommen?

In der Demo-Version: gar nicht. In der Vollversion: Zu einem großen Römerlager, wenn Sie mit Teudogar reden und auf seine Pläne eines Bündnisses mit Rom eingehen. Wenn Sie dagegen an einem Stammesbündnis gegen Rom arbeiten, werden Sie vermutlich im Territorium der Usipeter und anderswo gegen römische Truppen kämpfen.

Da dieses Spiel ausschließlich in Germanien spielt, können Sie aber weder nach Rom noch zu irgendwelchen römischen Städten reisen.

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Ich will kein Bündnis mit den verdammten Römern abschließen!

Ein Verteidigungsbündnis aller Stämme gegen die Römer wäre vielleicht besser. Aber angesichts der Zerstrittenheit aller Stämme untereinander, und der oft entgegengesetzten Interessen, ist das nicht gerade leicht, und auch keine perfekte Lösung.

Ich meine daher, daß ein Bündnis mit den Römern eine vernünftige Alternative ist. Wer als Adeliger Karriere machen will, sollte natürlich den Krieg bevorzugen. Aber wer ganz uneigennützig die besten Interessen seines Stammes im Auge hat, sollte wirklich ein Bündnis mit den Römern erwägen - auch wenn das weniger glorreich ist, und keine echte Herausforderung für den Spieler ist. (Zu den Orten Brandolfs Gehöft, Teudogars Hort und Römerlager kommt man übrigens nur in diesem Lösungsweg.)

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Kann ich Radomond nicht einfach eigenhändig besiegen?

Natürlich könnten Sie Radomund einfach eigenhändig umbringen; das Problem liegt darin, daß Sie ein politisches Ziel haben: Sie wollen ein Bündnis mit den Katten. Wenn Sie, als Angehöriger eines anderen Stammes, einfach hingehen und ihren König totschlagen, dann wird dieser Stamm davon nicht besonders begeistert sein - d.h., Ihr Stamm hätte dann keine Chance mehr auf ein Bündnis.

Dagegen, wenn Adalmar es tut (aus einem Grund, den die Leute fair finden), und wenn er dann auch noch (mit Ihrer Hilfe) in mehr oder weniger freien Wahlen zum König der Katten gewählt wird (was Sie als Nicht-Katte auch nicht können), und weiterhin von Ihrer Unterstützung abhängig bleibt, dann erreichen Sie Ihre Ziele.

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Wo finde ich den magischen Halsreif in Ortrudas Wald? (Vollversion)

Es gibt in Ortrudas Wald (nur Vollversion) mehrere Höhlen. Wenn Sie dreimal hintereinander die Taste P drücken, wird ausgegeben, wo Sie gerade sind. Wenn Sie vor der Höhle bei 41,132,115, also im östlichen (rechten) Teil der Karte, stehen, dann ist das nicht der richtige Eingang.

Gehen Sie vielmehr nach Westen (links), bis zu der Höhle bei 41,17,84: Das ist der richtige Eingang. In der Höhle selbst gehen Sie zu 42,120,106: Dort ist der Halsreif.

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Wie kann ich Ottokar besiegen? (Vollversion)

Um Ottokar zu besiegen, sollten Sie 1) den Halsreif tragen, der Sie vor seiner Zauberei schützt (aus Ortrudas Wald), und 2) vor dem Kampf mit seiner unfreiwilligen Ehefrau reden. Diese wird dann Ottokar und seine Krieger dazu verleiten, sich zu betrinken (bis zum Abend warten).

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Ich kann Radomunds Truhe nicht öffnen! (Vollversion)

Die Truhe, um die es geht, steht in Radomunds _alter_ Halle, im südöstlichen Teil des Gehöfts, dort wo Radomunds Frau Ulrike ist, und zwar in der rechten oberen Ecke dieser Halle, zwischen dem roten römischen Sofa und den beiden roten Klappstühlen.

Um sie zu öffnen, ohne daß es Ärger gibt, müßten Sie vorher mit dem Barden gesprochen haben ("Beweis"), dann mit Ulrike ("Beweis"), dann mit dem Schmied ("Schloß öffnen"). Um die Truhe dann zu öffnen, wählen Sie im Aktionsmenü (linke Bildschirmseite) die Aktion "Schloß öffnen".

Da Ulrike Ihnen erlaubt hat, die Truhe zu öffnen (sofern Sie es ohne Gewalt tun), darf keine Warnung kommen wie z.B. "Diese Truhe gehört Ihnen nicht, trotzdem öffnen?", und niemand darf über Ihren Versuch wütend werden. (Außer Ihnen sind ja sowieso höchstens noch Ulrike und evtl der Barde in dem Haus, und beide wissen ja, worum es geht.) (Falls doch eine Warnung kommen sollte, dann möglicherweise, weil Sie im falschen Haus sind, oder vor der falschen Truhe stehen, oder nicht von Ulrike die Erlaubnis haben.)

Da Sie gerade erst gelernt haben, wie man so etwas macht, haben Sie noch nicht viel Übung darin, d.h., es kommt wahrscheinlich die Meldung "Hat nicht geklappt". Sie müßten es nun mehrfach versuchen, bis es klappt. Möglicherweise hilft es, wenn Sie Ihre Rüstung ablegen (verbessert Geschicklichkeit) und sich vorher ausschlafen.

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Warum kann ich nicht sofort König werden, und als König weiterspielen?

Weil das jenseits der Spielhandlung liegt. Die Spielhandlung behandelt - wie auch fast alle Märchen - nur den Weg, nicht das Ziel. Ihr Leben nach Erreichen des Ziels wäre eine neue, völlig andere Geschichte.

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CHEAT MODE


Warning, major spoiler!

The game isn't much fun when you play it using the cheat mode.

I'd strongly recommend to first finish all game world plots without cheating before reading this chapter.

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Is there a cheat mode?

During the game, type [,] [c] [h] [e] [a] [t] (a comma before the 'c'). You should then get a message 'cheat mode on'. Then the following functions will be available:

- ,heal (as above, type [,] [h] [e] [a] [l] during the game)

- ,map (will display a map of your current game world location, including the areas you haven't explored yet. Clicking on any position within this map will teleport you there)

- ,quest (will display your quest notebook, plus a list of quests you finished)

- ,pos (will give you the coordinates of your current position within the game world)

- ,telep (will teleport you to a game world location specified by coordinates such as received via the ,pos command)

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Is there a god mode?

For 'god mode'-like playing, turn on the cheat mode (see above) and simply keep the [W] key pressed during combat, automap, travel screen, bartering, using/taking objects etc: This will make everything available/succeed, in almost every situation. (But playing really isn't much fun that way.)

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Is there a teleport cheat?

Turn on the cheat mode (see above), and press the [W] key. Then open the travel- or automap screens (upper menu bar). Keep the [W] key pressed, and select a destination: In the travel screen, click on a location/village, or in the automap screen, click on the map position within the current location, that you want to go to. You'll be instantly teleported. (Note that this may mess up the plot somewhat, by turning over the intended sequence of events/locations.)

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Is there a bartering cheat?

Turn on the cheat mode (see above). When you're in the bartering screen, select the goods you are interested in, then press and keep pressed the [W] key. That will allow you to complete this 'trade' without offering any goods in return. (But playing really isn't much fun that way.)

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Is there a resurrection cheat?

When you've been killed, and your obituary has been displayed, you'll automatically be forwarded to Main Menu (New Game, Load Game etc). Once you're in this Main Menu screen, keep the "W" key pressed, and at the same time briefly press the "R" key. You should then be returned to the place of your death, with your health fully restored.

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Gibt es einen Cheat-Modus?

Ja; zum Einschalten des Cheat-Modus: Im Spiel ",cheat" eingeben - also "," "c" "h" usw einfach eintippen.

Wenn der Cheatmodus eingeschaltet ist, kann man

- beim Tauschhandel alles bekommen, was man will, indem man die gewünschten Dinge markiert, und dann die Taste "W" drückt und gedrückt hält, während man auf "Einverstanden" klickt, auch wenn man selbst keine eigene Tauschware anbietet. (Das ist die einzige Möglichkeit, Geld oder Ausrüstung zu er-cheaten; es gibt also keine "GibGeld"-Funktion.)

- Teleport: "W" gedrückt halten, und dann TAB drücken, um die Automap/Übersichtskarte aufzurufen. Dann mit weiterhin gedrückter "W"-Taste auf Ziel klicken. (Dasselbe funktioniert auch mit der Reisen-Karte.)

- Wiederbeleben: Wenn man gestorben ist, kommt man nach dem Nachspann automatisch ins Hauptmenü. Dort "W" gedrückt halten, und gleichzeitig kurz "R" drücken - dann wird man mit voll wiederhergestellter Gesundheit an den Schauplatz seines Todes zurückgebracht.

- jeden Kampf gewinnen: Wenn ein Gegner zu stark ist, beim Angreifen im Kampfmodus die "W"-Taste gedrückt halten, dann ist jeder Schlag tödlich.

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TECHNICAL


When I get the Full Version, will I need convert/transfer my Demo Version saved games?

No, you won't need to do anything manually. Simply install the Full Version. It will automatically find and use the saved games from your Demo Version.

When you run the Full Version for the first time, you will automatically continue at the very same spot where you left during your last session with the Demo. To load other saved games, simply go to Main Menu, and Load Game.

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How do you place a personal photo for your character's face into the game?

In your "Teudogar and the Alliance with Rome - saved games"-folder (that's in "C:\Documents and Settings\Username\My Documents" or whereever Windows stores your personal files), there's a file called "Photo.Bmp".

Simply open and edit this Photo.Bmp file (you can use Windows' Paint-program to do so): Insert your personal photo into the empty frame, save Photo.Bmp, and then run Teudogar.

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What do the Censorship settings in the Options menu mean?

The options / control / censorship option is actually useful in that you can turn off aspects you don't want to see. The "no violence" setting will deactivate screams, blood, duels and so on. The "no sex" setting will deactive nudity (inventory etc), sex (the little there is of it; as discussed above), and references to sexual topics in dialogs (e.g. mercenaries discussing how they look forward to raping their enemies' womenfolk).

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Why does this game have a 2d, and not a 3d perspective?

Personally, I really prefer 2d. It is not a programming question. I like the much wider range of sight and degree of control I've got in such a setting. I feel 3d gives me a too limited sense of my surroundings - basically, tunnel vision. It's not like in real life where you'd see not just what's in front of you, but also, through the corners of your eyes, see or at least sense what's right and left, and, via your other senses, even what's behind your back: You are, in my opinion, more or less always aware of almost 360° of your surroundings. In contrast, in a 3d game, I'm limited to 120-perhaps160° at best; this feels irritating to me.

Of course the drawback of 2d is that, while it gives you that wide range of sight and overview and control, it looks and feels unnatural - even more so when it employs the twisted perspective used in Ultima or Teudogar or Darghul. I'd actually like to get rid of this twisted perspective and replace it with a more natural one, with vertical lines vertical and not -45°, and people standing upright and not looking like they were about to fall over, - but due to the large number of existing graphics, that would have to wait until a later version.

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How dynamic is the game world?

In some places, it is to some degree. E.g., when you leave Adalmar's estate after he's become king, and return after a while, you'll notice his hall has been restored to its former glory. Or some of the other noblemen's farmsteads will get looted and ravaged. And there are some random generated caves in the in-between-villages map. This sort of game world modification is usually done by the program as the plot progresses.

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Why is the game music that bad?

Because it uses MIDI files, i.e. music that is synthetically created from notes, instead of digitized, recorded music like in MP3 files. I'd really like to move towards MP3, and the programming wouldn't be a major problem, but this would require about 35 different and fitting MP3 files to cover all situations for which I currently output MIDI files. Apart from selecting and, more problematic, licensing/purchasing the rights to these MP3s, this would also drastically increase the total game data size, and thus impair downloadability. One partial workaround may be to enable you to use your own MP3 music files with the game (this is currently being implemented); but apart from this, I have no real idea how to solve this problem.

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Why can't I play the game as a female hero?

Apart from the historical context (see History section), there's the problem with graphics: Both your animated figure (center of the screen) and your inventory paper doll are male. A female option would have required around 30 extra sets of animated npc armor and equipment (no big deal for helmets, but quite a lot of work for body armor etc), resulting in a total of around 1,500 extra animation phases, as well as dozens of extra equipment pictures (new, used, and damaged) for the paper doll. So I decided to put this off for the time being.

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Will there be downloadable full versions of your software?

The advantages for my customers are really too significant (play the full version IMMEDIATELY after ordering; and pay no shipping costs). So I've now set up the basic infrastructure for offering downloads. The full version of DARGHUL will be instantly downloadable (after purchased); and when everything is complete, I'll offer the Teudogar full version as a purchasable download as well.

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Why will DARGHUL have a smaller graphics tile size than Teudogar?

Large tiles (like in Teudogar) look and feel much closer to the action - you feel like you are actually within the game world.

However when playing the game, the much wider field of view allowed by using smaller tiles (like in DARGHUL) is a decisive advantage, in my opinion: You can see much more, you feel much more in control, and it feels more realistic.

I've observed most people get hooked on this wider field of view quite quickly, and feel very uncomfortable when they have to return to the restricted field of view that comes with a larger tile size (like in Teudogar). So I think that while larger tiles feel more 'immediate' (and look better on screenshots), using smaller tiles really pays off when playing the game.

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ORDERING


Please see our Order FAQ.

The most detailed and up to date information can be found in our Order FAQ at wolfmittag.com under Info/Documents.

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Bitte lesen Sie unser Order/Bestell-FAQ.

Aktuellste und ausführlichste Informationen finden Sie in unserem Order/Bestell FAQ auf wolfmittag.com unter Info/Dokumente.

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Will I actually get the Full Version after paying?

Obviously; otherwise you could sue us (wolfmittag.com/docs/impressum.php). But seriously, it's in our own best interest to deliver your Full Version to you as quickly as possible. In this age of the Internet, with countless forums to post your comments, everybody would find out if we didn't.

And while most satisfied customers will usually not say much about their experience, a customer who is unhappy and has a good reason to be so will probably tell many others; i.e., when things go wrong, an author's reputation will take a disproportionate hit, even if he normally does a good job.

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What if there are any problems?

We are there for you. If anything goes wrong anywhere (ordering / payment / delivery / installation etc), contact us via wolfmittag.com/contact, and we'll do our best to make it right - as soon as possible.

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What do you think about giving support?

I enjoy giving support. Of course my customers are entitled to good and efficient support. But I'm actually giving free support even to people who only play the free Demo.

Given how problem-free Teudogar generally runs on all sorts of systems, that isn't much work. And I think it's a great chance to get to know my customers better, to understand their needs and wishes, and to learn about weaknesses or problems of my software that need to be fixed.

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Do I have to worry when giving my credit card details over the Internet during ordering?

In general, online shopping security is pretty good nowadays. The site where you enter your credit card number will be on PayPal's or KAGI's secure servers, run by PayPal or KAGI, SSL-encrypted, and hacker-proof.

As far as I know, PayPal has so far served over 50 million customers, and the other payment services, 100,000s of customers. They couldn't do this if they had security problems - people encountering such problems would talk, and these companies would go out of business. So I presume they work very hard to keep their servers and sites secure.

And your credit card number never leaves PayPal's or KAGI's protected server: Their system just books the amount, and then informs us that you've made a payment. We are never told your credit card number, nor is anyone else. As far as I know, no humans are involved in this entire payment processing process.

Considering all that, this kind of online shopping seems much safer to me than giving my credit card to a waiter in a restaurant, or telling my credit card number to some guy in an outsourced customer service call center in India...

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I've sent you a question by email and didn't get a response!

We always reply to messages we receive from our contact form (wolfmittag.com/contact), usually within 24 hours. But sometimes our reply emails cannot be delivered: Some people seem to set up their spam filters to super-strong levels. Some misspell their email address in the contact form. Some even forget to give an email address at all, yet are still surprised they don't get a reply. (Please note, we need your email address in order to be able to send a reply to you.)

Formerly, we had used contact email addresses such as 'order/support/info at teudogar.com', and had them openly displayed on the web. But that led to such an enormous flood of spam that we had to shut them down and replace them with the current contact form. People mailing to these old addresses should receive an autoresponder message referring to our contact form; but that may not always work due to spam filters. So if you have sent a message to one of these old email addresses and received no reply, please resubmit your query via our contact form (wolfmittag.com/contact) - thank you!

Fortunately this sort of problems doesn't happen often - but when it does, people usually aren't aware of the causes and tend to assume we simply ignored their request. Still, since we can be reached both over the contact form on our web site as well as over the Teudogar forum, as well as over the payment services, such instances can always be resolved.

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I would first want to see what the full version is like before I consider buying it.

Well, the Demo Version was intended to give people a chance to see what the Teudogar game is like in principle. The idea with commercial entertainment is that you pay for seeing what the Full thing is like - just like when you go to see a movie: After you've seen the movie, you know what it's like, but you also no longer have any need to see this movie (again). So if people would make their decision - pay for that movie or not? - _after_ seeing it, nobody would pay, and consequently, no movies could be produced (since production costs money that needs to be earned via sales).

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Why isn't this game free?

Because developing a computer role playing game takes literally thousands of hours of work, and since neither housing nor food is free, few people can work for free, either. Besides, the graphics artist, the commercial software used in producing the game, the translators, the webhosting companies, and so on and so on all have to be paid. This money needs to come from somewhere; and who should pay for these Teudogar-related costs, if not those people who enjoy the resulting product?

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Ist die Vollversion auf Deutsch?

Ja, die Vollversion ist komplett auf Deutsch spielbar (oder auch auf Englisch oder Italienisch). Die Sprache kann jederzeit über das Optionsmenü umgestellt werden: im Spiel "O" drücken, dann Untermenü "Sprache und Steuerung". (Das geht übrigens auch in der Demo-Version.)

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Kann ich meinen Demo-Speicherstand mit der Vollversion weiterspielen?

Ja, nach Installation der Vollversion geht das Spiel genau da weiter, wo Sie in der Demo aufgehört haben, und Sie können mit der Vollversion auch alle in der Demo gespeicherten Spielstände laden und weiterverwenden (und dann auch ohne Einschränkungen bis zum Spielende spielen).

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Berechnen Sie eigentlich keine Mehrwertsteuer?

Nein. Gemäß §19/1 UstG (Kleinunternehmer-Regelung) sind Unternehmen, deren Umsatz unterhalb einer gewissen Grenze liegt, davon freigestellt, für den Staat Umsatzsteuer (Mehrwertsteuer) von ihren Kunden einzukassieren. (Steuer-Nr. siehe wolfmittag.com/docs/impressum.php)

Alle hier angegebenen Preise enthalten daher keine Mehrwertsteuer, sind aber End-Preise, d.h., es kommt auch nachträglich keine Mehrwertsteuer o.ä. hinzu: Als Käufer zahlen Sie immer nur den angegebenen Betrag.

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Warum gibt's dieses Spiel nicht umsonst?

Weil die Entwicklung eines Computer-Rollenspiels tausende von Arbeitsstunden kostet (und da man weder umsonst wohnen noch essen kann, kann auch kaum jemand umsonst arbeiten). Außerdem kosten Graphikerhonorare, Software, und Übersetzungen viel Geld. All das wurde vom Autor vorgeleistet, und muß nun aus den Vollversions-Verkäufen finanziert werden. Denn wer sollte sonst für die Teudogar-Entwicklungskosten zahlen, wenn nicht diejenigen, die Freude an dem resultierenden Produkt haben?

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GAME CONCEPT


Why did you chose a historical setting?

In my opinion, facts are often more dramatic than fiction. I consider the divine and nerdy, adulterous, parsimonious and visionary Emperor Augustus a more colorful and threatening figure than J.R.R.Tolkien's evil Sauron; and the Roman legionaries, cursing and longingly dreaming of far-away Rome's pleasures while they were making their way through Germania's icy swamps, more interesting opponents than the often-cited Orc hordes.

Besides, the particular historical epoch this game is set in was a time of absolute liberty (at least for part of the population), of complete anarchy, of constant bloodshed, of wild and daring schemes, of strong belief in magic, and of absolute political incorrectness. Consequently, you're much more unrestricted in such a setting than you'd be in a more modern world, or in a fantasy world influenced by modern thinking and modern values.

I'm trying to depict this foreign and strange historical world in all its glory, and all its ugliness and cruelty as well. If a role playing game's purpose is to temporarily get you away from your usual surroundings, values, ways of thinking and acting, to allow you to be a totally different person for a while, to take a brief vacation from your usual self, then I believe Teudogar's historical world is better suited to achieve this than many fantasy worlds.

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How does the historical setting work for the player?

Though I chose a historical setting for this game, from a player's point of view it is a classical role playing game, and definitely not a schoolbook history lesson. It re-creates the heathen and barbaric world of the ancient Teutons in a historically accurate way - but the main purpose for doing so is to provide you with an exciting game world, an eventful plot, and an authentically barbarian, savage and superstitious atmosphere.

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What's the idea behind Teudogar?

This game is meant to recreate a part of ancient Germania, and to let you live in this world over a period of several months. Apart from the fictional protagonists, almost everything you hear or see in Teudogar is actually true, i.e., historical fact (and hopefully presented in an interesting manner). It lets you swap your present urban, civilized, tax-paying and law-respecting life for the archaic, anarchic, wild, heroic, superstitious and barbarian life of our ancestors of many centuries ago - and it offers not just a fantasy, but gives you the actual truth (as far as possible). That is, in my point of view, what makes Teudogar unique and enjoyable.

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What kind of computer game players is Teudogar intended for?

I think Teudogar can be fun to play for people with very different tastes. Due to its flexibility, it can appeal to d&d monster slayer type players as well as those who abhor violence; to people fascinated with historical cultures as well as people totally bored by history. You can use it as an educational infotainment type of program, or play it as a slay- and capture-booty-type game; you can decide to follow one of the main storylines, or simply travel around the country bartering your merchandise or accumulating a fortune in booty. You can end each game at any time over the Actions Menu, and thus live dozens of totally different lives, and get dozens of different endings.

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What's the main focus of Teudogar?

This game mainly focuses on quality and playability, historical authenticity and realism and truthfulness, and game depth. E.g., lots of work went into making sure that people will always react intelligently to you (regardless of what you do or say), that your relationship with them will develop in a realistic way, and that conversation and interaction should manage to give you a feeling for the way life was in barbarian Germania (not in a schoolbook way, but in a natural, realistic, and interesting and entertaining way).

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Why would anyone play something like this?

Teudogar doesn't impress at first sight. But people who actually do play it tend to enjoy the game depth and level of detail, the plot, game world, and atmosphere, the realism, and the authenticity of its historic environment. Of course, different people have different tastes. But the free demo gives you a chance to see for yourself if you like it or not.

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What were your thoughts on the dialog system?

Conversation must feel natural. And I think Teudogar does a comparatively good job there. People have a pretty clear recognition of their surroundings, of what happened in their community, of themselves, and of yourself, and of how others feel about you. People greet you differently once they've made your acquaintance; and their language becomes more familiar once you become friends. People comment on recent news. Merchants notice when your equipment is damaged and offer to repair this particular thing, or notice you're lacking a particular item, and offer exactly that item to you. Slaves are aware of what their masters think about you, and will treat you accordingly. People who can heal comment on your health. Your slave notices when you've been away for a longer period of time, and greets you accordingly. Robbers are aware of what kind of armor you're wearing, and will only demand what you have. People will comment on your weapon and equipment. Henchmen can tell you where their lord is (in the hall, outside, in his house etc). Ortwin can tell in what chest his gold is, and will comment when it's been stolen. When you're carrying too many things with you, Thoralf will offer you one of the empty boxes in his hall to store your goods in. Osmund will warn you if you're about to set out for combat without sufficient armor, and will tell you what exactly he thinks you're lacking (weapon, shield, armor etc). In general, I took great care to equip people with lots of information and awareness so they can react naturally and realistically.

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What level of detail should there be in gameplay?

Too much detail might feel bothersome; i.e. if you'd have to brush your character's teeth three times a day, put on gloves in cold weather, make sure you've got enough drinking water, and maybe even have to urinate/defecate, you'd spend most of your gaming time with doing things that aren't particularly exciting.

Sure, integrating them might make the whole game feel more real, and possibly enhance your identification with your character. (E.g., after having fed and groomed and cared for your character for several weeks, you'd probably feel much stronger about receiving a severe wound during a battle.)

But I still think too much compulsory detail would be a hassle for most players, and excluding irrelevant minor everyday activities from gameplay gives you more time and capacity to focus on plot and game world, which are more exciting.

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Why isn't Teudogar's game world continuous?

Because ancient Germania consisted mainly of huge empty forests and swamps. Between the settlements would have been vast areas without anything of interest. So I chose a location/settlement-based game world.

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Why aren't there any large Fantasy dungeons in Teudogar?

Because in reality, monsters don't exist and didn't exist back then. And there are only few (and very few large) caves is this region of Europe.

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How does such a game world work for the player?

Partly, I made up for the reduced width by adding more depth: The Teudogar game world mainly consists of inhabited settlements, and these have been created with an enormous level of details, interaction, and complexity. E.g., every person in this game world is actually living a realistic life - working, resting, eating, sleeping, moving around on his/her farmstead, interacting with others, etc. Every house is fully furnished, in an individual fashion, with respect to who is living there. Every chest or barrel is filled with people's particular goods or personal possessions (and a wealthy nobleman's clan will have different possessions than a poor farmer etc). Every person is carrying different things in his/her pockets. People produce different goods. And every single object that you see in the game world actually exists, can usually be used, can be inspected, moved, bartered, stolen, etc.

Secondly, I tried to compensate for the missing dungeoneering by providing alternatives. E.g., when you travel between two locations, you will very often be held you up by bands of robbers in random-generated locations. This will provide plenty of combat action and booty (and you can search for the robbers' camp). Around most locations, there are also many smaller caves (and there are random generated caves on the location where the robbers hold you up), with hostile animals, treasures, or human remains, etc. So there are many additional opportunities for exploration in most locations. Besides, there are many duels, there's combat practice, and there are several minor battles.

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Why aren't there any large cities?

Because there were no cities in Germania, just small settlements with usually the same type of houses everywhere. And there weren't even any professional craftsmen with shops (apart from a smith). Nor was there any great variations in lifestyle or settlement patterns. So what I did was to choose a few dozen typical, representative locations - e.g., some larger villages, single farmsteads, a sacred grove, a Roman camp, a Teutonic fortfied place, a few dozen caves, and the usual forests and swamps -, and implement each of these with the utmost possible level of detailedness, thus compensating by depth what would otherwise be lacking in width.

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Why can't we wage war, have great battles, found/build cities etc in this game?

I think there's a conceptual problem with ideas of this kind. A role playing game like Teudogar is extremely detailed, and this high level of detail and game depth is, in my opinion, one major fun factor of RPGs.

However, this detailedness also makes RPGs ill-suited for very complex scenarios. E.g., imagine leading an army of 10,000 warriors: You'd have daily meetings with a dozen generals and many of the 100-200 lower ranking officers; you'd have to worry about providing food, arranging logistics, finding places to camp, marching routes, equipment, payment, troop morale, intelligence reports, finding/avoiding the enemy, finding suitable places for battle, battle order, directing battle, pillaging, caring for the wounded, and countless other things: Without a great degree of simplification, it would be absolutely impossible to play such a role within the 1-2 hours per day that one might perhaps spend in front of the computer.

So the only viable solution would be to leave out everything that's not absolutely necessary, e.g., skip all the marching, preparations, and just focus on the battles, or, more strategy-like, focus on the basic preparations and make the battles a brief affair.

All very well, however, the result would be conceptually totally different from a role playing game like Teudogar; in fact, it would be easier to write a new strategy/battle game from scratch than to add these elements to Teudogar.

That's not to say it can't be done. But I think the main strength of RPGs is in scenarios of limited complexity, e.g., villages instead of huge towns, duels instead of battles, expanding your hut instead of building new cities: With a RPG, these small things can be done as an individual person, in great detail and with deep game depth, in a fun way, and within a reasonable playing time. Since this is what the genre and technology is best suited for (in my opinion), I think I should primarily focus on these kinds of non-complex scenarios.

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Why can't I continue playing after finishing the game?

Mainly because most game-ending events change the game's world so fundamentally that letting you continue to play in that changed world would basically require an entirely new game (game world, dialogs). E.g., consider you've formed a tribal alliance and have the bad luck to be defeated by the Roman armies; this would obviously require a completely new game world (all settlements burnt down etc), not to speak of the changes in peoples' lifes and consequently, in what virtually every person would say to you. Life after the defeat would basically be an entirely new game.

Another part of the problem is the realistic nature of game ending goals - these often take time to achieve. I.e., in a fantasy setting, killing the main Evil Super Monster Opponent will plausibly instantly solve all problems and end the game plot immediately, without having too much impact on settlements or peoples' lifes or dialogs or your own circumstances; consequently, continuing playing is no problem at all.

But reaching a historically sensible goal like e.g. becoming king is a task that will require many long, boring months of intrigues and policy (and often, simply waiting for opportunities). Consequently, in Teudogar you can place yourself in a position that will eventually lead to the desired outcome; but you can't immediately realize and then live your goal, since that'd take many months if not years; so what you get in Teudogar is not the real experience of living your realized goals, but merely an outlook of what will be the consequence of your deeds and the position you've placed yourself in.

It's quite a different matter with fantasy; in DARGHUL, once you've saved the world by slaying the evil Wizard, King Gibur will be happy to instantly make you Duke of Ranaghol, and you'll be free to spend an eternal playing time living your new (though not that eventful) ducal life...

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Why isn't there more useful stuff to buy?

A drawback of Teudogar's historical setting is that there isn't enough useful stuff to buy. Once you have a good set of arms and armor, and have paid for several witches' services, you basically have all you need.

(I've been intending to give you a chance to invest surplus booty in your farmstead (buy cows/slaves), but that'd be difficult to program; and besides these extra cows/slaves still wouldn't bring a real practical advantage to you. The perfect solution would perhaps be if you could employ and equip your own army of henchmen; that would reliably and constantly drain your financial ressources.)

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Why are there no horses for riding?

Because implementing this would have been so much work: Providing for you to feed, care for, accommodate, buy, sell, heal etc your horse, plus combat, plus setting up the infrastructure (stables, hay and water every few miles), plus additional graphics and animation. So I decided to put this off for the time being.

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Why are there no boats, ships?

I liked the way you could use boats/ships in Ultima, and would like to implement something similar.

However, at present, I'm using rivers and mountains as boundaries to prevent you from walking off beyond the game world.

So once you're able to cross rivers, and possibly mountains too, I'd have to introduce oceans as new boundaries, which would naturally lead to ships, islands and so on: This would be great, but too much work for the present version.

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Will there be islands/sailing?

I'll have to put this off for future versions, since that'll require a number of additional systems with lots of sub-systems (e.g. sea -> boats/ships -> buying, selling, navigating and so on). Besides, for the time being, DARGHUL's game world is strictly continental (surrounded by insurpassable mountains and rivers). (Next thing for an add-on would be to enable you to cross/navigate these rivers/mountains and explore the areas beyond until you reach the ocean, which would form the next barrier of the game world, with only coastal waters navigateable. Yet another add-on might then allow real navigation. In such a fashion, I could grow the game world bit by bit, without game world creation work becoming unmanageable.)

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What kind of feedback did you get on Teudogar?

In the hundreds of mails I received over time, most people commented enthusiastically on gameplay, and praised game depth and other rpg aspects. Many thoroughly enjoyed the atmosphere and scenario.

There were fewer comments praising the historical accuracy and perfect realism of the game. A minority of people was totally ecstatic about these qualities, but a majority of mails focused on other aspects. My conclusion from this is that most people probably played Teudogar as a 'normal' role playing game (or, put differently, that there were more people who played Teudogar because they like role playing games than people who came to the game because of their interest in history).

Apart from the not quite up-to-date graphics and sound, basically the only criticism was that there wasn't more of it - e.g., several people would have liked a longer main plot. In retrospect, I think this is true. Writing multiple alternative plots (each with a limited length) wasn't a good idea; I should have concatenated everything into one single, longer plot.

Overall, this game has been received very well - especially considering its exotic nature. Of course many people would on principle never play a 2d tile-based role playing game. But among those who do, Teudogar has been met with a lot of real enthusiasm.

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Are the comments in 'Opinions on Teudogar' genuine?

Yes. Most people who actually play Teudogar usually enjoy it a great deal, and are often really enthusiastic about it. Many were so kind to post or mail their opinion. All of these comments have been taken from emails, reviews, and forum postings that I've received or achieved over the years.

However, the comments are from people who enjoyed Teudogar. Yet there are also many people who didn't. This game isn't for everybody. Many have been put off by the 2d tile based graphics style, and often quit playing before they could get hooked on gameplay and plot. Others thought it was too intellectual. Some people who exclusively like Fantasy felt they couldn't enjoy a game lacking Elves and fireball spells. And though Teudogar has a lot of action, combat, and exploration, it offers no monster-filled dungeons, and has a smaller game world than many fantasy games that do.

So maybe you should see for yourself if Teudogar is what you are looking for. There's a free, fully playable Demo Version containing a part of the game world and plot that can be played without any time limit. And it's only 6 MB - can be downloaded very quickly. Installation is simple and fast, and later you can easily de-install it again. Click on 'Download' in the upper navigation bar.

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Are Ultima fans fanatic about Teudogar?

It's true that Teudogar is based on the same tradition. But from what I gathered from forum postings and correspondence, many Ultima fans specifically want Richard Garriott's Britannia, and won't accept any other scenario, particularly not a historical one, as a replacement.

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Did people who enjoyed DARGHUL like Teudogar as well?

Many did. But there still seem to be different audiences: Many people who loved the original DARGHUL (and DARGHUL had been quite successful) didn't like Teudogar as much. A few had actually made up their mind before even looking at it, and were simply put off by the description. But many of those who played it complained about the lack of magic, the absence of Elves, and the non-mystic, realistic atmosphere of Teudogar. They simply felt that a non-fantasy RPG just wasn't as enjoyable for them. Not their taste, not in their interests. They specifically wanted fantasy.

In a way, my writing of Teudogar was like a successful Science Fiction author presenting his loyal fans with a Western novel: There are few people who enjoy both genres equally. Also, in comparison to DARGHUL, Teudogar was too earnest, intellectual, dialog-heavy, and lacked action (e.g. large monster-filled dungeons). So it's not just a question of scenario and atmosphere, but also of gameplay concept. Now, with my new remake of DARGHUL I think I'll recapture the spirit and concept of the original - but in consequence, I wonder if Teudogar fans will equally enjoy this...

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What's the difference between Teudogar and your new fantasy RPG DARGHUL?

DARGHUL is intended to offer something for almost everyone, due to its freedom of action and large array of gaming possibilities, offering lots of choices, and the freedom to focus on whatever particularly appeals to you.

The background is that Teudogar was mainly focused on dialogs and political thinking, with some occasional combat in between, little exploration, and not much gaming action: You spent most of your time talking or thinking, and only rarely actually _did_ something. It definitely wasn't a game an analphabetical person could play.

In contrast, DARGHUL offers much more in exploration and real action - things to do, not just matters to contemplate. There's still lots of dialog, but you're now free to decide whether to make this the main subject of your gaming, or whether to focus on other kinds of gameplay action, such as exploring, fighting, dungeoneering, pilgrimaging, producing things, trading, treasure-huntung, recovering magical objects, perfecting your skills, learning spells, reading books, talking to people, completing subplots, and, of course, saving the world. Additionally, different starting choices during character generation (male/female, knight's/wizard's apprentice / craftsman / good-for-nothing etc) encourage you to select a somewhat different course and play in a different way each time you start a new game.

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Was für ein Spielkonzept steht hinter Teudogar?

Teudogar ist insofern kein typisches/"richtiges" Computer-Rollenspiel, als daß der Focus ziemlich stark auf den historischen Umständen liegt: Ein kurzer Abschnitt der Geschichte, und ein kurzer Abschnitt aus dem Leben eines Menschen, der damals gelebt haben könnte, wird ziemlich detailliert behandelt - mit dem Ziel, den Spieler die damalige Zeit perfekt nacherleben zu lassen.

Wenn man das Spiel gespielt hat, weiß man, glaube ich, wirklich ziemlich alles über diese historische Epoche. Eigentlich alles, was man im Spiel sieht oder hört, ist so, wie es historisch tatsächlich gewesen ist - die historischen Umstände und die allgemeine politische Lage stimmen; Zeit stimmt; Stämme und Stammesnamen stimmen; alle erwähnten Ereignisse stimmen; genaue Umstände und Herrscher bei den einzelnen Stämmen sind nicht bekannt, könnten aber wirklich so gewesen sein wie von mir dargestellt; Siedlungsformen stimmen; soziale Umstände stimmen: D.h., es ist wirklich möglich, fast alles, was man in Teudogar erlebt, für bare Münze zu nehmen. (Siehe dazu auch Kapitel "Über das Spiel" im Römer&Germanen-Lexikon.)

Neben diesem Grundkonzept der "Wahrhaftigkeit" bietet Teudogar natürlich auch klassische Rollenspiel-Qualitäten (Charakter-Entwicklung und Wachstum, Erkunden, Kämpfen, Sammeln, Handeln, uvm), so daß auch viele Leute, die Geschichte todlangweilig finden, Freude an dem Spiel haben.

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Ist es leichter, Fantasy zu produzieren?

Die Faktentreue hat für mich als Entwickler ungeheuer viel Arbeit bedeutet. Ich kann z.B. leicht ein Dutzend Fantasy-Dialoge pro Tag schreiben; aber einen Dialog zu schreiben, in dem alle historischen Fakten und die Lebensumstände und die Mentalität des Sprechers historisch richtig dargestellt werden, und der sich trotzdem so liest wie ein echter Dialog und nicht wie ein Geschichtsbuch, macht etwa 20mal soviel Arbeit. Mit dem Erstellen der Spielwelt ist es ähnlich - endlose Recherchen und Überlegungen für jede Person, jede Siedlung, jeden Stamm.

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Worin liegt der Haupt-Spielspaß bei Teudogar?

Mein Focus bei diesem Spiel lag vor allem auf Spieltiefe (weniger auf Breite), und einem möglichst hohen Maß an Interaktion mit Spielwelt und Personen. In Bezug auf Npcs, Dialoge und Handlung habe ich, glaube ich, auch ziemlich viel Flexibilität und Handlungsfreiheit für den Spieler hinbekommen, verbunden mit relativ guter Intelligenz und natürlichen Reaktionen der Personen auf ziemlich alles, was man sagt oder tut.

Was es in Teudogar etwas weniger gibt als in anderen Spielen, ist Erkunden der Spielwelt: Da das Spiel realistisch und historisch authentisch ist, gibt es keine Monster-gefüllten Dungeons, sondern nur hier und da Höhlen mit wilden Tieren, oder Überfälle durch Räuber, Zweikämpfe mit Gefolgsleuten, Kämpfe gegen römische Trupps usw. D.h., es gibt zwar reichlich Gelegenheiten zum Kämpfen, und auch Einiges zum Erkunden, aber insgesamt ist das Dungeons&Dragons-Element doch weniger ausgeprägt als in anderen Rollenspielen. (Wer das besonders mag, findet vielleicht Freude an meinem neuen Fantasy-Rollenspiel "DARGHUL", das eine wirklich riesengroße Spielwelt haben wird.)

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Warum kann ich keinen eigenen Gefolgsleute haben, die mich ständig begleiten?

Weil Teudogar ein Einzel-Spieler-Rollenspiel ist. Zwar werden Ihre Freunde und Sklaven Ihnen bei Kämpfen in ihrer Nähe beistehen, aber - anders als z.B. in Ultima 7 - wird Sie niemand andauernd begleiten.

Ich glaube, daß das insgesamt spielerisch besser ist: Denn auf Dauer fände ich es ziemlich lästig, ständig ein halbes Dutzend Leute kleiden, füttern, heilen usw zu müssen - nur damit man etwas mehr Kampfkraft hat.

Das Spielgefühl bei einem Party-System kommt mir eher vor wie bei einem Strategiespiel, wo man kaltblütig viele Truppen umherschiebt, als bei einem Rollenspiel, wo man wirklich in die Rolle einer bestimmten Person schlüpft, und sich voll mit dieser einen Person identifiziert ("ICH mache jetzt dies und das" anstatt "Ich lasse jetzt Typ Nummer 3 meiner Party dies oder das tun").

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Waum gibt es nirgendwo Kinder?

Die Kinder sind so noch klein, und so wohlerzogen, daß man sie weder sieht noch hört. ;-) Also an sich sollte es natürlich nochmal ca 5 Kinder pro Haus geben (und obendrein noch Großeltern und vielleicht auch noch einige Tanten und Onkels).

Aber das würde die technischen Grenzen sprengen: Die Häuser wären nicht mehr begehbar, wenn dort soviele Personen herumlaufen würden.

Also wurde, der Spielbarkeit zuliebe, vereinfacht, und dort, wo eigentlich 10-15 Leute sein sollten, sind eben nur 2-5.

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Warum wird meine Inventarfigur völlig nackt dargestellt, wenn ich alle Kleider ausziehe?

Das ist kulturspezifisch. In der klassischen Antike fanden es die Leute normal, öffentlich völlig nackt Sport zu treiben (auch bei den Olympischen Spielen), oder (wenn man ein Barbar war) nackt in die Schlacht zu ziehen. Ich persönlich bin zwar kein FKK-Fan, aber ich dachte mir, daß das Spiel ein antikes Lebensgefühl geben soll - also auch diese Unbekümmertheit gegenüber Nacktheit herüberbringen soll. Abhilfe: Optionsmenü ('O' drücken), Steuerung, Zensurstufe: Dort kann man Nacktheit und sexuelle Dialog-Themen deaktivieren.

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Warum kommt die Schlacht beim Teutoburger Wald nicht im Spiel vor?

Weil 'Teudogar I' um 12 v.Chr. spielt, zur Zeit der ersten großen römischen Invasion, und die Spielhandlung nur in dem Zeitraum spielt, als die Römer gerade erst in Germanien angekommen sind.

In der Folgezeit haben die Römer nach und nach den größten Teil Germaniens erobert, und dann viele Jahre lang beherrscht, ehe sie schließlich - fast 30 Jahre nach den in 'Teudogar I' behandelten Ereignissen - im Teudoburger Wald geschlagen wurden. (Das würde dann gewissermaßen in 'Teudogar - Teil III' fallen.)

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Warum kann man eigentlich nicht nach Rom reisen?

Weil 'Teudogar I' um 12 v.Chr. bei den Germanen in Germanien spielt, und die Germanen im Landesinneren zu dieser Zeit der römischen Invasion gerade erst zum allerersten Mal in unmittelbaren Kontakt mit den Römern kamen.

In späteren Jahren kam es zu einer gewissen Zusammenarbeit, und einige Germanen reisten dann auch tatsächlich nach Rom, und manche erhielten sogar das römische Bürgerrecht. Aber all das ist fast ein Jahrzehnt von der Spielhandlung von 'Teudogar I' entfernt.

Davon abgesehen, wäre es von Aufwand und Kosten praktisch unmöglich, eine Großstadt wie Rom in die Spielwelt einzubauen - jedenfalls bei einem Spiel mit einem so hohen Maß an Detail-Tiefe und Handlungs-Freiheit wie Teudogar.

(Falls ich 'Teudogar II - römische Herrschaft' schreibe, würde ich aber die Römerstadt Oppidum Ubiorum (Köln) in die Spielwelt einbauen. Das würde gut in die Spielhandlung passen, wäre überschaubarer, und technisch machbarer als Rom, und hätte fast die gleichen Vorteile.)

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HISTORICAL FACTS


Why did you choose that particular period?

I find this period (12 B.C.) spectacular. You've got an emperor who won his throne by ending democracy and waging a decade-long civil war. Now he's ruling over a third of the world's entire population, and has himself idolized as a god. In order to conquer a barbaric country which he considers a threat to national security, he sends out 50,000 excellently trained and equipped soldiers. These men, many of whom may have grown up in the city of Rome, with a million inhabitants, five-storey buildings, aqueducts, public libraries etc, now enter a country totally devoid of civilization, and consisting mainly of dense forests and swamps, where the natives live in tiny villages or single farmsteads, sharing their mud-covered huts with their cattle.

These barbarians were our ancestors, and their language, mentality and customs still continue to form a certain part of our national heritage (whether Anglo-Saxon or German), and thus our own personal identity as well. Yet we are civilized, and though we sense relatedness, they seem foreign and strange to us. How did they live? How do you live without civilization, with total lawlessness and anarchy, with total liberty for many, yet total oppression for others? How do you live when you believe in Gods and Goddesses who were illustrious and cruel, when you fear wizardry, when the idea of "mercy" is still unknown, when every free man always carries a weapon, and when there was no law probihibiting to kill?

So there's a stark contrast between two peoples to both of whom we can feel related; there's a clash of civilizations; there's an imminent threat you need to deal with (Roman legions conquering your land); plenty of conflict (a divided nation; many people siding with Rome, others wanting to fight for independence); and a wild and dangerous, free and lawless world: In my opinion, perfect ingredients for a RPG plot.

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I'm no German. Why should I care about the Teutons, or ancient Germania?

The English language, and Anglo-Saxon culture, originate from the Germanic tribes of the Anglos and Saxons, who conquered Britain in the 5th century A.D. (and of course the British later brought their culture and language to America and numerous other countries).

So if you are speaking English, you are speaking a Germanic language. And if you have grown up in an English-speaking country (U.S., Britain, Canada, Australia etc), your native culture is basically Germanic (in contrast to, say, the Roman-influenced culture of Spain or Latin America).

Therefore it is very likely that much of your way of thinking, your mentality, your ethical convictions, your behavior etc are to some degree influenced by Germanic convictions and traditions. You would likely be a different person if your culture was not a Germanic one, but, for example, a Latin or Slavic one.

Of course any culture has several origins, and Christianity, Classical Antiquity, Darwinism, Socialism, Feminism, Hollywood, mass immigration of people from non-European backgrounds, and many other developments have by now replaced or modified much of our culture's Germanic heritage. Still, our culture's foundation remains distinctly Germanic, and Germanic traditions will probably continue to shape ourselves and our progeny to some degree.

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If the game is meant to be historically authentic, why did you include magic?

I included wizardry into the game exactly in order to make it historically authentic: When you're playing Teudogar, I want you to feel like a genuine Germanic barbarian - and that includes superstitiousness.

Of course there are no fireballs or instant healing spells in Teudogar. But it was common among all Germanic tribes to curse enemies, bless your loved ones, call on the Gods for assistance, sacrifice to win the Gods' favor, trust in enchanted weapons and so on: Therefore, these and other historically documented "spells" are included in this game.

People strongly believed in wizardry, and this belief probably made it actually effective. E.g., if you believed in blessings, knowing that you'd been blessed would free you from worrying about a possible defeat. This would enhance your concentration and courage, thereby actually improving your chances of winning a duel. That fact that you attributed your success to a supernatural cause doesn't bother me as long as there is reason to believe such a "spell" genuinely worked.

This is the kind of "magic" included in Teudogar. It's not about gaining instant victory by pulverizing your enemies, but rather about tilting the odds in your favor by giving you confidence, or by demoralizing your enemies. Today we'd consider it plain autosuggestion, psychology, placebo effects, or manipulation; yet it was equally effective when it was called "magic" and its effects were attributed to higher powers' interference.

Similarily, the "magic" with "magical" weapons was usually nothing but chemistry, e.g. when a smith figured out a special way of treating the raw metal that improved his swords' solidness. Of course you might also have your weapon blessed: If you believed in the blessing's effectiveness, handling such a weapon would incease your confidence, which in turn might unnerve your opponents.

This kind of "magic" isn't great for graphical special effects; yet it allows me to offer a broad range of different realistic spells and magical objects that the ancient Teutons actually used or believed in - thereby offering gaming fun and RPG qualities, without crossing the line from historical authenticity to fantasy.

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Why would there be any magic in a historically authentic game?

Well, most of the 'magic' in Teudogar is based on the assumption that if everybody believes in a concept, this belief by itself makes it a strong force, even if the concept is factually untrue and the belief irrational. Historical sources indicate that almost all Teutons, and even most Romans, believed in magic. In my opinion, their belief in the effectiveness of magic made 'magic' actually effective for them: I.e., it's not the curse per se, it's the reaction of a superstitious person to that curse that counts, and that makes this sort of 'magic' a reality in a society where most people were extremely superstitious. (And I think it's almost impossible to grow up in a society without more or less accepting most of the religious or ethical convictions that everybody believes in. If everybody believes in magic, so will you, at least to a certain degree.)

So a person who got cursed would have been very likely to lose hope and confidence, thereby turning the 'curse' into a self-fulfilling prophecy: His belief to be doomed to fail would cause him to be timid and not put 100% effort behind his action, or to give up at the first sign of resistance, thus causing him to actually fail (thereby, by the way, reaffirming everybody's belief in the effectiveness of magic). (Teutons may have been particularly vulnerable to this due to their belief in 'Heil' (good fortune/fate), i.e., that the outcome of one's actions depended just as much on one's good fortune as on one's own efforts.)

(However, I agree that the Weaken, Protection, Frighten, and Dominate spells go a great deal beyond what is historically documented and realistic. In reality, Frighten would have worked only if you were a priest (people knew attacking a priest would bring his god's wrath on them). Weaken is basically just another word for Curse, but is too powerful, especially when combined with Curse. And Dominate can't really be justified, nor can Protection be: Increased confidence may be great for helping you act successfully by encouraging you to apply 100% of your skills, but it's difficult to see how it could help you react more effectively to your enemies' attacks. So maybe I ought to optionally or generally disable the Dominate and Protection spells, and reduce the effectiveness of Bless and Weaken.)

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Why would there be any magical potions in a historically authentic game?

As to the potions, these are mainly based on the placebo effect, and therefore, I believe, not that unrealistic: Like in today's clinical studies of new medications, a significant number of patients from the test group, who received sugar-pills without any pharmaceutical ingredients, but who believed they were getting the real medication, will actually show strongly improved health afterwards - caused by nothing more than their own belief in their 'medication's healing power.

So I think that Stay-Awake, Love and Virility make some sense as placebos, and Poison, Antidote, Sleep and Berserk make pharmaceutical sense as well (there's a posting somewhere in this Forum about Berserk and the toadstool mushroom). As far as I know, people's knowledge of pharmaceutical herbs has been quite good ever since the Stone Age.

(But yet again, most of these potions may be too powerful, and I maybe ought to reduce their effectiveness. And I need to make sure that the purely make-believe potions (those without actual pharmaceutical ingredients) will work only if the person receiving them knows what he is receiving and believes in its effectiveness.)

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Why can't I play the game as a female hero?

In ancient Germania (as in the Roman world), men's and women's roles were totally different. A woman simply couldn't act the way men did, nor vice versa - it wouldn't have been tolerated by society. Nominally, every woman was subject to a guardian (her father or husband), who had responsibility and right of command over her. It's not that women were rightless - they ruled the private and economic spheres; but they were pretty rightless in the public sphere. The state was mainly there to wage war, and since men were the ones doing the fighting, they reserved the right to decide about war or peace for themselves: Women had no political rights (even though they'd often bear the burden of the men's decisions). Consequently, no woman could have proposed a tribal alliance to another chieftain in a formal way without being ridiculed. (That's not to say women didn't discuss or promote such alliances; they just couldn't do the formal, ceremonial part.) Additionally, in a lawless and violent world, having on average 20% less physical strength than men meant yet another restriction for women: While it was common for a well-armed man to travel alone, a woman couldn't even leave her village on her own without facing a serious risk of getting raped or being kidnapped and made a slave.

In practice, that meant that women mainly had to act through men - convincing men, enticing men, prodding men to do their bidding. E.g., Germanic women were just as keen on revenge as men were; but while men could simply kill their foe in an open duel, women usually had to find and convince another man to act on her behalf. Or if you favored war against the Romans, as a man you could simply stand up in the people's assembly and hold a speech making your point. As a woman, you would have had to find and convince a man to hold such a speech.

So while it was possible to find some workarounds around all of these restrictions, it still wouldn't have been possible to play the existing plot as a woman; you would have had to find different solutions in countless instances. That is, it basically would have had to be a totally new plot, which would have been an awful lot of extra work.

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Weren't there any heroic women in the ancient world?

Some Germanic women were quite powerful; e.g. the priestess Veleda more or less led a Germanic uprising against the Romans in 80 A.D. by issuing prophecies from her tower (though the military and political leadership was done by two Germanic noblemen who had been mercenaries for the Romans). And there's as much bloodthirstyness as shown by men. E.g., Queen Kriemhilda from the Nibelung legend killed her brothers and her second husband in order to avenge the murder of her first husband Siegfried. The Cimbrian women in 100 B.C. sent their fleeing men back to the battlefield against the Romans, demanding they fight bravely; when defeat became unavoidable, they killed their children and committed mass suicide in order to avoid getting enslaved by the victorious Romans. In general, lots of Germanic women seemed to be just as active, strong and heroic as men were.

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What would population numbers for Teudogar's game world have been in real life?

In total, there were perhaps around 3 million people in Germania (in comparison, today the area is inhabitated by over 100m). (Meanwhile, the city of Rome had a population of about 1 million during the reign of Augustus (around the birth of Christ), many of them living in 5-storey appartment buildings. The Roman Empire had a total population of probably over 50 million. The entire world's population is estimated to have been only around 160 million people.)

The largest Roman-Teutonic city in Germania would have been Oppidum Ubiorum (later to become the city of Cologne), with probably a few thousand inhabitants at that time (plus several thousand more if you included Roman troops stationed there in your count).

Real Teutonic settlements/villages usually had only a few hundred inhabitants. This was due to agricultural necessities, and perhaps to the libertarian Teutonic lifestyle as well (anarchy is a pleasant and reasonable form of life when everybody sticks to his own farmstead, but it wouldn't work well if you had to live together in densely populated, crowded cities).

As you can see from these numbers, a village such as Herwood would have had over 100 inhabitants in real life - not just double-income-no-children couples, but lots of kids, plus grandparents, aunts and uncles and so on, on every farmstead. Teudogar simplifies and reduces this to the main protagonists for the sake of playability.

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Would it be historically right if we encountered Roman patrols instead of robbers?

In 12 B.C. (the year of Teudogar's plot), no. In this year the Roman invasion had only just begun, and the Romans still hadn't conquered any tribal areas. Sure, they'd just devastated and depopulated the Usipians' land on the Germanic side of the Rhine river. But this was a brief expedition, not yet a conquest. That'd only follow when all neighboring tribes were defeated; after all, what point would there be to occupying (and defending) a wasted, depopulated area as long as there were combat-ready enemy tribes nearby?

So from a Roman point of view, since there was no territory to defend or peace to keep, it didn't make sense to waste any soldiers by having small troops patrol anywhere, always risking to get ambushed. Only exceptions would be spies and scouts (who'd go hiding when they'd see you approaching) (and who'd mostly be natives, anyway), and, rarely, envoys or delegations on their way to allied tribes (these wouldn't be looking for a fight, either).

This strategy changed marginally several years later, when all Germanic tribes had been sufficiently weakened to allow a permanent Roman presence on the Germanic side of the Rhine. But even then the Romans mostly relied on their local allies, and confined themselves to heavily fortified camps set up at strategic locations, where their presence would deter not-yet-defeated tribes from attacking Roman allies or tribes that had surrendered.

The general Roman approach still was not to waste their own men on occupying territory; regarding hostile tribes, it was much better to fight a few large, decisive battles, kill most enemies and civilians, give the depopulated land to an allied tribe, and defend this ally from retaliatory attacks from other tribes by the simple presence of a legion in a camp. Only around a decade later, when all tribes had been defeated and had formally surrendered, and the area was declared a province, only then would the Romans actually put lots of troops and personnel on the ground. That'd be the period Teudogar II would be set it.

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Why is there such a lack of money in Teudogar?

The basic problem with Teudogar is that its plot is set in a barbaric, non-monetary environment. There was almost no trade in Germania; most people could produce all they needed on their farmsteads; and people who made lots of booty usually wouldn't consider exchanging this for money (what for? there wasn't that much one could buy for money), but instead rather hoard the weapons etc they'd captured; after all, these had both lasting value as well as a practical use. This'll be much different in DARGHUL; since that's not a historical but a fantasy game, it's quite a consumer's paradise with lots of merchants as well as stuff worth buying.

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What kind of armor did the Roman legionaries wear?

The troops who actually did the fighting wore chain mails shirts, or the newly developed segmented cuirass (lorica segmentata), which was both very light and flexible, and offered great protection because the metal was solid enough not to be penetrated, and yet was designed to crumple when hit, like the crushing bin of a modern car, which absorbed most of the energy of every hit. So this segmented cuirass is definitely by far the best available type of armor for active combat. (Chain mails are almost equally good, but weigh twice as much.)

Lower ranking officials like a Centurion (commanding 100 men) usually didn't participate in active combat either (the only kind of combat they'd usually do was to punish their subordinates by beating them with a large wooden stick which they carried explicitly for this purpose). These people usually wore scale mail shirts, which looked pretty impressive but didn't offer much protection.

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How many Roman muscle breast plate cuirasses would have existed in Germania?

In total, in 12 B.C., when there were about 30,000 to 50,000 Roman troops beginning the invasion of Germania, there were probably several thousand segmented cuirasses plus several thousand chain mail shirts (regular infantry legionaries), tens of thousands of leather armor (auxiliary troops), many hundred scale mail shirts (lower ranking officers), and probably only a few dozen muscle cuirasses (the generals). This makes your capturing this kind of armor about as unlikely as Iraqi insurgents capturing Donald Rumsfield or General Sanchez...

But for reasons of gameplay, I provided at least one of these cuirasses for you to capture (barter doesn't make sense since anyone wearing such a cuirass would be rich and not in need of anything, except for the solid protection offered by his cuirass): The leader of the Roman troop with the hostages now wears a muscle cuirass (in the Full Version of Teudogar).

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Why should I avoid stealing anything in Teudogar?

Stealing was something most Teutons would have been quite ashamed of doing. (Consequently, in Teudogar you lose Charisma when you steal. And if you were caught, you'd be dishonored, apart from the fact that everyone will try to kill you.)

There's an anecdote of a Viking robber who was able to steal his victim's possessions while his victim was sleeping. On leaving the house, this robber felt so ashamed of the cowardliness of his act that he returned, woke up his victim, told him what he'd just done, and challenged him to fight with him for his possessions. Now that was the decent thing to do.

Indoeuropean culture (Teutons, Romans, Greeks, Indians, Persians as opposed to, say, Egyptians or Chinese) generally had a bias for violence and manliness. Etymologically, the word "to steal" ("stehlen" in German) is probably not Indoeuropean, but may have been taken from the language of a people defeated by Indoeuropeans when they settled in Europe. Typically, however, both "to rob" ("rauben" in German) and "to rape" ARE original Indoeuropean words, and were considered to be quite manly things to do... (though of course not to members of one's own clan / tribe)

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Did people in ancient Germania die at the age of 40?

Life expectancy wasn't so bad. Of course child mortality was high back then, and many people died from accidents, wounds or illnesses while in their 20s, 30s, 40s and so on. But apart from such external risks, you would have had a fair chance to reach 70 or even 80. E.g., King Ermaneric of the Goths was said to be over 100 when he committed suicide (after the Huns had destroyed his kingdom).

Since Teutons didn't count years, there's a lack of data, and most prominent Teutons died a violent death anyway (usually intentionally, too). But in more civilized neighboring countries, reaching a high age was quite common: Roman senators had to have an age of at least 60 (if I remember correctly); Roman Emperor Augustus was over 75 at the time his troops were defeated by the Teutonic rebellion; and Greek diadoch king Antigonos died valiantly fighting on the battlefield - at the age of 83...

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Why can't I have sex with anyone but slave girls in Teudogar?

Because you're not married to anyone (at the beginning of the game, at least), and this was a very conservative, patriarchical society, where effective contraception hadn't yet been invented, and women were under the guardianship of either their husband, or their father.

It would have been very hard to win over a married woman for an affair, since she'd face death at the hands of her husband if she got caught. And since there was almost no privacy, getting caught was almost certain. And it was a similar situation with unmarried girls: Their having pre-marital sex would have made it impossible to find a husband for them if people found out. In this case, a girl's parents would be stuck with her for the rest of her life - and that's a heavy burden in a place where food is scarce and families regularly face hunger. So her ruining her chances of marriage would seriously harm her guardian and provider (her father), and could therefore be punished with death by him. So it was probably hard to have sex with any free Teutonic women other than your own wife. Different from the Roman world, there also seems to have been no formal prostitution in Germania.

However, there were slaves. And to them, the patriarchical concepts of honor or chastity didn't apply. After all, if a slave woman had children, these would be slaves by birth, and would become her master's property. Since it would be the master's responsibility to care for them, it was irrelevant who their father was.

Consequently, the potential mother was free to sleep with whoever she felt like, without needing to formalize the relationship (or a relationship at all). Besides, slaves would often get raped; and their masters would usually sleep with them; and they couldn't be married to any free man; so people had even less reason to care about their slaves' private life. And as their owner, of course you had a right to them.

Therefore, if you were unmarried (and people usually didn't marry before the age of 20), your best chance as a sexual partner would probably be a slave girl - either one who was your own property, and who in this case would expect you to sleep with her, anyway; or somebody else's slave whom you might seduce, befriend, or pay. Since people did not consider slavery to be particularly unjust, cruel, or exploitative, but seem to have thought of it as a natural, unavoidable state of things, apparently this would have been an acceptable arrangement for all parties involved.

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Are the settlement names in Teudogar fictional?

Yes. As far as I know, there are no historical references to places like 'Heruwald', 'Kattfurt', 'Bruglund' etc. But these names have been created in accordance with how real settlement names usually came into existance:

In general, people would at first use a few words to describe a place (like, e.g., 'the ford used by the Franks tribe', 'the place where a war hero named 'Hanef' lived', or, fictional, 'the Cheruscan village near the big forest', or 'the Cattans' main ford').

Later on, when everybody had gotten sufficiently used to the description, it would no longer be necessary to elaborate, and people would for the sake of convenience start shortening the decription into a single word, thus creating a proper name (e.g., 'Frankfurt', 'Hannover', or, fictional, 'Cheruscanswood', 'Cattanford').

Once such a name gained recognition, one could also drop unneeded syllables (e.g. shortening 'Cheruscanswood' to 'Heruwood'). (In a similar manner, the lengthy 'Colonia Aggrippinensis' became a simple 'Köln' over time.)

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What would happen if I actually ate toadstool mushrooms in reality?

CAUTION! Take care: I've read that eating about 10 mushrooms can lead to death. Due to health risks, I'd strongly advise against ever trying to eat any of these mushrooms at all. Besides, it may also be illegal depending on what country you're living in.

According to some books I have, the mushrooms would have to be eaten raw or dried (never cooked/heated) if one wanted to use them for intoxication purposes. In experiments, eating 1-4 medium sized toadstool mushrooms apparently lead to dazedness, sickness, nausea, and sleepiness; in some cases, also to euphoria and a feeling of weightlessness, and sometimes multicolored visions.

However, the main feature seemed to be a state of dazedness, starting after 15-20 minutes, and lasting several hours. This was in some cases followed by a state of euphoria, excitement, confusion, with some people talking loudly and enthusiastically for several hours.

Stronger doses (more than 5 mushrooms) caused a distinct poisoning, with muscular spasms, confusion, excitement and vivid hallucinations; this was followed by sleep with lots of dreams.

Other authors report of a more lively state of intoxication, with dancing, uncontrolled movements and spasms, and, interestingly, sometimes violence and raving madness; one cites anecdotal evidence of increased physical strength.

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Would toadstool mushrooms actually be useful for becoming a Berserker?

This drug's effects seem to be different depending on one's personality. That would suggest that it might have the desired effect on a warrior. Autosuggestion should also play an important role in giving one's state of intoxication the desired direction.

Still, on the whole, the effects of this mushroom don't sound all that useful for Berserk purposes. The formula used by Vikings, and possible by earlier Teutons, would probably have consisted of a mixture of substances of which toadstools would haven been merely one component.

Anyway, though it's widely assumed that Berserks induced or assisted their raving fury with drugs, as far as I know, there is no concrete historical evidence of this, neither for the Vikings, nor for the earlier Teutons. They may well have done without drugs. The rush of adrenaline one feels when confronted with the lethal danger of a combat situation should be intoxicating enough by itself.

Besides, Teutonic armies used some natural methods to get 'high', such as rhythmically yelling battle-hymns and rhythmically clashing their swords against their shields. When done by several thousand fighters at once, this ought to create a powerful rhythmic noise, drowning out all thoughts and fears, giving a strong sense of unity, and probably inducing a state of trance as well. If some elite warriors additionally used autosuggestion as well as a particular sort of religious beliefs in order to imagine themselves being strong like bears and invincible, that may have been all they needed to successfully go berserk...

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Who were the original 'Teutons'?

Teutons: This tribe's name has become used as a name for all Germanic tribes (in English, at least). However, it it unclear if they themselves were actually a Germanic tribe. Many historians think they may have been Celtic, not Germanic. (But this may be a moot point, since Celtic and Germanic tribes were closely related, and at that time their languages hadn't yet developed apart that much.)

They had joined the Cibrians tribe, probably after their settlement areas had been rendered uninhabitable by a flood, in attempting to find new land. After marching throughout Europe for years - tens of thousands of people, including women and children -, and defeating several Roman armies, they decided to try to conquer some Roman areas in 102 B.C.

The new, politically left-wing, Roman consul Marius had set out with 35,000 soldiers to a recently constructed fort in Aquae Sextiae, to stop the invading barbarians. These troops had been reorganized and restructured, and they'd had a tough drill behind them. Marius made them remain in their fort for 6 days, while outside the endless stream of barbarians passed by, teasing and insulting the legionaries. That, and the fact that the Romans started to lack drinking water in their camp, may have improved the legionaries' aggressiveness. When they were close to mutiny, demanding water from their general Marius, he simply said, "If you're men, get it." - pointing towards the river where the Teutons had made their camp.

4 days of fighting followed. In the end, the Teutons, who couldn't stand the heat as well as the Romans, got more and more exhausted, and finally stopped fighting, so that from noon to midnight the the well-drilled Romans could massacre their exhausted opponents almost without facing any resistance. Tens of thousands were killed, tens of thousands enslaved, and only few managed to escape. The Teuton women who'd survived the battle committed suicide en masse when their petition not to be raped or enslaved was turned down. A little while later, the Romans also captured the Teuton king. As a political entity, the tribe was finished. (The few survivors would have joined other tribes.)

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What do you think about the Barbarian invasions into the late Roman Empire?

I'm not against conquests per se; but I prefer the Great defeating the Average, rather than the Bad defeating the Worse. E.g. when Alexander conquered the Persian Empire, he and his successors used the loot to create the most glorious cities on earth - Alexandria, Antioch and Seleukia: In that sense, I think their victory was a good thing. The Teutons, however, created nothing at all; their only virtue was being slightly less oppressive than the Roman or Byzantine bureaucracies.

Of course that is something. Considering the 80,000 laws and >50% taxes that enslave every citizen of today's European Union, personally I would welcome and actively support a Gothic invasion and conquest of my country, and would prefer Theodoric's rule over Angela Merkel's at any time. However, it's somewhat depressing if _that_ is the best one can hope for, and the same goes for late antiquity, in my opinion; besides, there's not much glory in defeating an enemy as weakened as late antiquity Rome was.

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Why did Rome lose Britain to the Germanic Anglo-Saxons?

The Romans no longer had any military presence in Britain because its legions had been withdrawn to the Continent in 407 in order to defend Italy and Rome itself from the Goths (who sacked Rome anyway in 410).

What could subsequent Roman central governments do? They had trouble enough defending their own new capital Ravenna, and had lost control over all Northern provinces. Winning back control over Gaul was far more pressing than worrying about remote Britain; besides, they couldn't stop those Saxon boat people anyway.

The Scots seemed more likely to conquer Britain than a limited number of Saxons would be, so for the Romans it probably seemed the lesser evil to endorse these latter. And with an eye on retaking the province at a later date, it was better to have several warring factions there than to have it firmly in the hands of one single strong enemy. Of course that policy didn't work out the way the Romans had intended.

(These Anglo-Saxon conquerors really would be a great matter for a RPG, both because of themselves and the circumstances of their conquest, as well as because the entire period is so fascinating: mere 20 years, during which the entire civilized world collapsed, after prevailing for almost a millennium.)

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Do you think the Teutons were culturally/racially/etc superior?

Being illiterate barbarians, the Germanic tribes obviously weren't superior culturally. And racially, there is and was no real difference between people from Germanic and Latin countries. (But Asians have - on average - a significantly higher IQ than Europeans or Americans.) So I think it would be quite ridiculous to make a case for any kind of Germanic racial superiority.

However, I think one might argue that certain aspects of Germanic society did lead to some sort of superiority. Rome in the late antiquity had become a degenerated culture, where people had become deprived of all personal liberty, where all decisions were made by the authorities and none by the people actually involved/concerned, where more people were living off tax money than were paying taxes, where personal ethics, responsibility, and trust had largely broken down, and consequently birth rates, social cooperation, commercial enterprises, and division of labor were all in terminal decline.

In contrast, Germanic culture highly valued individual liberty, personal responsibility, and self-determination. People did what they personally wanted (not what they were told to do), and consequently personally cared about the outcome. People had to fend for themselves; it was impossible to live off others. There were no taxes, and hardly any laws. Very few things were prohibited. You were mostly free to do whatever you wanted, and the consequences of your actions were for you alone to enjoy or bear. Most people had a strong sense of honor and shame, and were actually reliable and true.

Most Teutons were used to hardship, and many seem to have been less fearful or squeamish than people in more civilized societies tend to be. (E.g., accepting death as unavoidable anyway, many men, not caring for old age's infirmity, intentionally strove to find a glorious, violent death in combat.) People usually had many children (and fathers could usually be certain their children were actually their own, and probably invested more love and work in them than fathers in more 'progressive' societies would). And many Teutons seem to have valued their personal integrity, including qualities like toughness, braveness, and aggressiveness, much higher than material comfort - or even life itself.

So, while Rome had given up its own Indogermanic heritage, and had become an Easternized, collectivistic, demoralized culture - obedient, politically correct, Christian, feminized, hedonistic, cynical and cowardly -, with a divine Ruler, an onmipotent bureaucracy, and powerless and irresponsible subjects, the Germanic tribes still lived according to the same traditional values that the Romans had lost. I think this does explain some of the the Germanic peoples' demographic and military advantage.

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Do you think Christianity contributed to Rome's downfall?

Yes, personally, I think it did contribute to Rome's fall (as one cause among many others). Early Christianity in the Roman Empire did not have too much in common with Jesus' teachings, nor with what we might understand as Christianity nowadays. Rather, it was a pretty fanatical, mystical and radical brand of religion that placed its adherents in strong opposition to existing society, causing many to withdraw from public life and even their families and friends. Christianity started out as a religion of the lower classes, including slaves, and was afflicted by many prejudices common among its illiterate followers, such as hostility to sciences (e.g. Christian mobs lynching philosophers, or forcing universities to close), intolerance and lawless violence (e.g. street battles between different Christian sects, and Christian gang warfare), and hostility to life, enjoyment, and beauty (e.g. favoring martyrdom over accepable compromises, vandalizing works of art, destroying architecture, forbidding entertainment and sports). How could such a religion, and the strife between its supporters and everybody else, and the destruction of existing institutions and customs (while Christian alternatives or replacements had not yet come about), not weaken a society?

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Is anybody interested in history?

Judging from the commercial success of the Gladiator, Christ and Troy movies, as well as the recent Pompei novel, and a huge number of other novels set in different historical contexts, the general public in the Western world does seem to have some interest in history. But what's their motive? Escapism? Getting away from modernity with its omnipresence of technology, complicatedness, overregulation, anonymity and spiritual emptiness? If so, fantasy probably can fulfill that need equally well, or even better, than history, and the success of the Lord of the Rings or even Harry Potter may indicate this.

But maybe another motive is some sort of curiosity: Why do we live the way we do? How did our ancestors live? What lead to our societies, languages, lifestyles becoming the way they are? What has changed, what have we lost, what gained in comparison to previous epochs? If people felt that kind of interest, it would make a strong case for historical movies / novels / rpgs.

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Do people value historical accuracy?

It seems to me that many people like historical settings, but they apparently like them even better if these are somewhat tweaked according to present-day taste and prejudices. There needs to be something you can really relate to and feel at home with, especially regarding mentality and ethics. It's probably no accident that almost all historical movies depict their heroes feeling, judging and acting like modern-day Americans, in a historical setting, true, but still in full possession of their modern-day American mentality, ethics, and way of feeling.

This is something I strongly tried to avoid with Teudogar. I wanted the protagonists to behave and think in a really Teutonic and not in a modern way, even if this authenticity might be detrimental to the game's popularity.

And maybe it is. People familiar with the Roman world may immediately feel at home and be able to identify with a setting from that epoch. But everyone who isn't may feel the way I feel when e.g. reading Egyptian literature, or Confucius' writings, or the Koran - all of these fascinating pieces of literature, but so far removed from my own way of feeling and thinking that even though I feel fascination, I still can't relate to them emotionally, at least not at first, the way I could to a less culturally foreign piece of work.

It takes some time to become acquainted and finally familiar with a totally different way of feeling and thinking. Of course if one does so, the result can be very rewarding, and the process enjoyable. But I think it's natural and fair if many people prefer more immediately accessible enjoyment. Movie makers and computer game authors probably ought to take that into account.

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Will you write be more Roman epoch games?

As to my own appetite for writing, apart from the fantasy rpg I'm currently working on, and perhaps an immediate continuation of Teudogar (part II - Roman Rule, and III - Rebellion against Rome), I'd perhaps like to skip a few centuries and set a game in the late antiquity period of the barbarian invasions into the Roman empire. This would be a fun topic to write about due to its darkness, destructiveness, and decadence: Romans destroying themselves via authoritarian socialism and religious craze, Barbarians destroying cities and priceless works of culture and art, just in order to win some trinkets to pimp up their mud huts, and the frequent reversals of fate encountered by most historic actors would make really open-ended plots viable and realistic. Well, but first of all I need to finally complete DARGHUL, so these games will have to wait for the time being.

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Will you write any more historical role playing games?

Part of the conclusion I've reached is to focus on writing Fantasy RPGs instead of historical or realistic ones in the immediate future: Writing and implementing a historically authentic plot takes at least 20 times the effort and time that writing a Fantasy plot would take, and the same goes for game world creation. Besides, realistic games are far too interdependent: Whatever you do at the Marcomanians' will have to have repercussions at the Cheruscans (that means a great lot of additional dialog passages to be written); in contrast, in a Fantasy game, the Dwarves of X needn't care at all about what happens at the Elves of Y. So with fantasy, I can very easily offer players a huge game world and an (almost) endless plot, and I can also twist the plot any way I want to, thus offering countless subplots, spectacular events, and real, concrete action and outcomes instead of just fuzzy future perspectives. With a historical game like Teudogar, this is unfortunately far more difficult.

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Wieso haben Sie ein historisches Szenario, und dann gerade dieses, gewählt?

Nach meinem letzten Fantasy-Rollenspiel "DARGHUL" hatte ich erstmal genug von Fantasy-Szenarien und unlogischen Spielhandlungen; und ich fand eine Reihe von historischen Ereignissen und Figuren viel farbiger und spannender als die meisten Fantasy-Erfindungen.

Vor allem aber war ich neugierig auf die Wahrheit und, sozusagen, auf das Original geworden: Denn die meisten Fantasy-Stoffe basieren auf J.R.R. Tolkiens Herrn der Ringe, der sich als Philologe und Germanist sehr stark auf altgermanische Sagen und Ideen gestützt hatte. Die historischen Germanen sind daher in vieler Hinsicht das Vorbild für fast alle heute üblichen Fantasy-Geschichten und -Szenarien (auch wenn dies oft den Autoren selbst gar nicht bewußt ist).

Nach einiger Beschäftigung mit dem Stoff fand ich das Thema ziemlich interessant. Die doch recht erhebliche Barbarei und Primitivität störte mich etwas, aber die sehr stark auf Eigenverantwortung und anarchischer Freiheit basierende altgermanische Gesellschaft, Mentalität, und Lebensweise fing an, mich zu faszinieren. Ich fand den Kontrast zu unserer heutigen, über-regulierten, über-zivilisierten, femininen Welt, in der es kaum noch Freiheit und Selbstbestimmung gibt, wo sich Staat und Obrigkeit ständig selbst in die allerpersönlichsten Angelegenheiten einmischen, und wo alle noch so kleinen Risiken oder Gefahren immens gefürchtet und möglichst sofort verboten werden, beeindruckend.

Obendrein war ich schon immer von der klassischen Antike begeistert gewesen, und liebte sowohl Griechenland als auch Rom; also lag auch das Thema Römer für mich nahe. Technische Gründe, die eine einfachere Spielwelt erforderten (Dörfer ja, römische Städte nein), brachten mich dann dazu, die Zeit der ersten römischen Invasion nach Germanien als Hintergrund für die Spielhandlung zu wählen.

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Ist das Interesse an den Römern regional unterschiedlich verbreitet?

Ich glaube schon. Z.B. komme ich aus Köln, und dort wußten eigentlich immer alle Leute, daß ihre Stadt ursprünglich eine römische Stadt war (und waren auch ein wenig stolz daraus - Düsseldorf hat schließlich nichts derartiges vorzuweisen), d.h., die meisten Kölner, die ich kannte, waren von Anfang an grundsätzlich an römischen Themen interessiert. Dagegen hier in Berlin ist Rom etwa so fern und fremd wie Japan, d.h. Interesse daran ist nicht mehr grundsätzlich da, sondern allenfalls zufällig. Tatsächlich bekomme ich auch sehr viel mehr Bestellungen von südlich des Limes und westlich des Rheins (also aus ehemals römischem Territorium) als nordöstlich davon.

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Wie hätte es ein Germane angestellt, sich den Römern anzuschließen?

Manche Germanen hatten schon das römische Bürgerrecht, weil sie in der römischen Armee gedient hatten, oder einer Häuptlingssippe angehören, der die Römer das Bürgerrecht verliehen hatten.

Aber ansonsten nehme ich an, daß es ziemlich ähnlich lief wie heute im Irak: Jede Besatzungsmacht braucht einheimische Hilfskräfte, Wachleute, Sekretäre, Köche, Putzleute etc, die Amerikaner genau wie damals die Römer. Also wird man wahrscheinlich zu einem römischen Militärstützpunkt gegangen sein und sich einfach beworben haben, so wie heute víele Iraker zu amerikanischen Militärstützpunkten gehen, und dort Schlange stehen, um sich für Polizei- oder Armee-Hilfstruppen-Jobs zu bewerben.

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Waren die Germanen wirklich so gastfreundlich, daß man überall umsonst essen konnte?

Angeblich ja; angeblich konnte man einfach in ein beliebiges Haus gehen, und der Hausherr hatte die moralische Pflicht, einem Nahrung und Unterkunft zu gewähren, jedenfalls wenn er nicht als kleinlich, schäbig, habgierig etc angesehen werden wollte.

Das hängt sicher auch damit zusammen, daß es damals nicht besonders viele Reisende gab, so etwas also nicht ständig in Anspruch genommen wurde; und daß Reisende auch nützlich waren (Neuigkeiten, Auskünfte, evtl Botendienste).

Ein weiterer Aspekt könnte gewesen sein, daß es keinen Staat und daher auch keine Steuern gab, d.h., die Menschen hatten in der Regel deutlich mehr eigene Ressourcen zur freien Verfügung als heute, wo zwar dank staatlicher Sozialleistungen theoretisch für alle gesorgt ist, der einzelne aber auch viel weniger eigenes Geld für freiwillige eigene Wohltätigkeit oder Gastfreundschaft übrigbehält.

Für einen Gast war es allerdings auch höflich, nach etwa 3 Tagen zu gehen (mußte er aber nicht zwingend). Falls man die Gastfreundschaft so lange in Anspruch nahm, bis alle Vorräte aufgebraucht waren, konnten Gastgeber und Gast zum Nachbarhaus gehen und dort aufgenommen werden. Adlige hatten meist reichlich Vorräte und standen unter sozialem Druck, großzügig und freigiebig zu sein.

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Warum sind die Priester in Teudogar so wehrhaft?

Die Germanen hatte keine extra Priesterklasse wie im Christentum; d.h., die Priester waren normale Adlige, die oft neben ihrem Priesteramt weiterhin auch Bauern blieben. Außerdem war die germanische Religion keine Schrift-Religion, d.h., germanische Priester verbrachten (anders als christliche Priester) keinerlei Zeit mit Lesen, und statt unbewegtem Beten mußten sie eher blutige (und in der Durchführung körperlich anstrengende) Tier-Opfer leisten. D.h., eine aktivere Lebensweise mit sehr viel mehr Bewegung als z.B. mittelalterliche christliche Priester gehabt hätten.

Aber der Hauptgrund für die schwere Besiegbarkeit von Priestern im Kampf war der starke Aberglaube aller Leute (wie in der Ilias; wenn man die Tochter eines Priesters raubt, wird der Gott dieses Priesters naturgemäß im Heereslager des Räubers die Pest ausbrechen lassen). Die Römer waren inzwischen natürlich aufgeklärter und zynischer; aber die bäuerlichen Germanen hatten vermutlich noch immer erheblichen Respekt vor solchen Risiken. Und ein abergläubiger Germane wäre überzeugt, daß ein Gott seinen Priester auch unterstützt; folglich würde er bei einem Kampf sehr nervös sein, und das würde seine Siegeschancen stark mindern.

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Warum sagt einem Boudomandua nicht, warum man Rango töten soll?

Weil man aus germanischer Sicht keinen Grund dafür braucht. Man muß gar nichts gegen ihn haben. Denn es gibt immer und überall Konflikte und Fehden; dabei müssen zwangsläufig Leute sterben; das ist der normale Lauf der Welt.

Die einzige Frage, die sich für einen Unbeteiligten stellt, ist deshalb, wessen Partei Sie denn ergreifen wollen (falls Sie sich überhaupt einmischen wollen). Das wird aber nicht durch _Ihr_ Rechtsgefühl bestimmt (die Streitursache ist Sache der Konfliktparteien), sondern dadurch, mit wem Sie verwandt sind oder für wen Sie Loyalität empfinden.

Sie haben mit Rango nichts zu tun. B. kann als Frau nur schwer R. selbst töten; sie hat keine Verwandten hier, die das - wie es üblich wäre - für sie tun könnten; und sie bittet Sie, R. zu töten. Also wäre es aus germanischer Sicht vollkommen anständig und ritterlich, wenn Sie ihr diesen Gefallen tun - der Grund für Bs Wunsch braucht Sie dabei gar nicht zu kümmern. (Wenn man nach dem Gespräch mit B. mit R spricht, erfährt man es ja. Aber das wäre m.M. eigentlich gar nicht nötig.)

(Ich persönlich habe natürlich eine etwas andere Rechtsauffassung; und auch die Germanen haben im Laufe der Jahrhunderte ihre Ansichten geändert; denn Rangos Tod würde natürlich bedeuten, daß R.s Brüder oder Söhne nun _Sie_ erschlagen müßten, und daraufhin wiederum Ihre Söhne/Brüder diese, usw, bis eine der betroffenen Sippen ausgelöscht ist. Man könnte fast vermuten, daß die Praxis z.T. auch durch Überbevölkerung und Nahrungsmangel entstanden ist; vielleicht war es für einen Stamm gut, wenn die Bevölkerung nicht zu stark anwuchs. Außerdem war es mangels Staat und Polizei vielleicht ganz praktisch für die friedliche Mehrheit, wenn sich möglichst viele der hitzköpfigsten und brutalsten Leute gegenseitig in Fehden und Duellen umbrachten. Und schließlich gewährleisteten die vielen Fehden auch eine gute Waffenausbildung der Jugend, so daß ein Stamm immer gut für den Kriegsfall gerüstet war.)

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Finden Sie es gut, daß das römische Reich untergegangen ist?

Jahrhundertelang gab es römische Ordnung, Wohlstand, Lebensqualität, und danach nur noch Trümmer und Armut - ebenfalls für Jahrhunderte. Das ist es auch, was auch mich beim Besichtigen römischer Ruinen immer am meisten berührt hat (Forum Romanum, Ostia). Aber auch z.B. direkt neben Xanten ist eine mittelgroße, von Archäologen ausgegrabene und teilweise rekonstruierte römische Stadt (Castra Vetera / Colonia Ulpia Traiana), größer und deutlich schöner als die heutige deutsche Stadt, mit einem großen Amphitheater, mächtigen Stadtmauern, ordentlichen Straßen und Kanalisation, und einem eleganten Tempel, im Vergleich zu dem die mittelalterliche Kirche von Xanten klein und barbarisch wirkt: Diese Römerstadt ist irgendwann aufgegeben worden, und in den folgenden anderthalb Jahrtausenden haben es die Menschen einfach nicht mehr geschafft (und auch nicht gewollt), etwas Gleichwertiges zu erschaffen.

Andererseits ist materielle Kultur eben auch nicht alles; und ich glaube schon, daß sich das Römische Reich totgelaufen hatte, und in eine Sackgasse geraten war: daß es den Menschen durch seine erstickende Bürokratie und erdrückenden Steuern ab einem bestimmten Punkt einfach mehr Schaden als Nutzen brachte, und auch nicht mehr reformierbar war, so daß es gut und richtig war, daß die römische (Über-)Ordnung irgendwann durch barbarische Freiheit und Anarchie abgelöst wurde: Trotz des drastischen zivilisatorischen Rückschritts hat das der Menschheit meiner Meinung nach eine bessere Entwicklung ermöglicht.

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DEVELOPMENT


What system did you use to make this game?

I wrote my own, independent engine (in some parts based on code from an old MSDOS RPG I'd written some years earlier), but writing most modules completely new from scratch (using C++).

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What programming language did you use for the Teudogar engine?

I wrote the Teudogar Engine in C++: about 140,000 lines or 2,400 pages of C++ code; printed on endless paper, that'd result in a 650 yards / 600 meter paper trail. With that language (and a clean, disciplined programming style), I found it sufficiently easy to keep control of all this code, to keep it work interdependently, and to keep the entire project reasonably bug-free (in spite of this project's size, the final 1.00 release contained only three or four very minor bugs).

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What was the most code-intensive part of the engine?

The NPC system (including artificial intelligence, daily schedules, finding their way around, behaviors in different situations, NPCs interacting with gameworld, etc) (750k .CPP file). #2 in terms of size is the game world editor (including game world generator) with about 700k, #3 the main loop and the player's interaction with game world (650k), and #4 user interface (600k). Most other modules (.CPP files) such as dialogs, output, basic technical functions, combat etc are each below 250k in size.

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What was the most difficult part of engine?

Data organization for the game world (especially arranging ground and object tile data in such a way that you can move smoothly from one game world chunk to another without even noticing), and getting NPCs to recognize and understand their surroundings and find their way around the game world. Getting the basic conception for these two systems right took some real effort; however, once they were in place, everything else was more or less organic growth, i.e. adding layer by layer of game world sub-systems / rules for all possible gaming situations / rules for all sorts of challenges an NPC might face and so on.

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Why don't you release the source code (for free)?

By now, the entire C++ source code for DARGHUL is about 175,000 lines (without counting files that are obsolete / no longer in use). If one were to print that out, one would get a paper trail of about 700 meters (about 2,300 feet, or almost 1/2 mile).

I inherited about 2/3 of that from Teudogar, and I recycled a lot of the more generic stuff from older/other projects. Nonetheless, writing and putting it all together has been an enormous amount of work, and since I'm an independent developer, no one paid me a salary for this. Consequently I intend to keep the source code proprietary, and try to re-use it as a basis for as many games as possible, in order to earn at least part of my invested work back via full version sales.

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How did you create the game world?

There's an in-house Developer's Version of Teudogar with a game world generator and editor. To create a location, you'd first paint a detailed map, much like what you later see in the automap screen, only with different, specific colors for everything, e.g. different shades of gray for wall type A/B/C/etc, different shades of green for forest type A/B/C/etc, and again different colors for floor type A/B/C/etc, earth, grass, swamp, and so on. You'd also draw in markers defining the outlines for the roofs of the houses, markers for doors, beds, columns, cattle stalls etc, as well as special markers for rivers and brooks.

Then you'd run this graphical map through the generator, and thoroughly check (walk around) the resulting basic game world: Does it feel right in natura - e.g., are distances between houses and the size of the houses right? Suffiencent space for all NPCs you later want to live there? Does the resulting settlement as a whole feel natural? and so on. Usually, you'd return to the painting program dozens of time, move some houses, correct some roads, resize other things etc, then re-generate and re-test the whole thing, until you feel it's really perfect.

Next step, you'd define the NPC types you want to be available in this location, and place all NPCs in their respective houses and define their daily schedules: When creating a NPC, you're automatically asked where you want him/her to work/spend his leasure/eat/sleep etc, and define this by simply walking him there. You'd then set a dialog and select a portrait for this NPC, as well as make some other settings (specific character type - farmer, warrior, nobleman? hostile towards player? surrender or fight til death? and so on) within the NPC edit screen. Finally you'd assign property within the house information tables and assign someone to look after the cattle.

Now the real work begins - manually furnishing the game world; placing and filling boxes and chests (and defining production), fireplaces, ash and dirt and rubbish, cooking gear, farming equipment, tools for craftsmen, and thousands of other things. This takes days, not just hours (depending, of course, on the size of the settlement). Then you'd have to test-play everything, and when that's done, some final graphical touches, to make the settlement look really inhabited - more garbage, carelessly dropped personal items, broken pottery and so on.

(I've been considering releasing the game world editor, but as you can see from this brief description, that'd require writing a good deal of documentation, as well as adding hundreds of additional checks and data verifications, more convenient menues, some translations etc - i.e., a lot of work, and I think, apart from some basic curiosity (how do you create the game world?), few people would have real interest (i.e. be willing to buy it), so it probably wouldn't be worth the effort, at least from a material point of view.)

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How did you make the different graphics tile combinations look right?

At first, the game world generator places one single type of graphics tile (e.g. grass, or earth, or a wall) for every respective tile-type-color it finds in the original rough sketch map. Then, in a second generating step, this basic tile is automatically changed to one of a dozen or more alternative tiles for that ground type (depending on neighboring tiles, and with different frequency percentages for each specific tile number).

Teudogar uses about 1,500 different ground tiles, and about 3,000 object tiles. (DARGHUL: >2,000 ground and >4,000 object tiles.) That includes about 100 different tiles for earth ground (floor of the houses, paths and roads), and several hundred different grass tiles, some of these for transition between different ground types, and most just for variation within a type.

As a rule of thumb, within a radius of about 6x6 tiles, the same tile oughtn't be visible more than once; otherwise one would see repeated graphical patterns, and the resulting game world landscape wouldn't look natural. To avoid this, there are usually at least 2 or 3 different versions of every tile, some created by simply flipping/rotating the original, some with an entirely different graphical structure.

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How did you do that river water animation?

That's a 12 phase animation, with each phase being only slightly different in relation to its predecessor, and, of course, there are several hundred different tiles in order to reflect all possible directions, and a couple of variations for each of these. It has been pretty difficult to reach that natural look.

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Did you steal any graphics from Ultima?

Origin Software invented this sort of twisted bird's-eye-perspective for their Ultima games series. Insofar as Teudogar follows the same approach, there's certainly a similarity. And yes, both games use inventory windows that can be moved freely.

But as soon as you compare details (e.g. http://www.teudogar.com/teud-u7.jpg), you'll realize that that's where the similarities end: Shapes, outlines, textures and pixel patterns are alltogether different. There's definitely been no theft, and, to the best of my knowledge, not even "borrowing".

Teudogar's graphics have been created independently from scratch by a German graphics artist, Arne Niemuth, who's been paid pretty well for his work, and yes, I do possess all legal rights and title to them.

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Was it a lot of work to create all these graphics tiles?

It's definitively been a heavy load of work - about 3,000 objects and 2,000 different ground tiles, and more than 70 sets of NPCs and equipment (each consisting of 64 animation phases), plus inventory, paperdoll, user interface and so on. I've witnessed Arne Niemuth painting thousands of graphics tiles, modifying them on my request, re-modifying them yet again, adding improvements, experimenting with different versions etc, until we both felt they looked just exactly right - and all of this in literally thousands of cases.

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Why do most tile-based indie 2d games look so bad?

In many cases, their walls, grass, trees etc graphic tiles look good enough if taken for themselves. However, what many games seem to lack are a couple of hundreds of extra variation tiles, i.e., they too frequently place the very same, unvaried graphics tile next to each other several times in a row, instead of using different, variated versions for each occurrence (like Teudogar does).

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I wonder what you would be able to do with a larger team and a nice budget?

Maybe less, since worries about earning back all that money that we'd spend would influence our game design. Most expensive in terms of production time is the complexity and game depth; this relates mostly to programming and dialogs, but also affects game world and graphics. So if I was working for my shareholders in a listed company, the first measures I'd take would be A) to buy shiny graphics, and B) to drastically simplify everything - reduce game depth and complexity, reduce interactivity, reduce number of choices, cut down on alternatives, and so on. While that might reduce gaming fun, it probably wouldn't affect sales numbers, since these would depend more on favorable press reporting, enticing screenshots, and favorable physical placement in stores...

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What is it about Demo and Full Version size?

Many beginning developers make the mistake of thinking that people will pay for the entire game (full plus demo version), since that entire game will often have about the same size as commercial games that don't offer a demo. Of course this thinking is flawed.

Since the customer already has the demo, he or she will only pay for the DIFFERENCE between demo and full version, and will not care at all about how large or good the demo has been. The demo is already consumed; it can't be sold anymore.

Of course this will force you to make your game bigger than a commercial game that goes without a demo; but, again, that's life. Best solution is probably to keep as much game out of the demo as possible; reserve all goodies for the full version. (Teudogar's demo is probably already too large.)

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Is it worthwhile to write a historical RPG?

Writing a historical RPG is a challenge, and it's definitely much more work than writing a fantasy game, where you can always tweak game world and plot according to your design needs. Since fantasy games seem to be more popular than historically accurate games, it isn't very economical either.

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Is it more work to write a historical RPG than a fantasy one?

In Teudogar, almost everything you see or hear about is truly corresponding to historical facts: That level of authenticity requires about 10 to 20 times as much work as a fantasy game, where I can tweak game world and plot according to my technical needs, where I needn't research any facts or put in extra work to make plot, characters and game world locations realistic/authentic/plausible.

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Womit haben Sie die Spielwelt erstellt?

Teudogar verwendet eine eigene, von mir selbst programmierte Engine: D.h., ich habe dafür kein fertiges Spielsystem lizensiert und verwendet, sondern sowohl das eigentliche Spiel als auch den Spielwelt-Editor selbst entwickelt und programmiert.

Bei diesem Spielwelt-Editor handelt es sich um eine variierte Version des Spiels, in der man außer den üblichen Anseh- und Objekt-Bewegen-Funktionen eben auch Bodenkacheln und Objekte neu hinzufügen und ablegen kann, plus noch einige Generator-Funktionen.

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Wo und wie kann ich Programmieren lernen?

Mir persönlich hat "C - the Complete Reference" von Herbert Schildt, McGrawHill, 1987, ca 750 Seiten, den "Durchbruch" gebracht. Dieses Buch ist m.M. konkret, anschaulich, übersichtlich, guter Aufbau, verständliche Beispielprogramme; rundum empfehlenswert, sowohl zum Lernen als auch als Nachschlagewerk. (Einzige Einschränkung ist freilich, daß es nur C behandelt und nicht die C++ Techniken, und daß es alt ist, also keine Windows-Programmierung behandelt, sondern sich wirklich nur mit dem reinen C (der eigentlichen Sprache) befaßt.)

Als Einführung in C++ hatte ich "The C++ Programming Language' von Bjarne Stroustrup verwendet (setzt Beherrschung von C voraus). Das fand ich ganz gut, aber nicht großartig, und außerdem etwas mühsam zu lesen.

Zu diesen Themen, ebenso wie zur Windows- und DirectX-Programmierung, gibt es aber auch eine Vielzahl von Einführungstexten und Artikeln und downloadbaren Kursen im Internet.

Ich würde daher empfehlen, einige solche Kurse zu lesen, vielleicht irgendwo noch einen zusammenfassenden Referenz-Text zum Nachschlagen downzuloaden, und ansonsten so viel Quelltext wie möglich zu lesen - gerade das ist m.M. nach überhaupt das Allerbeste, was man zum Lernen tun kann.

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BUSINESS


Can one get rich by writing shareware computer games?

Writing shareware is a bit like the music industry - a handful of top names who manage to reach a great sales volume make money, sometimes a lot of it, but the majority of developers can consider themselves successful if their sales actually cover their costs.

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Are you grateful when people buy your software?

I am. (After all, you could simply keep your money and watch TV instead, or download and play yet another Free Demo Version of some other game.)

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Why isn't the Full Version cheaper?

Finding an acceptable price is quite a balancing act. The problem is, although lots of people enjoy computer games, there are so many free alternatives that pretty few people are willing to pay any money at all for any game, regardless of whether it costs $4.95, $14.95, or $24.95.

In the experience of most authors, the number of people buying full versions does not go up when prices are lower: It seems as if those few people who are willing to pay are willing to do so even if the price is comparativly high, while most of those who don't want to pay won't do so even if the price is drastically lower (which is their good right, of course).

But since developing software does cost a lot of time and money, and these development costs need to be recouped via sales of that software, and since, regardless of the price, comparatively few people will buy a full version, the price simply cannot be $2.99.

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What do you think about piracy?

Naturally, I feel intense hate for people who steal my software. But I think I can understand their motivation and way of thinking. I realize that many people find it difficult to pay for software or music, because these are copy-able goods: One additional person getting a copy will not deprive anyone else of his or hers. Even the producer doesn't lose anything concrete (except for an opportunity to sell his product).

But while individual acts of piracy won't do much harm by themselves, they can do enormous harm collectively, because they undermine software developers' ability to earn back the development costs that went into producing the software.

Most pirates would reply, "That may well be so; still, it'll be all right if I get it for free, because surely SOMEONE ELSE will pay for the software." Problem with human behavior is, when there's a chance to avoid costs, virtually everyone will take it; so there usually will not be someone else, or, at best, only very few of them.

And every one of these few will have to pay a higher price, because the entire development costs need to be paid by them alone, instead of being fairly spread over _all_ users of the software.

Since it's impossible to do much about piracy, I think my main responsibility as a developer is to focus on my paying customers: These great people are the ones I owe everything to; and my job is to do my utmost to satisfy them.

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Why do I have to register before I can post to the forum?

The forum has been flooded by spambots, with dozens of new spam threads posted every single day (commercials for pills, porn, mp3s, whatever). Obviously, manually removing spam is far less efficient than automatically posting it, so my removing these threads once or twice a week simply couldn't keep pace with their posting of more and more new loads of spam. At some point, one would have had to browse through hundreds of spam messages in order to finally find a real, topic-related posting. I think this destroys the usefulness of a forum. So there was no choice but to remove guest posting. Registering is very simple, though, and of course it's free.

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Warum ist Teudogar nicht noch billiger?

Die Entscheidung für einen Preis ist ein Balance-Akt. Denn es haben zwar viele Menschen Freude an Computerspielen. Aber es gibt soviele kostenlose Alternativen (z.B. kostenlose Demos anderer Spiele, oder einfach Fernsehen), daß nur wenige Leute bereit sind, für ein Computerspiel Geld auszugeben, egal ob es 5, 15, oder 25 EUR kostet.

Die meisten Autoren haben die Erfahrung gemacht, daß niedrigere Preise nicht zu mehr Verkäufen führen. Es scheint so, also ob diejenigen Leute, die zum Zahlen bereit sind, auch einen vergleichweise hohen Preis akzeptieren, während die Zahlungs-Unwilligen so oder so nicht zahlen wollen, selbst wenn der Preis deutlich niedriger wäre. Das ist natürlich auch ihr gutes Recht.

Aber da die Entwicklung von Software sehr viel Arbeit und Geld kostet, und diese Entwicklungskosten durch Verkäufe der Software wieder hereingeholt werden müssen, und da, unabhängig vom Preis, nur eine begrenzte Zahl von Leuten eine Vollversion kaufen wird, kann der Preis halt nicht 2,99 EUR sein.

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Warum sind Computerspiele nicht grundsätzlich kostenlos?

Weil die Entwicklung von Computerspielen enormen Arbeitsaufwand (Programmierung, Texteschreiben, Spielwelt-Erstellen uvm) und erhebliche Kosten (Graphik, Software, Webhosting uvm) erfordert, und all das auf irgendeine Weise finanziert werden muß.

(Das ist übrigens im Prinzip mit allen Dingen so. Sie würden ja z.B. auch nicht erwarten, daß Ihnen ein Bäcker kostenlos Brot bäckt, und dabei auch noch das Mehl auf seine eigenen Kosten für Sie kauft. Oder ein Bauarbeiter Ihnen umsonst ein Haus baut, und dabei auch noch alles Baumaterial für Sie bezahlt. Da niemand ohne Einkommen überleben kann, ist so etwas unmöglich.)

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Fällt es vielen Menschen schwer, nicht-körperliche Arbeit als Arbeit anzuerkennen?

Ich würde sagen, ja. Daß Mauern oder Graben Arbeit ist, kann so ziemlich jeder verstehen. Daß Programmieren, Schreiben, Graphik-Erstellung, oder Beratung ebenfalls Arbeit ist, scheint aber vielen Menschen nur schwer verständlich zu sein - jedenfalls gibt es überraschend viele Menschen, die überzeugt sind, daß es nicht richtig ist, für diese Art von Arbeiten Geld zu verlangen, und daß man diese Art von Arbeiten eigentlich umsonst für sie tun sollte.

Bei Computerspielen (und vermutlich auch Musik und Prostitution) kommt erschwerend hinzu, daß viele Kunden meinen, daß die Sache doch soviel Spaß macht, daß es eigentlich unfair ist, dafür Geld zu verlangen. Der Denkfehler liegt dabei natürlich darin, daß das, was dem Kunden Spaß macht, für den Anbieter der Dienstleistung Arbeit ist, weil auch etwas Unterhaltsames nur noch begrenzt unterhaltsam ist, wenn man es jeden Tag mehrere Stunden lang als berufliche Tätigkeit ausübt.

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PLANNED FUTURE TEUDOGAR GAMES


Will you turn Teudogar into a trilogy?

I think this is a natural choice. In my opinion, there were 3 distinct phases, i.e. I - Alliance with Rome (start of the invasion, 12 B.C.), II - Roman Rule (somewhere between 8 B.C. and 6 A.D.; this includes some minor failed uprisings by several tribes but would mostly be about Rome's consolidation of power over the conquered area, and the natives' adaptation to the changed way of life), III - Rebellion against Rome (governor Varus' arrival and death, and the final breakdown of Roman rule; this would include the apparent calm in the years immediately before the uprising; 7 A.D. to 9 A.D.).

Portioning these events over 3 games would enable my to fast-forwand and skip actionless periods. So you might for example play episode 2 as a young man, excited about the changes, possibly loyal to Rome, and definitely aware of the numerous improvements in cultural and living standards immediately following the occupation; while in part 3 you might be a decade older, wiser, and disillusioned, aware that the material improvements were paid for far too dearly with all the freedoms you gave up. Part 2 might thematize your enthusiasm (which would be well-founded, given the contrast to how Germania was before the invasion), and part 3 your disillusionment, realizing of the drawbacks, and, finally, opposition to what you once fought for.

Part 2 could be full of promises and hope, while part 3 would be about looking back and comparing past hopes with present outcomes - i.e., broken dreams, realization of how unsatisfactory the consequences of your past actions really are, and how your initial pride about having forced change and progress on your people changes into shame about having helped to enslave them, culminating in your decision to undo the damage you had done, and to actively fight your former Roman allies. (Of course this would only be one option; continuous loyality or neutrality and so on would be others, all of course depending on what you did in part 2.)

What I'd like to do would be to make sure that the situation at the start of Part 3 would be determined by your actions in Part 2 (possibly via an import-save-game function), i.e. your job and position, wife, status, wealth, loyalities, friends, your village's situation and so on, thus providing continuity of plot and character. I.e., most of the advantages of a 15-year-series of events (continuous immersion, and experiencing the outcomes of your actions), without the drawbacks (all boring phases / too much time to kill with nonessential actions).

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What might happen in Teudogar II - Roman Rule?

The Roman occupation of Germania was definitely an exciting time, chaotic and violent, oppressive and bureaucratic, but also absolutely dynamic, with centuries-old traditions being overthrown within months or weeks, with people realizing and grasping new, unheard-of opportunities, and with unprecedented growth and prosperity coming to parts of Germania. Change everywhere; winners and losers; some people losing everything they had, others lifted to positions they could never have dreamt of; and really everyone's life being disrupted, and changed, for better or worse.

"Teudogar I" was basically the quiet before the storm - a static world, although with everyone aware they were facing change in the near future. "Teudogar II - Roman Rule" would be where you actually experience, live through, and possibly shape this change, facing lots of cultural conflicts, being confronted with Roman administration, taxes and injustices, observing or aiding people's different ways of and success with adapting to the new way life, and so on

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Would Teudogar II be easier or more difficult to write than part I?

One convenient thing about writing Teudogar II - Roman Rule would be that there'd be such a huge amount of timeless occupation stories, anecdotes and subplots to choose from (like Germany 1945, Iraq 2003, Afghanistan 2002, and so on); basically lots of things are really timeless and repeat over and over, whether it's Alexander's or Augustus' or Stalin's or Bush's armies.

Teudogar I was much more difficult in regard to sources / anecdotes, since almost everywhere where a cilizatory inferior, illiterate country has been invaded, almost all reports we get are purely from the invaders' point of view. In contrast, occupations have very frequently been endured by people able to report about their experience, so there'd be a wealth of inspirational sources.

And of course Roman provinicial life is pretty well documentated by itself. Writing a plot playing in this period I'd have lots of historical accounts, literature, primary sources and so on available, much much more than there ever was about the pre-invasion Teutons.

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Teudogar II ought to have a vast game world!

Well, there were around 50 Roman Camps along the Rhine, plus the Roman city of Cologe. And in Germania proper there probably were several major Roman administration and trading cities (like recently discovered Waldgirmes), plus many dozens of minor (and some major) Roman army camps in almost every strategic location (tribal borders, rivers, major roads etc). And of course the Teutons themselves, several dozen tribes with hundreds of villages and thousands of single farmsteads.

It's a pretty large area with an awful lot of settlements, and a population of several million. Even if I were to drastically reduce and simplify everything, there would still remain an awful lot of houses and people. And every single house would have to be furnished, and every single person should have at least something to say (otherwise the whole endeavor would be pointless).

Apart from whether it'd be feasible at all, I'm not sure it'd really be such a good thing in terms of gameplay. My impression is that life in ancient Germania was pretty uniform. If you know one village, you basically know every village. After the 3rd or 4th it'd get repetitive. Insofar I'm wondering if it mightn't perhaps be both the easiest and the best approach to simply feature no more than just a representative selection of locations:

That'd of course include standard Germanic villages and farmsteads, plus a major Roman administrative/trading city within Germania, some minor Roman outposts, and, most interestingly, the large Roman city of Cologne (oppidum Ubiorum).

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What might happen in "Teudogar III - Uprising against Rome"?

Teudogar is kind of set up for a trilogy - 1 = Alliance with Rome, 2 = Roman Rule, 3 = Uprising against Rome. This 3rd part could follow regardless of whether you've concluded an alliance with the Romans, since - no matter if defeated or allied - the Romans would treat your tribe the same way colonial rulers everywhere and over all ages have treated barbarians under their rule.

Liberating a Teutonic town would definitely be part of that. Boy-meets-girl-plot plus you later have children have also been requested by several gamers, and might be fun to write. Taking Romans prisoner might also be interesting. In reality, Teutons who did this crucified their victims, or cut their throats to tell the future from the streaming blood, or cut out their tongues (this was especially done to Roman lawyers). These examples might tell you what an intense hate many Teutons felt against the Romans by the time there finally was a Teutonic rebellion. It would be the job of Teudogar 2 to give reasons for this hate, which would result in the uprising in Teudogar 3.

This uprising may have elements of both the historical Arminius guerrilla war as well as the historical Batavian rebellion. I love the anarchic, wild, anything-goes atmosphere of that time, with numerous Roman commanders declaring themselves emperor; cowardly, mutinous Roman troops; the sleazy Roman city of Cologne; barbarians plotting great conquests only to fail with even small tactical attacks; Teutonic seers directing war operations; and so on; this was a very colorful period. During that uprising, Teutons managed to capture the ship of the Roman general in a nightly raid (however, since he spent the night with a famous whore in the city of Cologne, he was absent); anyway the Teutons navigated this large ship over numerous smaller riverways all the way from the Rhine to far inland Germania, to the seer Veleda's tower, where they gave it as a gift to her, in acknowledgement of her so far eerily accurate prophecies. (Imagine Sierra-Leonian rebels capturing a U.S. destroyer (whose commander is on shore with a Sierra-Leonian whore at that time), and giving this huge ship as a gift to a Sierra-Leonian witch-doctoress.) Of course since Teudogar 3 would play once again in the Cheruscan and Chattan tribal areas, there wouldn't be Cologne but smaller Roman-founded cities; and during the late Augustian age, Roman discipline was probably still somewhat better than after Nero's death. But elements of the following chaos and insubordination would already have been in place.

As to the size of your force, Roman governor Varus marched through Germania with about 20,000 men; so similar to Teudogar 1, part of Teudogar 3 would have to be about yet again forming an alliance, and setting up a secret guerrilla army with sufficient strength to do real damage to the Romans. However that'd only be part of the game. I'd provide for far more direct, hands-on action in all future Teudogar games, i.e. more chances for you to actually act/fight/do/realize things, instead of just planning, scheming, and convincing others to do them for you. While that'll much more difficult for me as a developer, I realize it'll also be much more fun for everyone who later plays that game.

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Teudogar and the Alliance with Rome - a Historical Role-Playing Game - © 2003-2012 by Wolf Mittag