Timna — An Expedition to Sinai
- Mission
- 5 of 38 — Early Dynastic · Dynasty 1
- Era
- Early Dynastic · ~3000 BC · Pharaoh Den
- Classical name
- Timna (southern Arabah / Sinai copper district)
- Starting funds
-
Very Easy 7 500 Db Easy 5 000 Db Normal 3 750 Db Hard 2 500 Db Very Hard 2 000 Db
- Deity
- Seth
- Trade
- Nekhen · Nubt · Thinis (land; start closed)
- Previous mission
- Men-nefer — A Capital is Founded
- Next mission
- Player's choice: Behdet (6) or Abedju (7)
- Status
- Implemented
Briefing
On load the script shows the military history panel (message_history_military). The Timna campaign text lives in message_history_timna / message_mission_timna:
A new Pharaoh, Den, has taken the throne of Egypt. Pharaoh is deeply concerned, as enemies have begun to threaten our borders, and our nation lacks adequate supplies of valuable copper needed to create weapons with which to equip our troops. Pharaoh Den has ordered a mining expedition into the unforgiving land of Sinai, beyond our borders and deep within Bedouin territory. The area known as Timna is rich in gold and copper ore, as well as precious turquoise gemstones, but it is otherwise barren. Conditions there will be harsh, and you'll need to import many amenities, perhaps even additional food and fine linen, from Egypt. Pharaoh will demand frequent shipments from Sinai and will ask you for money, copper, gemstones and weapons. You can use any surplus of these items to help support the expedition. Be always on your guard, for the Bedouin of the Sinai desert are formidable adversaries, and they will not willingly allow foreigners to occupy their land, let alone plunder their mineral wealth.
To lighten the burden that such living conditions impose on your city's people, build a Pavilion at some busy intersection. Citizens can relax at the Pavilion's juggling and music stages, and, if you also build a Dance School, this new type of performance will provide great entertainment.
Timna Valley in the southern Arabah was a major copper-mining district used by Egyptians and neighbouring peoples. In the campaign this is the first full military + mining mission: desert climate, no Nilometer, fortifications and forts available from the start, and a kingdom rating of 70 that rewards prompt deliveries to Pharaoh.
Objectives
- Population 2 000 citizens
- Prosperity 15
- Kingdom rating 70
- Housing level Level 10 (culture / monuments disabled)
Goals match mission1.pak scenario 5. Culture and monument ratings are off — the pressure is on population, prosperity, and kingdom favour through copper, gems, deben, and weapons shipments.
Scripted events
Schedule verified against mission1.pak scenario 5. Scenario enemy_id is Libyan (ENEMY_7_LIBIAN); invasion event fields label Bedouins. Favour-KR Pharaoh army (size 45) is handled by the shared helper.
mission_pharaoh_favour_invasion_tick.
Strategy
Timna is a desert mining outpost: hide the Nilometer, import food and amenities, export ore products, and keep forts ready before year 2.
Phase 1 — Camp and food
Food comes from Hunting Lodges (game meat). Keep housing compact with Water Supply, Firehouse, Architect's Post, and Police Station. Build a Granary and Bazaar early. Stages can unlock irrigation and guild tutorial buildings when those tutorials fire.
Phase 2 — Mines and workshops
Copper, gold, and gemstone mines are the point of the expedition. Feed a Weaponsmith and keep Storage Yards for copper, gems, and weapons ahead of Pharaoh's schedule. Clay / pottery and a Weaver support housing and trade.
Phase 3 — Defense
Raids begin year 2 month 7 (size 9), then 16 and 24. Recruiter, Weaponsmith, Infantry and Archers forts should be online before then. Seth temples fit the desert setting.
Phase 4 — Trade
Land routes start closed: Nekhen (1 020 Db), Nubt (850), Thinis (800). Men-nefer starts display-only (Pharaoh city) and opens after a successful gems or weapons request. Perwadjyt stays display-only. Import fish, beer, linen, papyrus; sell clay, pottery, beer, flax, linen, game meat, chickpeas, copper as partners allow.
Tips
- Stock 5 copper before year 0 month 8 — the first request is early and only allows 9 months.
- Deben request (885) is treasury money, not oil — keep cash on hand in year 2.
- Pavilion + Dance School are called out in the briefing for entertainment in a harsh climate.
- After victory, choose Behdet (navy) or Abydos / Abedju (sea challenge).
Available buildings
Listed in mission5.buildings (plus stage unlocks for irrigation / guild tutorials):
| Category | Buildings |
|---|---|
| Municipal | Roadblock · Firehouse · Architect's Post · Police Station · Village Palace · Tax Collector · Courthouse · Personal Mansion |
| Health | Water Supply · Apothecary · Physician · Mortuary |
| Food & storage | Hunting Lodge · Bazaar · Granary · Storage Yard |
| Industry | Clay Pit · Pottery Workshop · Weaver · Gemstone Mine · Gold Mine · Copper Mine · Weaponsmith · Stonemason / Carpenter guilds |
| Military | Recruiter · Infantry Fort · Archers Fort |
| Religion | Temple & Shrine of Seth · Festival Square |
| Entertainment | Booth · Juggler School · Bandstand · Conservatory · Pavilion · Dance School |
| Education | Scribal School |
| Beautification | Small / Medium / Large Statue · Gardens · Plaza |
| Stage unlocks | Water Lift · Irrigation Ditch (irrigation tutorial); Storage Yard / Tax / Booth / Juggler (guilds tutorial) |
Developer reference
Paths relative to the repository root. Empire map for this mission is a full JS redefine (see docs/MISSION_TO_JS.md).
Mission script — src/scripts/mission/m_005_timna.js
src/scripts/mission/m_005_timna.js imported from src/scripts/missions.js.
// m_005_timna.js — mission5 config (excerpt)
mission5 {
start_message : "message_history_military"
player_rank : 2
env { hide_nilometer : true }
choice [
{ name : "Behdet", id : 6 }
{ name : "Abydos", id : 7 }
]
win_criteria {
population { enabled : true, goal : 2000 }
prosperity { enabled : true, goal : 15 }
kingdom { enabled : true, goal : 70 }
housing_level { enabled : true, goal : 10 }
}
hide_pak_cities : true
hide_pak_routes : true
hide_pak_objects : true
map_background : { pack:PACK_EMPIRE, id:1 }
// cities[] / empire_routes[] / empire_ornaments[] / empire_texts[] from pak dump
}
Trade partners (pak): Nekhen route 4 cost 1020; Nubt route 1 cost 850; Thinis route 2 cost 800 — all closed land. Men-nefer: locked Pharaoh city (route 5, cost 460) — CITY_STATUS_CHANGE / NEW_TRADE_ROUTE after gems or weapons success enables trading type and opens the route. Perwadjyt display-only. Ornament: mastaba pharaoh_general/empire_bits_00120 at [522, 492].
Event handlers — m_005_timna.js
-
event_mission_start
~299
Military history message;
empire.set_id(1)/set_expanded(false); empire map + advisors; loadsPACK_ENEMY_LIBIAN. mission5_on_start - event_advance_month ~312–361 Pharaoh requests: copper 5@y0m8/9mo → gems 15@y2m4/12mo (ok→open Men-nefer) → deben 885@y2m8/12mo (ok→chickpeas gift ×16) → weapons 11@y7m3/12mo (ok→open Men-nefer again). mission5_pharaoh_request_*
- event_advance_month ~366–391 Libyan raids sizes 9 / 16 / 24 at y2m7, y3m9, y5. mission5_libyan_invasion_*
- event_advance_month ~393 Favour-KR Pharaoh army size 45. mission5_pharaoh_favour_invasion
Pak dump: src/js/js_test_mission_pak_dump.cpp (__test_mission_pak_dump(5)).
Game messages — src/scripts/game_messages_en.js
| Key | ID | Line | When shown |
|---|---|---|---|
message_history_military |
184 | 2125 | start_message / mission5_on_start — military history panel |
message_history_timna |
205 | 2509 | Campaign history — "An Expedition to Sinai" |
message_mission_timna |
405 | 4775 | Mission briefing duplicate of the Timna history text |
Audio: Voice/Mission/205_mission.mp3, Voice/Mission/205_victory.mp3.
Save file and map data
Terrain, ore, and entry points: mission1.pak scenario 5. Empire overlay is fully replaced from JS (hide_pak_cities / hide_pak_routes / hide_pak_objects). Import path: src/scripts/missions.js → mission/m_005_timna.