Gameplay Rules and Hints
Posted: Mon Sep 29, 2008 2:51 pm
Posting some important issues here plus issues missing from the manual.
1. Combined Arms Support
In addition to directly attacking enemy units, Cavalry and Artillery are able to support other attacking and defending friendly units in combat but only in battles where an infantry unit is attacked.
Cavalry must be adjacent to the Defender’s hex in a combat to lend support. Artillery must be within two hexes of the Defender’s hex in a combat to lend support. A combat can only be supported by one Artillery and one Cavalry unit. These units support combat with the following bonuses at their base level:
a. Horse Artillery: 8%
b. Foot Artillery: 13%
c. Siege Artillery: 4%
d. Light Cavalry: 16%
e. Heavy Cavalry: 17%
If you have several cavalry or several artillery the best one will be used, which means if you all the 5 types nearby (a+b+c+d+e) you would get the 13% for foot artillery and 17% for the heavy cavalry. Support is proportional to the strength of a unit, so a half strength unit only gives half support.
2. Combat Panel Penalties explained
When the player holds the mouse over an enemy unit to initiate a combat, a summary of combat bonuses and penalties for both sides is displayed in the center of the bottom interface bar, above the expected losses caused. These bonuses are as follows, from top to bottom:
a. Attack Across River Penalty
b. Terrain Attack Penalty
c. Terrain Cavalry Penalty
d. Weather Penalty
e. Support Bonus (Cavalry + Artillery)
3. Generals and Admirals leadersship range and battle bonuses
Generals have range 4 hexes while Admirals have range 3 hexes. Admirals only boost naval units, generals only boost land units. In addition to boosting nearby units max effectiveness, some of them also have powerful battle bonuses for the unit they are attached into. Furtermore some admirals have a looting bonus, receving higher looting from attacking merchants.
4. Supplies and Weather
That supply affect recovery, reinforce rates and movement is well known and can be easy to distinguish but there are some tricks that can help you preserve supply and wreck enemy supply. Using this knowledge correctly can make or break an invasion of Russia for example where weather is very harsh.
If you have no supply route to a City or Capital or are in Mud or Snow your supply levels WILL drop. If being in home land (for example Russian unit inside Russia) the supply will never reach zero but stay at supply=1 while invaders may have their supply steadily drop until reaching zero.
Snow rapidly decreases supply, Mud more slowly. To prevent this you should conquer enemy cities since that give a one time boost to nearby units in supply. To prevent this, the enemy may decide to raze the City before you reach it since this prevents you from looting.
So in Bad weather, Cities and Capitals wont help your supply from dropping. If you are on foreign land you need to loot supplies. Consider the weather and try to stawy away from snow instead mud is easier on your units.
5. What scenarios are there in game?
There are both long ones over 100 turns and short ones less than 10 turns. A briefing list can be found here
viewtopic.php?t=8324
6. What is that land area created for Vassals?
You cannot annex or wipe out the Major Countries in game, when they surrender a Vassal state is created. You can pass their land, but they have a small zone which they can use as deploy area which you cannot enter. Vassals may revolt so be sure you keep some units nearby to be rdy for it.
7. Renaming units
You rename a unit by first selecting it followed by clicking its name in the unitpanel below the map
8. Scolling through units
Use Page up / Page Down to quickly scroll through ready units
9. Sentry
Select a unit and push "s" to sentry it, removing it from the quick scroll function.
10. What does research do?
To find out what each technology does, in the research screen you click one of the button "Infantry, Cavalry, Artillery, ..." which jumps you to the detaield research screen showing what units are effected by each tech level and what values are increased. Weather tolerance need explanation, it means you get less penalty in mud and snow. A +50 value to weather tolerance means you only 50% as much penalty in bad weather for example.
11. Roads
A unit start start and finish its movement on a road receives a +1 movement point that turn so can move one hex further
1. Combined Arms Support
In addition to directly attacking enemy units, Cavalry and Artillery are able to support other attacking and defending friendly units in combat but only in battles where an infantry unit is attacked.
Cavalry must be adjacent to the Defender’s hex in a combat to lend support. Artillery must be within two hexes of the Defender’s hex in a combat to lend support. A combat can only be supported by one Artillery and one Cavalry unit. These units support combat with the following bonuses at their base level:
a. Horse Artillery: 8%
b. Foot Artillery: 13%
c. Siege Artillery: 4%
d. Light Cavalry: 16%
e. Heavy Cavalry: 17%
If you have several cavalry or several artillery the best one will be used, which means if you all the 5 types nearby (a+b+c+d+e) you would get the 13% for foot artillery and 17% for the heavy cavalry. Support is proportional to the strength of a unit, so a half strength unit only gives half support.
2. Combat Panel Penalties explained
When the player holds the mouse over an enemy unit to initiate a combat, a summary of combat bonuses and penalties for both sides is displayed in the center of the bottom interface bar, above the expected losses caused. These bonuses are as follows, from top to bottom:
a. Attack Across River Penalty
b. Terrain Attack Penalty
c. Terrain Cavalry Penalty
d. Weather Penalty
e. Support Bonus (Cavalry + Artillery)
3. Generals and Admirals leadersship range and battle bonuses
Generals have range 4 hexes while Admirals have range 3 hexes. Admirals only boost naval units, generals only boost land units. In addition to boosting nearby units max effectiveness, some of them also have powerful battle bonuses for the unit they are attached into. Furtermore some admirals have a looting bonus, receving higher looting from attacking merchants.
4. Supplies and Weather
That supply affect recovery, reinforce rates and movement is well known and can be easy to distinguish but there are some tricks that can help you preserve supply and wreck enemy supply. Using this knowledge correctly can make or break an invasion of Russia for example where weather is very harsh.
If you have no supply route to a City or Capital or are in Mud or Snow your supply levels WILL drop. If being in home land (for example Russian unit inside Russia) the supply will never reach zero but stay at supply=1 while invaders may have their supply steadily drop until reaching zero.
Snow rapidly decreases supply, Mud more slowly. To prevent this you should conquer enemy cities since that give a one time boost to nearby units in supply. To prevent this, the enemy may decide to raze the City before you reach it since this prevents you from looting.
So in Bad weather, Cities and Capitals wont help your supply from dropping. If you are on foreign land you need to loot supplies. Consider the weather and try to stawy away from snow instead mud is easier on your units.
5. What scenarios are there in game?
There are both long ones over 100 turns and short ones less than 10 turns. A briefing list can be found here
viewtopic.php?t=8324
6. What is that land area created for Vassals?
You cannot annex or wipe out the Major Countries in game, when they surrender a Vassal state is created. You can pass their land, but they have a small zone which they can use as deploy area which you cannot enter. Vassals may revolt so be sure you keep some units nearby to be rdy for it.
7. Renaming units
You rename a unit by first selecting it followed by clicking its name in the unitpanel below the map
8. Scolling through units
Use Page up / Page Down to quickly scroll through ready units
9. Sentry
Select a unit and push "s" to sentry it, removing it from the quick scroll function.
10. What does research do?
To find out what each technology does, in the research screen you click one of the button "Infantry, Cavalry, Artillery, ..." which jumps you to the detaield research screen showing what units are effected by each tech level and what values are increased. Weather tolerance need explanation, it means you get less penalty in mud and snow. A +50 value to weather tolerance means you only 50% as much penalty in bad weather for example.
11. Roads
A unit start start and finish its movement on a road receives a +1 movement point that turn so can move one hex further