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View Full Version : Unofficial FAQ (by Papa Bear at .com)



Kraxis
11-09-2002, 12:36
Quote[/b] ]Enjoy the thread, and remember to have fun

ShipBuilders Guild And Compass

Ive seen alot of questions about the shipbuilders guild also.

Simple answer
You need to build a Foundry Along with the other buildings mentioned in the foldout. This was not mentioned in Manual or the Foldout.
Titles

I found this on a thread over at .org and it gets asked often enough I thought it worthy of repeating here:

Royal Palace: +2L,+2A
Chancellery: +3L,+1C,+1A
Constable: +2L,+2C
Marshall: +2L,+2C
Admiral: +1L,+2C
Cathedral: +2P,+3A
Where L=Loyalty, A=Acumen, C=Command and P=Piety

Unit and Building construction reqs and stats

Given a couple of recent questions, I'll go ahead and commit a slight board fauz pax and plug my own post/link:

Full unit and building construction requirements and stats at:

Excel Format:


HTML Format:


Combat resolution

About every second, there is a 'round' of combat where each unit's modified attack and defense values are compared.

The algorithm for hth combat as given to us by longjohn (MTW developer) is:
df = attack - defend
chance to kill = 1.9% * 1.2 ^df

defense = base + valor bonus + shield (+1 small, +2 large, +3 pavise)
attack = base + valour bonus + weapon bonus

I have no idea what df stands for, but it's apparently just a value used to calculate the chance to kill in a particular round.

Each point of valor represents a bonus of +1 attack/melee, +1 defend, and +2 morale. See the above spreadsheet for unit stats.

PS Some of this is pasted directly from others' messages; unfortunatley, I don't know whom to thank for the info, as I didn't write down names when I recorded the above.

Hitpoints

Quoted from someone named gil. Each hitpoint allows the general to survive one 'death.' Normal units only have one hitpoint, and apparently only two melee units can engage any enemy at a particular time.

The general's hitpoints work out like this:

4 (a good solid start)
+ his generalship level
+ 4 if he's an heir or 6 if he's the King
+ 1/3 of his health bonus (the biggest of which is +20 for mightywarrior3)

= 16 + generalship level for a good King.

Edit: You know what would be REALLY REALLY REALLY nice -- if someone could post the attack, defense, and morale modifiers from the strat guide (due to terrain, fatigue, flanks, etc.) on this thread.

I know there are a lot of them, but if a couple of people could do one a day, it would be ENORMOUSLY helpful.

Rank bonuses for spear/pikemen

Spear and pikemen get rank bonuses to combat. Both apply only if a spear/pike unit is in an orderly formation.

Unit formation can break due to a powerful attack that breaks through your spearmen's ranks, or an unwieldly movement command (turning suddenly). You can protect against broken ranks by using the hold formation command.

The bonus for formation is:
+1 bonus to attack per 2 ranks
+1 bonus to defense per rank
+1 bonus to charge per rank

Spearmen can have up to 2 ranks effective in combat while pikemen can have 4. I believe that these rank bonuses ONLY improve your troop's fighting abilities -- they do NOT increase the number of units that can engage a particular enemy.

Armor and defense

Units have a base defense that takes some integer value. This base statistic is increased by the unit's armor value (including upgrades). The defense value applies to melee combat; the armor defends against missiles.

Shields provide armor (and thus defense) but only from the front (Varangian guard could be an exception; they may have shields that hang over their back). The shield bonus depends on shield type: small 1, large 2, pavise 3. Some units have an 0.5 shield modifier, however, and and thus the total armor/def bonus for these units is halved (Almo urban militia, for example).
Setting up Siege Engines for Castle Assault

During a castle assault, your deployment zone is the entire area surrounding the castle. You can deploy anywhere within that area. In otherwords, you most certainly CAN deploy on the gateside rather than where your troops are initially dropped.

As to how to set up your Siege engines and make sure they're facing the right way, it's not much more difficult.

The first thing you need to do is put them in the general area where you want them. Once you've got that what you need to do is to hold down the "Alt" key and right click in the direction you want the engine to face. That will then align them correctly.

Next you have to verify that they are set up correctly. To do this move your cursor around the castle walls/towers while the engine is selected. The little arrow will be either green or red. Green indicates that the engine is in range to hit this target, read means that it is not. You can then adjust the positioning of your engines based on the results in order to maximize their effectiveness.

Remember not to put your engines too close or of the castle's towers (if they have them) will fire back at you.

Weapon upgrades and metalsmith

You need iron in a province (see the resource icons in the game) to build the metalsmith and get weapon upgrades. Each level of the metalsmith grants units trained or retrained in the province +1 to attack.

You can re-equip units at a province w/ a metalsmith ONLY IF you have the prereq buildigns for a particular unit IN the province.

These provinces have iron:

Leon, Castilie, Navarre, Aragon, Tuscany, Sweden, Franconia, Bohemia, Hungary and Carpathia.

Trade Howto

You first have to build a fort to get access to the buildings required to make trade work.

If a region has goods to trade you will see a little building with a gold coin on it. Build it.

Next you need a port. Build one.

Then a Shipwright. Build one of those too.

A fort upgrade may been needed to get the shipwright or enable better trading buildings that will increase your tax from trade.

Now on the strategic map you will see little ports in other regions. Those ports may be close by or at the other side of the known world. You have to build 1 ship for every sea region between your port and another factions port.

When you finish building the ships and have placed a chain of ships between your port and another the trading will begin in the next turn.

Trading does not occure between ports owned by your faction. It only happens with other factions ports.

Trading will stop if an enemy has a ship in a sea square between your port and the port your trading with.

Trading will stop or be drastically reduced if your at war with the faction owning the other port.

Trading information can be found on the lower left hand side of the screen on the strategic map. Click on the gold coin icon and then on the name of the region of yours that contains a port to see its trade information. If it is trading with another port a second window will open detailing the tax you have raised.

To save the life of one user who still posted a question

Trading of goods happens automatically once the above instructions have been followed. You dont need to tell ships what goods to trade.

Local Trade
There is a small amount of local trading going on between your own regions once the trade building has been built. This too is automatic but does not generate a lot of income.

Invasion by sea Howto

If you followed the instructions on how to trade and now have it working then sea based invasions will also work. They require a chain of ships between your region and your target region. The target region doesnt need to have a port.

Assuming you have a chain of ships between the region containing your army (must have a port too) and your target region. Select one of your armies. You will see any coastal regions you can move to light up.

Using this method you can move from England to Egypt in one turn.

If the enemy has a ship between you and your destination, all regions beyond the enemy ship become inaccessable to you. You must destroy the enemy ship before you can move your troops further than that point.

This is a good way to move your troops around your own empire quickly. Going from italy to demark in one move is a good example.

IF you move to a region without a port you will not be able to move your troops back to its original region until you build a port in your newly captured region.

Rebellions and how to prevent them

Rebellions happen for several reasons.

1) You dont have enough troops in the region to control it.

2) The region has different religious beliefs from your faction.

3) Your king is too far away.

4) The peasants want more improvements to keep them happy.

To prevent a revolt you must first move a large army into the region that may revolt.

Next you should make several improvements that benefit the population in that region.

If your new region believes in a different religion from you then everything becomes much harder. You must have a priest go to the region to raise the belief in your religion above 50%.

Using high valour generals also helps.

Attacking regions that do not share your beliefs means you must leave your troops there for several turns until you stabilise that region. Attacking such a region with a small force is there for pointless. Avoiding high casualties is vital because losing half your army in the battle to capture the region may mean you do not have enough troops to control it if you win.

Factions that attack you in that region may cause damage to improvements that will lead to a revolt. They may also deplete your army enough to make you loose control of that region.

So taking on another region demands the player plans for the event and has extra troops standing by to help stablize that region once it's been captured.

Giskard

quote:

Originally posted by Sir_Eric
Hi, just one question:
Does the Master Gunsmith building give any benefit or new unit to any faction?



It's sole reason is to increase the valor bonuses. However this feature doesn't work properly at the present, but will be fixed in the patch.

Morale/combat bonuses.

From Zengur:

***MORALE***

States

Impetuous: 10+
Steady: 2 to 14
Uncertain: -5 to 5
Wavering: -14 to -5
Routing: Less then -6

Negative

Loose Formation: -2
Outnumbered 2 to 1: -4 (see below)
Outnumbered 3 to 1: -12 (depends on quality of troop, elite only afraid of elite, etc.)
One flank threatened: -2
Two flanks threatened: -6
Charged in flank: -4
Charged in flank by cavalry: -6
Charged by unit hidden in forest: -8
General's death (during the first few seconds): -8
After the General's death: -2 (for the rest of the battle)
Routing Friends: Up to -12
10% of unit is dead: -2
50% of unit is dead: -8
80% of unit is dead: -12
Taking missle fire: -2 (-4 if weapons cause fear)
Unit is Very Tired: -3
Unit is Exhausted: -6
Unit is completely exhausted: -8
Losing: Up to -8 (up to -14 if losing to cavalry)

Positive

Protected Flanks: +4
No retreat possible (usually castle sieges): +8
No enemies around: +4
Enemies Routing: Up to +8
Uphill Position: +2
Winning: Up to +6
Impetuous Charge: +4 (when Knights charge automatically)
Outnumber Enemy 3 to 1: +4
General in unit: +2
Close proximity to general: +1 morale per star
Far away from general: +1 morale per 2 stars

***COMBAT***

Formations

+3 atk, -3 def for wedge formation
+2 def, -2 atk for hold formation

Spear/pikes

+1 per rank to def (up to 2 for spear, 4 for pike)
+1 per 2 ranks to atk
+1 per rank to atk when charging
No rank bonuses in forests (supposedly... I BELIEVE rank bonuses are actually accruing in forests, so this may be bugged)

Terrain

+1 atk, +1 def for camels in desert
-2 atk, -2 def for cavalry in forests
Bonus to atk for being uphill (depends on height)
Penalty to def for being downhill (depends on height)

Fear of camels

+4 def for camels against horses
+2 atk for camels against horses

Positional

+5 atk for flank attack
+7 for rear
+2 for charging into flank/rear
+6 to atk when 'pushing back' the enemy
-5 def when squeezed too tight

Exhaustion

-2 atk when quite tired
-3 atk, -1 def very tired
-4 atk, -2 def exhausted
-6 atk, -3 def totally exhausted

Routing

+4 atk against routing enemies
-8 def if routing

Originally posted by Papa Bear
Just who is affected by a governor's, king's, and general's v&v. I believe its only the people they command, (so a general with a happiness vice hurts no one until he's a governor, and a governor with a morale vice hurts no one until he's in command in a battle?) But a king's v&v often effect people across the board, correct?

...

Also, how do, loyalty, dread, piousness, acumen, command, and (any I missed), affect the troops, people they command? Once again who do they affect as well please.



I'm far from 100% clear on all of this myself, but I'll give it a shot.

V&V: depends on the description. Valor bonuses go only to the king (and perhaps his unit). Morale bonuses go to the army he is leading. And Happiness bonuses increase loyalty across the entire realm (by the amt. of happiness).

For generals, you're quite right -- none of their V&V really matter unless they are commanders of an army or governors of a province.

As far as the other stats...

Loyalty: affects the chance that a general will rebel or accept a bribe.

Piety: increases loyalty in high zeal provnices (and also, I believe, decreases loyalty in high zeal provinces if very low). Also affects the chance at surviving an inquisition. Thus, you can use inquisitors to take out high command, high valor heirs/generals whom you no longer want (perhaps because of a morale vice).

Dread: only verified effect is a 5% increase in loyalty to the governed province. I have not seen any evidence that it affects kings at all, in the battlefield or in provincial loyalty.

Acumen: The second most important stat. Grants 10% increase in farm income in the province. Also seems to have a small, kingdom wide effect in kings, though don't quote me on that.

Note that farm income is the total income of a province minus mines/trade. So the base income of every province, even before you get improved farmland, is considered farm income.

Command: The first point in command grants +1 attack to all troops. The second point grants +1 def and +2 morale (and changes a troop's 'valor' rating). Easily, the most important stat in a general or king

Originally posted by Papa Bear
Just who is affected by a governor's, king's, and general's v&v. I believe its only the people they command, (so a general with a happiness vice hurts no one until he's a governor, and a governor with a morale vice hurts no one until he's in command in a battle?) But a king's v&v often effect people across the board, correct?

...

Also, how do, loyalty, dread, piousness, acumen, command, and (any I missed), affect the troops, people they command? Once again who do they affect as well please.



I'm far from 100% clear on all of this myself, but I'll give it a shot.

V&V: depends on the description. Valor bonuses go only to the king (and perhaps his unit). Morale bonuses go to the army he is leading. And Happiness bonuses increase loyalty across the entire realm (by the amt. of happiness).

For generals, you're quite right -- none of their V&V really matter unless they are commanders of an army or governors of a province.

As far as the other stats...

Loyalty: affects the chance that a general will rebel or accept a bribe.

Piety: increases loyalty in high zeal provnices (and also, I believe, decreases loyalty in high zeal provinces if very low). Also affects the chance at surviving an inquisition. Thus, you can use inquisitors to take out high command, high valor heirs/generals whom you no longer want (perhaps because of a morale vice).

Dread: only verified effect is a 5% increase in loyalty to the governed province. I have not seen any evidence that it affects kings at all, in the battlefield or in provincial loyalty.

Acumen: The second most important stat. Grants 10% increase in farm income in the province. Also seems to have a small, kingdom wide effect in kings, though don't quote me on that.

Note that farm income is the total income of a province minus mines/trade. So the base income of every province, even before you get improved farmland, is considered farm income.

Command: The first point in command grants +1 attack to all troops. The second point grants +1 def and +2 morale (and changes a troop's 'valor' rating). Easily, the most important stat in a general or king

Originally posted by Papa Bear
(so it seems like your governors location may not matter, but, rather, only his talents, regardless of where he lives?)

Answer:
Right

quote:
Also, when replacing that governor with another of identical or higher acumen, I'm still making less money in that province. (so, again I guess that the 10% is a growth in economy, rather than a flat bonus, and the growth is larger/faster by the acumen level), thus a new governor needs time to build up the economy there?



You probably lost some building or upgrade due to a war. Or alternatively, perhaps it is a trade province, and your trade route has been blocked. Ceteris paribus, high acumen = high income.

quote:
Would this mean low acumen govs slowly decrease the florins earned?


Answer:
Not that I know of. Hope that helps.

Just need to add that Valours from Command does not add Morale and that the rankbonus is counted from ranks beyond the fighting ranks.

Kraxis
11-11-2002, 14:48
*BUMP*

I think this is interesting for all of us.

You are all free to add things if there is something missing.