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khelvan
09-11-2002, 04:29
Greetings, everyone.

I was hoping for some rules clarifications, I cannot find info on these in the manual.

First, when I take a province, I am given a report on which facilities were damaged and which were destroyed. I also am told how much money I have pillaged.

1) I thought pillaging was an option, not a requirement, for taking territories? If so, how do I turn off automatic pillaging?

2) What exactly happens when you "damage" a facility? Does it show up in the build menu at a lower cost to "rebuild?" Does it remain active but I can repair it the same way I would "retrain" a unit with replacements? Or is it just another way of removing a building from play?

3) Can priests/bishops/cardinals earn valour other than through making alliances, and if so how?

4) Can one spy/assassin/emissary catch more than one enemy agent per turn? If I have a group of 10 spies running around starting rebellions, can an enemy agent catch more than one spy per turn?

5) How do border forts work? Is each incoming agent checked to see if they are caught? Or is only one agent caught per turn?

6) If I want to move my group of 10 spies from one province to another, is there any interface tool that allows me to move them as a group? Such as using CTRL-click or SHFT-click, like selecting units in a battle?

7) Can a ring of fleets around my coastal provinces protect me from surprise amphibious attacks from rivals (who are currently not at war with me)?

8) Is there any way to designate a ruler or prince to be the administrator of a province? If not, is there any worth to their acumen ratings?

9) If I want to kill off my three-toed, gluttonous son, is there any drawback to sending his unit alone into an enemy province to die?

10) Is there any way to see the -potential- value of a province's production? I want to be able to assign my best administrators to my (potentially) best production areas, but right now I can only see a report that shows -current- production (including improvements and the governor's percentage).

Thank you very much!

-Khel

Dionysus9
09-11-2002, 04:43
Wow, those are all really good questions and not newbie questions at all.

I want some answers too!

*Bump*

Kraxis
09-11-2002, 04:47
Those are indeed good questions.

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You may not care about war, but war cares about you!

Kraxis
09-11-2002, 05:00
Damn just posted before I finished... hehehe and you can't see the other posts when editing...

1.
No, sorry. You have to live with it...

2.
A 'damaged' building is a building whic is lowered. Such as a Bowers Guild becomes a Bowers Workshop.

3.
I haven't noticed any other way, perhaps if they force a religious revolt?

4.
I think one spy/assasin can catch one agent each turn. So you might be able to send an army of spies though.

5.
I'm not sure, I have had assasins survive going into provinces with Border Forts. They only work on incoming trafic, but how many... not sure, but it is likely they can only manage one agent of each kind.

6.
Don't think so.

7.
Yes, you can't move troops when there are neutrals or even allies (I think) blocking the path.

8.
No. But the heir that will become ruler has great useage of his Acumen abilities as it effects the whole kingdom. The other will in time, perhaps, become general and then you can grant them titles.

9.
The best way I have found, is when you send him into battle along with a better general (so his bad Vices will not affect the rest of the force). Then send him fighting an impossible fight out of sight of your men (don't want him to cause their rout).
If he wins, great! That battle was won easier than anticipated and he might have gotten a good Virtue. If he dies, then you got what you wanted, if he runs no problem as he will not get more bad Vices in most cases.

10.
I'm not sure what you want. Is it income?
There is no way to speed up buildingtime. So just find the general that needs the Loyalty boost (only important for general in command of other units, or the best Acumen guy in your army.

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You may not care about war, but war cares about you!

pdoan8
09-11-2002, 08:32
Kraxis already covered pretty much every thing, I just want to add some more:

3. There is very small to no chance that priest/bishop/cardinal can gain valour. They won't gain valour just for preaching and converting people. Some may come out of the training camp with a few valour points but very rare.

Inquisitor: AI inquisitor can target any general (even the one in the middle of a full army stack) and usually pick on the easier target. However, player control inquisitor can only target the commander of the army (single unit or multiple units army). There is very small chance that you can pick an easy target to let your inquisitor practice and level up.

5. Border fort will question any one pass by the border. The level of successful infiltration will depend on how well the enemy spies can tell lie to the guards. How many enemy spy the border fort can catch will depend on enemy spy valour.

7. It will prevent the amphibious attack from the enemy, but won't keep you safe from a sneaky attack from neutral and allies force. Your ships will act as blockade to enemy ships but not neutral and allies ships. Enemy ships will block your ships, but neutral and allies won't.

10. I couldn't find any info on the potential production of farm land for a province. Trade: I assume that the more trade resources, the more money I can make. However, will gem has more trading value then woodwork or dry fish? I wish that I know the answer.

solypsist
09-11-2002, 08:52
6. So far I think agents must be moved individually, but you can alter the scale of the map (in this case, see more at one time) which cuts down on the amount of effort spent dragging an agent from one map end to another.

eat cold steel
09-11-2002, 15:46
7) Yes if you have your own fleet on your coast then you are safe from invasion from anyone.

Kraxis
09-11-2002, 21:52
I thought so ECS... Thanks. http://www.totalwar.org/ubb/smile.gif

Pdoan8 you really scared me there.