Rome Total War - Manual (English) PDF
Rome Total War - Manual (English) PDF
Rome Total War - Manual (English) PDF
Your copy of the game came with a CD key, which is located inside the CD case.
When you install the game, you'll need to type in this key. Your CD key is unique
and without it, you won't be able to play the game. Please enter the key exactly as
it appears on the CD case.
Keep your CD key safe and private in case you need to reinstall the game. Do not
give your CD key to anyone else because it may impair your ability to play
multiplayer games. If you lose your CD key, you will not be issued another one.
Options Menu
This menu allows you to adjust the game for best performance on your PC and to
choose your own personal preferences for the game's look. Based on your PC's set
up, Rome: T o t a l W a r adjusts itself for optimum performance when installed, but
this may not match your preferences precisely. Clicking on any item takes you to
the appropriate submenu:
V i d e o Settings - Click on the downward pointing arrows to bring up a
list of options in any of the dialog boxes. Select the option you want from a
list by left-clicking on it. Left-click on a check box to toggle the relevant
graphics feature on and off.
A u d i o Settings - Click on the sliders to adjust each element oi game
sound to suit your personal tastes. The Master Volume slider affects the
overall volume. The other sliders adjust the mix of sounds in the game.
Again, you can left-click on any of the check boxes in the lower part of
the screen to toggle individual options.
N o t e : EAX ADVANCED HD provides realistic sonic effects to accurately
simulate the sound properties of different acoustic environments in Rome:
Total War. The EAX ADVANCED HD acoustic models are dynamically
updated as you move around in the game experience. For example, the
sounds created in a forest have a different sound and reverberation trail than
the sounds created in a flat plains region, which would have less
reverberation and be more direct. Only the Creative Sound Blaster Audigy
series sound card would be able to deliver great audio experience with EAX
ADVANCED HD.
C o n t r o l Settings - You can modify the keyboard shortcuts to suit your
playing style. Double-click on any item in the key list and then press the
key(s) you want to use for that function. You can press the S H I F T , CTRL
and ALT keys in combination with another key to create a shortcut. You can
revert to the original assignments at any time.
Left-click on the icon in the lower-right corner to load and save
key assignments. If you find a particular combination you like, we
recommend saving it. Click on the dialog box in the lower part of the
screen and then type in a name for your settings file.
V i e w t h e Credits - A list of the gods, emperors, governors and wretched
slaves responsible for bringing you this fine product!
Clicking on the U-shaped arrow at the bottom left of each screen returns you to
the previous menu, as always.
THE PROLOGUE
The "Sons of Mars" campaign is an introduction to the world of Rome: T o t a l
War. It's your task to lead the Julii family to a position oi power by conquering
Rome's neighbors. This is the way to greatness in Rome: T o t a l Warattack
external enemies and gain credit for doing so.
When you're ready, click on the arrow in the lower-right corner of the screen to
begin. You'll start the game with one of your advisors, Victoria, telling you a little
about herself and her tasks in the game. All you need to do to start playing is
follow her instructions and advice.
If you decide you don't want to play the Prologue through to its conclusion, you
can press the ESC key to bring up the Campaign Exit Menu scroll, but we
recommend playing the Prologue through at least once.
ADVISORS
The advisors are your most useful aid when learning to play Rome: T o t a l W a r
(as you already know if you've played the Prologue).
The advisors in the game are your first place to go for help when playing, and
they're watching what's going on so they can pop up at appropriate times and
give you helpful hints, tips and general information.
Victoria (named after the Roman goddess of victory) is the
campaign advisor. She can advise you about production,
recruitment, managing your empire, diplomacy, dealing with the
Senate, trade and so on.
C e n t u r i o n Marcus is the battlefield advisor. Apart from
offering his opinion about enemy tactics, he'll keep an eye out for
potential problems such as putting units into dangerous situations:
he doesn't like it when cavalry are ordered straight onto
spear points!
When an advisor has something important to tell you, their portrait will glow. Click
on the advisor to see their comments.
The Speech button toggles the on-screen text of the current piece of
advice. In some cases, you can ask the advisor not to repeat a
particular piece of advice by clicking on the check box below the text.
Click on the S h o w Me H o w button to have the advisor demonstrate
how to carry out an action in the game.
The magnifying glass button shows you the location that is relevant
to the advice being offered.
The X button dismisses an advisor. Pressing the ESC key also
dismisses them.
Buttons that are not appropriate for the advice being offered are always grayed
out and cannot be selected. Sometimes, for example, there isn't anything that you
need to be shown how to do.
Advice Preferences
After you've been playing for a while, you may feel you don't need any more
advice. Go to the Options menu at the start of play or press ESC when on the
campaign map and select Options from the Game End menu. You'll have the
ability to alter the level of advice.
Change the level of advice you get by going to the Game Settings menu and
choosing an appropriate level of advice from high to none. Your advisors
remember what they've already told you, so if you want to hear advice again,
click on the Reset Advisor check box on the same menu. Once you've done
that, the advisors will assume you're a new player and offer information and
hints accordingly.
CAMPAIGNS
Gameplay in Rome: Total War divides neatly into Campaigns and Battles.
These two parts of the game are closely linked, so actions you take in the
campaign game such as constructing buildings, training units or appointing
generals have major effects on the battlefield. This part of the manual concerns
itself with Campaigns. Later, we'll discuss Battles and how to get the most out
of them.
Select your Advice Level for the coming campaign from the dropdown
list that's displayed when you click on the down arrow in the text box.
We recommend you leave this on High until you're comfortable playing
the game.
Select Campaign Difficulty and Battle Difficulty from the appropriate
dropdown lists. You can pick the level of challenge in each
part of the game, and the two don't have to be set the same.
Click on the Arcade Style Battles check box if you want battles to be
simplified and action-oriented. Many realism settings are turned off
automatically if you choose this option.
Click on the Short Campaign check box if you only want to focus on
destroying or outliving certain factions rather than conquering the entire map.
Click on one of the Faction Shield icons on the right to choose the people
you'll lead to greatness, glory and a mighty empire! The map changes to
show where they start, and the text gives you a quick overview of their
strengths and foibles. When you first start to play, you can only select one of
the Roman factions, but others will become available in later games.
Click on the arrow in the lower-right corner to start play.
How to Win
If you're playing as one of the Roman factions, the Brutii, Julli or Scipii, the basic
victory condition for the game is to conquer Rome and much of the world. This isn't
as easy as it sounds. You'll find yourself fighting against the forces of the Senate
and the other Roman factions.
If you're playing as any other non-Roman faction, the basic victory condition is very
simple: conquer the world!
If you don't want to play the game for quite so long, click on the Short
Campaign check box.
Once you've made up your mind, start playing! When you win, peasants cheer,
trumpets sound and (probably) an angel gets his wings. And you have the
inestimable pleasure of having crushed your enemies, seen them driven before you
and heard the lamentations of their women. Cool, huh?
If you want to find out the name of a province or region, first left-click on an
empty space on the game world map (to deselect everything). Then right-click and
hold on an empty space in the province you're interested in. The underlying terrain,
the owning faction icon and the province name will be displayed.
Everythingthe round buttons and the tabson the control panel has an
associated tool tip to explain its job.
The m i n i - m a p shows the whole game world. When the cursor is on a mini-map
province, the name and faction ownership of the province is displayed as a tool tip.
(You need some kind of presence or you need to have diplomatically exchanged
map information.)
For tabs that show military units, ships or agents, you can select an
individual unit card in the review panel by left-clicking on it. You can
then drag and drop a selected item onto a spot in the game world, and
the forces or agents involved will move there.
You can make multiple selections by holding down the CTRL key and
repeatedly left-clicking on individual unit cards until you have as many
as you want. You can also press Ctrl + A to select all units.
You can also make multiple selections by selecting one unit card, then
holding down the SHIFT key and selecting a second unit card. All the
unit cards between the first and second clicks will be selected.
Senate Missions
As a Roman faction, from time to time you'll receive missions from the Senate.
It's up to you whether or not you carry out their wishes.
When deciding whether or not to listen to the Senate, it's worth asking if you
have the resources and time to do the mission.
If you've been asked to conquer some place, can you do it without
weakening your forces elsewhere? Or is the place worth conquering as a
step to something greater?
If you've been asked to make a diplomatic deal with a faction, do you
want the other faction to feel safe for awhile? A trade deal, for example,
can also bring in extra cash!
Of course, nobody's forcing you to obey, so if you want to ignore the Senate,
you can. If you do, the Senate will use its powers against your faction. See
How to Deal with the Senate for more information.
Settlements
For each turnat least to start withit's a good idea to check all your
settlements and look after them carefully. When your empire isn't very big,
you need to squeeze maximum value out of each settlement that you have!
There are a few simple questions you can ask yourself about your settlements, and
the answers will help you decide what needs to be done to get the most out of
your empire:
Is everyone happy in the settlement? Is public order above or close
to 100, so riots are unlikely? Settlements where there are riots and disorder
may even rebel! Hint: try altering the tax rate; your people don't like
paying taxes.
Is anything being constructed? A new building always makes a
settlement "do something" better, be it train military units, defend the
location, trade, farm or keep everyone in order. If you're not sure what to
construct, ask Victoria.
Is a unit being trained? Military units are the building blocks of armies.
Generally speaking, in the long run units are cheaper to train (and maintain)
than to buy as mercenaries. Again, if you're not sure what kind of unit to
train, you can consult Victoria, your advisor.
Is the settlement making or losing money? One settlement losing
money for a time is probably sustainable, but losses in all settlements for
long periods will destroy your treasury. A faction with no money is in
trouble! Therefore it makes sense to "tweak" the tax rates in settlements to
balance public order and your tax income.
Armies
Each turn you should ask yourself whether your armies are doing something to
contribute to your success. Sometimes just standing in the right place can be
enough, but it's always worth going around and quickly reviewing your army
positions. Are there enough armies in position to counter an immediate threat from
enemies? Are river crossings and mountain passes guarded? Are armies placed
ready for an ambush?
When you've decided on an attack:
Get armies into place to mount the attack. This might mean one large force,
or a couple of smaller ones. Pincer movements to attack a foe from two
different directions at the same time can be very effective.
Position reinforcements for battleadjacent armies can be drawn into the
fight. Extra men can be a great benefit.
Pick the best general to make the attack. This is usually the general with the
highest Command rating. As generals wage battle, you'll find that the
traits and ancillaries they gain give them a personality, and some generals
will become experts at certain types of warfare.
Agents
Diplomats, spies and assassins have their uses and should be quickly reviewed each
turn. Agents may be needed to carry out a mission from the Senate. Are they in
the right place to be easily deployed?
Spies can be sent to scope out rivals' territory. They can spot armies that
could threaten your own forces or spy on settlements to learn the state of
the defenses.
Moving
Select an army by left-clicking on it.
The highlighted area shows every place the army can move to during the
current turn. All actions (moves and attacks) cost movement points and as
these are used up, the distance an army can move for the remainder of the
turn reduces.
Right-click on the spot where you want an army to go. A large arrow
shows the proposed route for the army.
Right-click a n d drag to show the route changing for an army as its
destination changes.
Right-click on an enemy, neutral piece or location to attack it. The
cursor will change into a sword to show an attack is possible. Attacking
a neutral faction is, by definition, a declaration of war on that faction.
Right-click on a friendly army (not an ally!) to merge the moving
army into the stationary one. We'll talk more about merging armies
in a moment.
Faction leader
Flavius Julius
5000 denarii
270 BC
River crossings are marked on the campaign map by fords or bridges (after
roads have been constructed). These are the only places where armies can
cross, and are, thus, strategically important.
Armies can hide in wooded areas and ambush passing enemies.
Wise commanders choose their ground carefully to make the most of troops, so it's
worth checking out the terrain near mountain passes, river crossings and other
"choke points" where the enemy must pass.
Ambushes
Armies can ambush passing enemy armies on the campaign map.
Armies that can carry out ambushes are always shown kneeling down in the
woods, even at the start of a game turn.
Armies belonging to other factions that are lying in ambush aren't shown on
the map until the ambush is sprung!
If your army is ambushed, its movement is halted and it must fight a battle.
This can be auto-resolved or fought on the battlefield. The ambushed army is
usually at a severe disadvantage!
Attacking
When you have an army selected, right-click on the enemy army or settlement
you wish to attack:
The Battle Deployment Scroll will appear. This
gives a breakdown of your forces and the enemy
arrayed against you.
The most important piece of information is the
strength comparison in the center of the scroll.
Move the cursor over the crossed swords to see the
odds for the coming battle.
Reinforcements are also listed, drawn from adjacent armies.
Terrain
If you want to find out the terrain in a particular area, first left-click on an
empty space on the game world map (to deselect everything). Then right-click
and hold on an empty space in the province you're interested in. This tells you
the terrain type of the location, the owning faction and the province name.
The terrain determines whether your armies can move into a location and
determines the kind of battlefield you'll fight on in that area.
Some terrainsuch as mountainsare simply impassable to armies. You'll
need to find passes or routes around blocking terrain.
If there are more than 20 units (total, in both armies) involved in the merging,
then the Merge Armies scroll appears.
Select the units you want to move to the other army. You can make multiple
selections by holding down the CTRL key as you left-click.
Some units may be grayed out. These have moved as far as they can this
turn, and therefore can't move (merge) to another army.
Click on the transfer arrow button in the middle of the scroll once you're
happy with the army compositions. You can also drag-and-drop units
between the two armies on this scroll.
Once you're happy with the merged armies, click on the check box in the
lower right-hand corner of the scroll.
Splitting Armies
The army that attacks is the one you directly control. Make sure that your
forces are all in the red zone of control of an enemy army, or cancel the
attack and then move up another army to act as reinforcements before
giving battle.
Any adjacent army that's commanded by a general will always be under Al
control on the battlefield You won't be able to issue commands to units under
the general's command.
Any adjacent army that's commanded by a captain will reinforce your army
on the battlefield on a unit-by-unit basis. Remembering that there's a limit of
20 units per army, reinforcements will appear when a slot in your army is
available, either through casualties or because a unit has run away.
Reinforcements on the battlefield always appear from the direction that
matches their position on the campaign map. If a supporting army is behind
an enemy army (but still adjacent to the enemy), it'll appear on the battlefield
in the enemy rear.
Multiple Attacks
As long as an army keeps winning, it can keep moving forward and attacking.
Depending on casualties (and other factors), it may be able to attack two or three
times during a turn.
Merging Armies
Move an army onto another friendly (same faction) army or
settlement to merge the two forces. It may be useful to
merge units before merging armies. You can't merge units
while you're merging armies.
The general with the highest Command rating is
usually in charge of a merged army. When an army led by a captain is merged
with a general's army, the captain is reduced to the ranks and disappears.
Merging Units
After a battle there's a good chance your forces have taken some casualties. Some
units may have been reduced to only a few men. No matter how few men a unit
contains, it still uses one of the 20 slots in an army roster. This results in armies
that are full of units yet contain few men.
Units can be increased in numerical strength by merging them or by
retraining at a settlement. See the Retraining Units section on page 35.
Merging units must be of the same type. Drag one unit onto another in the
Review Panel, and the two will merge. The men in the unit being dropped are
added to the target unit.
The dragged unit may vanish if all its men are used in this way. Any "spare"
men remain in their original unit.
You can auto-merge depleted units by pressing the M key.
Unit Experience
Be careful when combining units since troops with low (or no) experience can dilute
a high experience unit and reduce its performance in combat. The number and
color of the chevrons on the unit card in the R e v i e w Panel show unit
experience. A unit with experience can be relied on in combat, and will usually
beat an otherwise identical unit. Chevrons can also be gained by units under
generals with high command values, or as a result of good training facilities
(buildings).
No chevrons indicate the unit has little or no experience.
One, two and three b r o n z e chevrons show the unit has been "blooded"
in combat.
Captains
Captains are limited, temporary leaders of armies. They're selected
from the ranks when an army needs a leader and a named character
isn't available to be a general. When a general joins the army, the
captain returns to the ranks.
Captains cannot:
Recruit mercenaries
Build forts and watchtowers
Govern settlements
When a settlement without a governor is besieged, a captain leads the garrison.
Recruiting Mercenaries
While a general is outside a city, he can recruit mercenaries from the local
province. Click on the Recruit M e r c e n a r i e s button in the Control
Panel. When there are no mercenaries available, the button is grayed out.
One, two and three silver chevrons show the unit is composed of
soldiers who have seen much hard fighting.
This brings up the A r m y Details Scroll, showing the general and the list
of available mercenaries.
One, two and three gold chevrons show the unit is composed of tough,
grizzled veterans who know the business of war inside and out. A unit with
t h r e e gold chevrons is likely to be one that's worth its weight in gold
to a commander!
Forts require a garrison to remain in play. If the fort is empty when the end
of turn button is pressed, it will fall into disrepair and be removed from the
map. The constructing army can leave a unit to keep the fort going, or
another force (or even an agent) can move in; all will preserve the fort for
future use.
Forts have no "nationality." If one faction constructs a fort and leaves it empty,
another faction's forces can move into the fort and take it over.
A general can build as many watchtowers and/or forts as you want in a single
turn, limited only by his ability to move to a new site.
Forts can be extremely useful in defending strategic "choke points" such as mountain
passes: an enemy will have to lay siege to the fort to advance. It's even possible to
build a "wall" of forts to isolate an area.
Other generals (if any) in the settlement are shown with silver stars on
their unit cards.
Repairing Buildings
During a siege, the general with the best command rating will be treated as
the commanding general (and this need not be the governor). If the faction
leader is present, he always outranks any other general regardless of his
actual command rating.
Buildings can be damaged through natural disasters and during siege assaults. It's
quite possible to damage a town without taking it, and the longer an assault takes,
the more "collateral damage" is done. Left-click on the Repair t a b to see which
buildings need work.
It's possible for the governorship to change hands many times if several
characters move into a settlement in a single turn.
Building Construction
All building construction work uses two resources: time and money.
The number of different buildings shown as construction options depends on
the size of the settlement and what you've already built.
If you don't have the money, you won't be able to construct some buildings.
Buildings that are beyond your means are grayed out.
Left-click on a building under the C o n s t r u c t i o n tab to add it to the
Construction Q u e u e . The money to pay for the building is immediately
deducted from your treasury.
Left-click on a building in the C o n s t r u c t i o n Q u e u e to cancel the
construction order. The building will reappear under the C o n s t r u c t i o n t a b
in case you want to construct it later.
Left-click this button to bring you down into a battlefield view of your
settlement. It can be a great help in letting you get a feel for the streets
and defenses.
Trouble in Settlements
Settlements are not always good places to live, and sometimes the people
will make their feelings clear by revolting. Victoria, your advisor, will warn
you that problems are developing and suggest solutions, but prevention is
somet imes better than cure. You can reduce the tax rate, send troops to quell
dissen t, send a better (or indeed any) governor and, if time permits, construct
buildi ngs that have a positive effect on public order.
Sieges have to be endured or broken. See the section on H o w to Break a
Siege on page 36 for more information.
Plague is, perhaps, the worst thing that can happen to a settlement, and
a sign of the gods' disfavor! A settlement that's a squalid place to live is
more likely to suffer plague than somewhere that's wholesome. Again, some
buidingssuch as sewershave a positive effect on public health and lessen the
likelihood of a plague.
Information Scroll.
The Unit Information Scroll
This Scroll shows historical background and the unit's game effects, including the
all-important training and upkeep costs.
The U n i t I n f o r m a t i o n Scroll also allows you to disband your units. This
saves the upkeep costs of the unit.
Click on this button to disband the unit. If the unit is disbanded in a
settlement, the men are added to the settlement population.
Retraining Units
Click on the R e t r a i n i n g tab to see units in a garrison that are eligible to be
retrained. Retraining can be carried out if a unit meets one or both of the
following conditions:
The unit is numerically u n d e r s t r e n g t h : it has taken losses and has fewer men
in its ranks than when it was originally trained. Under-strength units that are
retrained may have any battle experience diluted by the raw recruits who enter
their ranks.
The unit has i n f e r i o r q u a l i t y weapons and/or armor compared to those
currently available in the settlement. For example, a unit trained where there's no
blacksmith moves to a settlement where there's a foundry. The unit is eligible for
retraining because better weapons are available.
Retraining costs money and time. The unit is removed from the garrison during
retraining, and has no public order effects.
Mercenaries can never have their numbers replenished, but their weapons and armor
can be upgraded.
There will be times when you want to stop besieging a settlement. Simply
select the besieging army and move it away from the settlement. The siege
will be lifted automatically. You can also click on the Lift Siege button on
the Siege Details Scroll. Any siege equipment that your troops have
constructed will be abandoned and lost to you.
Conquering Settlements
There are three ways a settlement can fall to you as a conqueror:
By being starved into submission through a siege.
By an assault, played out on the battlefield.
By an assault that is auto-resolved in your favor.
Once a settlement has fallen, you have a choice about what to do with it and the
people who live there:
Occupy t h e settlementYou'll make some profit from looting, but
the settlement will be relatively undamaged. The number of people in the
settlement will be unchanged, although they may be resentful towards
their conqueror.
Enslave t h e populationSome looting occurs, but the main effect is
to ship people from the newly conquered settlement to other settlements in
your empire as slaves. Only settlements with a governor can gain population
this way. This can be an excellent way of boosting the population in your
important settlements, as well as making sure the newly conquered
settlement is less likely to revolt.
E x t e r m i n a t e t h e populationThe people are put to the sword,
reducing the population of the settlement immediately. Immediate looting
takes place on a large scale, too. This brutal policy can be useful when
conquering people belonging to a faction with a very different culture from
your own. Income from the settlement will be massively reduced until the
population grows once more.
You also have the option of auto-managing the settlement and leaving it to the
game to run it for you.
To sally out, select any units in the garrison and right-click on the
besieging army. The Battle D e p l o y m e n t Scroll will be displayed so that
you can see the odds and decide whether or not to auto-resolve the fight.
Any adjacent friendly armies will appear as reinforcements in the battle
(allied armies will always be controlled by the Al). You will have control of
the garrison for the sally battle.
A r e l i e f force is another army that attacks the besieging force. In this
case, the garrison appears as reinforcements (again, allied armies are always
controlled by the Al).
During a sally battle, the besieging army may attempt to break into the
settlement and capture it. After all, gates that open to let defenders out also
let attackers i n . . .
In both cases, the garrison (sallying force) or the relief force must be
victorious to drive away the enemy and break the siege. In either case, it can
sometimes be worthwhile to target any siege equipment that the besieging
army has constructed. Its loss may delay their final assault.
Naval Combat
The naval combat system in R o m e : T o t a l W a r is abstract and auto-resolved.
To start a naval battle, left-click on your fleet to select it, and right-click on
the fleet you wish to attack.
Fleets that lose ships in combat lose any military units or characters that the
lost ship(s) happened to be carrying.
The command rating of the fleet's admiral influences its fortunes in battle.
Storms
After combat, the losing fleet will either sink or pull away from the
victorious enemy.
Storms can cause fleets to lose ships. It's possible that a fleet can be entirely
dashed to pieces by a particularly bad storm. Ships in coastal waters are in less
danger during storms than ships far out to sea. Any ship that's sunk is lost with
any military units it was carrying.
Passengers on Fleets
If you want an army or agent to board a fleet, select the land-based piece (army or
character) and move the cursor over your fleet. The cursor will change to a boarding
symbol to show that this move is possible.
R i g h t - d i c k to confirm the boarding order. From now on, orders to the fleet
will include its passengers. By the way, movement points used by passengers
before they join a fleet limits the movement of the fleet.
To disembark passengers, select the fleet and then right-click on a coast.
Everybody aboard a fleet will disembark at this spot. Any and all agents
assassins, diplomats and spieswill be attached to a disembarked army.
If you want to partially unload a fleet, select the units or agent(s) in the
review panel and then right-click on the campaign map on the coastal area
where you want them to disembark.
Blockades
It's possible to blockade an enemy port and cut its trade links with the outside
world. The blockaded faction will not receive some trading income each turn the
blockade is in force:
Select an army or a fleet, then right-click on the port you wish to blockade.
A barrier will be placed around the port to show a blockade is in force.
You can lift a blockade by moving your fleet away.
You can break enemy blockades by successfully attacking the blockading fleet.
Victory will break the blockade.
Fleets as "Bridges"
It is possible for land forces or characters to board a fleet and then disembark on
the same turn.
Diplomats can be attached to your armies like other characters. Simply move
them to the same location as an army. This makes it slightly safer for them
to travel. They can be removed from the army by clicking on the
Characters tab, selecting the diplomat and then right-clicking a spot on
the game map.
It's quite possible that your proposed treaty was interesting, but not quite
what the opposition wanted. In this case, they'll make a counter-offer
to you.
When you conquer a settlement, you're given the option of auto-managing it. The
conquering general can be the governor, but the settlement can still be left to look
after itself.
Once a counter-offer treaty is on the table, you can accept it or make your
own proposals in response as a counter-offer. Again, you can change
the treaty by clicking on either offers or demands and on the treaty itself
(delete items).
It's quite possible for negotiations to go through several rounds of offer and
counter-offer before a deal is reached. Be mindful, though, that not
everyone's patience is endless and one man's haggling is another man's
waste of time!
In the set policies section of the scroll, click on the A u t o - m a n a g e check box to
toggle auto-management on and off.
When it's on, you'll have the chance to pick a b u i l d policy for the settlement. This
gives the administrators some basic guidance on where they should concentrate their
spending. The policies are all straightforward:
BalancedResults in a well-rounded settlement.
FinancialTrade and income-producing buildings are favored.
This scroll is the key to understanding all the political, diplomatic and financial
details of your faction. Click on any of the tabs across the top of the scroll to bring
up the Senate details, Diplomacy details, Financial details and/or Faction overiew.
The Faction overview allows you to set global auto-management options for your
entire faction. These are the underlying defaults for any settlement that's being
auto-managed:
Click the Automate All Production tick box if you want
auto-management to do everything for you. If not you can:
Click Enable Auto Train Units if you want the game to produce the best
available military forces.
Click Enable Auto Construct Buildings if you want the game to
manage the building policy in settlements.
The AI Spend Policy Slider lets you set the relative balance between
building up your cash reserves and immediate spending.
Three buttons in the lower left-hand corner bring up more information about
your faction:
Faction RankingsA summary graph that shows you how well each
faction is doing compared to the others.
Left-click on the arrows on either side of the tax rate to change it.
As you change the tax rate, you'll see the settlement's income, public order
and population growth change. In general, the lower the taxes, the happier
the people are likely to be!
Click on the Show Settlement Details button if you want
to see the contribution that taxes make to the overall state of
the settlement.
Click on the Financial tab on the Faction Overview (click on the faction symbol
in the Control Panel) to see a financial projection for the current turn.
The End of Turn Report Scroll gives you the details of the last turn's
actual spending.
These two reports allow you to review the current state of your treasury. You can
also make sure your Al assistants aren't spending money too quickly by altering the
Al Spend Policy on the Faction tab of the Overviews scroll.
The faction choice lets you choose which collection of factions you wish to
compare: your own, all factions, the top five, neighboring factions or a
custom selection.
Clicking on the faction symbol in the lower right-hand corner of the Control Panel
brings up the Faction Overview.
You can click on the faction symbols to toggle the graph lines on and off for
any particular faction(s). This can be very useful when reviewing your
progress in a war.
The Set Faction Heir button allows you to designate the heir to your
faction leader.
The Show Me button displays the character's location on the current
campaign map.
C o m m a n d is the ability the character has to lead and inspire men in battle.
High command has a positive effect on the morale and fighting quality of
soldiers. A low command rating has some effect, and is definitely better than no
command rating at all.
M a n a g e m e n t is the ability of the character to run a settlement and conduct
the business of government.
I n f l u e n c e is the ability of the character to sway others by argument and the
force of personality. This has an effect on public order when a character with
influence is a governor.
Other characters in the game also have attributes:
Admirals have command ratings, but only for sea battles.
D i p l o m a t s have influence, and this affects their chances of successfully
negotiating with another faction.
Spies a n d assassins have subterfuge ratings. Subterfuge is a measure of
sneakiness, double-dealing and underhandedness.
husband will appear. If you accept him for marriage into your family, he's adopted,
Over time, characters pick up a variety of personality quirks and traits. Some of these
are good and some are bad, but if a man is worthy, he'll develop a good character.
A man who runs from battle or is left to rot in a provincial backwater may develop a
nasty personality! It's probably a good idea to have a look at your characters every
once in a while to make sure they don't have a taste for the good life (at your
expense), or turn into blood-soaked loonies!
Attributes
All family characters have three attributes that affect their performance in the
Senate Missions
At the start of each turn, event messages appear on the left-hand side of the
screen. Among these can be messages from the Senate requesting you perform a
mission of some kind.
These missions are intended to further the interests of Rome, not just your faction.
While what's good for Rome is often the same as what's good for you, it may not
always be the case. The Senate also sets a time limit for these missions.
As you carry out Senate missions and your faction becomes stronger, the tasks the
Senate asks you to perform will become more challengingand the rewards for
carrying out the wishes of the Senate grow!
Your popularity with the Senate rises if you carry out Senate missions and if
you conquer foreign territory to add to the glory of Rome! The Senate also
takes into account your military might and the threat you represent to them.
Your popularity with the plebs rises as you conquer new lands for Rome (for
your own faction, in fact). The plebeians love a winner!
BATTLES
This part of the manual concerns itself exclusively with the battle side of play and
how to get the most out of commanding your troops. The two halves of the game
are linked on many levels. The campaign game determines where a battle takes
place and the units present; results in the battle game affect the campaign.
Generals can earn traits as a result of their behavior in battle. Cities can be won
and lost, and a brilliant victory in the field can mean the conquest of new lands!
Victory
Generally, in a field battle you need to drive the enemy from the battlefield to win.
You can press the ESC key and select Exit Battle at any time to end a battle.
Victory may require killing many enemy troops, although a crisis of morale
(the death of a general) will make the enemy flee the battle.
As an attacker, there may be a time limit. If you haven't defeated the enemy
before the timer expires, you lose the battle.
As a d e f e n d e r , the timer works in your favor. Remain on the field until time
runs out and the attacker is automatically defeated.
During a siege assault, victory is determined by control of the central square
or plaza in the settlement. The attackers must take this plaza before the
timer expires.
During a battle, you can press Fl to see information about the battle,
including the victory conditions.
As the d e f e n d e r , you have to fight with the weather your attacker has decided is
good enoughfor his purposes!
An ambush gives you no chance of choosing the weather for the battle.
Battle Advice
As soon as the battle begins, your military advisor appears with an opinion about
enemy tactics for the upcoming fight. You'll find this information useful in
formulating your own plans.
The Mini-Map
The mini-map gives you a view directly down onto the battlefield. Terrain on the
battlefield is taken from the campaign map location. You'll see distant mountains,
the sea and even volcanoes beyond the battlefield.
The mini-map is always oriented with north at the top.
The arrowheads in faction colors show the position and facing of units on
the battlefield.
The two blue lines show the current view onto the battlefield.
On the left are the mini-map, game speed controls and army strength
ratio bar.
In the center are the unit cards, each of which represents one of your units
on the battlefield.
On the right are the controls for individual units, groups of units and the
army as a whole.
The shadowed area at the edge of the mini-map is out of bounds during a
battle. Units may only enter this part of the map if they're withdrawing from
battle or running away like frightened bunnies (or "routing," to use the
technical term).
You can zoom in and out of the mini-map using these buttons
to change the map scale.
The other data and controls in this section of the panel are:
The hourglass shows how much time remains before the battle ends. If
you speed up play, the timer speeds up, too.
Just above the game speed controls, the k i l l bar shows the relative success
or failure of your army in disposing of the enemy.
Click on one of these four buttons to pause or play the game at
normal, twice and three times speed. You can also press the P key to
pause and un-pause the game. Orders can be issued to units while the
game is paused.
Click here to set the selected unit(s) to guard mode. When guard mode is
toggled on, the unit(s) holds position and formation at all costs, and lets
the enemy come to them. A unit on guard will not pursue fleeing enemies.
This can be useful for holding an important location (such as a gateway).
Click here when a unit is selected to toggle the unit's speed
between walking and running. A unit that runs tires more
quickly than one that marches.
When a group of units is selected, click here to bring up the group
The cursor arrow keys on the keyboard t r a c k the camera view left, right,
forward and back without changing the viewing angle. Left-click on the
ground and hold down the left or right arrow keys to pan the camera rapidly.
The numeric keypad also changes the camera view. Check the key settings
by pressing Fl during battle for the camera controls.
D o u b l e left-click on a unit card to make the camera move to a position
directly behind that unit. Pressing the E n d key with a unit selected also
has the same affect.
Click on the general's portrait in the control panel to move the camera to a
position directly behind the general's bodyguard unit. Click on the faction
banner to move to a point directly behind the captain's unit if no general is
present.
The blue lines on the mini-map showing the visible area of the battlefield
change as the camera position alters.
The camera view can be changed when the game is paused.
Press Esc and go to game options to change camera mode. This will be familiar to
players of earlier T o t a l W a r titles. Virtually all camera controls are the same,
with one important exception:
The up and d o w n cursor arrow keys on the keyboard track the camera
view forward and back without changing the viewing angle.
The l e f t and right cursor arrow keys on the keyboard p a n the camera
(spin on its vertical axis) without changing its position.
The mouse wheel adjusts height but does not change camera angle.
If a unit cannot move to a given location for any reason, the cursor changes.
The terrain may be impassable or the location out of bounds, for example.
You can review all movement orders by holding down the spacebar.
Chevrons show all unit destinations as long as the spacebar is held.
Waypoints
When a unit is issued a movement order, it normally marches straight toward its
destination. However, units are sensible and watch for barriers such as walls and
rivers and follow a route that takes them over a river crossing (a ford or bridge), or
through a gap in the walls.
It's possible to issue detailed marching orders to a selected unit and set up waypoints
for it to follow to its final destination:
To set a waypoint for a unit, hold down the shift key and right-click on
the spot you want as a waypoint. Repeat this process to add another
waypoint to the unit's marching route.
No more than a dozen waypoints for a route are advisable.
You can remind yourself of waypoints later. With the unit selected, hold
down the shift key to show the waypoints that have been set.
Holding down the spacebar (without the shift key) still shows the final
destination and facing of the unit.
Unit Activity
Move the cursor over any unit on the battlefield or unit card and a t o o l t i p
appears, giving you details of the unit's status.
The unit cards in the Control Panel also give you a way of monitoring what your
units are doing. Each unit card can have a symbol as a notification of what's
happening to the unit. It's quite possible for more than one of these symbols to apply
at any one time. If this is the case, the symbols that apply are displayed in turn:
A single arrowhead at the top of the card shows the unit is moving at a
steady m a r c h toward its ordered destination.
A double arrowhead at the top of the card shows that the unit is moving
toward its ordered destination at a r u n or is charging an enemy unit and
has yet to make contact.
Crossed swords show the unit is in h a n d - t o - h a n d combat.
A bow and arrow symbol shows that the unit is f i r i n g missiles.
(This symbol is used even if the unit is actually throwing spears or firing
sling bullets).
Arrows show the unit is u n d e r fire. It may be worth moving the unit out
of range or ordering it to attack its tormentors!
This symbol shows that the unit is currently h i d i n g and may not be
spotted by enemy forces. Most units can hide in woods (allowing them
to spring tactical ambushes), but there are some types of soldiers who
can hide almost anywhere!
The w h i t e flag symbol shows the unit has suffered a morale crisis and is
now r o u t i n g , that is, running from the enemy. The unit banner also
changes to white on the battlefield. It may be possible for a general to rally
troops who are routing.
If a unit is surrounded and unable to rout, the fight to the death icon will
be displayed on the unit card.
Grouping Units
Groups can be a very useful way of managing a large force.
With a collection of units selected, click on this button to group them
together. You can also press the G key. The relevant unit cards in the
control panel will be collected together into one numbered group.
Grouped units don't have to be of the same type. When grouped like this,
the new group has the lowest group number that's currently available.
Alternatively, with a collection of units selected, hold down the Ctrl
key and press one of the number keys on the main keyboardnot
the numeric keypadto create a numbered group.
A grouped unit is displayed like this in the Control Panel.
Left-click on the numbered group tab to select all the units
instantly or press the number key that corresponds to the group
number (shown in Roman numerals in the tab).
Groups can be split or modified at any time:
Select two or more groups of units and then group them again using one
of the above methods to create a new, larger group that includes all the
units of the old selected groups.
Select a single group and click on the group button in the Control Panel (or
use a keyboard shortcut) to b r e a k up the group. The units become single
units once again, though they remain selected.
Select one or more units within a group and click on the group button on
the control panel. The selected units will be removed from the current group
and create their own group. At least two units must remain in the group,
otherwise it will be completely broken up.
Unit Morale
Many units have a special ability that makes them more useful in battle. Select the
unit, then click on the special ability button (or press the F key). Most special abilities
can be toggled, but a few are "one use":
Not all units are equally blessed with good morale. For example, peasants aren't
keen on going to war Professional Legionaries, on the other hand, are likely to stay
and fight against great odds.
Some units in the game have morale effects in addition to their combat value:
Generals (usually) and captains boost the morale of nearby troops.
Many archer and artillery units can fire f l a m i n g projectiles instead of their
normal missiles. These can set men and buildings on fire.
Many spearmen, hoplites and pikemen, particularly those schooled in Greek
ways of warfare, can form a phalanx. This is a solid mass of infantry who
rely on mass and discipline to punch into an enemy line.
A general can rally nearby routing units, recalling them to the fight by
sheer force of personality. If this works, the unit re-forms, ready to fight on
(for a while, at least).
The later types of Roman Legionaries can form a t e s t u d o or tortoise
formation by closing up and interlocking their shields. Snug inside an
armored shell, the Legionaries can then advance through missile fire
and survive.
A w a r c r y gives a temporary boost to the combat power of the unit as it
enters combat.
Some cavalry units can form a w e d g e , a formation that aids them when
charging into other units by increasing their shock value on attack. The
mass of cavalry is concentrated against a small portion of the enemy's line,
and then the enemy unit is split apart (if the wedge charge works).
Some barbarian units can chant or let forth fearsome keens and
screeches. This increases the morale of nearby friendly units and
decreases the morale of nearby enemy units.
Should an elephant unit panic and run amok, the drivers can be ordered to
kill their beasts. This is very useful if the elephants are running amok
through your own troops!
There are some traits, such as personal cowardice, that reduce the morale of
warriors under a general's command.
The death of a general or captain is usually a severe blow to the morale of his
whole army.
Some units f r i g h t e n nearby enemy units, either because of their terrible
appearance and fearsome reputation or because they're armed with cruel
and unusual weaponry. Enemies are more likely to run when faced with
frightening units.
Routing units can cause other friendly units to rout: if lots of other people
are running from the enemy, soldiers tend to think it might be a good idea to
run, too!
Unit Characteristics
There are a couple of other unit abilities that are worth remembering:
Some units are rated as h a r d y or v e r y hardy. They don't tire quickly
when running or chargingthey're not supermen, just fitter and tougher
than average soldiers,
I m p e t u o u s or b e r s e r k e r units may charge into combat without orders.
Hiding
Many units can hide in forests. Hiding is automatic when a unit moves into terrain
where its men can hide. A few highly specialized units can hide in less promising
terrain, or even in relatively open terrain. On the battlefield, hidden units are
shown with their soldiers crouching down.
Enemy forces cannot see hidden units until they're very close. This makes it
possible to stage tactical ambushes with hidden units.
The same holds true for enemy forces, of course. It's possible for an enemy
unit to hide and not be visible to you on the battlefield!
Generals cannot hide, nor can captains.
There are, however, extra conditions that apply during sieges, and new weapons
and tactics for both the attacker and defender.
Siege Equipment
Siege equipment is constructed in the campaign game when an army is besieging a
settlement. In Custom Battles, siege equipment can be obtained during setup.
In either case, suitable siege equipment is automatically assigned to units
when battle deployment begins.
Without siege equipment or suitable artillery, it's almost impossible for
attackers to break into a settlement.
Rams, ladders and siege towers are assigned to individual
units. The unit cards of relevant units are marked with one of
these symbols to show they have siege gear. Units with
ladders, towers and rams cannot charge.
Saps (or sapping points) are placed on the battlefield in front of suitable
sections of wall. They cannot be moved during deployment.
Once the battle starts, units with siege equipment can be ordered to advance
against city walls:
A unit equipped with a r a m can be sent against a g a t e w a y or wooden
wall. The cursor changes to show a suitable target gate or wall section for
the ram. The unit will push the ram toward the gate or wooden defense and
then attempt to smash a way through. If it's successful, it will haul the ram
out of the broken gateway so a clear path is available into the settlement.
Elephants can be ordered to attack gateways or wooden walls without siege
equipment. They just batter a hole!
A unit equipped with ladders can be sent to scale a suitable stretch of
w a l l (not a tower). The cursor changes to show a suitable wall to assault.
The unit will march toward the walls, raise their ladders and climb up. They'll
have to fight any defenders on the walls!
A unit equipped with a siege t o w e r can be sent to assault a suitable wall
(not a tower in the defenses). The cursor changes to show a suitable wall to
attack. The unit will push the siege tower toward the wall, then clamber up
before launching an assault directly over the battlements. Units in siege
towers can fire arrows, and they'll have to fight any defenders on the wall.
Capturing Walls
Wooden walls serve only as a barrier to keep out attackers. Stone walls, on the
other hand, can be actively fought over by the attackers and defenders:
Any infantry (i.e. non-mounted) unit can be ordered to move to the top of a
wall, or ordered to attack defenders on a wall.
If an attacking unit is in sole possession of a wall, gatehouse or tower, it will
capture the structure.
The defenders can recapture walls.
Artillery units can fire at walls and buildings in settlements, as well as other units
Sally Battles
on the battlefield:
Sally battles occur when a settlement garrison emerges from behind their walls to
drive off their besiegers. The garrison is always treated as the battle attackers
and the besiegers as the battle d e f e n d e r s even though, in strategic terms, the
situation is the other way around.
This cursor appears whenever it's possible to target walls or defenses with a
selected artillery unit. The artillery unit will continue to fire until its target is
destroyed or it runs out of ammunition. Note that it can take a very long
time for artillery to batter a hole in a stone wall.
This cursor appears whenever it's possible to target a building with an
artillery unit. The artillery will fire as long as the target is standing or until
there's no more ammunition.
Click on this button in the Control Panel to toggle flaming missiles on
and off. Flaming missiles can set buildings on fire, and the fires can
spread through a settlement.
Artillery fire can be a little inaccurate. Large stones, for example, are rarely
very aerodynamic and it's possible for shots to scatter instead of landing
exactly on target. Flaming missiles are also inaccurate. Experienced artillery
crews are better at consistent targeting, but don't be surprised if there's an
occasional missile that goes astray!
The besiegers appear on the battlefield outside the settlement with any siege
equipment they have constructed. Attacking the unit to which it is attached can
destroy siege equipment. This can be a good way of thwarting the progress of a
besieging army that might be about to assault the town.
It's also possible to time sallies out of a besieged settlement so reinforcements
from a relief force are also present on the battlefield. See H o w to Use
R e i n f o r c e m e n t s a n d A l l i e s on page 6$ for more information.
One point to remember: it's possible for sally battles to go horribly wrong if the
besiegers get into the settlement during the battle. The settlement defenders can
all be committed to taking the fight to the enemy, leaving their town or city
vulnerable to a sneaky incursion!
For the attackers (sallying out) to win, they must kill or drive off all the defenders
(the besieging army).
Failed Ambushes
It's possible that an ambushing army will not "get the drop" on an enemy. In such
cases, a battle will still take place. Thus, each side must make the best of the day that
it can!
While your camera view onto the battlefield can be in any direction, the minimap is always oriented with north at the top. This can be useful in working
out where reinforcements are likely to appear.
Reinforcement units won't necessarily arrive on the battlefield at the start of
a battle. They can be delayed by intervening terrain, weather and sheer bad
luck. You may also notice that cavalry and light forces arrive at a battle
before heavier units.
Direct control of reinforcing units depends on the following:
Allies are always controlled by their own leaders, and are never placed
under foreign commandin this case, your command. You won't be able to
issue orders to allied units. An allied army will arrive on the battlefield as a
single force.
A f r i e n d l y a r m y that's led by a g e n e r a l will be independent and under
computer Al control during the battle. You won't be able to issue orders to
units in that army. An independent army like this arrives on the battlefield as
a group, all at the same time.
A f r i e n d l y a r m y under the command of a captain appears as
reinforcements under your command. There are restrictions on when
reinforcement units become available to you:
Armies can have a maximum of 20 units. A unit with only one man
still counts as a unit, and occupies one of the 20 slots that exist
within an army.
Unless a spare slot exists, a reinforcement unit cannot enter battle.
The unit will wait in the out-of-bounds area until a spare slot opens
to receive it. This may be because one of your original units has been
eliminated in combat, you ordered it to withdraw or it has routed off
the battlefield.
A reinforcement's unit card is transparent when it's out of bounds
and about to come into battle. When it enters battle, the unit card
becomes opaque; it can then be selected and given orders like any
other unit.
Once a reinforcing unit is on the battlefield and under your control,
it's treated as being part of your army.
A reinforcing captain's unit has its unit card marked with a silver
star, in the same fashion as a subsidiary general.
Once a battle is over, any surviving reinforcements and allies return to their original
position on the campaign map.
When one of your armies is adjacent (on the campaign map) to a battle involving
one of your allies, you'll be given the option of going to your ally's aid. You'll be in
control of your army during the battle.
The check box for Arcade Style Battles turns o f f many of the realistic
features of the battle system. The emphasis in arcade battles is on action
and excitement, not on clever tactics and command skill.
If you and an ally are assaulting an enemy settlement and conquer it, the new
owner of the settlement is the faction that initiated the assault. If you attacked the
settlement on the campaign map during a siege, you become the new owner. If
your forces go to the aid of your ally, then you have the satisfaction of having
helped your friends gain some new lands!
CUSTOM BATTLES
A custom battle gives you the opportunity to command any army you want in
battle. This is a "sandbox mode" that allows you to try any kind of combination
of terrain, armies, units, allies and enemies you want. Custom battles are an
excellent way of learning the battle game and an ideal way to hone your skills
before trying your command abilities online!
Select C u s t o m Battle from the Single Player menu to begin the process
of setting up and fighting your own battle. You'll be given the option of
saving away your custom battle setup during the creation process.
Choosing Conditions
Initially, this screen appears in the express
setup version that only allows you to select
a limited number of variables for your
custom battle:
Season allows you to choose the time of year for your battle. This
has an influence on how much (if at all) the weather changes during
the course of battle. Fighting in the depths of winter can affect how
tired your troops become.
W e a t h e r allows you to set the initial weather for the battle (but
you probably guessed that!). Rain and snow have negative effects on
bow-armed troops.
T i m e of D a y sets the starting light conditions for the battle.
T i m e L i m i t sets the timer for the battle. It's entirely possible to
run out of time before achieving victory when attacking, or
deliberately run out the clock to achieve a defensive victory.
Advice L e v e l determines how active Centurion Marcus (your
battlefield advisor) will be in giving you information and tactical hints
during the battle.
S e t t l e m e n t L e v e l runs from none to Huge City. If you want to
fight a siege or sally battle, you'll need to include a settlement on
the map.
T e r r a i n allows you to choose the landscape for your battle. As you might
expect, troops tire more quickly in hot, dry conditions such as a desert.
Some armies are not at their best in some terrainusually an army fights
best on its home ground.
Customize Battle
This screen allows you to select the faction
armies you want in the battle, and
assign them to different sides for the
coming struggle:
Team Denarii allows you to set a
purchasing budget for each team (side)
in the battle. This money is used to
purchase individual units. It's also used
to purchase equipment and experience upgrades for units. If there's more
than one army on a team, the money is split equally between the whole
team; each army does not get the full budget! Indirectly, the amount of
money sets the maximum size for each army in the battle (there's still the
option to have lots of cheap units or a few expensive ones).
The first army in the central list is always controlled by a h u m a n
playeryou! All other armies are shown as "CPU player" and are
controlled by the game or are e m p t y and not in use.
The list in the center of the screen shows the armies that have been selected.
There are a couple of methods for choosing an army for each slot on this
list:
Left-click on the name box, and then left-click on any of the
faction shields on the right of the screen. Duplicated factions are
not allowed in custom battles, so any faction that's already been
chosen has its shield grayed out.
Left-click on either arrow to cycle through the full collection
of available factions. A faction that's already been used is not
available. Each large faction shield is highlighted in turn.
If you want to clear one of the armies from the list, left-click
on the deselect shield icon on the right hand side of the screen.
Alternately, you can click on the arrows on either side of the
small shield icons until the small version of the
deselect faction shield appears.
There can be up to eight teams (I through VIII in Roman numerals)
in any battle. Click on the arrows to change the team number for
an army. Armies with the same team number are automatically
allied. Any force with a different team number is fair game!
Customize Army
This screen allows you to select the individual
units in each army. The only limit is the
budgetyou can select any mix of units
you like.
D e n a r i i Left shows the remaining
budget for unit selection and upgrades.
Every unit costs denarii, and no more
than this budget may be spent.
Overspending is not allowed!
Click on a faction s h i e l d to change armies and select another force. The
army currently being selected has a glowing faction shield.
If this icon is displayed, the unit counts as an attacking force. This is
always the case in field battles where no settlement is involved. When
attacking a settlement with defenses, extra siege equipment options are
shown on this screen for the attacking army. It's almost impossible to
get into a settlement without siege equipment, so make sure the
attackers have some!
If an army is defending a settlement, a shield icon is displayed.
The screen has two boxed areas that are used for unit selection. The upper
area shows all units that belong to the selected faction. The lower area
shows selected units that are part of the army.
Move the cursor over any unit card. A tool tip appears giving a brief
description of the unit.
Left-click on a unit in the upper area to a d d it to the army.
The unit cost is immediately deducted from the available money.
The first unit selected is always the army leader. Unless this
is a general or a (barbarian) w a r l o r d , the army will be led by
a captain.
In siege battles you can provide siege e q u i p m e n t for the attacking army:
Click on the arrows next to each of the siege equipment items
to add them to the army.
Note that all of these have a cost, so make allowance in your
budgeting for some siege gear! These options are only
available during siege battles, and only the siege equipment
that's needed for the battle is shown.
Click on this button to clear t h e selected units in an army and start
again.
MULTIPLAYER GAMES
Multiplayer games allow you to battle against other people, either over the Internet or
across a Local Area Network (LAN). You can create multiplayer customized battles or
fight one of the special historical multiplayer battles that have been included with
Setting Up a
Multiplayer Battle
Once you've confirmed your name for the
game, you are taken to the Lobby Screen
for both online and LAN battles.
Here, you can choose to host a
game by setting up the initial
conditions for the battle.
Or join a game that's ready to play.
Chat
At the bottom of all multiplayer screens is the chat area. Type a message and it
appears on-screen for everyone in the lobby. Between the message window on the
left and the player list on the right are a set of toggle buttons that allow you to
filter and/or ignore messages.
Select the player you want to ignore (or filter) and then click on the
appropriate toggle. You can change your mind later.
Hosting a Game
Hosting a game is similar to setting up a C u s t o m Battle. See C u s t o m i z e
Battle on page 11 for more information.
The host gets to decide on the overall battle conditions, but each player gets
to select his or her own army.
Unlike a Custom Battle, the host has access to a special k i c k feature. This
kicks a player out of the game at the host's discretion, a useful tool for
excluding abusive individuals!
Joining a Game
Once you've decided to join an existing game, you're committed to the setup
selected by the hosting player.
Once you've made your choice on each screen, click on the continue button in the
lower right-hand corner. Until all players have completed their choices, you'll see a
"Waiting for..." message on-screen. When all players are ready, the multiplayer
game moves on to the next part of setup or into battle itself!
After a Battle
When a battle is concluded, you'll see a report on how well or badly you fared, and
then be returned to the Lobby.