1483 lines
79 KiB
Plaintext
1483 lines
79 KiB
Plaintext
W W A RRRR L OOO RRRR DDDD SSSS
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W W W A A R R L O O R R D D SS
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W W W W AAAAA RRRR L O O RRRR D D SSS
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W W A A R R LLLL OOO R R DDDD SSSS
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C O N T E N T S
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1. INTRODUCTION (3) 9. MOVING (19)
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9.1 Movement Points (19)
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2. AN OVERVIEW (3) 9.2 Illegal Moves (19)
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9.3 Movement in stacks (20)
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3. TUTORIAL (5)
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10. ATTACKING (20)
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4. STARTING A GAME (6) 10.1 Details of Attacking (20)
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4.1 Choosing Sides (6) 10.2 Strength Points (20)
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4.2 The Screen Layout (7) 10.3 Attacking Cities (20)
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4.3 Living in Illuria (8) 10.4 How the System Works (21)
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4.3.1 Commands(8)
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4.3.2 Orders (11) 11. SEARCHING (21)
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4.3.3 Hero Actions (1) 11.1 Details of Searching (21)
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4.3.4 Reports (13) 11.2 where to Search (22)
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4.3.5 Game Features (14) 11.3 The Artifacts (22)
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11.4 Actions and Artifacts (22)
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5. ARMIES (15) 11.5 Libraries (22)
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5.1 Intorduction to Armies (15) 11.6 Sages (23)
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5.2 Stacking (15) 11.7 Blessing (23)
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5.3 Army Info (15)
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12. HOW TO WIN (23)
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6. PLAYING THE GAME (16)
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6.1 Starting Conditions (16) 13. STRENGTHS (24)
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6.2 A Sample Turn (16)
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14. SURRENDER (26)
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7. MONEY (17)
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7.1 Income/Expenditure (17) 15. DESIGN CREDITS (26)
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7.2 Lack of Money (17)
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APPENDIX
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8. PRODUCTION (17) City and Army Data (27)
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8.1 Details of Production (17) Movement Costs (29)
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Combat Mechanics (30)
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Army Types (33)
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< 1 >
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1. I N T R O D U C T I O N
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Warlords is an eight player game of the struggle for supreme power in the fabled
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Kingdom of Illuria. The manual is written for all versions of the game. Computer
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specific information may be found on the seprate information card, and in a
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README file. If there is a README file, please read it before starting the game.
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If you have any problems with the components, or questions about the game,
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please contact Stratigic Studies Group at one of the addresses shown at the end
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of this manual.
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2. A N O V E R V I E W
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Warlords is a stratigic war game, fought out by eight different players, for the
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domination of the Kingdom of Illuria. It can be played by one to eight people,
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with the computer taking the remaining positions. For example, you could have
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one human versus seven computer opponents, or three humans versus five computer
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opponents; the mix of human and computer players is up to you. You may even
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watch eight computer players fight it out.
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The Kingdom of Illuria, after some severe internal disputes, has setthed under
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a sullen and uneasy peace. This truce has now disappeared, along with the arch-
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mage who imposed it. The eight empires of Illuria realize that this is their
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chance for total domination, a very unstable situation. Forces are being
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mobilized for conquest, and only one Supreme Warlord will prevail.
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Your objectives in Warlords are brutally simple: to eliminate all organized
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opposition to your rule. To do this, you will have to control all eighty cities
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in the lands of Illuria, and thereby eliminate all seven opponents.
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There are many ways to achieve this, and brute force is just one of them. you
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might ally with dragons or wizards, or have your Heros search out and wield
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magical swords that will tip the battle in your favour. Clever military tactics
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and even economic warfare are possibilities too!
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The Kingdom of Illuria is roughly divided into eight parts, each one controlled
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by one of the eight empires. The contending empires appear below, with their
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identifying color, and a breif description. If there is no color available,
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or the colors are different, this will be covered in your computer specific
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instructions.
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The Sirians (White)
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The Sirians are Knights of a one-time chivalrous Order, dedicated to sperading
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the worship of their God to all of Illuria. Conversion by the sword is their
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favoured, (and some say their only), method of spreading the good word. their
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capital city is Marthos, on the southern edge of Eastern Sulador.
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< 3 >
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2. The Storm Giants (Yellow)
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The Storm Giants are a race of powerful twelve foot tall giants, whose capital
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city, Stormhiem, is located on the peak of storm Mountain, in Western Sulador.
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The Storm Giants despise all those shorter than themselves, and have vowed to
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purify Illuria of what they see as an infestion of minuscule pests.
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3. The Gery Dwarves (Brown)
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The Grey Dwarves are a hardy folk, living in the city of Khamar, which is
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found in the Niroth Mountains in Central Lauredor. They desire to mine and
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exploit all the treasures of Illuria without let or hindrance. The surface
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dwelling races of Illuria are uniformly regarded as an obstacle to this
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grand ambition.
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4. The Orcs fo Kor (Red)
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In the city of Kor, in far off Huinedor, live a degenerate race of Orcs, led
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by a vile creature known as the Great Orc. Years of being the object of both
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derision and disgust to the other races has bred a terrible reslove. They
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will stop at nothing to spread their bloddy-minded rule over all of Illuria.
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The rest of Illuria regards the term 'degenerate', when applied to Orcs, as
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redundant.
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5. Elvallie (Green)
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Elvallie is the name of a forest and a city and the people who dwell therein.
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It is the homeland of the Light Elves of Illuria, in Central Sulador. An
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arrogant race, they believe that only they are fit to live in harmony with the
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land. They consider the removal of all other sentient races from Illuria to be
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merely sound ecological practice.
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6. The Selentines (Dark Blue)
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The Selentines are a cruel empire of humans, whose capital is Enmouth, on the
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Western edge of Lauredor, by the Paramer Sea. They are a great naval force, and
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will miss no opportunity to spread their rule into new lands. They also regard
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all trees as ships that are simply yet to be constructed.
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7. The Horse Lords (Light Blue)
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The Horse Lords are a wild people, living on the plains in Eastern Lauredor,
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between the White and Nirnoth Mountains. Their capital city is Dunethel,
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where they can usually be found amassing great legions of cavalry. They covet
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all the lands of Illuria, and consider it the height of achievment to stable
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their horses in the ruins of other civilizations.
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8. Lord Bane (Black)
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Lord Bane is an evil force, lurking in his citadel in the encircling
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mountains of Argundor. His legions include all sorts of warped races, such
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as Dark Elves, Men, Ogres and Orcs. Tradition and ambition both decree that
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he attempt to enslave all of Illuria.
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< 4 >
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3. T U T O R I A L
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It would be a good idea before starting this tutorial to read Chapter 4, at
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least up to the end of section 4.3.1. this will give you the general picture
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of the screen layout in Warlords.
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Consult the computer specific card for installing the game on a hard disk
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or running it from floppies.
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When the game option screen is displayed at the start of the game, choose to
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play the Elvallie as Human. Click on the icon beside the Elvallie name until
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the word human appears. Set all the other players to computer control as
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Knights; click on each icon until the word Knight appears. When you have
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finished, Click the O.K. button. The computer players will each take their
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first turn then the Info Screen will ask you to start your first turn.
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As this is the first turn of the game, a Hero is automatically supplied.
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Click once to bring up the dialog box. Click on the Name button or text field,
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type a name in the dialog box and hit the Enter key. Click the Done button
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when you are finished, click the O.K. button. The Hero will appear in your
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Capital, and you will be placed automatically into the PRODUCTION display.
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You have three choises, heavy infantry at two turns/four gold pieces, elven
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archers at one turn/four gold pieces and Pegasi at six turns/sixteen gold
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peices. Click on the elven archer icon and then click on the PROD buttton.
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You have just told the castle to produce one elven archer per turn.
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It just so happens that there is a very weak, neutral castle just up the
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road, and your Hero could almost certainly take the place just by turning
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up. However as this is a tutorial, we will be a little more cautious.
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Choose the End Turn action from the Turn Menu.
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After a brief pause for the computer players to make their second move, it
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will be your turn again. Click to start the turn. You will see a message
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announcing the arrival of the "Elvallie 1st Elven Archers", and asking if
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you wish to keep producing them. Click the YES button to keep churning
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out your troops.
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The army will be added to your hero, making a stack of two. That's enough
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to do over the neutrals down the road. An army icon, either the Hero or the
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elven archer, will appear on the city wall. The other icon is underneath it.
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Click on the top icon. A small cursor will appear over the icon. This tells
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you that the top icon is selected. To select the whole stack (i.e. the Hero
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and the elven archer), double-click on the top icon. A larger cursor has
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appeared, enclosing the flag-pole adjacent to the army. The larger cursor
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tells you that the whole stack is selected. The smaller cursor tells you
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that only a single army is selected. The size of the flag tells you how many
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armies are in each stack.
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Move the cursor randomly over the map. It changes to an arrow shape, telling
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you that movement orders are possible.
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Scroll the map with the arrow key untill the grey castle comes into view in
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the top right corner. Click with the mouse just next to the left hand side
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< 5 >
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of the castle. Your stack will move to that point. (If you hold the cursor
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over the castle itself, the cursor changes into a sword, and if you click
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there an error beep sounds. You must be adjacent to attack.)
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Once adjacent, you should have two movement points left, just enough to
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attack. (If you don't, just wait until next turn). Move the cursor over the
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castle until it has changed into a sword, and click. Battle is joined
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immediatly, and the results are displayed. You will almost certainly win. On
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the off chance that you don't, just restart the tutorial again! If you have
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been victorious, click to bring up Production details for newly conquered
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castle in the Info Screen. There is only one unit type which can be built at
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this castle, so click on the Light Infantry icon and then the Prod button.
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Select END TURN from the Menu Strip.
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That's two castles down, seventy eight to go! The object early on is to grab
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as many neutral castles (the grey ones) as possible, before the other guys
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can. There is a cluster of three to the Northeast of the one you have just
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captured. Head for those strait away, and produce as many armies as quickly
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as you can to get the other neutral castles around the place. See Chapter 12
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for more detail on how to win the game.
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A Reminder About Stacks and Armies
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It is important to realize the difference between single and double clicking
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on unit icons. Single clicking selects a single army from a stack, double
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clicking selects the whole stack. Mostly you will want to double click.
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Armise (and stacks) will be automatically deselected when their movement
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allowance runs out. If you do not wish a unit or stack to use all of their
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movement allowance, you must deselect the army (or stack) by clicking on the
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Command Bar.
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4. S T A R T I N G A G A M E
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Follow the instructions on the computer specific card for loading and
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starting the game.
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4.1 Choosing Sides
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The first thing you will see on beginning a new game, is the title screen.
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Click the mouse button to get past this. You will see the game setup screen.
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This id where you choose which sides will be played by people, and which
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ones by the computer.
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The left hand side of the screen lists all eight empires in the game along
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with the icons diplaying who is controlling them. There are four levels of
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computer control, Knight, Baron, Lord and Warlord. The computer Warlords are
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Very fierce opponents, and we recommend that you start off playing against
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Knights.
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To change the control of a player, just click on the icon. A Difficulty
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factor appears in the lower part of the screen. The tougher your opponents,
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the higher the difficulty factor. One human fighting seven computer Warlords
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is as hard as it can get (100% difficulty). When all your choices have been
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made, click on the O.K. button to start the game.
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We want you to realize that the computer uses exactly the same rules you
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< 6 >
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do. There are no secret bonuses available to computer players. In fact,
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the opposite is true. For example, Knights deliberatly waste money and
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sometimes forget what they are doing and who they hate.
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Startigic Studies Group has pioneered the development of superior artificial
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intelligence in strategy games. Warlords benefits from these years of
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experience and we believe the level of subtlety and skill displayed by the
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computer players in this game is second to none.
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4.2 The Screen Layout
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The computer screen is divided into five major areas.
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Area A-This is the Playing Map. Most of the game action takes place on this
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map. It is the tactical map. You will see close-up views of your armies and
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castles here, and you will control their movement by clicking into this screen.
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Area B-This is the Stratigic Map. This screen displays a map of all Illuria.
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It is always present during play. The area of the Stratigic Map currently
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visible on the Playing Map is shown by a small cursor. If you need global
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information, such as where all of your armies are located, it will be displayed
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in this screen.
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Area C-This is the Info Screen. Any text information will be shown down here.
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This includes what turn number it is, how much gold you have, and statistics
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for your armies, as well as many other things.
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< 7 >
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Area D-This is the Command Bar. The most common actions used in Warlords are
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located on the central Command Bar.
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Area E-This is the Menu Strip. The remaining actions used in Warlords are
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located on the Menu strip.
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4.3 Living in Illuria
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The actions in Warlords have been divided into five categories.
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(1).Commands. These are either issued directly by clicking on the map, or
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by clicking on the Command Bar in the middle of the screen.
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(2).Orders. These are accessed from the menu strip across the top of the
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screen. The actions which can be chosen from this menu are used less frequently
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than commands.
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(3).Hero Actions. These apply only to heros. They are accessed from the menu
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strip across the top of the screen.
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(4).Reports. These are used toget iinformation about the status of the game.They
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are accessed from the menu strip across the top of the screen.
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(5).Game Features. These features affect the playing environment. They are
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accessed from the menu strip across the top of the screen.
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4.3.1 Commands
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SELECT ARMY
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When the cursor is positioned over an army or group of armies,it will change
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shape to indicate that you can select the top army. Just click the mouse
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button once to select the army. You will hear a tone, and a small cursor will
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appear around the selected army. A description of the selected army appears
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in the Info Screen.
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SELECT GROUP
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This is similar to SELECT ARMY, exept that you double click over the stack
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of armies. Every army in the stack is now selected as a single group. You
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will hear a tone and a large cursor will appear around the stack. The Info
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Screen will tell you that you have selected a group.
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MOVE ARMIES
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Once a single army or stack of armies has been selected, moving the cursor
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around the playing map will change the cursor to an arrow. To move your
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armies, position the cursor over their destiation and click the mouse
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button once. The armies will move to this point using the most efficient
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route possible, using roads and avoiding obstacles. You can use the arrow
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keys to scroll the map to bring your destination into view, and your armies
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will try to get there. If they have a long way to go, move the cursor onto
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the Stratigic Map, position it over your destination and click once. Your
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armies will keep moving untill their movement allowance runs out.
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A maximum of eight armies may stack in a single squair. Under no circumstances
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can additional armies enter a square with eight armies, nor can they move
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through. Refer to Section 5.2 for more detials on stacking.
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< 8 >
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If an army, or stack of armies, uses all of its movement allowance in a
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turn, then the next army or stack will be selected automatically. If you
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wish to end an army's (or stack) move before all of the movement allowance
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is used, you must deselect the army as explained below.
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DESELECT ARMY
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Whenever an army or a group of armies is selected, you must deselect it
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before selecting a new army. Do this by clicking on the top button (a flag
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with a cross through it) in the command bar in the center of the screen.
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Armies are automatically deselected if they run out of movement points,
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or cannot move. Armies remain selected even if they are scrolled off the
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map, so be carful to deselect them before proceeding to another army.
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PRODUCTION
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The PRODUCTION command is used to create armies. To select a city for
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production, you must first issue the PRODUCTION command by clicking on the
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picture of the sword and the shield in the Command Bar. You must then
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position the cursor over a friendly city (notice that it becomes a small
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castle as you do so) and click once; production information for the city
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will be displayed in the Info Screen. You have four options: PRODuce an
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army, send a produced army to another LOCation, STOP production, or EXIT
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without making any changes.
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To produce an army, click on its picture on the left hand side, and then
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on the PROD button (on the right hand side). To obtain information about
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an army type, double click on its picture on the left.
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To direct a city's production to another location, select the army from
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the available types on the left, but instead of clicking on the PROD
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button, click on the LOC button. You can now click on another city that
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you own, and the army will appear there instead. A maximum of four cities
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may direct their production to any one other city. Armies appearing in
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another city take an aditional two turns to arrive. See Appendix for
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full city details.
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To stop an army being produced, just click on the stop button.
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To exit the production display without doing anything, click on the
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EXIT button.
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If all you wish to do is examine what army is being produced, select the
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PRODUCTION command, see what's happening, then click on the EXIT button.
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< 9 >
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If you click on the PROD button then click on a castle that has transfered
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its production, the destination castle will be hig`lig`ted on the Stratigic
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Map. If you click on a receiving castle in the production phase, the
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sending castle will be hig`lig`ted.
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MAP INFORMATION
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Whean no army is selected, and the cursor is over an empty location on the
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Playing Map, it will change to a question mark. If you click the button now,
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it will give you information about the location you have clicked over. This
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is particularly useful for finding out about cities, ruins and temples. If
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you want information about a location underneath an army, just hold down the
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shift key; the cursur will now show a question mark no matter where on the
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Playing Map it is moved.
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VIEW
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When the cursor is moved over the Stratigic Map, is becomes a magnifying
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glass. Clicking in this window will change the view shown on the Playing
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map. This is a very quick way of looking around the countryside.
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ATTACK
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You can only ATTACK when your current army or armies are next to an enemy
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army, an enemy city, or a neutral city. Select the unit with which you wish
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to attack, and then move the cursor over the enemy. The cursor will change
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into a sword. Click once, and the battle will start. You will not be allowed
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to launch an attack unless your army (or stack) has at least two unused
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movement points.
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MOVE MAP
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You can use the arrow keys to scroll the Playing Map, and the space bar to
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center the Playing Map on the currently selected unit.
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INFO
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Click on this button to hig`lig`t on the Stratigic Map the location
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[ ? ] of all of your Armies. Armies colored white have used all their
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movement allowance. Armies colored red have some movement remaining.
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NEXT
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[ Nxt ] Click on the NEXT button to select the next army stack.
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QUIT
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[ Quit ] Click on the QUIT button to remove an army from the cycle for this
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turn and then select the next available army.
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DEFEND
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[ Def ] Click on the DEF button to remove an army from the cycle until it is
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subsequently selected again by the player.
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< 10 >
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These last three commands may not seem very useful at the start of the game,
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but as the time goes on and the number of armies increases dramatically, they
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will become more and more useful.
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4.3.2 Orders
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BUILD
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By using the BUILD action, you can either build towers to help defend your
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troops when they are outside the city walls, or you can strengthen your cities
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by raising their defence value. Issue the command to BUILD when your currently
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selected army is located where you wish to build. That is, you must select an
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army to build the tower or strengthen your city. Towers may only be built on
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plains. Building is never cheap, so you will be told the cost, and prompted
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whether you still wish to build.
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CAPITAL
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The CAPITAL action will return your view in the Playing Map back to your
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capital city. This is initially set to the city you start with. If you lose
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this city then Warlords will automatically calculate a new capital for you.
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DISBAND
|
|
The DISBAND action is used for disbanding your army units and removing them
|
|
from the game. Use this command when a single unit or a stack is selected. It
|
|
is particularly useful for getting rid of exess troops, so that you no longer
|
|
have to pay any upkeep for them. You cannot disband a hero.
|
|
|
|
RAZE
|
|
The RAZE action is used to destroy cities and towers, Turning them into ruins.
|
|
Once they are destroyed, they can never be rebuilt - even by a BUILD action. To
|
|
raze somthing, issue the RAZE action when your currently selected army is in the
|
|
city you wise to raze. Again, you must select an army to do the razing. You will
|
|
be asked to confirm your choise, since razing one of your cities is a rather
|
|
serious business.
|
|
|
|
4.3.3 Hero Actions
|
|
|
|
TAKE
|
|
The TAKE action is used by Heroes when they wish to pick up an item. Make sure
|
|
that the Hero (or his stack) is selected, and then issue the TAKE action. You
|
|
< 11 >
|
|
|
|
will now be presented with a list of items that the hero may take. Click on the
|
|
UP and DOWN buttons to scroll this list, until the item you wish to pick up is
|
|
hig`lig`ted. Click on OK, and your hero will now have the item. If you do not
|
|
wish to take anything, he does not automatically pick it up. You must use the
|
|
TAKE action to make him do this. There is no limit to the number of items a
|
|
hero may carry.
|
|
|
|
DROP
|
|
The DROP action is similar to the TAKE action above, exept that it allows a
|
|
hero to drop a selected item. Make sure the hero is the only selected unit,
|
|
and issue the drop action. Once again you will receive a list of items to drop.
|
|
Scroll up and down, until the item you wish to drop is hig`lig`ted, and then
|
|
click on OK. If you do not wish to drop anything, click on the CANCEL button.
|
|
Use this action when you want to transfer an item from one hero to another;
|
|
i.e. drop the item and move away with the first hero, move in and pick up the
|
|
item with the second hero.
|
|
|
|
SEARCH
|
|
Use the SEARCH action to make heroes search special locations (such as
|
|
temples and ruins). This is usually how magic items are found, and magical
|
|
allies discovered. It can also be used to receive a blessing, and gather
|
|
information from libraries and sages. Chapter 11 discusses special items
|
|
in more detail.
|
|
To search, you must generally have a hero in a stack (exeptions to this are
|
|
covered below). Simply move the hero into the location to be searched, and
|
|
issue the SEARCH command. You will discover the results of the search in the
|
|
info screen.
|
|
The only time that armies may search, is when they are at a temple. If a
|
|
selected group of armies (none of them need be heros) searches at a temple
|
|
then they will receive a blessing - for free! However, each army can receive
|
|
only one blessong from each temple. There are four temples. A blessing raises
|
|
an army's strength by 1.
|
|
|
|
FIND
|
|
The FIND action displays all of your heroes on the Stratigic Map. Click the
|
|
left mouse button or hit any key to continue.
|
|
|
|
INVENTORY
|
|
Issue the INVENTORY action when a hero is selected. A list of the items being
|
|
carried by that hero will be displayed in a dialog box. Click on OK or CANCEL
|
|
to return to the game.
|
|
< 12 >
|
|
|
|
4.3.4 Reports
|
|
Reports give infromation about the current status of a game of Warlords.
|
|
After reading a report, you must click the mouse or hit any key to continue.
|
|
To activate a report, select REPORTS from the Menu Strip and then the specific
|
|
report you wish to look at.
|
|
|
|
ARMIES
|
|
The ARMIES report will display a graph in the info screen showing how many
|
|
armies each player has. Small colored dots, corresponding to player colors,
|
|
will appear on the Strategic Map to identify the location of all armies in
|
|
play.
|
|
|
|
CITIES
|
|
The CITIES report will display a graph in the info screen showing how many
|
|
cities each player has. Small colored dots, corresponding to player colors,
|
|
will appear on the Stratigic Map to identify the ownership of all cities.
|
|
Dull grey cities are neutral (or razed!).
|
|
|
|
GOLD
|
|
The GOLD report will display a graph in the info screen showing how much
|
|
gold each player has.
|
|
|
|
HATRED
|
|
Each compute player in the game has a particular attitude to you. The best
|
|
you can hope for will be apathy, the worst is outright loathing. These attitudes
|
|
vary with the time, and as a result of your interactions with the other players,
|
|
and are very important. The attitudes, in order of increasing severity, are
|
|
Apathy, Distrust, Dislike, Distain, Disgust, Hatred and Loathing.
|
|
|
|
PRODUCTION
|
|
The PRODUCTION report will display a graph in the info screen showing the
|
|
percentage of cities which are producing for each player. Only your cities are
|
|
identified on the Strategic Map. White cities are producing for each player.
|
|
Only your cities are identified on the Strategic Map. White cities are producing
|
|
inside. Yellow cities are producing at another location. Red cities are not
|
|
producing at all.
|
|
|
|
WINNING
|
|
The WINNING report will display a graph in the info screen showing how well
|
|
each player is performing at the moment.
|
|
< 13 >
|
|
|
|
4.3.5 Game Features
|
|
These actions are activated from either the ABOUT, GAME or TURN lines in the
|
|
Menu Strip.
|
|
|
|
ABOUT
|
|
The ABOUT action will give you some brief information about the game and its
|
|
designers. Click the mouse button to get past it.
|
|
|
|
OBSERVE ON/OFF
|
|
The OBSERVE ON action allows you to watch the operations of all other players.
|
|
Turning it off will speed up the time taken for the computer to complete the
|
|
operations of the other players.
|
|
|
|
SOUND ON/OFF
|
|
Swith the sound on or off to suit yourself.
|
|
|
|
LOAD
|
|
The LOAD action will allow you to reload a previously saved game.
|
|
|
|
SAVE
|
|
The SAVE action will let you save a game, so that it can be resumed at a later
|
|
time.
|
|
|
|
QUIT
|
|
The QUIT action is used to exit Warlords. Just in case you change your mind,
|
|
you will be prompted first.
|
|
|
|
END TURN
|
|
When you have finished all operations for one turn, issue the END TURN action.
|
|
You must use the action to end a turn!
|
|
|
|
AUTO CENTER
|
|
This action is not found on any of the menus. It will display your currently
|
|
selected army in the center of the Playing Screen. Hit the SPACE BAR to call
|
|
this action, or click on the Center (Ctr) icon in the Command Bar.
|
|
< 14 >
|
|
|
|
5. ARMIES
|
|
|
|
5.1 Introduction to Armies
|
|
Armies play a very large part in Warlords. Without them you could not take
|
|
over cities, or defend yourself from marauding opponents. There are three main
|
|
types of armies; ordinary armies such as infantry and cavalry, special armies
|
|
such as dragons and wizards, and heroes.
|
|
A complete list and description of all sixteen army types appears in the
|
|
Appendix.
|
|
|
|
5.2 Stacking
|
|
Up to eight armies may be in the same location at the same time. This will
|
|
be indicated by the length and location of the army flags. The first four armies
|
|
in a stack are indicated by the increasing length of the top flag. A fifth
|
|
army is indicated by a short bottom flag, and a short top flag. Thereafter, the
|
|
sixth, seventh and eighth armies of the stack are indicated by the increasing
|
|
length again of the top flag. Thus, stacks with four or less armies have only
|
|
one flag, those with five or more have two.
|
|
Armies at a location need not be of the same type; for instance you could have
|
|
one cavalry, one giant, a dragon and a hero. However, a stack will move at the
|
|
speed of the slowest army for each particular terrain type encountered. If a
|
|
terrain type is prohibited for any unit in a stack, then the whole stack will
|
|
be prevented from entering.
|
|
|
|
5.3 Army Info
|
|
When an army is selected, information about it will be displayed on the info
|
|
screen:
|
|
Name - The name of the owner;i.e. you
|
|
Strength - The number of strength points that a single unit has. This is on a
|
|
scale from one to nine, where one is very weak and nine is very tough.
|
|
Movement - The number of movement points that the unit has remaining.
|
|
Army Identity - The name of the unit (e.g."Sirian 3rd Marthos Cavalry").
|
|
|
|
5.4 Getting Armies
|
|
There are sixteen types of armies, each with its own strengths and weaknesses.
|
|
There are three different ways of getting these armies: production, alliance
|
|
and hiring.
|
|
Production means actually training in a city. Production is used to get
|
|
ordinary armies. Ordinary armies are Light Infantry, Elven Archers, Giant
|
|
Warriors, Dwaven Legions, Cavalry, Wolf-Riders, Navies, Pegasi and Griffins.
|
|
In the Appendix you will find a table which lists which cities produce which
|
|
armies and the ratings of those armies.
|
|
Alliances are made when a hero searches a special location (a temple or a ruin)
|
|
and discovers some creatures that wish to join him. Alliances are made with
|
|
Special Armies. Special Armies are Wizards, Undead, Demons, Devils, and Dragons.
|
|
< 15 >
|
|
|
|
Heroes in Warlords are all hired swords. From time to time a hero will turn
|
|
up in one of your cities and offer himself for employment. He will quote a sum
|
|
in cash, paid in advance,(it's a risky business) and you may accept or reject
|
|
his offer. The more heroes you have on the payroll at the time, the higher the
|
|
asking price is likely to be. The only exeption to this is the hero who starts
|
|
the game on the first turn, and comes free of charge. Heroes who are hired
|
|
may bring allies with them as will.
|
|
|
|
6. PLAYING THE GAME
|
|
|
|
6.1 Starting Conditions
|
|
All players, computer and human, begin Warlords in similar circumstances.
|
|
You will have one city (your capital), and a hero, whose name you will be
|
|
prompted for. You will also have an amount of money, but this varies between
|
|
the players; for instance, Dwarves will have much treasure, and the giants
|
|
little.
|
|
|
|
6.2 A Sample Turn
|
|
Any turn in Warlords can be broken down into the following parts.
|
|
(1). At the very beginning of your turn a fanfare will sound; you must hit the
|
|
left button or any key to continue.
|
|
(2). If a hero offers himself for employment this turn, you will be informed.
|
|
If you want to accept his offer you will be prompted to name him.
|
|
(3). You will be told about any armies that have been produced this turn. You
|
|
will be shown on the map screen where they were produced (the city will be
|
|
highlighted), and then asked wether you wish to keep producing these units at
|
|
that location. Click on YES or NO accordingly. The END REPORT button skips the
|
|
production reports for the rest of the turn.
|
|
(4). You will receive your money for this turn, and you will be told if you have
|
|
you out of money. For more details on money see Chapter 7.
|
|
(5). This is the main part of the turn. All commands from Chapter 4 are
|
|
available to you here. Most of the turn, however, you will be doing three
|
|
things -
|
|
(a). Giving production orders (see Chapter 8)
|
|
(b). Moving armies (see Chapter 9)
|
|
(c). Attacking enemies (see Chapter 10)
|
|
(6). Lastly, you must end your turn. Do this by issuing the END TURN command
|
|
from the turn menu.
|
|
(7). Before your next turn begins, all other players must move. If any player
|
|
attacks you, you will be shown the combat any its results. After this, the
|
|
fanfare will sound and you are ready to begin play again.
|
|
< 16 >
|
|
|
|
7. MONEY
|
|
|
|
7.1 Income and Expenditure
|
|
In Warlords, you are controlling an empire just like a real empire, there
|
|
is never enough money. How do you get money? There is basically one solution,
|
|
capture cities. You start the game with some gold, but after this, almost
|
|
all gold is generated by cities.
|
|
Each city has an income associated with it, which represents trade and taxes.
|
|
You can find out this income by clicking oa a city. If you own a city, its
|
|
income will be added to your tally of gold at the beginning of every turn.
|
|
Thus, if you owned three cities generating 20gp,25gp and 28gp respectively
|
|
(where gp stands for gold pieces), you would receive 73gp at the start of
|
|
your turn. You can see your total income at the start of each turn.
|
|
An Empire's treasury is considered to be distributed equally amongst all of
|
|
its cities. If a city is captured, the Empire loses a proportional amount of
|
|
its total treasury. Half of this money goes to the Empire that captured the
|
|
city; the other half is considered to be liberated by the troops that did
|
|
the pillaging!
|
|
Sages can also reward questing heroes with money, as well as information.
|
|
Where does the money go? Chiefly the money goes to supporting your troops,
|
|
although you must also pay to produce them. It costs half as much to support
|
|
an army each turn as it did to produce it; thus if it costs 4gp to produce a
|
|
unit of heavy infantry, it will cost 2gp to support it every turn (for more
|
|
information on production costs, see chapter 8). Money may also be spent on
|
|
building towers, increasing city defenses and hiring heroes.
|
|
|
|
7.2 Lack of Money
|
|
Lack of money is a very serious problem. This is not often the case early
|
|
in the game, but as your empire expands, you may find it has grown too fast!
|
|
Without money you cannot build troops, thus you cannot defend your borders
|
|
when they become weak. More importantly, you cannot defend your interior from
|
|
sudden incursions by the enemy. If you are in a deficit situation, you must
|
|
take action immediatly. Disbanding troops will save a lot of money, and is
|
|
often the only way out.
|
|
|
|
8. PRODUCTION
|
|
|
|
8.1 Description of Production
|
|
Production is the training, recruiting and building of armies to prepare them
|
|
for battle. Chapter 4 has already described the PRODUCTION command, but here
|
|
is a slightly more detailed look at producing armies. See Appendix for ful city
|
|
production information.
|
|
Each city may produce one army at a time, or it may choose to produce nothing.
|
|
Each of the eight cities in the lands of Illuria has different armies it can
|
|
produce, with each army having individual statistics. For instance, the cavalry
|
|
produced by Enmouth move faster than the heavily armoured cavalry produced by
|
|
the Sirians in Marthos.
|
|
< 17 >
|
|
|
|
Once you are in PRODUCTION mode and you have clicked on a city, you will see
|
|
production information for that city appear in the info screen. On the left
|
|
you will see up to four entries that look like this.
|
|
[ 3t/4gp ] This indicates that an army will cost 4gp to produce, and will be
|
|
ready in three turns (3t). As indicated in Chapter 7, this army will cost half
|
|
of 4gp (i.e.2gp) to support every turn. Clicking on the army and then on the
|
|
PROD button will cost you 4gp and will begin production for you. Clicking on
|
|
the LOC button instead of the PROD button will cost you the same, exept that
|
|
you will now be able to click on a different city where the army will appear
|
|
when produced! The unit will be produced in the same number of turns, but will
|
|
then take an extra two turns in administrative movement to reach the nominated
|
|
city.
|
|
Below the production buttons on the rigth of the Info Screen is one of three
|
|
messages.
|
|
[ Current: 2t ] The first message tells you that the city is producing an army
|
|
that will be ready in two more turns (2t).
|
|
[ Current: None ] The second message tells you that the city is not producing
|
|
anything.
|
|
[ Current: 2t-Loc ] The third message tells you that the city is producing an
|
|
arny which will be ready in three turns and will appear in another city! If you
|
|
look at the map screen, that city will be highlighted. This is the result of
|
|
using the LOC action instead of the PROD action.
|
|
To leave a city without altering its production, click on the EXIT button. You
|
|
will be returned to the normal mode of play and nothing will be changed.
|
|
Clicking on the STOP button will stop a city producing the army shown in
|
|
CURRENT, and return you to normal mode. If no army is currently being produced
|
|
STOP will just return you to normal mode.
|
|
Produced armies are given to you at the begining of your turn. The city where
|
|
they are being produced will be highlighted in white on the map screen, and a
|
|
message will appear in the info screen such as.
|
|
[ Enmouth 3rd Cavalry Produced! ]
|
|
[ Keep Producing These? ]
|
|
The options YES and NO appear beneath these messages. To keep a city producing
|
|
its current army, click on the YES button. This automatically deducts the cost
|
|
of production from your gold and starts producing the next army.
|
|
Clicking on the NO button will stop the city producing another one of these
|
|
armies. It will now be producing nothing.
|
|
< 18 >
|
|
|
|
The production message may also read somthing like.
|
|
[ Enmouth 3rd Cavalry - Kazrack ]
|
|
[ Keep Producing These? ]
|
|
This means that the Enmouth 3rd Cavalry has been produced for Kazrack, and will
|
|
appear in that city in two turns. When that happens you will get the message.
|
|
[ Enmouth 3rd Cavalry reaches Kazrack ]
|
|
|
|
9. MOVING
|
|
|
|
9.1 Movement Points
|
|
In order for an army to move in Warlords it must have enough movement points to
|
|
get to its new location. Movement points might be better described as "potential
|
|
for movement". In other words, they indicate how far an army can move in one
|
|
turn. A unit of heavy infantry has low movement points; a unit of cavalry has
|
|
high movement points since it is on horseback.
|
|
Different types of units have different movement points. Even units of the same
|
|
type may have slightly different movement points; for instance the Pegasi of
|
|
Elvillie have more movement points that the Pegasi of Loremark.
|
|
Different types of terrain will use different amounts of movement points. Roads
|
|
are easy to travel along, and thus generally use less movement points that a
|
|
forest. Some units find it easier than others to move in some terrain, and so
|
|
their movement costs will be different. For example, it is far easier for an
|
|
Elf to move through forest than a Dwarf. Consult the table in the Appendix for
|
|
specific movement costs.
|
|
Each turn a unit will regenerate its movement points. If it had any left over
|
|
last turn, a few of these may also carry over to the new turn.
|
|
|
|
9.2 Illegal Moves
|
|
An army may never move into any of the following places.
|
|
(1). Any terrain type marked forbidden for that unit type.
|
|
(2). Off the edge of the Strategic Map.
|
|
(3). Onto an enemy army, or into an enemy or neutral city. These locations must
|
|
be fought for rather than moved into.
|
|
(4). Onto or through one or more of your own armies if that would result in more
|
|
than eight armies in that location.
|
|
< 19 >
|
|
|
|
9.3 Movement in Stacks
|
|
When armies move in a stack, they have as many movement points as the slowest
|
|
army (i.e. the one with the least movement points), and they also use the
|
|
movement cost of the army with the highest cost for each terrain type entered.
|
|
There are exeptions to this rule. A hero may travel with any army using that
|
|
Army's movement cost. Thus Dragons may fly a hero over mountains; they will not
|
|
get there full eighteen movement points though, only the hero's twelve.
|
|
A Navy may transport up to seven land based units over the water. The Navy
|
|
ignores the movement points of the armies it carrries, and moves as if it were
|
|
empty.
|
|
|
|
10. ATTACKING
|
|
|
|
10.1 Description of Attacking
|
|
Attacking is defined as the act of trying to physically destroy an enemy army
|
|
(or stack) by moving one or more of your armies into the same location as the
|
|
enemy. Attacking costs two movement points. You cannot attack with less than
|
|
this number remaining. As explained in Chapter 9, you cannot move onto or
|
|
through an enemy army, you must fight it.
|
|
Attacking is also the only was of capturing cities. If you attack an enemy city
|
|
and all of the enemy armies are destroyed, or none were present, then you will
|
|
have captured that city.
|
|
|
|
10.2 Strength Points
|
|
Every Army has a number of strength points. This is an indication of how well
|
|
that unit fights; for example a unit of Light Infantry will generally rate
|
|
about three points, Cavalry will rate about six points, while dragons rate nine
|
|
points. When two armies attack one another, these attack points will be compared
|
|
to see who wins. An armies attack points are displayed in the info Screen when
|
|
that army is selected (by itself, not in a stack).
|
|
Armies foght much better when in groups, but be warned; even four heavy
|
|
infantry each of five strength will find it though going against one army of
|
|
dragons with nine strength points. In other words, the combat system favours
|
|
quality of army more than it does quantity. Be warned, however, the lowliest
|
|
light infantryman is capable of destroying the fiercest dragon! just don't
|
|
count on it.
|
|
|
|
10.3 Attacking Cities
|
|
There are two distinct cases when attacking cities: enemy cities and neutral
|
|
cities. Both types have defence points. These are a measure of how good the
|
|
city's defences are;e.g. how strong and high the walls are. The defence points
|
|
are on a scale from one to nine, and the higher the city's defence, the harder
|
|
it will be to capture it. Defence can be increased at any time with the build
|
|
command (and enough gold).
|
|
When attacking enemy cities, it is necessary to defeat all enemy troops within
|
|
< 20 >
|
|
|
|
that city. Attacking any portion of a city involves all troops that are located
|
|
in that city. Thus, although you can only attack with a maximum of eight armies
|
|
at any one time, the enemy can defend with up to thirty-two armies.
|
|
Nevertheless, they will soon be worn down if enough groups of eight attack.(Or
|
|
starved out; huge garrisons eat up vast quantities of gold and a player who
|
|
tries to maximize his garrisons everywhere will soon be in the poor house.)
|
|
Neutral cities are different. They fly a grey flag and have a poorly committed
|
|
garrison inside (usually!). Whenever you attack a neutral city, there is a
|
|
chance it will fall, and a chance your army will be killed. You can increase the
|
|
odds in your favor by improving the quality and the number of your troops. A
|
|
Hero or other high class army on its own will usually prevail over a neutral city.
|
|
|
|
10.4 How the Combat System Works
|
|
A full explanation of the combat mechanics is provided in the Appendix. You
|
|
don't need to know all these details to play the game, but a glance through them
|
|
will give you a good idea of the combat bonuses available and the value of
|
|
A-Team stacks to take out particular objectives.
|
|
In general, you should be aware that combat bonuses are available for stacks
|
|
which include flying armies (pegasi,griffins or dragons), special armies
|
|
(undead, wizards, etc.), and heroes. Further bonuses are awarded to heroes who
|
|
possess Battle or Command Artifacts (see Chapter 11).
|
|
Cities and towers aid defence while certain terrain types can help (or
|
|
sometimes hinder) the different army types.
|
|
A typical A-Team stack could consist of onf hero (with Battle and Command
|
|
Artifacts), one wizard, one or two griffins and four or five giant warriors.
|
|
You will do plenty of damage with these dudes before their luck runs out!
|
|
|
|
11. SEARCHING AND ARTIFACTS
|
|
|
|
11.1 Description of Searching
|
|
In general, searching is performed by a Hero, either on his own or in a stack.
|
|
Searching is done for a variety of reasons which are described below, but
|
|
largely it is done at special locations to find either artifacts, allies,
|
|
information or gain some other advantage for that hero. It is not easy, however,
|
|
for many of these ruins and temples are infested by fearsome monsters, which
|
|
must be slain before the ruin can be searched. Searching at one of these
|
|
locations will cost the hero all his remaining movement points for that turn.
|
|
For a description of the SEARCH action see Chapter 4.
|
|
< 21 >
|
|
|
|
To get info on a special location, just click on that location. The status
|
|
value tells you what is there: Healers, Sages, or Libraries, or whether it is
|
|
explored or unexplored. If status says explored, then another Hero has already
|
|
been here. If it reads unexplored, then there are still monsters and other
|
|
things in that location.
|
|
|
|
11.2 Where to Search
|
|
The larger buildings which heroes are able to search contain healers, sages
|
|
and libraries. The smaller buildings generally contain monsters treasures,
|
|
although Allies may be found there also.
|
|
|
|
11.3 The Artifacts
|
|
Artifacts are either used for increasing a hero's strength in combat (Battle
|
|
items), or for increasing his leadership abilities (Command Items). There are
|
|
fourteen such powerful artifacts in the lands of Illuria, many far stronger
|
|
than others, all of which are listed below.
|
|
|
|
11.3.1 Battle Artifacts of Moderate Power (+1)
|
|
The Firesword, The Icesword, The Spear of Ank
|
|
|
|
11.3.2 Battle Artifacts of Considerable Power (+2)
|
|
The Lightsword, The Darksword, The Bow of Eldros
|
|
|
|
11.3.3 Battle Artifacts of Supreme Power (+3)
|
|
The Staff of Might
|
|
|
|
11.3.4 Command Artifacts of Moderate Power (+1)
|
|
The Crown of Loriel, The Sceptre of Loriel, The Orb of Loriel,
|
|
The Crimson Banner
|
|
|
|
11.3.5 Command Artifacts of Considerable Power (+2)
|
|
The Ring of Power, The Horn of Ages
|
|
|
|
11.3.6 Command Artifacts of Supreme Power (+3)
|
|
The Staff of Ruling
|
|
|
|
11.4 Actions Relating to Artifacts
|
|
There are five actions related to artifacts; search, take, drop, find and
|
|
inventory. They are discussed in Chapter 4.
|
|
|
|
11.5 Libraries
|
|
There are two libraries in Illuria; one on the island in the middle of Lake
|
|
Hithil, and the other in the north west corner by the Mindanuin Wastland. If
|
|
a hero searches at a library, it will cost all his remaining movement points.
|
|
Searching here costs no gold, but you are not guarantied to find out anything
|
|
useful.
|
|
You will either discover the whereabouts of an item or a monster, alternatively
|
|
you may just find a piece of ancient wisdom.
|
|
|
|
11.6 Sages
|
|
There are two sages in Illuria. One is in the middle of the Plain of Dragons,
|
|
over the Illonne Mountains. The other is on the banks of the River Rapid, hidden
|
|
away in the mountains. Sages will provide accurate information if you SEARCH
|
|
there, but first must be reached (they are both in strange places). You can
|
|
question them on the location of items, and the inhabitants of any special
|
|
locations. Sages will reward the first seeker after knowledge to reach them.
|
|
|
|
11.7 Blessing
|
|
Blessing is available at any of the four temples, distributed through the lands
|
|
of Illuria. This is not only for heroes, but for any army unit which can reach
|
|
a temple. Simply move the units (in a group if there are more than one) to the
|
|
temple, and then SEARCH. This takes all remaining movement points and every
|
|
unit will be blessed. This will raise its strength by one. Blessings at the
|
|
different Temples are cumulative in effect, up to the maximum strength of nine.
|
|
The computer knows which armies have been blessed at which temples, so it's no
|
|
good trying to overdose on religion!
|
|
|
|
12. HOW TO WIN
|
|
These remarks on how to win assume that you are playing against computer
|
|
Warlords. Lesser computer opponents (and most humans) are far more forgiving.
|
|
The start of the game is a race to control as many neutral castles as you
|
|
can. Send your Hero out to get as many as possible, get each captured castle
|
|
to make the troop type that is quickest to manufacture, and get those those
|
|
troops out fighting as well. If you have selected high level computer
|
|
opponents, you will notice them doing the same thing. Heroes should also
|
|
search out ruins and temples (their location can be found on the accompanying
|
|
map). Special army allies can be deadly in the early game. Be warned, however,
|
|
that your hero may parish while searching these places.
|
|
After the conquest of the neutrals, it is time to take stock of the situation.
|
|
As a single player you will face up to seven potential foes. It is therefore an
|
|
absolute necessity to determine how your potential enemies feel about you. Use
|
|
the Hatreds command frequently to check out the diplomatic climate. Enimies who
|
|
hate or loath will be trying to do something about it. If they are close, you
|
|
should consider trying to eliminate them completely. If they are far away, just
|
|
keep a close eye on them.
|
|
There is nothing you can do to improve relations with other players. On the
|
|
other hand, taking a city from a player will definitly cause relations to
|
|
deteriorate. Therefore, you should not attack computer players unless you have
|
|
a good reason to do so. Since an attack in any force is bound to leave an
|
|
< 23 >
|
|
|
|
opponent hating you anyway, an attack should aim for total annihilation of your
|
|
opponent. It also follows that if an opponent who is not your current target and
|
|
who doesn't hate you takes one of your cities, it may be better to let him have
|
|
it for the moment. He is probably just on his way to attack someone else.
|
|
As well as diplomatic questions, many of your problems will be monetary. Each
|
|
unit costs half its purchase price each turn in maintenance. The temptation will
|
|
be to maintain strong forces in all parts of your empire. This will be very
|
|
expensive, possibly ruinously so. As a rule of thumb, a garrison of four light
|
|
infantry or their equivalent will be sufficient. It won't stop a determined
|
|
attack, but will guard against cheap attacks.
|
|
Obviously, castles in the front line will need more by way of defences. You
|
|
will also have to look at the state of the walls. Each time a siege is
|
|
successful, the castle defence factor is lowered by one. If the factor gets
|
|
below 3, the castle will not provide much of a bonus, and consideration should
|
|
be given to building it up, expensive though this will be.
|
|
Serious sieges will require a lot of planning. Use the production vectoring
|
|
capacity to quickly build up forces at a jumping-off point. If your target is
|
|
heavily defended, you will probably need several waves of attackers to finish
|
|
the job. All except the last attack wave in a successful siege will die, so make
|
|
sure you have plenty of cannon fodder. Commit your crack troops only when you
|
|
are certain of victory. Although it's generally a good idea to keep stacks
|
|
homogeneous, the addition of certain units can provide advantages to lesser
|
|
troops. Blessing is also very useful, especially if done more than once, and
|
|
heroes with magic items can also make a big difference.
|
|
Your Heroes should be sent out to gather as many magic items as possible.
|
|
Some will die along the way, but Heroes can gather items, info, allies and
|
|
money, so they should always have something to do. If you see an enemy hero
|
|
alone or lightly defended, consider an ambush. You never know what he will be
|
|
carrying!
|
|
|
|
13. STRENGTHS AND WEAKNESSES
|
|
Here is a brief summary of the various Empires in the Kingdom of Illuria.
|
|
|
|
Lord Bane
|
|
(Slow and Safe)
|
|
It is unlikely that you will have any cause for computers to hate you due
|
|
to your isolation. A steady build-up and a careful look around you will
|
|
determine the best way to approach the conquest of Illuria. The Orcs of Kor,
|
|
the Horse Lords and the Dwarves are your most likely opponents.
|
|
< 24 >
|
|
|
|
The Selentines
|
|
(Lords of the North-West)
|
|
The main objective is to seal off the north-west corner of the kingdom as
|
|
quickly as possible. The key cities in the forest must be taken quickly and
|
|
flying horses (Pegasi) can be used to capture the island. Care must be taken
|
|
to stop any incursions from the Dwarves and the Horse Lords.
|
|
|
|
The Dwarves
|
|
(Take to the Hills)
|
|
Expand. Fast. In all directions, looking for opportunities as they arise. A
|
|
lightning thrust on the Horse Lords may see you with one less opponent. No
|
|
matter what, you will end up with enemies on all sides but you have the men
|
|
(dwarves?) to handle the situation.
|
|
|
|
The Horse Lords
|
|
(Fast and Loose)
|
|
You have horses, use them. Send them north and south. Make all the cities
|
|
around Deephallow yours while at the same time striking south to Ilnyr. No
|
|
matter how peaceable you'd like to be, your position is certain to arouse the
|
|
ire of your neibours. Get stuck into the Grey Dwarves from the start.
|
|
|
|
The Orcs of Kor
|
|
(Ideal Real Estate)
|
|
A quick expansion with an eye to the north, west and south will set you up
|
|
in a strong position. You have to go north to curtail Lord Bane's expansion
|
|
and then south until you run into either the sirians or the Elvallie. Don't
|
|
start fights with more than three of these three opponents.
|
|
|
|
The Strom Giants
|
|
(Slow and Tough)
|
|
It is very hard with your two-turn men to get quickly a sizeable empire. Go
|
|
for the cities to the north, west and south where there is unlikely to be any
|
|
opposition. Build a powerful base before striking out. The Elvallie are your
|
|
most dangerous foe and all things being equal you should attempt to knock them
|
|
over first.
|
|
|
|
The Elvallie
|
|
(Learn to Hate)
|
|
You really have to go out and grab everything you can, even if this causes
|
|
others to hate you (they will anyway). Take opportunities as they present
|
|
themselves and look for a quick demise to the Sirians or the Storm Giants.
|
|
Get all the forest cities first.
|
|
< 25 >
|
|
|
|
The Sirians
|
|
(Down and Dirty)
|
|
With the Orcs on one side, the Elves on the other and with no friends in
|
|
the world you face the hard realities of life. A bit of luck and auspicious
|
|
diplomatic conjunctions and you could be on a winner. Go for either the
|
|
horse cities to the north, or the area to the east, or even both if you can.
|
|
When you can win the game against seven computer Warlords as the Sirian, then
|
|
consider yourself a Warlord par Excellence.
|
|
|
|
14. SURRENDER
|
|
In the games where one human player is fighting seven computer opponents, the
|
|
surviving computer players will attempt to surrender if the human player has
|
|
more than 40 cities and the most powerful computer player is not within 15
|
|
cities of this number.
|
|
If you accept the surrender play will proceed to the victory ceremony. If you
|
|
refuse to accept the surrender, play will continue to the bitter end. In
|
|
desperation, the remaining computer players will band together untill the
|
|
human player is annihilated or until they perish from the face of the earth.
|
|
|
|
15. DESIGN CREDITS
|
|
Original Design and Amiga Programming - Steve Fawkner
|
|
Artificial Intelligence Design and Programming - Roger Keating
|
|
IBM Development and Programming - Stephen Hart
|
|
Production Co-Ordinator and Additional Development - Gregor Whiley
|
|
IBM Utilities - Simon Hayes
|
|
Computer Art - Graeme Whittle
|
|
Sleeve Art - Nick Stathopoulos
|
|
Game Testing - Janeen Andrews, Richard Simpson, Mark Hill, Tim Wakeman, Karl-
|
|
Peter Baum, Andrew Taubman, Rowan Keating, Tim Reichelt, Alex Shaw, Anthony
|
|
Pearson and Ian "Orc-lover" Trout
|
|
< 26 >
|
|
|
|
A P P E N D I X
|
|
CITY AND ARMY DETAILS (1)
|
|
CITY(Defense Value) CAPITAL ARMY TYPES PERSENT (Time/Cost/Strength/Movement)
|
|
DESERTION (4) - Lt Inf (1/4/3/10) Navy (11/20/5/18)
|
|
ZAIGONNE (4) - Lt Inf (1/4/3/10) Navy (11/20/5/18)
|
|
BERERI (6) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Cavalry (6/8/6/16) Navy (11/20/5/18)
|
|
TAL (4) - Lt Inf (1/4/3/10) Navy (11/20/5/18)
|
|
MINBOURNE (4) - Lt Inf (1/4/3/10) Navy (11/20/4/18)
|
|
TIRFING (4) - Lt Inf (2/4/4/9)
|
|
AMENAL (4) - Lt Inf (1/4/3/10)
|
|
PARETH (5) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Cavalry (5/8/5/14)
|
|
UNGOR (4) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
GORAG (4) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
VIVAL (3) - Lt Inf (1/4/3/10)
|
|
BANE CTIADEL (6) Lord Bane Gaints (4/4/6/10) Lt Inf (1/4/3/10)
|
|
Cavalry (4/8/6/16) Wolves (3/8/5/14)
|
|
NEEDLETON (4) - Lt Inf (1/4/3/10)
|
|
GUNTHANG (5) - Hvy Inf (2/4/5/8) Archers (3/4/4/12)
|
|
Pegasi (5/16/4/16)
|
|
DEEPHALLOW (4) - Lt Inf (1/4/3/10)
|
|
AK-GIRIEL (4) - Hvy Inf (2/4/5/8) Archers (3/4/4/12)
|
|
Pegasi (7/16/4/16)
|
|
AK-ENLIE (4) - Hvy Inf (2/4/5/8) Archers (3/4/4/12)
|
|
AK-FARZON (4) - Hvy Inf (2/4/5/8) Archers (3/4/4/12)
|
|
MENELOTH (5) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Cavalry (5/8/5/15)
|
|
MALIKOR (4) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Cavalry (6/8/6/13)
|
|
ENMOUTH (6) Selentines Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Cavalry (4/8/6/20) Navy (8/20/6/18)
|
|
ARGROND (4) - Hvy Inf (2/4/6/7) Lt Inf (1/4/3/10)
|
|
BARTHEL (5) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
MARTON (4) - Hvy Inf (2/4/4/8) Lt Inf (1/4/3/10)
|
|
Navy (11/20/5/18)
|
|
WAYBOURNE (4) - Hvy Inf (2/4/5/8) Navy (11/20/5/18)
|
|
DETHAL (4) - Lt Inf (1/4/3/10) Wolves (5/8/5/14)
|
|
GREENWEIGH (4) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Dwarves (3/4/5/9)
|
|
UPWAY (3) - Lt Inf (2/4/3/10)
|
|
DARCLAN (4) - Lt Inf (1/4/3/10) Wolves (3/8/5/14)
|
|
MARIDUN (4) - Lt Inf (2/4/3/10) Cavalry (3/8/6/18)
|
|
JESSARTON (4) - Lt Inf (3/4/2/10) Navy (12/20/3/18)
|
|
ZHORAN (5) - Dwarves (1/4/5/9) Griffins (5/16/5/16)
|
|
KHAMAR (6) Dwarves Dwarves (2/4/5/9) Griffins (5/16/6/18)
|
|
UPBOURNE (4) - Hvy Inf (2/4/5/8) Navy (11/20/5/18)
|
|
CRAGMORTON (4) - Dwarves (2/4/5/9) Griffins (7/16/5/16)
|
|
PAYNOR (3) - Lt Inf (2/4/3/10)
|
|
CARMEL (5) - Lt Inf (2/4/5/12)
|
|
DUNETHAL (6) Horse Lords Lt Inf (1/4/3/10) Cavalry (3/6/6/19)
|
|
DERRIDON (4) - Lt Inf (2/4/3/9) Cavalry (4/8/6/18)
|
|
FLEYMARK (4) - Lt Inf (1/4/3/10) Cavalry (3/6/6/18)
|
|
< 27 >
|
|
|
|
A P P E N D I X
|
|
CITY AND ARMY DETAILS (2)
|
|
CITY(Defense Value) CAPITAL ARMY TYPES PERSENT (Time/Cost/Strength/Movement)
|
|
PA-KUR (5) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Cavalry (4/8/6/16)
|
|
AR_ARAK (5) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Cavalry (4/8/6/16)
|
|
DHAR-KHOSIS (6) - Hvy Inf (2/4/5/8) Dwarves (2/4/5/9)
|
|
Griffins (6/16/5/16)
|
|
CIT OF FIRE (5) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Navy (11/20/5/18)
|
|
CIT OF ICE (5) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Navy (11/20/5/18)
|
|
HITHOS (6) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Cavalry (5/8/6/16) Navy (10/20/5/20)
|
|
UBAR (4) - Lt Inf (1/4/3/10) Navy (11/20/5/18)
|
|
GALIN (4) - Lt Inf (1/4/3/10) Cavalry (8/10/6/16)
|
|
Navy (11/20/5/18)
|
|
VERNON (5) - Hvy Inf (3/4/5/7) Lt Inf (1/4/3/10)
|
|
Navy (11/20/6/18)
|
|
THURTZ (4) - Lt Inf (1/4/3/10) Wolves (3/8/5/14)
|
|
KAZRACK (4) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Navy (11/20/5/18)
|
|
KOR (6) Orcs of Kor Gaints (5/6/6/10) Hvy Inf (2/4/5/8)
|
|
Wolves (3/8/5/14)
|
|
ILNYR (4) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Navy (11/20/5/18)
|
|
OHMSMOUTH (5) - Hvy Inf (2/4/5/8) Navy (10/18/5/18)
|
|
HIMELTON (3) - Lt Inf (1/4/3/10) Cavalry (6/8/5/16)
|
|
WELLMORE (4) - Hvy Inf (2/4/5/8) Navy (11/20/5/18)
|
|
BALAD NARAN (6) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Navy (11/20/5/18) Wolves (2/8/6/15)
|
|
LADOR (4) - Lt Inf (1/4/3/10)
|
|
DUINOTH (4) - Lt Inf (1/4/3/10) Cavalry (5/8/6/16)
|
|
STORMHEIM (6) Storm Giants Giants (2/4/6/12)
|
|
ANGBAR (4) - Lt Inf (1/4/3/10) Cavalry (4/8/5/16)
|
|
SSURI (4) - Lt Inf (1/4/3/10) Cavalry (4/8/5/16)
|
|
TASME (4) - Lt Inf (1/4/3/10) Navy (11/20/5/18)
|
|
ARGENTHORN (4) - Hvy Inf (2/4/5/8) Archers (1/4/4/12)
|
|
Pegasi (7/16/4/16)
|
|
TROY (3) - Lt Inf (1/4/3/10) Cavalry (4/8/6/15)
|
|
GAROM (4) - Lt Inf (1/4/3/10) Wolves (3/8/5/14)
|
|
QUIESCE (4) - Lt Inf (1/4/3/10) Navy (11/20/5/18)
|
|
VARDE (4) - Lt Inf (1/4/3/10) Cavalry (5/8/5/16)
|
|
Navy (11/20/5/18)
|
|
CHARLING (3) - Lt Inf (1/4/3/10)
|
|
HEREUTH (6) - Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Navy (13/20/5/18)
|
|
ELVALLIE (6) Elvallie Hvy Inf (2/4/5/10) Archers (1/4/4/12)
|
|
Pegasi (6/16/4/16)
|
|
GILDENHOME (5) - Hvy Inf (2/4/5/8) Archers (1/4/4/12)
|
|
Pegasi (7/16/4/16)
|
|
KHORFE (5) - Dwarves (2/4/5/9) Griffins (8/16/5/16)
|
|
GLUK (4) - Giants (3/4/6/10) Lt Inf (1/4/3/10)
|
|
Wolves (3/8/5/14)
|
|
LOREMARK (4) - Hvy Inf (2/4/5/8) Archers (1/4/4/12)
|
|
Pegasi (7/16/4/16)
|
|
GORK (4) - Giants (5/4/5/8) Lt Inf (1/4/3/10)
|
|
Wolves (3/8/5/14)
|
|
ALFAR'S GAP (4) - Lt Inf (1/4/3/10) Cavalry (5/8/5/16)
|
|
MARTHOS (6) Sirians Hvy Inf (2/4/5/8) Lt Inf (1/4/3/10)
|
|
Cavalry (4/8/6/16) Pegasi (7/16/5/15)
|
|
< 28 >
|
|
|
|
A P P E N D I X
|
|
MOVEMENT COSTS
|
|
TERRAIN TYPE
|
|
M
|
|
O
|
|
B F U
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R W S O N P M
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R I A H R H T L A C
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O D T O E I A A R I
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A G E R S L I I S T
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D E R E T L N N H Y
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+----------------------------+
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GIANTS :1 1 P P 5 4 P 2 5 1:
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DWARVES :1 1 P P 6 3 P 2 6 1:
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HEAVY INFANTRY :1 1 P P 4 6 P 2 5 1:
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LIGHT INFANTRY :1 1 P P 4 6 P 2 5 1:
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ELVEN ARCHERS :1 1 P P 2 5 P 2 6 1:
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CAVALRY :1 1 P P 5 6 P 2 5 1:
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WOLF-RIDERS :1 1 P P 4 6 P 2 4 1:
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PEGASI :2 2 2 2 2 2 3 2 2 2:
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GRIFFINS :2 2 2 2 2 2 3 2 2 2:
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UNDEAD :1 1 P P 4 5 P 2 4 1:
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DEMONS :1 1 P P 4 5 P 2 5 1:
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DEVILS :1 1 P P 4 5 P 2 5 1:
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DRAGONS :2 2 2 2 2 2 3 2 2 2:
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WIZARDS :1 1 P P 4 6 P 2 5 1:
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HEROES :1 1 P P 4 6 P 2 5 1:
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NAVIES :P 2 1 2 P P P P P P:
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+----------------------------+
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P=PROHIBITED
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< 29 >
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A P P E N D I X
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COMBAT MECHANICS
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Combat occurs whenever opposing armies (or stacks of armies) contest the
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Ownership of a particular location. The computer follows a set routine for
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each combat.
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(1). An Attacking Force Combat Modifier (AFCM) is calculated. Five factors
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are evaluated when calculating the AFCM.
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(a). Hero Present. If the hero's combat strength is 0 to 3, the modifier
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is 0. If the hero's combat strength is 4 to 6, the modifier is 1. If the
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hero's combat strength is 7 or 8, the modifier is 2. If the hero's combat
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strength is 9, the modifier is 3.
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(b). Flying Army Present. If a Pegasus, Griffin or Dragon is present, the
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modifier is 1.
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(c). Special Army Present. If a Wizard, Undead, Demon, Devil or Dragon is
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present, the modifier is 1.
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(d). Command Item Present. If a hero (or heroes) with command item(s) are
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present, the value of the command item(s) is added. For example, the Crimson
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Banner has a command value of 2.
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(e). Terrain Modifier. Troops from the different Empires have their likes
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and dislikes in regard to where they prefer to fight. For example, the
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Elvallie like forests but don't much care for hills or marsh. The Sirians
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don't mind where they fight. Consult the following table for the correct
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modifier.
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These modifiers, if any, are added together. Once calculated, the AFCM is
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set aside for use later in the combat routine.
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TERRAIN TYPE
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F
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W S O P M
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R A H R H L A
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O T O E I A R
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A E R S L I S
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D R E T L N H
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+---------------------+
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SIRIANS : . . . . . . . :
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STORM GIANTS : . . . . +1 . -1 :
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GREY DWARVES : . . . -1 +2 . -1 :
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ORCS OF KOR : . . . -1 . . +1 :
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ELVALLIE : . . . +1 -1 . -1 :
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SELENTINES : . +1 +1 . . . . :
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HORSE LORDS :+1 . . -1 -1 +1 . :
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LORD BANE : . . . -1 . . +1 :
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+---------------------+
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.=NO EFFECT
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(2). A Defending Force Combat Modifier (DFCM) is calculated. Eight factors
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are evaluated when calculating the DFCM.
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(a). Same as AFCM.
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(b). Same as AFCM.
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(c). Same as AFCM.
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(d). Same as AFCM.
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(e). Same as AFCM.
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(f). Tower Present. If a tower is present, the modifier is 2.
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(g). Special Terrain Present. If the battle occurs in a temple or ruin, the
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modifier is 1.
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(h). City Present. If the battle occurs in a city, the city defence modifier
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is added. The modifier is 0 if the defence value is 0 or 1. The modifier is 1
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if the defense value is 2 - 6. The modifier is 2 if the defense value is 7 or 8.
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The modifier is 3 if the defense value is 9.
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< 30 >
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A P P E N D I X
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These modifiers, if any, are added together. Once calculated, the DFCM is set
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aside for use later in the combat routine.
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(3). The Attack Strength (AS) of each attacking army is calculated. This is
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found by adding together the combat value of the army, the AFCM, and a further
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modifier for how will that army type likes to fight in that terrain. The
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following table shows these modifiers. Finally, heroes add the value of any
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Battle Item(s) carried. However, note that the maximum AS can never exeed 9 no
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matter how large the modifier.
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TERRAIN (4). The Defense Strength (DS) of each defending
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F army is calculated. This is determined in the same
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O M way as the AS. Again, note that the maximum DS can
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R H A never exeed 9 no matter how large the modifier.
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E I R
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S L S (5). Combat is resolved. Attacking and Defending
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T L H armies are sorted on the display with the most
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+---------+ valuable armies on the right hand side. Combat is a
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GIANTS :-1 . . : series of one-on-one engagements between the left-
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DWARVES :-1 +1 . : most army of each side. Each combat is fought to the
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HEAVY INFANTRY :-1 -1 -1 : death with the survivor going on to fight his
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LIGHT INFANTRY :-1 -1 -1 : opponents's next army.
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ELVEN ARCHERS :+1 -1 -1 : The battle ends when one side is eliminated.
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CAVALRY :-1 -1 -1 : The battle mecanics work like this. Each army rolls
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WOLF-RIDERS :-1 -1 . : a ten-sided die (1-10). The result is low if the die
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PEGASI :+1 . . : roll is less than or equal to his opponent's AS (or
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GRIFFINS : . +1 . : DS as the case may be). The result is high if the
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UNDEAD :-1 . +1 : die roll is greater than his opponent's AS (or DS).
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DEMONS :-1 . . : If both rolls are high or both rolls are low, then
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DEVILS :-1 . . : the step is repeated.
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DRAGONS : . . . : If one rolls low and the other rolls high, then the
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WIZARDS : . . . : low roller takes 1 hit. If the defender rolls high
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HEROES : . . . : and the attacker rolls low, the defender takes 1 hit.
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NAVIES : . . . : As soon as an army receives 2 hits it is destroyed.
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+---------+ That's it in a nutshell. A simple example may help to
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.=NO EFFECT put it all in perspective.
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Consider a battle fought between the Grey Dwarves adn the Orcs of Kor. The Orcs
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are defending a city of defense value 5 with 1 light infantry (each strength 3),
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1 wolf-rider (strength 6) and a hero (Roger Orcfinger, strength 6) who carries
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the Speak of Ank. The Grey Dwarves are attacking with 2 dwarven legions (each
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strength 4), a griffin (strength 6) and a dragon (strength 8).
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The AFCM is calculated first. The Dwarves get 1 for a flying army (the griffin
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or dragon) and 1 for a special army ( the dragon). Their AFCM is 2.
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< 31 >
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A P P E N D I X
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Next comes the DFCM. The Orcs get 1 for Roger Orcfinger's strength of 6 and 1
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for the city's defense value of 5. Their DFCM is also 2.
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We work out the AS or DS of each army.
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For the dwarves. The dwarven legions are 6, the griffin is 8 and the dragon is
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9 (remember that 9 is the maximum value).
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For the Orcs. The light infantry is 5, the wolf-rider is 8 and Roger Orcfinger
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is 9 (he gets an additional point from the Battle Item he carries).
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The armies squair up as follows. From left to right the Dwarves have two 6's,
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one 8 and one 9. The Orcs have one 5, one 8 and one 9.
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The battle begins with one dwarven legion taking on the light infantry. The
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Orcs roll high, the Dwarves low; 1 hit on the dwarven legion. Second round.
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Both roll low; no effect. Third round. Again the Orcs roll high and the Dwarves
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low; a second hit on the dwarven legion which destrys it.
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The next dwarven legion steps up to bat. It has more luck, inflicting 2 hits on
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the light infantry but taking 1 on itself (i.e. 4th round=both high; no effect,
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5th round=Orcs high, Dwarves low; 1 hit on the dwarven legion, 6th round=Orcs
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low, Dwarves high; 1 hit on light infantry, 7th round=Orcs low, Dwarves high;
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second hit on light infantry destroying it).
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The wolf-rider replaces the valiant but dead light infantry. It destroys the
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dwarven legion but takes 1 hit itself (i.e. 8th round=both high; no effect, 9th
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round=Orcs low, Dwarves high; 1 hit on wolf-rider, 10th round=Orcs high, Dwarves
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low; second hit on dwarven legion destroying it).
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The Dwarves' magical griffin quickly despatches the wolf-rider (i.e. 11th
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round=Orcs low, Dwarves high; second hit on wolf-rider destroying it).
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Roger Orcfinger steps into the breach, the last hope. He slaughters the griffin
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with relish (i.e. 12th round= Orcs high, Dwarves low; 1 hit on griffin, 13th
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round=Orcs high, Dwarves low; second hit on griffin destroying it).
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Now for the final show-down. Roger Orcfinger must take on the fearsome Dwarven
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Dragon. The battle goes right down to the wire. Roger, desperatly wounded,
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smites the dragon (i.e. 14th-18th rounds=both low; no effect, 19th round=Orcs
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low, Dwarves high; 1 hit on Roger, 20th-23rd rounds=both low; no effect, 24th
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round=Orcs high, Dwarves low; 1 hit on the dragon, 25th-26th rounds = both low;
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no effect, 27th round=Orcs high, Dwarves low; second hit on the dragon
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destroying it).
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Let's hear it for Roger Orcfinger! The battle is over. Roger has saved his
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city. The hit he received during the battle will be healed automatically before
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the next battle.
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Fortuitously, the computer takes only about 2 or 3 seconds to resolve a battle!
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< 32 >
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|
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A P P E N D I X
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|
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LIGHT INFANTRY
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|
Light Infantry are the most common armies in Illuria. They wear light armour,
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for maximum movement, and carry light weapons. They are poorly trained (except
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for the monks of Carmel), and thus have low strength. They are the cheapest and
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quickest troops to produce, and make exellent garrisons.
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HEAVY INFANTRY
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Heavy Infantry are another common type of army. They are armed with sword and
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shield, for greater strength, but wear heavy armour which slows them down. Use
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them to garrison castles in the front line and for assaults on nearby
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strongholds.
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GIANT WARRIORS
|
|
These armies are made up of Giants and Ogres. They wear good armour and carry
|
|
huge hammers and clubs, which can cause massive destruction. Although they often
|
|
take a long time to train, they are very effective warriors, and due to their
|
|
height they can move quite quickly.
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|
DWARVEN LEGIONS
|
|
Although they are short and move slowly on most terrain, the Dwarves are good
|
|
solid fighters with their double-bladed axes. They may not be as effective as
|
|
giants, but they are much quicker to train. In the hills, Dwarves begin to come
|
|
into their own; they move fast, and they fight well.
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|
ELVEN ARCHERS
|
|
The Elves are not that different to light infantry. They are lightly armoured,
|
|
and not very strong. In the forests of Illuria however, they move at twice the
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speed of most armies, and will destroy much stronger opponents with their magic
|
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bows.
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|
|
WIZARDS
|
|
Wizards are special armies. They are very powerful, and can often travel almost
|
|
half the width of Illuria in one turn on their phantom steeds.
|
|
|
|
CAVALRY
|
|
Cavalry have one major advantage over most armies - speed. On a clear road, an
|
|
army of cavalry can travel for miles. They are also generally well armoured and
|
|
strong. For the best horsemen in Illuria, see the Selentines crack armies from
|
|
Enmouth.
|
|
|
|
WOLFRIDERS
|
|
The Wolfriders are mostly made up of Orcs riding on the huge wolves the
|
|
frequent the lands of Huinedor. They move fast, although not as fast as
|
|
cavalry, and due to the innate viciousness of rider and steed are quite strong.
|
|
|
|
NAVIES
|
|
Navies are the only units that can travel the seas and rivers of Illuria. They
|
|
take a long time to construct, and are expensive to maintain, but they can
|
|
provide a fast way of transporting groups of armies around. A navy can carry a
|
|
maximum of seven other armies.
|
|
|
|
PEGASI
|
|
The Pegasi, or flying horses, are generally owned and ridden by the Elves
|
|
(although the Sirians have them in Marthos too). They move quite quickly, and
|
|
fly over any terrain with ease. They are also quite proud and strong in combat.
|
|
|
|
GRIFFINS
|
|
Just like the Pegasi, Griffins can fly over any obstacles. They are usually
|
|
found with dwarves, and, having quite a nasty temper, are very vicious in
|
|
combat. The ability of flying creatures to ignore terrain can have profound
|
|
strategic consequences.
|
|
|
|
UNDEAD
|
|
These are the spirits of long dead lords, returned to seek power in their old
|
|
lands. They fight well, and will strike fear into the hearts of their opponents.
|
|
|
|
DEMONS
|
|
Creatures from the Nether Planes, demons are fierce, tireless warriors,
|
|
dedicated to the destruction of all life on the world.
|
|
|
|
DRAGONS
|
|
Dragons are the most feared creatures in all the lands of Illuria. Flying
|
|
great distances, they will often take over a city full of warriors.
|
|
|
|
DEVILS
|
|
Devils are similar in appearance and motivation to demons. They too are Mighty
|
|
creatures from the Hells, fighting even better than the demons do.
|
|
|
|
HEROES
|
|
Heroes begin their career as very formidable fighters. Their main strengths are
|
|
in leading armies and searching through ruins and temples for magical items. A
|
|
hero also uses rhe movement point total of any unit that he is stacked with.
|
|
Thus a hero stacked with flying creatures will also be able to move over rivers
|
|
and mountains.
|
|
< 33 >
|
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|
|
|
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NOTE- These Docs were typed up to allow you to preview this software without
|
|
spending a large amount of money only too discover you don't like it! If you
|
|
enjoy the game I recommend you support the author by purchasing his product.
|
|
These docs are complete though the original manual has a few cool pictures
|
|
I could not include in this format.
|
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|
|
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|