Difference between revisions of "Help:Orders"

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{{help-page}}
 
{{help-page}}
  
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The Orders screen contains almost everything (except travel) that you can do with your unit. Orders are split into "'''things you can do'''" and "'''things you can not do'''."  Under "'''thing you can not do'''" you are told why you can not do them.
* HTML code needs to be replaced by Wiki syntax.
 
* Check for possible duplications of text with other pages and do appropriate page merges.
 
* The contents are probably outdated in parts, update as needed}}
 
  
 +
Links for orders that contain periods after them, (e.g. Training...) will lead to a second page where you will be presented with various options as regards your selection (in this example, the second page would list the various training options). Links without periods after them (e.g. Dig In) will perform their function immediately. Effectively, that means that actions with periods after them can be cancelled after initially selecting them, while actions without periods cannot.
  
The Orders screen contains almost everything (except travel) that you can
+
 
do with your unit. Not all orders are available all the time, but if they are
+
*'''Rally/Gather your men''' - When you have been defeated in a battle, your men have retreated or fled the battlefield and you must rally or gather them before you can do anything else.                                                                                            
not, they usually tell you why.<br>
+
*'''Looting''' - In enemy regions you can instruct your men to go out and take gold and other valuables from the peasants, or even rob the tax collector's office. Looting will reduce tax income and production in the region, and will make the people hate your realm.
<DL>
+
*'''Takeover''' - Taking control of an enemy region is called a takeover. It will require considerable military presence for it to be successful. You will get a rough estimate when you click the Takeover link.
<DT>Rally/Gather your men</DT>
+
 
<DD>When you have been defeated in a battle, your men have retreated or fled
+
*'''Raze Fortifications''' - This option allows you to damage fortifications, ultimately destroying them or reducing their level. It is very useful when you were able to take control of an enemy city or stronghold, but a relief force is closing in and you want to pull back - razing the fortifications will ease your next assault or force the enemy to spend considerable resources in rebuilding it.
the battlefield and you must rally or gather them before you can do anything
+
*'''Repair''' - If your equipment is damaged, you can repair it in cities, strongholds or townslands of your own or allied realms.
else.<br>
+
*'''Pay your men''' - While Autopayment (in the paperwork section) can take care of this, you sometimes want to pay your men right now. It can also sometimes raise morale to pay your men right away.
<br></DD>
+
*'''Entertainment''' - Again available only in friendly cities, strongholds and townslands, spending some time and gold on entertainment allows you to raise morale of your troops.
<DT>Looting</DT>
+
*'''Rest Troops''' - If you have no gold for entertainment, simple rest can bring a few points of morale back as well, especially when you have lots of time to spend on it.
<DD>In enemy regions you can instruct your men to go out and take gold and
+
*'''Training''' - This option allows you to raise the experience of your troops, though it is much less effective than actual combat. Inexperienced troops gain more from training than experienced units.
other valuables from the peasants, or even rob the tax collector's office.  
+
*'''Scouting''' - You can send out scouts (if you have any) or one of your regular soldiers to neighbouring regions to find out if there are any enemies there and what the situation is.
Looting will reduce tax income and production in the region, and will make
+
*'''Civil Work''' - You can command your soldiers to help the peasants repair damages to their infrastructure, rebuilding mills and bridges or similiar work. This will raise the region's production, but lower your unit's morale.
the people hate your realm.<br>
+
*'''Police Work''' - Only available for units with the police designation, this allows you to support the local police. It has a small, but constant and reliable effect on morale, loyalty and realm control.
<br></DD>
+
*'''Hang Rebels''' - If the independence of a region is high, you can simply hang those pesky rebels and be done with them. This will crush morale in the region, so beware. It is, however, the only efficient tool you as a normal troop leader have when it comes to rebel peasants.
<DT>Takeover</DT>
+
*'''Dig In''' - Building a simple fortification, a palisade wall and a moat, around your camp can greatly enhance your defensive in the open field. It also makes your soldiers feel safer.
<DD>Taking control of an enemy region is called a takeover. It will require
+
*'''Hunt Enemies''' - If there are still defeated enemies around from the last battle, you can send your men out in small parties to find and round them up. Not without danger, but very useful to get rid of them. And who knows, you may even capture their leaders.
considerable military presence for it to be successful. You will get a rough
+
*'''Forage Battlefield''' - After a battle, there are often many not so badly damaged pieces of equipment on the battlegrounds. You can instruct your men to search the fields of battle for those items useful to them. This will lower your equipment damage as the men replace damaged items with less damaged ones.
estimate when you click the Takeover link.<br>
+
*'''Recruit''' - If you are in the capital of your realm, you can recruit troops there. Clicking on this link will bring you to the recruitment screen. If you already have a unit, you can add men to it this way. If you want a new unit, you have to disband your old one first.
Takeovers are run at the turn, and it may take several days for a region to
+
*'''Rename Unit''' - It is possible to give your existing unit a new name, for example to reflect their maturity or the army they're now in. To do so you must be in a city, townsland, or stronghold region, so that you can find craftsmen to write the new name on your insignia.
finally convert. All the while your realm must keep a military presence in the
+
*'''Buy Paraphernalia''' - This brings you to the paraphernalia screen where you can buy extra items or recruit special troops such as scouts or healers.
region.<br>
+
*'''Abandon Paraphernalia''' - If you have too many extras costing too much gold, you can drop or disband them on this screen.
<br></DD>
+
*'''Leave Wounded''' - Your wounded men can be left behind in the care of local healers. This allows you to get rid of them, but also means you lose them - when they are healed, they will go home, not return to your unit.
<DT>Raze Fortifications</DT>
+
*'''Abandon your unit''' - This screen allows you to abandon your men in part or whole, or set up some or all of them as a local militia force.<br>
<DD>This option allows you to damage fortifications, ultimately destroying
+
 
them or reducing their level. It is very useful when you were able to take
+
==See Also==
control of an enemy city or stronghold, but a relief force is closing in and
+
*[[Unit]]
you want to pull back - razing the fortifications will easen your next
+
*[[Paraphernalia]]
assault or force the enemy to spend considerable resources in rebuilding  
+
*[[Help:Takeover]]
it.<br>
+
*[[Equipment Damage]]
<br></DD>
 
<DT>Repair</DT>
 
<DD>If your equipment is damaged, you can repair it in cities, strongholds
 
or townslands of your own or allied realms.<br>
 
<br></DD>
 
<DT>Pay your men</DT>
 
<DD>While Autopayment (in the paperwork section) can take care of this,
 
you sometimes want to pay your men right now. It can also sometimes raise
 
morale to pay your men right away.<br>
 
<br></DD>
 
<DT>Entertainment</DT>
 
<DD>Again available only in friendly cities, strongholds and townslands,
 
spending some time and gold on entertainment allows you to raise morale of
 
your troops.<br>
 
<br></DD>
 
<DT>Rest Troops</DT>
 
<DD>If you have no gold for entertainment, simple rest can bring a few points
 
of morale back as well, especially when you have lots of time to spend on
 
it.<br>
 
<br></DD>
 
<DT>Training</DT>
 
<DD>This option allows you to raise the experience of your troops, though it
 
is much less effective than actual combat. Unexperienced troops gain more
 
from training than experienced units.<br>
 
<br></DD>
 
<DT>Scouting</DT>
 
<DD>You can send out scouts (if you have any) or one of your regular
 
soldiers to neighbouring regions to find out if there are any enemies
 
there and what the situation is.<br>
 
<br></DD>
 
<DT>Civil Work</DT>
 
<DD>You can command your soldiers to help the peasants repair damages to
 
their infrastructure, rebuilding mills and bridges or similiar work. This
 
will raise the region's production, but lower your unit's morale.<br>
 
<br></DD>
 
<DT>Police Work</DT>
 
<DD>Only available for units with the police designation, this allows you
 
to support the local police. It has a small, but constant and reliable
 
effect on morale, loyalty and realm control.<br>
 
<br></DD>
 
<DT>Hang Rebels</DT>
 
<DD>If the independence of a region is high, you can simply hang those
 
pesky rebels and be done with them. This will crush morale in the region,
 
so beware. It is, however, the only efficient tool you as a normal troop
 
leader have when it comes to rebel peasants.<br>
 
<br></DD>
 
<DT>Dig In</DT>
 
<DD>Building a simple fortification, a palisade wall and a moat, around your
 
camp can greatly enhance your defensive in the open field. It also makes your
 
soldiers feel safer.<br>
 
<br></DD>
 
<DT>Hunt Enemies</DT>
 
<DD>If there are still defeated enemies around from the last battle, you can
 
send your men out in small parties to find and round them up. Not without
 
danger, but very useful to get rid of them. And who knows, you may even
 
capture their leaders.<br>
 
<br></DD>
 
<DT>Forage Battlefield</DT>
 
<DD>After a battle, there are often many not so badly damaged pieces of
 
equipment on the battlegrounds. You can instruct your men to search the
 
fields of battle for those items useful to them. This will lower your
 
equipment damage as the men replace damaged items with less damaged ones.<br>
 
<br></DD>
 
<DT>Recruit</DT>
 
<DD>If you are in the capital of your realm, you can recruit troops there.
 
Clicking on this link will bring you to the recruitment screen. If you already
 
have a unit, you can add men to it this way. If you want a new unit, you have
 
to disband your old one first.<br>
 
<br></DD>
 
<DT>Rename Unit</DT>
 
<DD>It is possible to give your existing unit a new name, for example to reflect
 
their maturity or the army they're now in. To do so you must be in a city, townsland,
 
or stronghold region, so that you can find craftsmen to write the new name on
 
your insignia.<br>
 
<br></DD>
 
<DT>Buy Paraphernalia</DT>
 
<DD>This brings you to the paraphernalia screen where you can buy extra items
 
or recruit special troops such as scouts or healers.<br>
 
<br></DD>
 
<DT>Abandon Paraphernalia</DT>
 
<DD>If you have too many extras costing too much gold, you can drop or
 
disband them on this screen.<br>
 
<br></DD>
 
<DT>Leave Wounded</DT>
 
<DD>Your wounded men can be left behind in the care of local healers. This
 
allows you to get rid of them, but also means you lose them - when they are
 
healed, they will go home, not return to your unit.<br>
 
<br></DD>
 
<DT>Abandon your unit</DT>
 
<DD>This screen allows you to abandon your men in part or whole, or set up
 
some or all of them as a local militia force.<br>
 
<br></DD>
 
</DL>
 

Latest revision as of 02:19, 30 May 2013

Help-inverted.jpg

This page is part of the context-sensitive in-game help. If you want to contribute to it, please read the Writing Help Pages‎ page first, because the style for these help pages differs from the rest of the wiki.

The Orders screen contains almost everything (except travel) that you can do with your unit. Orders are split into "things you can do" and "things you can not do." Under "thing you can not do" you are told why you can not do them.

Links for orders that contain periods after them, (e.g. Training...) will lead to a second page where you will be presented with various options as regards your selection (in this example, the second page would list the various training options). Links without periods after them (e.g. Dig In) will perform their function immediately. Effectively, that means that actions with periods after them can be cancelled after initially selecting them, while actions without periods cannot.


  • Rally/Gather your men - When you have been defeated in a battle, your men have retreated or fled the battlefield and you must rally or gather them before you can do anything else.
  • Looting - In enemy regions you can instruct your men to go out and take gold and other valuables from the peasants, or even rob the tax collector's office. Looting will reduce tax income and production in the region, and will make the people hate your realm.
  • Takeover - Taking control of an enemy region is called a takeover. It will require considerable military presence for it to be successful. You will get a rough estimate when you click the Takeover link.
  • Raze Fortifications - This option allows you to damage fortifications, ultimately destroying them or reducing their level. It is very useful when you were able to take control of an enemy city or stronghold, but a relief force is closing in and you want to pull back - razing the fortifications will ease your next assault or force the enemy to spend considerable resources in rebuilding it.
  • Repair - If your equipment is damaged, you can repair it in cities, strongholds or townslands of your own or allied realms.
  • Pay your men - While Autopayment (in the paperwork section) can take care of this, you sometimes want to pay your men right now. It can also sometimes raise morale to pay your men right away.
  • Entertainment - Again available only in friendly cities, strongholds and townslands, spending some time and gold on entertainment allows you to raise morale of your troops.
  • Rest Troops - If you have no gold for entertainment, simple rest can bring a few points of morale back as well, especially when you have lots of time to spend on it.
  • Training - This option allows you to raise the experience of your troops, though it is much less effective than actual combat. Inexperienced troops gain more from training than experienced units.
  • Scouting - You can send out scouts (if you have any) or one of your regular soldiers to neighbouring regions to find out if there are any enemies there and what the situation is.
  • Civil Work - You can command your soldiers to help the peasants repair damages to their infrastructure, rebuilding mills and bridges or similiar work. This will raise the region's production, but lower your unit's morale.
  • Police Work - Only available for units with the police designation, this allows you to support the local police. It has a small, but constant and reliable effect on morale, loyalty and realm control.
  • Hang Rebels - If the independence of a region is high, you can simply hang those pesky rebels and be done with them. This will crush morale in the region, so beware. It is, however, the only efficient tool you as a normal troop leader have when it comes to rebel peasants.
  • Dig In - Building a simple fortification, a palisade wall and a moat, around your camp can greatly enhance your defensive in the open field. It also makes your soldiers feel safer.
  • Hunt Enemies - If there are still defeated enemies around from the last battle, you can send your men out in small parties to find and round them up. Not without danger, but very useful to get rid of them. And who knows, you may even capture their leaders.
  • Forage Battlefield - After a battle, there are often many not so badly damaged pieces of equipment on the battlegrounds. You can instruct your men to search the fields of battle for those items useful to them. This will lower your equipment damage as the men replace damaged items with less damaged ones.
  • Recruit - If you are in the capital of your realm, you can recruit troops there. Clicking on this link will bring you to the recruitment screen. If you already have a unit, you can add men to it this way. If you want a new unit, you have to disband your old one first.
  • Rename Unit - It is possible to give your existing unit a new name, for example to reflect their maturity or the army they're now in. To do so you must be in a city, townsland, or stronghold region, so that you can find craftsmen to write the new name on your insignia.
  • Buy Paraphernalia - This brings you to the paraphernalia screen where you can buy extra items or recruit special troops such as scouts or healers.
  • Abandon Paraphernalia - If you have too many extras costing too much gold, you can drop or disband them on this screen.
  • Leave Wounded - Your wounded men can be left behind in the care of local healers. This allows you to get rid of them, but also means you lose them - when they are healed, they will go home, not return to your unit.
  • Abandon your unit - This screen allows you to abandon your men in part or whole, or set up some or all of them as a local militia force.

See Also