Help:Orders: Difference between revisions
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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. | |||
*'''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 | the battlefield and you must rally or gather them before you can do anything | ||
else. | else.s | ||
*'''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. | 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 | Looting will reduce tax income and production in the region, and will make | ||
the people hate your realm. | 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 | considerable military presence for it to be successful. You will get a rough | ||
estimate when you click the Takeover link. | estimate when you click the Takeover link. | ||
Takeovers are run at the turn, and it may take several days for a region to | Takeovers are run at the turn, and it may take several days for a region to | ||
finally convert. All the while your realm must keep a military presence in the | finally convert. All the while your realm must keep a military presence in the | ||
region. | region. | ||
*'''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 | 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 | control of an enemy city or stronghold, but a relief force is closing in and | ||
you want to pull back - razing the fortifications will | you want to pull back - razing the fortifications will ease your next | ||
assault or force the enemy to spend considerable resources in rebuilding | assault or force the enemy to spend considerable resources in rebuilding | ||
it. | 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, | |||
or townslands of your own or allied realms. | |||
you sometimes want to pay your men right now. It can also sometimes raise | you sometimes want to pay your men right now. It can also sometimes raise | ||
morale to pay your men right away. | 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 | spending some time and gold on entertainment allows you to raise morale of | ||
your troops. | 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 | of morale back as well, especially when you have lots of time to spend on | ||
it. | 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. | |||
is much less effective than actual combat. | *'''Scouting''' - You can send out scouts (if you have any) or one of your regular | ||
from training than experienced units. | |||
soldiers to neighbouring regions to find out if there are any enemies | soldiers to neighbouring regions to find out if there are any enemies | ||
there and what the situation is. | 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 | their infrastructure, rebuilding mills and bridges or similiar work. This | ||
will raise the region's production, but lower your unit's morale. | 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 | to support the local police. It has a small, but constant and reliable | ||
effect on morale, loyalty and realm control. | 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, | 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 | so beware. It is, however, the only efficient tool you as a normal troop | ||
leader have when it comes to rebel peasants. | 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 | camp can greatly enhance your defensive in the open field. It also makes your | ||
soldiers feel safer. | 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 | 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 | danger, but very useful to get rid of them. And who knows, you may even | ||
capture their leaders. | 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 | 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 | 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> | equipment damage as the men replace damaged items with less damaged ones.<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 | 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 | 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. | 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, | 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 | or stronghold region, so that you can find craftsmen to write the new name on | ||
your insignia. | 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 | |||
or recruit special troops such as scouts or healers. | disband them on this screen. | ||
*'''Leave Wounded''' - Your wounded men can be left behind in the care of local healers. This | |||
disband them on this screen. | |||
allows you to get rid of them, but also means you lose them - when they are | 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. | 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.<br> | some or all of them as a local militia force.<br> | ||
==See Also== | |||
[[Unit]] | |||
[[Paraphernalia]] | |||
[[Help:Takeover]] | |||
[[Equipment damage]] |
Revision as of 04:47, 1 May 2009
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.
- 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.s
- 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.
Takeovers are run at the turn, and it may take several days for a region to finally convert. All the while your realm must keep a military presence in the region.
- 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.