WKB Manual - Strategy First

Transcription

WKB Manual - Strategy First
Warrior KingsÏ: Battles
Contents
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Main Game Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Unit Selection Indicator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
The Minimap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Commanding Your Armies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Formations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Resources And Economics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Upgrades And Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Game Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
License Agreement and Limited Warranty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
Technical Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Introduction
Anarchy, n. 1. Absence of government; the state of society where there is no law or supreme
power; a state of lawlessness; political confusion.
Many years have passed since Artos brought unity and peace to the lands of Orbis, as told in
the events of Warrior Kings. He founded a dynasty that lasted 100 years, but the last
Artosian ruler died leaving his 9 year old son, Artos IV, to take the throne. The Regent, Duke
Hagens, murdered the poor boy and declared himself the Lord Protector, dictator in all but
name, bringing to an end years of stability. The ensuing struggle for power destroyed the
fabric of the Empire and it is disintegrating; wracked by civil war, famine and disease. The
Empire’s death throes sent shockwaves of instability across the world, sucking down
neighboring nations into a terrible whirlpool of cataclysmic ruin.
Orbis has been plunged into chaos and war rages across the land like the fires of hell.
Anarchy has spread like a plague across the seas to the Empires of the South and East. The
Empires, Nations and Kingdoms of Orbis have collapsed in on themselves, breaking down
into Baronies, Provinces and City States. Each man’s hand is set against his brothers’ in
terrible, bloody battles for survival and supremacy.
You are the ruler of a small province, the last remnant of a once mighty nation. To survive,
you will have to ‘Conquer or Die!
’’.
This Manual
This manual is a brief guide to getting started with Warrior Kings™: Battles. You will find a
manual on the CD that provides more details on the Units, Buildings and Upgrades which
can be found in the START menu, select: Program/Strategy First/Warrior Kings-Battles/
Online Manual. There is also a keyboard reference chart at the back of this manual and a
fold-out, full color tech tree chart in the box, showing all upgrades, buildings, units and their
costs.
Technical Speci f i c a t i o n
It’s extremely important that your machine meets the minimum technical specification
™
shown on the Warrior Kings
: Battlesbox. So before going any further, double check that your
machine is capable of running the game successfully.
Installation
• Place the Warrior Kings™: BattlesCD-ROM into your computer’s C D-ROM drive.
• The disk should Autorun and show the initial screen.
• Select ‘Install Game’ and follow all on-screen instructions.
However, if Autorun is disabled on your machine:
• Double-click ‘My Computer’ on your desktop.
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• Double-click on the C D-ROM drive and the initial screen should appear.
• Select ‘Yes’ to Install Game and follow all on-screen instructions.
But,
• If you do not see the initial screen locate ‘Setup.Exe’ on the CD-ROM and double click on it.
• Follow all on-screen instructions.
After the game is installed, from the START menu select: Programs/Strategy First/WarriorKings:
Battlesand click Warrior Kings-Battles to run the game.
The game will now load.
Getting Started
™
There are several different types of games available to you when you play Warrior Kings
: Battles.
Campaign – Re-unite Orbis by defeating enemies from all corners of the land.
Skirmish - A single player game played against 1 to 7 AI opponents on a selected map.
Valhalla – A single player game played against 1 to 7 AI opponents on a selected map, with
armies but no economy.
Multiplayer – Play against a mixture of AI and human opponents across the Internet or LAN.
Main Menu
This is the initial starting point in the game. From here, you can access all areas of the game.
LOAD GAME
Selecting this will open up the Load Game Menu. Click
on the tabs to choose between previously saved games for
the Single Player Campaign, Skirmish game and Multiplayer games. When you have selected the game you
want to load, click on the Load Game button.
Note: For the Campaign mode, the game will
automatically save and load your progr ess across Orbis for
completed Provinces. If you have saved a game while
fighting in a Province, this is the place to load it (not from the Campaign map).
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CAMPAIGN
The Lord Protector, Duke Ignis Hagens, has usurped the throne of the Empire, causing it to
collapse into anarchy. You must reunite the Empire by destroying the Lord Protector, and
conquering the province in which he dwells – Liguriensis. This may initially look like an
easy task, but you will have to gain the support of many provinces before you have
sufficient resources to face the enemy onslaught that you will find waiting for you!
When starting a new campaign, you will have to give it a name.
Once you’ve typed a suitable name, left click the OK button. You
will then be taken to the Orbis map.
If you have come here for the first time, you will see that the
Province of Angland has been selected (signified by the red sun
symbol in the province), as this is the first province you must
conquer. Click on the ‘OK’ button to begin your assault on
Angland where you will begin with a Manor, a few buildings, units and peasants.
Each province will have a number of Generals assigned to it – every time you start a new
Campaign the Generals allocated to each province will vary. Facing you in the first province,
Angland, will be 2 enemy Generals. Initially, you will be limited by what you can build and
research, as you control no provinces. However, each time you successfully conquer a
province, you will receive a bonus. If you pass the cursor over any province on the map, it
will display the the bonus you will receive if you conquer it. If you right click on the
province, it will display a description of the province and detailed information about the
Generals. The bonuses range from an increase to your Population Limit (i.e. how many units
you can control), starting resources, or the opening up of new sections of the Tech Tree.
However, the better the bonus, the tougher or more numerous the Generals defending the
Province.
To conquer a province you will need to defeat all opposing Generals in that province. Do
this by destroying their Manors.
Whether you win or lose, you will be taken back to this screen where your progress in the
campaign is automatically saved. If you won, then Neighboring Provinces will become
available for conquest. Simply click on a Province with a flag to select it and then click on
the ‘START’ button to invade.
Finally, if and when you do conquer Liguriensis, you will be victorious, the Campaign will
be over, and you will see the Campaign Victory Screen.
You can then go back and conquer any remaining Provinces, or start a new Campaign with
different opponents.
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If you’ve already started this mode, the name you gave the current Campaign will be
displayed in the top right hand corner and the map will automatically highlight the next
available Province(s) you can play. To continue a different Campaign, left click the ‘Load’
button. This will show a list of all the Campaigns currently in progress. Highlight the game
you want to play and left click the ‘Load’ button. To start a new Campaign, left click the ‘New’
button.
Hint: You will find that you can invade Ligurienis relatively early if you take the direct route,
but bear in mind that you may well be entirely unprepared for the enemy onslaught that
you will face! It is better to wait until you have built up your tech tree and population limits
before going for the win, unless you are exceptionally good at the game.
SKIRMISH
Skirmish is a single-player game, where you can fight against one or more AI (Artificial
Intelligence) Generals on a selected map. There are 3 Tabs at the top of the screen – ‘Players’,
‘Settings’ and ‘Army Enlistment’.
(Note: the ‘Army Enlistment’ tab will only become available when you choose Valhalla mode
under the Settings tab).
Players Tab
This is the screen used to set up your opponents –
who they are and which colors represent them ingame. To add an AI General, click on the ‘Conscript‘,
‘Veteran’ or ‘Elite’ buttons, and then choose from the
available list (the Generals in the Conscript list are
the easiest to defeat, while the Elite Generals are the
hardest to defeat). To remove an AI General, select
the General and then click on the ‘Kick AI General’
button that appears. There are two types of General –
historical Generals, and Generals from the Campaign
game. To begin with only Generals who lived in the
past of the world of Orbis will be available to you in the Skirmish game. You must play the
Campaign game to unlock the latest Generals. Each time you conquer a province in the
Campaign game, the Generals that you defeated will be ‘unlocked’ and will become available
for you to play against in Skirmish mode.
Each player will be represented by a different color on the Minimap (see Minimap section
later in manual). To change a player’s color, click on the player name and then on the color
button. Keep clicking to scroll through all the colors. Their names will be displayed in the
color you select.
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You can rename yourself (but not the other Generals). To do this, click on the ‘Human Player’
and then click on the ‘Rename’ button that appears. Enter the new name and click ‘OK’.
You can group Generals together into Teams. Generals on the same Team must have the
same Team Symbol – just click on the button in the Team column to cycle through the
symbols. Once in–game, Team mates will be permanently allied with each other and at war
with anybody not on their Team.
The default game is using the ‘Destroy The Manor’ victory conditions, on a 2 -player map. To
change these settings, select the Settings tab.
Settings Tab
This is where you can configure your next Skirmish
game. Use the scrollable list on the right of this screen
to select the map over which you wish to fight.
You can display a list of all available maps by clicking
the ‘All’ button or just use the numbered buttons to
display the corresponding maps – so the ‘2’ button
displays all the 2 player maps, etc.
Standard Mode
You can play against 1 to 7 AI Generals in Standard Mode. You will start with a few
peasants and a manor. You will begin ‘unaligned’ but as you develop your Kingdom, you
will have to choose a path (Imperial, Pagan or Renaissance, see Paths To Glory later in the
Manual) and develop your economy and your armies by researching all sorts of new
military and economic advances. Victory is achieved by destroying your opponents
Manor(s). You can configure various aspects of the game on this screen such as starting
resource levels, Map resources and Barbarians. These are explained below:
Start Food – Used to create units and to feed military units. The higher the starting level, the
faster players can build up.
Start Wood – Used to construct buildings and needed to create certain troops (such as
archers). The higher this is set, the faster each player can move up the Technology Tree.
Start Gold – Used to construct buildings and to research more advanced tools/units, as well
as recruit or build special units.
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Population Limit – The total population that your Empire can reach. Be careful, as an
imbalance of civilian and military units will cause you problems!!
You can also change the amount of natural resources that will appear on the level. These are
the stone or gold outcroppings you will see scattered around. You can set them to ‘Low’,
‘Medium’, ‘High’ or just turn it ‘Off ’.
You can also choose to have wandering Barbarians on the map too. They won’t align
themselves to a particular player, they will just randomly attack any General on the map, so
be warned! Each Barbarian tribe will have a Barbarian Settlement. If you destroy a
Settlement, you will prevent anymore raids, and earn yourself a little booty, by way of gold.
If the Team Reconnaissance button is checked, then all Team members will see what each
other can see.
The Clear Fog of War button allows you to play the game without the Fog of War. You will
be able to see all the terrain on the map without having to explore it and all units will be
revealed to all players.
The Allow Diplomacy button is used to toggle diplomatic text messages on and off when
playing against computer AI Generals. If it is on, they will send you messages demanding
tribute, offering alliances etc. If it is off, they will still make offers of alliance, but no text will
be displayed in the Chat Window.
Note: If you set any AI players as a Team (i.e. allied against you), Diplomacy will be turned
off automatically. No AI Team members will ever offer alliance: it’s a fight to the death!
Finally, you can always play a game without any opponents. This is a good way to learn the
basics of the economic game. Try building the ultimate city as fast as you can!
Valhalla Mode
This mode allows you to play shorter Skirmish games, against AI Generals. In Valhalla
Mode, you spend points on creating a pre-built army (see Army Enlistment below) – there is
no economy, no peasants, no research and no upgrades. It’s just carnage, carnage, carnage!
Each player is a given number of points, decided before the game starts. You then spend
these points on numbers and types of troops according to your choice. You can also
configure the amount of food each player starts with, which is used for Supply Wagons
healing ability. (Only a fool would play in Valhalla mode without some Supply Wagons…).
When you start the game, your forces will be waiting at your starting Manor, ready for you
to take command of them. Note that in Valhalla mode, buildings cannot be attacked, nor can
new buildings be constructed. In Valhalla mode, flags are placed semi-randomly on the
battlefield. Control of these flags generates points over time.
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The longer you control a flag the more points you will earn. Not only that, when your units
are killed in battle, after a time they will respawn at your Manor as replacements. However,
your units have a limited number of respawn lives that you can configure at the start of the
game (this can be 1 – no replacements - or anything up to Infinite – unlimited
replacements).
The first player to earn the designated number of victory points wins the game. You can also
win by destroying all your opponents’ armies (by using up all their respawn lives - except in
the case of Infinite respawns, of course!).
You can configure the following:
Resource Points – The amount of points you have to spend on your army.
Victory Points – The number of Victory Points required to win the game.
Valhalla Mode Food – The amount of food available to heal your troops
Unit lives – The amount of times a unit can respawn.
Capturable Flags – The amount of flags available in the game. The more flags, the easier it
will be to score.
Flags are captured by moving troops within range (flag range is denoted by a stone circle).
Each flag in your possession will add to your Valhalla score. If there are enemy troops also
within range of one of your flags however, it will become neutral until one or other side in
the vicinity is wiped out.
Army Enlistment
On the left is a drop down menu of alignments.
Many units, companies and mercenary bands will
not fight alongside other units of differing
alignments. You must choose a single alignment
from which to recruit your entire army. On the right,
is a scrollable list of all available units that you can
hire, depending on the alignment you have selected.
Clicking on a Company will give you information,
background and price at the bottom of the screen. Double clicking or clicking Enlist will
transfer the selected company into your army, displayed on the left. Similarly, double clicking
on a Company in your army will remove them. The drop down menu above the companies
allows you to sort between the different weapons platforms available (Heavy Infantry, Light
Infantry, Heavy Cavalry and Light Cavalry etc).
You can Save and Load your favorite army by using the buttons in the middle of the screen.
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MULTIPLAYER
From here you can 'Create' your own game, with your
machine as the server, or Join an already existing
game. A maximum of eight (human and/or AI)
players can play across a LAN or the Internet. You
can play multi-player Skirmish games and multiplayer Valhalla games.
(Note: In Valhalla mode, only a maximum of 3 AI
Generals can be present on a map).
Join
If you join another player’s game you will only be allowed to chat, set your color, team and
your Army (if playing in Valhalla mode).
Create
Once you have created a Server, you can set up the starting conditions for your game in
exactly the same way as you do for Skirmish games (except that you can’t choose
another human’s player color – only they can do that). You can also play Valhalla
Multi-player games.
When each of the players has made their choices they should click ‘Ready’, and a ✓ will
appear in the ‘Ready’ column next to their name. When all players are ready, the person
who has created the server should click the ‘Start’ button at the bottom of the screen to begin
the game.
Refresh
Click this button to make the game search for LAN games and update the list.
Join IP
Type in the IP address of the game you want to join. If the server is hosted behind a Firewall
or NAT (Network Address Translator) you can try to connect via GameSpy™.
GameSpy™
Clicking on this tab allows you to create, find and join multiplayer games that are listed by
GameSpy™. If you select the GameSpy™ tab, it will automatically search for eligible games
of Warrior King™: Battles
available at GameSpy™.
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King Piece Mode
In Multiplayer mode there is an extra game type: King Piece.
Enter Multiplayer and select the Settings tab. From here you can select King Piece mode but
ONLY if all the generals are Human players, and NOT in Valhalla mode. Victory is achieved
through killing the enemy King or destroying the Manor/Keep/Castle or Palace on which his
flag is flying. In this mode, each player will have a unit in the game representing your King.
The King will be a tough unit, but if killed, you will be defeated. As you progress through the
tech tree, and your Manor is upgraded, your King will also get tougher. If he is garrisoned in a
Manor/Keep/Castle or Palace, then that building becomes your Capital, and flies your color
flag. If that building is destroyed, your King is deemed to be dead, and you lose.
TUTORIAL
This will take you to the Tutorials screen. You can
select the Interactive Tutorial which will guide you
through the basics of the game. You can also load up
to 4 Tutorials that are non-interactive, but will show
you much that is useful.
OPTIONS
This is where various aspects of the game can be configured.
Graphics
You can change the level of detail used in the game and also change the screen size here.
The ‘Performance v. Quality’ bar enables you to quickly change the graphical settings very
easily. Move the slider to the left (lower graphical quality, higher performance) or right
(higher graphical quality and lower performance).
Note: That higher the graphical detail the more hardware resources are needed to maintain
the games performance.
If you wish, you can click on the ‘Advanced’ button to access individual graphical features
(including changing the screen resolution). These can be changed individually to tailor the
game to your particular system.
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Note: Changing the ‘Performance v. Quality’ bar will change these settings regardless of
whether they have been set manually or not..
When you have made the changes, click ‘OK’ to accept them, or click ‘Back’ to cancel the
changes.
Sound
Adjust the volume of the sound effects/music and turn 3D sound on or off
When you have made the changes, click ‘OK’ to accept them, or click ‘Back’ to cancel the
changes.
Control
Here you can adjust map scrolling, change camera operation and mouse sensitivity.
Free Look – This ‘unlocks’ the camera and enables in complete freedom of movement in
3-axes with the camera. (See Camera controls later for more details).
Push Scroll – By default the user can move the cursor to the edge of the screen to scroll the
map. It can be turned off here.
Camera Snapping – Clicking on the Minimap in-game will normally cause the camera to
scroll across the landscape to the chosen point. By turning Camera Snapping ‘on’, the camera
will jump directly to the chosen point.
Single Click – The default setting to select a group of identical military units is a Single Click.
By turning this option ‘off ’, a single click will select an individual unit, you will need to
double click to select the group.
When you have made the changes, click ‘OK’ to accept them, or click ‘Back’ to cancel the
changes.
AI General Editor
This feature allows you to create your own generals if
you think ours are too puny! (Note: Created generals
are only available for use in Skirmish and
Multiplayer modes).
Here you can select an image to represent your new
General and alter their traits. Move the individual
slider bars to change each attribute and click ‘Save’ to
save them. Clicking the ‘Random’ button will produce
random attributes. You can also add in some
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background comments by typing them in the ‘Background’ box at the bottom of the screen.
To view a General you have created, select them from the drop down box. This will enable
you to view and alter their attributes.
Note: You cannot view or alter the attributes of the predefined Generals in the game.
There are 14 Personality Traits, displayed as slider bars. Beside each slider bar is a button –
checking this button will randomise that trait only. (You won’t know what it is…).
ECONOMIC VS MILITARY
Sets General’s tendency to concentrate more on economic or military development.
RAIDING VS S IEGE
Propensity to create Raiding armies (light troops, aimed at the enemies’ economy) or Siege
armies (equipped to attack and destroy enemy structures). Also, this governs the likelihood of
sneak attacks with Spies, and Succubi. The more of a Raider he is, the more sneaky he is as
well…
PAGAN, RENAISSANCE OR I MPERIAL
Sets Alignment, from Pagan (far left) to Pagan Renaissance (middle left), Renaissance
(middle), Imperial Renaissance (middle right) and Imperial (far right).
INFANTRY VS CAVALRY
Sets preference for building Infantry or Cavalry.
H EAVY VS LIGHT
Sets preference for Heavy or Light troops.
CONSCRIPT, V ETERAN OR E LITE
Sets ability. Note that the better a General the higher the Technology Tree that is available to
it, and the better their grasp of combined arms amongst other things.
FERVOR
How fanatical the General is about his Alignment. The higher his Fervor rating, the less
likely he is to ally with players of a different alignment.
TOADY, N EUTRAL OR ARROGANT
This sets the tone of the AI General’s speech.
DIPLOMATIC FREQUENCY
How often the AI will review its diplomatic state with you. The higher this is set, the more
the General will engage in Diplomacy.
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GREEDINESS
Effects how much an AI General will ask in resources, usually in return for an alliance, but
also when already allied with a human player. This Trait also effects how responsive the AI
is to bribes from the human player (the more Greedy he is, the easier he is to bribe).
TREACHERY
The higher the Treachery rating, the more likely the General is to break an alliance. The
lower this rating, the more loyal he is when allied.
PRIDE
The higher his Pride, the more likely he is to hold a grudge, if the player breaks an alliance.
Extreme pride means the AI General will never ally again with a human who has betrayed
him, and will probably fight to the bitter end.
FRIENDLINESS
How likely the General is to make an alliance.
Often these traits will interact together in interesting ways. For instance, a very friendly, very
Greedy General will be easy to bribe into alliances. Preferences for Raiding and Siege armies
are also affected by unit type preferences. For instance, a General who only builds Raiding
armies and only Infantry that is Heavy will not be as effective as a Raider who builds Light
Cavalry.
Finally, remember to save your General after creating him. New Generals will become
available for Skirmish games, but will not be added to the Campaign.
O ve rview
This is an overview of how to play the game. If you pass the cursor over nearly every object in
the game, a tooltip will pop-up, giving you information as to its function, what it costs and so on.
Paths to Glory
There are five different possible paths or alignments to follow in the game: Imperial (hereticburning, religious fanatics, best defence), Renaissance (banking, science, pragmatism, best
resource gathering and siege weapons), and Pagan (druidic nature worshipping warriors –
best attack). P LUS two combinations: Imperial-Renaissance (‘Bishops with Gunpowder’) and
Pagan-Renaissance (‘Demons and War Machines’).
You will start most games with only a Manor and a few Peasants. The buildings and
upgrades you choose to build and research will determine your path. For instance, building a
church takes you down the Imperial path, and shuts off the Pagan path. As you progress,
your Manor will upgrade itself, first to a Keep, then a Castle, and finally a Palace.
Consult the tech-tree chart for more information.
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Selecting Units and Buildings
To select a unit or building, left click on it. The unit or building will be displayed in the Unit
Selection Indicator in the bottom left of your screen.
Units have a colored circle displayed around their bases. If green, they are at 100% health. If
yellow they are wounded. If red, they are badly wounded and close to death!
Some units will also have a segmented circle around their base. This represents how much
ammunition they have left (some units use Mana), as the unit fires shots (or cast spells) , this
reduces quickly, but builds up over time. (See ammunition for more details).
Buildings will have a colored bar displayed over the top of the building. If it is green, the
building is undamaged. As the building takes damage, the bar changes color to red. Once the
bar is completely red the building will be destroyed.
You can see in detail how many ‘hit points’ or ‘structure points’ a unit or building has by
checking this information in the Unit Selection Indicator, which is displayed in the bottom
left hand corner of the screen when a unit or building is selected.
Using Units
In general, with the unit you want to give orders to selected, right click on your target to
issue orders. If the target is the ground, then the unit will move to the target. If it is a building
or other unit, the cursor will change according to what the unit can do to the target. For
instance, if it is an enemy unit you right click on, your unit will move to attack.
You can give your units multiple orders by stacking the commands. Please consult the
section headed Order Stacking System later in the manual.
Using Buildings
In general, there are two main things you can do at buildings: create new units, and research
new upgrades. When you select a building, a list of icons may appear in the top left hand
corner of the screen. Left click on these icons to perform the indicated action (note that there
is usually always a cost associated – the tooltip will help you here). If the icon is grayed out,
then you do not have enough resources (again check the tooltip). However, if the icon is
completely ghosted out, then you need to build a building, or perform a separate upgrade
first. If you have chosen to recruit a new unit (such as a Spearman, who is spawned at the
Barracks), then you will pay the cost, and a red bar will begin slowly charging up on the
icon of the unit. When ready, the new unit will appear outside your barracks, along with a
sound notification to show he is ready. You can cancel a unit while it is being built by right
clicking on the icon. Any r esources used to create this unit will be returned to your stockpile.
The same procedure applies for research upgrades, (for instance, Gunpowder at the
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Scriptorium Building). Research will sometimes allow new units and upgrades to be
available at existing buildings, or enable you to construct new types of buildings. Note that
you can pre-order your spawning units to automatically head for a location as soon as they
are spawned. With the building selected, you can right click on the ground where you want
the newly spawned unit to go to. All units now created at that building will automatically
assemble at this spot, until you change the order. You can also give them pre-orders. Military
units can be ordered to Train as soon as they are spawned Peasants can be ordered to Gather
Materials, and Priests and Bishops to pray at Churches and Cathedrals. With the appropriate
building selected, pass the cursor over the target (for a Peasant, this would be a tree, stone or
gold outcropping) and you will see that the cursor changes to the appropriate icon. Right
click to initiate, and you will find that units will perform that task as soon as they are
spawned.
Constructing Buildings
To construct a building, you will need to have a Peasant selected (to construct Siege Weapons
or a Henge, please consult the Sapper and High Priestess entries in the online manual). Click
on one of the three Building type icons at the top of the screen. These are ‘Military’,
‘Alignment’ and ‘Economic’ building lists. Left clicking on one of these icons brings up a list
of buildings for your peasant(s) to choose from. If one of these buildings is grayed out, this
means you can’t build it yet, or you can’t afford to build it at the moment. If you left click on
a building you can build, and you will find that a shadow version of that building will
appear on the end of your cursor. At this point you can rotate the building before building it;
use the ‘[‘ and ‘]’ keys to do this. As you move the building over the terrain the color will
change; if it turns red, that means you can’t build that building on that terrain; if it is all
green, then it can be built in this position. Right click on where you want the building to go,
and its foundations will then be stamped down in the game. The selected peasant will then
go and construct that foundation. To assign more peasants to speed up the construction of the
building, select them, and then right click on the newly stamped down foundation.
You can also queue up buildings for construction. Select a peasant and the building you
want constructed in the normal way. Then hold down the Shift key, and you will find that
you can stamp down multiples of that building. The peasant(s) will then continue working
until all of them are completed.
Main Game Scre e n
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1: Military Buildings
This is shown only if you have a Peasant selected. Click to open a drop down menu
of buildings that have a military function. For example, a Barracks costs 200 Materials
to build, allows Watchtower, Training Dummy, Stables, and various military units.
2: Alignment Buildings
This is shown only if you have a Peasant selected. These are buildings that define
your alignment in the game (Pagan, Renaissance. Imperial, Pagan Renaissance, or
Imperial Renaissance). Some of these preclude other buildings. Refer to the Building
Tree Chart, and to the online manual for a full description.
3: Economic Buildings
This is shown only if you have a Peasant selected. These are buildings that are crucial
for the economic development of your settlement e.g. Village, Manor and Farm.
4: Settings
This button gives access to the Ingame Menu where you can adjust your Control
Configuration, Graphics, and Sound. You can also Load and Save the game from
here. Hitting the Esc key will also access this menu.
5: Mission Objectives
This is only available in the Tutorial. Click to view a summary of the current
tutorial objectives. This button will flash to warn you of any changes.
6: Global Diplomacy
This button reveals all players cur rent diplomatic status. This only becomes active
once you have built a Tavern.
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7: The Diplomacy Button
This button shows your Diplomacy state in relation to other players in the game.
There are three levels of diplomatic relations between individual players:
Allied
Allied Units cannot be ordered to Attack each other. You can Guard each other’s units.
Peace
The two players’ Units do not automatically attack each other.
Enemy
The two players’ army Units will automatically attack each other
Clicking on the Diplomacy button brings up the Diplomacy screen which shows your
relationship with other players as a matrix of Allied, Peace and Enemy icons cross-referenced
to players. Your current status is shown by an appropriately highlighted icon. To change your
relationship, simply click on the Allied, Peace or Enemy (war) icons, for that player, and then
click the Send button to dispatch it. If you offer an
Alliance or Peace, the player you made the offer to
will have to check the Alliance or Peace button to
accept it. Checking the Enemy button and clicking
Send, automatically sets the players at war,
regardless of other buttons checked. If a player
makes an offer to you, than the Diplomacy Button
will start flashing. If you make an offer to an AI
General, then he will send you a response which
will be displayed as a message in your Chat
Window
8: Tributes
Building a Trading Post gives you access to the Tributes screen. The Tributes button
will flash to show that Tributes have been
enabled. This allows you to send tributes or
additional supplies to other Generals and
players in the form of Food, Materials or Gold.
Clicking on the Tributes button will open up the
Tribute screen. Left click on a resource icon in
the target player's row on the Tribute screen to
increase the amount of that resource by ten.
Right click to decrease the amount. Holding
down the shift key and clicking
increments/decrements the amount by 50. Click
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on the Send button to send the tribute. This is added to the target player's global stocks
immediately. You will receive a message if you are the recipient of tribute. Note that you can
always receive tribute, even if you haven’t got a Trading Post. Sending tributes to a neutral AI
General will make them feel more well-disposed towards you and makes it more likely they
will give you an offer of alliance. It can also make it less likely that they ask for more Tribute
in exchange for an alliance.
9: Unit Selection Indicator
Whenever you select a unit, or a building, then their stats, and what commands they can be
given will be displayed here. See the Unit Selection Indicator section later for more details.
10: Chat Window
The button in the middle at the top of the Chat Window
opens and closes the Chat Window allowing you to talk to
other players in the game.
With the Chat Window open:
• Type in your message.
• Press Enter to send your message.
• The message will be sent to those players whose portrait coat-of-arms is highlighted. Click
on the portrait icon to select and de-select. (You can’t send chat messages to AI Generals,
obviously…).
If you have the Chat window closed, and someone sends you a message, then this button
will flash. AI Generals will often send you messages in this way, declaring war, offering an
alliance, asking for tribute, asking for help, and so on. If an AI General sends you a message
requiring an answer, use the Diplomacy screen or the Tributes screen to send your reply. If
you ignore a request from an AI General, this will be taken as a refusal.
11: Player Portraits
These display the players in the current game. If it is a human player,
the portrait will be a color coded silhouette. If it is an AI General, his or
her portrait will be displayed. At the bottom of each Portrait is displayed
that players current score, which will help you to track how well they
are doing, and, in Vallhalla mode, how close they are to winning. In the
top left hand corner of the portrait a number is displayed showing who
is in the lead (i.e. 1 means first, 2 means second, etc). In the top right
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hand corner is a button you can toggle on and off (yellow means on, black is off). If it is on,
then they reeive any messages you send. If it is off, that player will not receive your
messages. This only applies to human players (although you can declare war, send tributes,
make peace and offer alliances to AI players). You can minimize and maximize the portraits
by clicking on the button just above the Player Portraits.
12: Gold Levels Indicator
Gold is important for building items/ hiring troops, research, etc. Gold is
generated either by mining a gold outcropping, or by building shops, and then
assigning Peasants or Merchants to them.
13: Materials Level Indicator
This shows the amount of Materials available at your manor.
14: Food Levels Indicator
Food is important to maintain your armies. Stock is shown by the number on
top. The lower colored bar is your Food Income – this will shift all the time as
your population consume food and food produced is added to stocks. The number on this bar
shows amount of food your army is consuming (the left hand number) versus the amount of
food you are currently providing (the right hand number). Note that, if this bar is all brown
you are consuming more than you are producing and your people will starve. In this case,
the Food Indicator will begin to flash. See Food Consumption later for more details.
15: Population
The figure on top is your current population, the figure below is the maximum
allowed population for that level. You cannot have more units than your
Population Limit. This Limit is configurable for Skirmish and Multi-player games. In the
Campaign game, certain provinces that you conquer will increase your Population Limit.
16: Minimap
Here you can see a map of the whole level, including areas where you have uncovered the
fog of war. See the Minimap section below for more details.
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Unit Selection Indicator
This will show the cur rently selected Unit, along with all of
that Unit’s associated Action Icons.
1: Command Icons
To use one of the Action Icons: Left-click on one of these icons
(for example Gather Materials will appear for a peasant) The
pointer will change to the Gather Materials icon and then right
click on a tree. Alternatively, you can just right click on the
Gather Materials icon, and the Peasant will go and find the nearest tree, and begin harvesting it.
Another way to do this is to select the Peasant then place the pointer over a tree – where it
changes intelligently to the Gather Materials icon, right-click and the Peasant will carry out
the task.
For full details of all the units and their commands in the game, see the Online Manual (on
your CD).
2: Unit Picture and Unit Values
The Unit Selection Indicator in the bottom left hand corner of the screen will display your
currently selected unit. Around the image of the unit or building, there are various numbers,
depending on the type of unit or building selected. In the case of the Peasant, these show the
amount of Food, Wood, Gold and Stone the Peasant is carrying, and the current hit point
total. For a Military unit, these will be Melee or Missile attack value, Armor and hit points,
The symbols are:
(Heart) Hit points
(Food) Total Food carried
(Sword) Melee attack value
(Wood) Total Wood carried
(Shield) Armor value
(Stone) Total Stone carried
(Bow and arrow) Missile attack value
(Gold) Total Gold carried
Sometimes you will see more than one number, for instance, a Shield (armor) icon, and then
two numbers, such as 12 + 2. The first number is base armor value, with experience (see
later) factored in, the second number is additional armor from upgrades.
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The Minimap
In the lower right of the screen is the Minimap. This shows a
small top down version of the game world for that level. Note that:
• North is always at the top of the Minimap even though you may be looking in many other
compass directions on the 3D world view.
• Your Units are in your game color (for multiplayer games your color will be the one you
selected).
• Enemy Units and buildings are only shown if your Units can ‘see’ them (i.e. they are
within their sight range). Areas you have not explored will be dark.
• The direction you are facing (on-screen) is represented by the Vision Arrow.
• You can go to any point on the landscape by left-clicking on the Minimap.
• If you are attacked the Minimap will display a flashing red circle at the combat location
and you will hear a warning sound effect.
• If a fire breaks out at one of your buildings the Minimap will display a flashing orange
circle at the location of the fire(s) and you will hear a fire warning sound effect.
• If one of your Scouts spots an enemy unit, the Minimap will display a flashing green circle
at the location of your Scout, and you will hear a unit sighted warning sound effect.
• When you finish a building, the Minimap will display a flashing white circle to show
where the building has just been completed.
The Minimap also has four buttons that provide information on the location of the following:
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1: Peasant Activity button
Left clicking on this button displays a breakdown of Peasant activity. It shows the number of
Peasants engaged in each activity. From the top down, the activities are Gold Mining,
Farming, Materials Gathering, and idle Peasants. Each has a corresponding icon. Left click this
icon to select all Peasants engaged in that activity. This makes it easy to reassign Peasants in
a hurry – particularly idle ones!
2: Display Military Personnel
Press this button to display/hide your military units on your Minimap.
3: Vision Arrow
This represents your in game view of the play area. The tip of the arrow shows you which
way you’re facing. You can spin the Vision Arrow (and hence your view) by holding down
the middle mouse button/wheel and moving your mouse left or right. Alternatively you can
hold down the ‘0’ key on your number pad and move your mouse.
4: Display Resources
Press this button to display/hide available resources (trees, gold/stone outcroppings) on your
Minimap.
5: Display Civilian units
Press this button to display/hide your civilian units on your Minimap.
FOG OF WAR
In the 3D landscape you can only ‘see’ what your units or buildings can see. If all troops are
killed in action, you will lose sight of the enemy and the landscape will darken. It’s always
very important to have knowledge of the surrounding territory and you’d be wise to use
Scouts (built at Trading Posts) distributed strategically around your lands. The Trading Post
itself also has a large sight range.
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USING THE CAMERA TO VIEW
THE
WORLD
• Move the mouse cursor to the edge of any of the four screen sides and the landscape will
‘push scroll’ in that direction. Or you can use the Arrow keys, or the W (forward), A (left), D
(right) and S (backwards) keys.
• Move the mouse wheel up or down or press PageUp / PageDown to raise or lower the view.
• If you have Free Look initiated in the Options menu, press down the mouse wheel, or hold
down the 0 (Ins on Numpad) key to fix the cursor on the terrain. You can then rotate and
tilt the view around that fixed spot. You can also change the angle of movement so that
you can zoom right up to the faces of your units, or look in any direction you like. Be
warned: it takes time to get used to this, but once you’ve mastered the Free Look control, it
allows you complete freedom of vision, which can be great fun.
• Hitting the Spacebar will centre the camera on selected object(s). Holding the spacebar
down causes the camera to track the selected unit as it moves.
POP-U P TOOLTIPS
™
Warrior Kings
: Battleshas full tooltip support on all buttons, structures, icons etc. These will
give you important information about all on-screen items. Simply hover the mouse pointer
over the Unit, Building, Icon, Button etc.
Commanding your Armies
For full details on the functions of individual orders, and units, see the online manual.
SELECTION
Single clicking on a Military unit will select all units of that type nearby. Double clicking on
a Military unit will select only that unit. (Military Units are Light and Heavy Infantry, and
Light and Heavy Cavalr y. All other units are non-military units).
Single clicking on a non-Military unit will select only that unit. Double clicking will select
all non-military units of that type on the screen. You can also select all Units or Formations
by drag clicking a b ox over the group and releasing. Left clicking on a formation will select
that formation.
Finding Units
Sometimes certain units who operate on their own, or in small numbers, can be hard to find
(they might get lost in a forest for example). Scouts, Sappers, High Priestesses, Spies, Succubi,
Priests and Bishops can all be located by selecting the building at which they are created,
23
and selecting the Find command button. All units of that type will then be displayed on the
mini-map, their locations shown as flashing white circles. For instance, Bishops are recruited
at the Cathedral. Selecting the Cathedral and clicking on the Find Bishops icon will cause
their locations to be displayed on the Mini-map as flashing white circles.
Assigning Squad Numbers to Groups
In any military manoeuvre you may not always want the whole group to perform the same
task, you may sometimes want to set up a number of groups and control them as separate
squads, in this case you can select a number of Spearmen and give orders to each specific
group.
• Hold down CTRL and left-click on each individual to select a small group.
• Hold down CTRL and a number key to assign the selected group to that number.
Now press the same keyboard number to select that specific group instantly. Selected units
will display their Health Bars. You can use numbers 1 to 9 for this.
ISSUING ORDERS
There are several ways of doing this. With a unit selected, you can pass the cursor over an
object or target, and the cursor will change to an intuitive order cursor. With military units,
the default is an attack icon. For other units, it will change according to their abilities, and the
nature of the target. If you have a peasant selected, and pass the cursor over a tree, it will
change to the Gather Materials icon, if you pass it over a damaged building it will change to
the Repair icon, and so on. Right click on the target to enact the order.
You can also left click on an order icon displayed on the Unit Selection Indicator to select an
order, and then right-click on the target to enact the order.
You can also right click on certain orders, and the unit will find the nearest available target
and begin work at it – this works for all peasant command icons (Extinguish, Gather
Materials, Conscript Peasant into Militia, Farm, Shop and Repair) and for the Training
Command for Military units. See the Online Manual for more details.
MOVING
With a unit, group or formation selected, if you right-click at a point in the landscape (or on
the Minimap) a number of flags will appear at that point and the selected unit, group or
formation will move to those points.
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Moving Across the Landscape
Different Units have different abilities and speeds when moving across the landscape. For
example, walking across sand will be much slower than walking on grass. Scouts are the best
for traversing all terrain types. As with individual Units, formations are also affected by the
terrain that they are moving over. With large formations sometimes different parts of the
formation will be on different types of terrain. This will cause the associated Units within the
formation to move at different speeds, causing a slight distortion of the formation. When just
moving between two points this will not be a problem but make sure that you ‘read’ the
terrain correctly when bringing formations to bear on an opposing army.
Order Stacking System
In certain situations you may want a Unit or Formation to perform a complex set of
manoeuvres such as co-ordinating an attack against a well entrenched enemy. Warrior
Kings™: Battlesallows an order stacking system that lets your units perform a sequence of
orders. You can use the SHIFT or CTRL keys to chain these orders together.
• SHIFT + Order (Selected Unit): Add Order(s) on to end of stack
• CTRL + Order (Selected Unit): Add Order(s) to beginning of stack
Escorting
Units and formations can be ordered to escort, or follow other units and formations.
Select your unit(s) or formation(s)
Hold down the F key and hover the pointer over the unit(s) or formation(s) you want to
follow. Note that the pointer will change ‘intelligently’ to the Follow icon
Right-click on the target and the selected Unit(s) and/or Formation(s) will ALL follow the
target to wherever you order it to move. If the target is a Cart, for instance, then the Cart will
be moving independently, and your units will follow it back and forth as it collects and
delivers it’s resources.
Patrol Routes and Waypoints
First, select the units you want to give Patrol orders to. Then you can set up waypoints by
holding down the S HIFT key and right clicking on several locations. The selected Units will
follow the designated path. To set up a patrol, hold down the ‘R’ key and right click on a
location. The unit will patrol back and forth. To set up multiple patrol waypoints, hold down
25
the SHIFT key, and the ‘R’ key and then right-click on the ground. (Note that units on patrol
will not automatically attack an enemy if they spot them, but they will sound alarms and
respond if attacked).
Fo r m a t i o n s
FORMING UP
The Unit Selection Indicator will now show details of the whole group. One of the action
icons will be Form Up. If the unit is already in formation then this icon will change to a
Disband icon.
Left-click on the Form Up icon and you will see the Formation Orders appear in
the Unit Selection Indicator. Select a formation type, and the units will form up in
that formation.
Joining Formations
With a formation selected, pass the cursor over another formation, and the icon
will change to indicate a merger. Right-click to order the two formations to merge
into one. You can also use the Join Command on the Unit knuckle.
Losing Formation
If a battalion is reduced to less than 8 men, they will fall out of formation, losing all
formation benefits, and becoming more vulnerable to enemy attack. In Combat or when
assaulting buildings, some troops may break formation to surround an enemy but will
reform once it’s destroyed.
Formation Facing
You can change the facing of a formation by selecting the formation, and then right clicking
on the terrain. With the right mouse button held down, you can drag the mouse in the
direction you want the formation to face. A small white arrow will appear on the terrain,
indicating the direction in which they will face. You can also do this to command a unit to
move to a particular spot and then change facing once they reach there.
FORMATION TYPES
Different types of fighting troops will have different formations available to them. If you have
8 or more Units you can:
• Control the Formation in the same way as you would one single Unit.
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• Share some of the damage taken by Units within the formation amongst ALL the Units in
that formation (depending on formation type).
• Spread any experience gained amongst all Units in the formation.
• Do more damage (depending on unit and formation type)
• Note that light infantry and light cavalry can only Skirmish if they are NOT in formation
(Skirmish meaning that if the enemy is charging at them, they will fire, back off, fire, back
off and so on).
Column
Used for: Troop movement.
Advantage: Fastest way to move troops between two points.
Disadvantage: Does not share damage as well as other formations and not the best formation
for combat.
Line
Use: Presents a wide face to the enemy.
Advantage: Difficult for the enemy to out manouever, shares damage well,
increased attack.
Disadvantage: Slow and Cumbersome.
Orb
Use: Defence.
Advantage: Shares damage almost perfectly, highly increased attack.
Disadvantage: Units cannot move.
Wedge
Use: A strong attacking formation. Good for Heavy Cavalry.
Advantage: Best attack advantage, reasonably quick
Disadvantage: Shares damage badly, only offered to heavy units.
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FORMATION TACTICS
If you charge a Line, Column or Wedge in the Flank or Rear, some of the individual
members of that formation may drop out of formation, thus losing their formation bonuses
(making them easier to kill!). Also, the rest of the formation will not react for a few seconds. If
their front is already engaged, they will take even longer to fight back, giving you more time
to do damage without retaliation.
Combat
Sooner or later your troops are going to be involved in a battle. Most troops will respond
‘intelligently’ if attacked but if you want to direct them towards a specific enemy. With a unit
selected:
• Place the mouse pointer over the enemy and it will change into an Attack icon.
• Right-click on a target to tell the selected force to attack that target (either a unit or a
building).
• When you order a unit to make a hand to hand attack, observe the intuitive cursor as you
hover it over your target. The Cursor will change color to indicate whether or not you are
using the correct combined arms strategy. If it is green, this means you will have the upper
hand, yellow is about an equal fight, and red means you are likely to lose (in which case
you should assign a different unit to attack, or make sure you outnumber the target
considerably!)
• You can set your Heavy Infantry and Cavalry units to Attack at Will (respond to missile
attacks), or Stand your Ground (ignore missile attacks).
• You can set your Light Infantry and Cavalry units to Fire at Will (shoot at and then chase
anyone in range), or Hold your fire (only shoot if ordered).
• You can set your Light units to Skirmish (fire and back off) or Hold Ground (Fire, but do
not back off). Note that Skirmish cannot be issued to units in Formation. Light troops in
Formation always Hold Ground (but formations receive other benefits – see formations
types earlier).
• To select these tactical protocols, left-click on the relevant icon displayed on Unit Selection
Indicator.
BASIC COMBAT U NIT P RINCIPLES
Inter Unit combat is determined as follows:
-Heavy Cavalry defeat Light Infantry and Light Cavalry.
-Heavy Infantry defeat Heavy Cavalry.
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-Light Infantry defeat Heavy Infantry and Light Cavalry.
-Light Cavalry defeat Heavy Infantry.
These basic relationships are affected by factors such as numbers, terrain, training, experience
and technology. For instance, a large force of veteran Light Infantry with upgraded bows
entrenched on the top of a hill can defeat a force of heavy cavalry who are slowed by charging
uphill. Mastering the skill of combined arms in battle is the key to victory in Warrior Kings:
Battles!
MILITARY UNITS
Heavy Infantry
These are armored infantry, equipped with various hand-to-hand weapons, usually a Spear
or a Pike. For example, Spearmen, Pikemen, Mercenaries, Warriors, Undead Legions.
Light Infantry
These are the Archer, Imperial Archer, Huntress of the Dawn, Huntress of the Sun and
Gunner. Light Infantry are lightly armored and carry missile weapons: bows, or primitive
muskets. Light Infantry are good at skirmishing: firing, backing away if enemy troops get too
close, and firing again. They can defeat Heavy Infantry, and Light Cavalry (as firing from the
back of a horse lowers accuracy, damage and range). They cannot Skirmish if in Formation,
but they have enhanced damage.
Heavy Cavalry
These are the Knight, Battle Rider, War Rider, Holy Warrior, and Imperial Knight. Usually
heavily armored, mounted on powerful warhorses, and armed with hand-to-hand weapons.
Heavy Cavalry cannot attack Heavy Infantry head-on and expect to succeed because horses
will not force themselves onto the sharp points of the infantry weapons, so it is best for
Heavy Cavalry to attack Heavy Infantry in the flank or rear.
As Heavy Cavalry usually have high hit points, and can move faster than foot Units, they
are best used against Light Infantry, (Archers and Gunners). Heavy Cavalry are also the most
effective Unit to use against Siege Weapons.
Light Cavalry
These are Mounted Archers, Dragoons and Javelineers. Light Cavalry are lightly armored,
and carry missile weapons: bows, javelins or primitive muskets. They are good at
skirmishing: firing, and backing away if enemy troops get too close and can defeat Heavy
Infantry, and Heavy Cavalr y, but can be neutralized by Light Infantry (firing from the back of
a horse lowers accuracy, damage and range compared to firing on foot).
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NON-MILITARY UNITS
Reconnaissance Units
Scouts are very useful Units; they have a very good sight range and can travel virtually
anywhere on land, If stationed in towers, on top of hills, and at strategic points they can
detect incoming forces. They can be used with attack formations, to scout out enemy
dispositions in advance. The Trading Post also has a good sight range to reflect the fact that
all sorts of people meet at a Trading Posts and exchange useful information.
Siege Weapons
Trebuchets, Mangonels, Bombards, Battering Rams, and Siege Towers are ‘Siege Weapons’.
Trebuchets, Mangonels and Bombards are all good at destroying buildings, but are less
effective against units. The Battering Ram can also destroy buildings but has to be moved
right up to them. The Siege Tower is moved up to a wall, and troops will be able to get out
on the other side of the wall.
Some demonic units are also siege units. The Behemoth can smash buildings as well as units
with its hammers, and the Fomorian can fire huge rocks through the air to batter buildings to
rubble. The Imperial War Elephant is also capable of destroying buildings.
Pagan Beasts
‘Demonic’ Units (Spider Demon, DeathWyrm, Gibbering Horde, Behemoth, High Priestess,
Succubus, Fomorian and Abaddon) are Pagan beasts, summoned or spawned to serve their
masters. Demonic Units usually have special powers and abilities, but all are vulnerable to
‘Banish’, ‘Exorcism’ and ‘Holy Fire’ commands, powers associated with Priests, Bishops, Inquisitors
and Holy Warriors.
Special units
Spy, Sapper, Succubus, Priest, Bishop, Inquisitor, Abaddon, the Arch Druid and the Archangel
are all Special Units with unique powers and abilities. Refer to the online manual and the
Building Tree Chart for details.
GARRISONS
Most Units can be garrisoned in Watchtowers, Forts, and Holy Fortresses. With a Unit
selected, simply move the mouse pointer over a Fort, Tower or Gatehouse etc, and it will
change to the Garrison icon (right-click to enable). All missile Units can fire out of Towers,
Forts and Gatehouses; Scouts can use their extensive sight when garrisoned and Spies can
detect other spies. Units inside a Fort, Tower or Gatehouse cannot be harmed until the
building itself is destroyed and then the garrison is vulnerable to attack once more. Note that
Watchtowers, Forts and Holy Fortresses will not fire unless they are garrisoned.
30
In Multi-player games, if you are playing King Piece mode, your leader will appear in the
game as a unit (which can be killed, losing you the game immediately). Kings can also be
garrisoned, but if they are garrisoned in a Manor/Keep/Castle or Palace, than a player-color
Banner will be displayed at that Manor to show the King is in residence. Note that only
Kings can be Garrisoned in Manors.
MILITARY UNIT EXPERIENCE
Military Units benefit from combat experience; the more a Unit fights the more experienced
it becomes and this gives them increased abilities: a better aim (if missile units), more
damage, and better use of armor. When first created, all military Units are Recruits. They can
be trained at a Training Dummy (built by the Sapper or a Peasant) and they will gain
experience in combat. The experience level of your units will be displayed in the Unit
Selection Indicator as little notches below the unit portrait.
RE-SUPPLYING UNITS WITH AMMUNITION
All missile-firing Units (archers, gunners, and siege weapons, but not ships) have a stock of
ammunition that will eventually be used up with constant firing. Ammunition will recharge
automatically (slowly) and this will result in a reduced firing rate until fully restocked.
However, certain buildings and units have an ammunition re-supply capability. If a missile
Unit is within the supply radius of a Supply Wagon, Manor/Keep/Castle/Palace, Barracks,
Watchtower, Fort or Fortress, then the missiles will be continuously fully re-stocked. If you
select any units or buildings with the resupply ability, the area of effect in which they can
resupply units is displayed as a blue circle around that unit or building. Note that flaming
arrows use up ammunition ten times faster than normal arrows and that ships with missile
capability never run out of ammunition.
SPELLS, M ANA
AND
CHARGE BARS
Certain units (Succubus, High Priestess, Priest, Bishop, Inquisitor, Arch Druid) have magical
spells and abilities. To cast these, they must expend mana points. The Charge Bar is
represented as the blue circle around the base of the unit when they are selected. Charge
Bars will slowly regenerate over time. The Imperials can regenerate mana quicker by praying
at a cathedral.
Some units and buildings can interfere with a units ability to cast a spell. For instance, if a
Succubus tries to use its evil Pagan magic near a Cathedral, its spell will ‘fizzle’ and won’t
work. Also, some Pagan units and buildings will also ‘fizzle’ enemy pagan spells. Note that
Acts of God cannot be stopped in this way, nor can Exorcisms, Banishments and Bless.
The following buildings and units will interfere with Pagan magics:
Arcanum, Temple of the Moon, Cathedral, Church, Maypole, Monastery, Scriptorium, Sacred
Grove, Wickerman, King piece units, Arch Druid, Bishop, High Priestess, Inquisitor, Holy
Warrior, Monk, Priest and the Statue of the Archangel.
31
See the online manual for details on these spells, buildings and units.
USING STEALTH
Use Scouts to find enemy units, and then navigate your armies around them - if they can’t
see your scout (he has the largest sight range) they can’t see any of your army. You can also
take advantage of all the trees in the landscape and use them as camouflage for certain
Units, particularly Scouts, Spies and Succubi. If you have a unit or units in dense forest it
will be quite difficult for your opponent to spot, though it will show up on his Minimap if
your units are within the sight range of one of his units or buildings. Scouts have a special
alert sound effect that will be played whenever they spot an enemy unit for the first time.
This will also be indicated on the Minimap. Spies and Succubi are also very useful because
they travel in disguise, and will look like a unit of the enemy players color, and they will not
trigger an automatic attack. However, when a Spy or Succubus performs an action (like
Arson for the Spy or Charm for the Succubus) they will trigger automatic attacks for a short
period. Certain units will also unmask spies and succubbi (other spies, priests, bishops,
Inquisitors, High Priestesses and other Succubi). See the online manual for further details.
DAMAGE, H EALING AND REPAIRS
Units and buildings can all be damaged. Units have a colored circle displayed around their
base when they are selected. If it is green, they are at full health, if it is yellow, they are
wounded, and if it is red, they are close to death. You can check their exact hit points by
selecting a unit and examining their profile in the Unit Selection Indicator. Buildings have a
colored health bar displayed above the structure when it is selected – Green means the
building is intact but as it takes damage the bar becomes red. When the bar becomes
completely red, it will be destroyed.
In general, units are best for damaging other units, but not very effective against structures.
Siege Weapons are highly effective against buildings, and may also be effective against units,
depending on the type of Siege Weapon.
Healing Units
Monks, Supply Wagons and Holy Warriors can all ‘heal’ wounded Units. For Holy Warriors:
Left-click on the Heal icon.
Right-click on the wounded Unit and the target’s Green Health Circle will increase.
Monks will automatically heal any Units who approach a Monastery (see Monk in Unit
List). The Holy Warrior has a charge bar for their Heal ability, but Monks can always Heal.
Supply Wagons can also heal wounded units by giving them Food from your Global Stocks.
If they have been assigned to Guard units, they will automatically ‘heal’ them. Otherwise,
you must use the Distribute Rations command.
32
Repairing buildings and Siege Weapons
Peasants can Repair damaged buildings, and Sappers can repair damaged siege weapons.
Select a peasant, left click on his repair icon, and then right click on the structure you want
the peasant to repair, or select the peasant, and hover the cursor over a damaged building.
The cursor should change intuitively to the Repair icon. Right click to initiate repairs. (Note
that repairs consume Materials).
FIRE
Buildings and walls can be set on fire. Fire will spread to nearby buildings and walls, so it
can be utterly devastating if not dealt with quickly - entire towns can be burnt to the ground.
Flaming arrows, Trebuchets (with Greek Fire upgrade), Acts of God and Rocket Launchers can
set things on fire. Barbarians, Mercenaries and Spies can commit acts of arson and set fire to
structures. Use your Peasants to Extinguish fires as quickly as possible. You will hear a
warning if one of your buildings or walls is set alight, and an orange circle will be displayed
on your mini-map showing where the fire is. Hitting the Z key will take you straight to a
building on fire. Note that some buildings are more resistant to catching fire from missiles
and secondary fires than others (but not Arson!).
Ships
Note that Ships can only be used in multi-player games involving humans only. There are 4
ship types – Cog (transporting units), Corsair (fires a Ballista – very large javelins, medium
range, medium speed), Carrack (Mangonel, long range, slow moving), the Fire Boat (Very fast,
short range fire attack, cheap to build) and the Galleass (upgraded Carrack, fires Bombards,
long range, slow moving). All things being equal, Fire boats defeat Carracks, and Galleass’,
Carrack and Galleass defeats the Corsair, the Corsair shoots quick enough to defeat the
Fireboat before it get close. You need to research various upgrades to build the more powerful
ships. See the online manual for details.
REPAIRING S HIPS
If you have a damaged ship hover the mouse pointer over a Dock and the icon will change
to the Docking Icon, right-click and the ship will dock and repairs will begin.
Boarding And Disembarking
Select a Unit, and pass the mouse pointer over a Cog (a small transport ship). The cursor will
change to the Board icon, right-click on the Cog to order the Unit to embark on the ship.
Alternatively, you can select the Board Vessel icon on the Cog and then right-click on a Unit.
The Cog and the Unit will both move to the nearest shore, and the Unit will embark.
33
To disembark from a Cog, manoeuvre your Cog to the shore and, when the ‘Disembark’ icon
appears as a command on the Cog, you have found a proper disembarkation point. Select
this icon and the Units on board will disembark. Cogs can have a carrying capacity of 2 0
points: Infantry are 1 point, Cavalry are 2, Siege Weapons (Margonel etc) and Pagan Beasts (
Behemoth, Rock Thrower etc) count as 5 points..
Res o u rc es and Economics
There are three resource types in Warrior Kings: Food, Materials and Gold, which are
harvested by the Peasant. These resources are then used for recruiting new units,
constructing buildings and researching new techniques and upgrades.
PEASANTS
The basic civilian worker is the Peasant. Peasants are born at Villages, Manors, Keeps, Castles
or Palaces. Peasants (except when in Militia) will try to avoid enemy troops and, if they are
attacked, will panic and run for cover. If the reason for the panic has gone then they will
return to their last assigned task. If you can take control of them and re-order them they will
immediately lose the urge to panic. Certain buildings can improve resource gathering
efficiency of Peasants. In desperate times, you can convert peasants into Militia, who can
fight. They make for poor military units, but sometimes you will find that you have little
choice… Afterwards, they can be turned back into peasants.
Idle Peasants
Peasants are also lazy… If a peasant doesn’t have a job to do, idle Peasants will start to doze –
this is represented by a series of ‘Zs’ coming up of the peasant. You can also locate idle
peasants via the Minimap Peasant Activity Button.
GLOBAL STOCKS
Resources must be delivered to your Palace, Manor, Keep, Castle or a Warehouse before they
are added to your Global Stocks. You can only use those resources you have in your global
stocks. Resources that have been delivered to a Village are not available for use, until they
have been delivered to a Warehouse, Palace, Manor, Keep or Castle, where they will be
added to global stocks. See Carts and Resource Delivery below for more details.
FOOD
You need to build farms for your peasants to make food. When a Farm has been built the
Peasant begins to harvest his crops – a blue Charge Bar Circle appears around the Peasant’s
green Health Bar Circle showing the amount of food gathered as he/she works on the Farm.
When the bar is full, the Peasant will deliver it to the nearest Village or Manor.
34
Building a Farm
• Select a Peasant. Click on the Economic Buildings button (the third from the left on the Top
Menu Bar) and the Farm Building option should drop down.
• Click on the Farm Building option and then move the pointer onto the land. You will have
an attached ‘image’ of the Farm to be built that can be moved around on the landscape.
• Choose a suitable position on the landscape (a red image means it cannot be built, a green
image means the site is suitable) and right click to build a Farm.
• The Peasant will now walk towards the site and begin to build a Farm. When the Farm’s
health bar is all green, it has been completed. Once it has finished growing, he will
automatically begin farming it. You can only have one Peasant assigned to a Farm at a time.
You can also build a farm by selecting the Village and creating a Peasant Farmer. This will
automatically create a Peasant, who then immediately looks for space to build a farm (be
aware that’s the ONLY criteria they’ll use!!) which he will automatically start to build and
work at.
To order a Peasant to work on a Farm that has no Peasant assigned to it:
Select a Peasant. Hover the mouse pointer over the Farm and the pointer will change to the
Farming icon then right-click to order the Peasant to perform the farming action.
Alternatively, right click on the peasants farming icon, and he will farm at the nearest empty
farm (if it has been fully built). You can tell if a Farm has a Peasant assigned to it or not –
empty Farms will have crows feeding on them.
MATERIALS
Materials are used to construct buildings, equip units, traded for gold and used up in research
for new upgrades.
Gathering Materials
Peasants can be ordered to Gather Materials (Wood or Stone) this is a key element in
creating a strong economy.
Materials are collected by ordering a Peasant to Gather Materials. The Peasant will collect or
mine resources from the source you selected (e.g. Trees/Rock Outcrop) and return them to the
nearest Village. Stone yields double the amount of Material than Wood.
35
Select a Peasant
.
Hover the mouse over a nearby tree, the pointer will change to the Gather Materials icon
and right-click.
The Peasant will walk to the tree and begin to chop wood and then take the materials back
to the Village. Use the same process on a Stone outcropping to mine stone. Note that Stone
provides twice as much materials as Wood when mined.
GOLD
Gold is used to create Advanced Units, to Upgrade Units and to give to or trade with people
you encounter. Gold is generated from Shops by assigning Peasants to ‘Trade at Shop’ (start
to sell Materials). However, you must first construct Shops at which your peasants can trade
for gold. If you instruct a peasant to build a shop, once it is finished that peasant will
automatically begin trading at the shop, unless you tell him or her otherwise. The Peasant
assigned to the shop automatically takes an amount of Material from your Global Stocks and
returns to his/her Shop. The material is converted to Gold at the Shop, and the Peasant then
takes the Gold to the Manor or Palace. He/she will continue to do this until there is no more
Material at the Manor/ Palace or until you instruct the Peasant to stop. You should also look
out for natural outcroppings of Gold on the landscape. If you are lucky enough to find some,
Gold can be mined from there just like Stone. The Gold will be taken to the nearest
collection point (Village, Manor, Keep, Castle, Palace, Warehouse). Merchants can also shop,
and they are twice as efficient as peasants at generating gold.
VILLAGES, C ARTS AND RESOURCE D ELIVERY
Carts can car ry 500 resources.
When a Village is constructed, a Cart is created automatically at the Village. This cart
automatically picks up resources from the village and delivers them to the Manor, and will
continue to repeat this task unless ordered not to do so. The Cart will not begin to deliver
until the Village has accumulated a certain amount of resources. You can manually order it
to begin delivering earlier by selecting the cart and right clicking on the Village.
Remember that if you are moving resources in a cart, it can be attacked, the driver killed and
the resources stolen by an enemy. Always try to protect resources when they are being moved.
Conversely, if you attack enemy carts you get control of the cart and all it was carrying but you
will have to get one of your units to drive it. Simply select a unit, and right click on the
driverless cart. Note that the unit will be ‘lost’ as he will permanently become the driver.
36
You can manually assign carts to deliver to the next village – see Supply Lines. You can also
spawn new carts if you find your resources are coming in faster than your carts can deliver
them. If there is another village on the route to the manor the cart will deliver to this village,
thus setting up a trade route. Sometimes this will lead to a village accumulating more
resources than it can deliver. Villages display the amount of resources they have in the Unit
Selection Indicator, when you pass the cursor over, or select the Village. They also have a
Resource Pile. If this starts to get noticeably larger, then you’re not getting the resources from
your Village to your Manor fast enough, and you should consider building another cart.
FOOD CONSUMPTION, U NIT SUPPORT
AND
POPULATION LIMIT
Every Unit in the game (apart from Peasants, Undead Legion, Mercenaries, Abaddon and the
Archangel), consume food over time. There is a food support bar under the display showing
how much food you have; the Green Bar shows how much surplus food is being delivered
to your global stocks. The Brown Bar overlaid on the green bar, shows how much food is
being consumed before it is delivered to your Global Stocks. If the bar is fully brown, you are
consuming all the food, and your troops will start taking food from the Global Stocks. When
your global stocks reach zero, they will starve and will lose hit points and efficiency. You will
see an effect over the heads of your troops to indicate they are starving.
Each Farm you build will support 4 Food Consumption points. Each unit has a Food
Consumption value, anything from 1 to 6. If your total Food Consumption is higher than the
total number of Farms that can support them, those units will begin to consume food directly
from your Global Stocks. When those stocks are exhausted, your units will then begin to
starve, and start losing health. Health will never be reduced below 1 through starvation,
however. Certain Guildhall upgrades increase the Farm Support value;
Heavy Plough: Each Farm has a Food Support Value of 6 .
Horse Harness: Each Farm has a Food Support Value of 10..
Crop Rotation: Each Farm has a Food Support Value of 15.
The Church and Maypole also affect Food Support, see the online manual for details.
RESOURCE WAGONS
In the single player campaign, and in Valhalla mode, white supply wagons, called ‘Lucky
Wagons’ may appear at random. These are bonus Wagons, which will yield up a random
bonus, although sometimes they might just explode, or turn nearby units into chickens or
sheep…. Select a unit, and pass the cursor over the Bonus Wagon. The cursor will change to
the unit interaction speech bubble. Right click, and the selected unit will move to the Bonus
Wagon to collect his prize (hopefully).
37
CITIES AND AUTO -WALLING
There are two types of structure – ‘civic’ and ‘rural’. Your manor will begin with a pre-existing
wall or stockade. Civic buildings must be built within the walls of a Manor. As you build
more civic buildings, these walls will automatically expand to encompass the new building.
Walls can be upgraded. ‘Rural’ structures, such as forts, must be built outside the manor walls,
and can be built anywhere. You can also build walls ‘manually’, independently of your
manor. When you order a peasant to construct a building, the building foundation will be
displayed as a ghostly image on the end of the cursor. As you pass the cursor over the
terrain, this will change color – green shows it is a legal location, red means it cannot be
built there. When you stamp down a ‘civic’ building (by right clicking), any existing walls
will be removed, and new city wall foundations will be laid to encompass the new structure
within your city. Peasants will have to be assigned to the walls to rebuild them. Note that
sometimes idle peasants will automatically assign themselves to wall rebuilding. As you rise
up through the tech tree, you will find your starting Manor will be automatically upgraded
to a Keep, a Castle, and then a Palace. The size and strength of your walls can also be
upgraded through research. The type of wall, Keep, Castle or Palace is also dependent on the
alignment you choose (see Paths of Glory).
MAYPOLES, C HURCHES, SAWMILLS & W INDMILLS
When you command a Peasant to build one of these structures, the effective diameter of that
building is displayed as a circle around the building before you choose where to place it.
Once built, selecting the building will also display this area of effect. For Maypoles, Churches,
Sawmills and Windmills this circle is the area of effect in which your Peasant must be
working for them to visit the building and gain an efficiency bonus.
Windmills and Sawmills must be near where the resources are collected. Churches and
Maypoles must be near the village where the Peasants deliver.
SUPPLY LINES
Cogs and Carts can be manually set up to deliver along supply routes specified by you.
OVERLAND
To set up an overland supply route, select the Village or Dock you want the resources to be
picked up from, and then right-click on the target Village, Dock, Warehouse or Manor you
want the resources to be delivered to. The Cart associated with the first Village will now
deliver its resources to that target destination. There is a ‘Clear Supply Routes’ icon offered at
the first Village that can be selected to return the Cart to its default delivery method.
38
OVER S EA
To set up an overseas supply line, select the Dock you want the resources to be picked up
from, and then right click on the Dock you want them to be delivered to. Then you must
select a Cog, and assign it to the first selected Dock. The Cog will then automatically travel
from Dock to Dock, picking up and delivering resources. Use these methods to set up supply
lines, that can get r esources from distant islands back to your central Manor.
U p g ra d es and Res e a rch
As you advance through the game you can also research technologies to improve your Units
and Buildings, and to make available new units and abilities. This will take time and will
cost you in resources but good research of technology will help you tremendously in the
long run. See the online manual for details, and the buildings, units, and upgrades tree chart.
Research upgrades are performed at certain buildings. Selecting a building will bring up a list
of possible research topics. If you can afford it, and want to perform the upgrade, simply click
on the icon and the upgrade will begin. A colored bar on the icon shows the progress of
research, as it will take time to complete. Some upgrades can take a considerable time.
When an upgrade is completed, you will hear a warning sound effect, and the building at
which the upgrade has been finished will give off a cloud of purple dust as a graphical signal.
Sacrificing Peasants
The Pagan player and Imperial-Renaissance player can sacrifice peasants to hasten certain
upgrades and summonings. To do this, select a peasant, and pass the cursor over the building
at which you are performing the upgrade or summoning, and the cursor will change
intuitively. Right click, and the peasant will move to the building. When he arrives, he will
burst into flames, giving his life for your cause…
Units, Upgrades, Buildings and Research
For detailed information of the different types of units, buildings, upgrades and their costs,
refer to the manual provided on your CD, and to the Pull-out Chart in the game box.
39
C re d i t s
Character voices
Andy Loudon
Tom Aaron
Emma Reeves
Elliot Levy
Gavin Spokes
Terry Beeson
BLACK CACTUS
Design Team
Charlie Bewsher
Steve Bristow
Nick Ricks
Andy Trowers
Mike West
Lead Designer
Project Manager,
Designer
Senior Designer
Senior Designer
Senior Designer
Narrator
Rob Brown
Manuals
Jamie Thomson, and Alkis Alkiviades at the
Write Stuff, with the help of Vernon
Richards and Dave Cleaveley at Empire.
Additional Multiplayer Levels
George Addo
Concept Design
Dave Morris, Author and Game Designer
Additional thanks to everyone else who has
helped Black Cactus develop this project
Story, Generals and World Background
Jamie Thomson, Creative Director
Programming
Paul Carroll
Matt Curran
Scott Davis
Alex Dowdeswell
Peter Howarth
Bob Kang
Nick Ricks
Paul Weir
Alex Woodhall
Andy Killick
Brad Lavelle
E MPIRE I NTERACTIVE CREDITS
Director of Development
David Pringle
Lead Programmer
Senior Programmer
Senior Programmer
Senior Programmer
Senior Programmer
Programmer
Executive Producer
Stephane Bonazza
Producer
Iain Hancock
Art (Animation, Modelling, Textures)
Chi Chan
Senior Artist
Julia Hunt
Senior Artist
Mark Tatham
Lead Artist
James Mason
Senior Artist
Nick Thomas
Artist
QA Manager
Dave Cleaveley
Lead Tester
Phil Octave
Art Style Consultants
Choice of Weapons Ltd
Marc Hawker
Ishbel Whitaker
Assistant Lead Testers
Richard Naughten
Chris Matlub
Music, Sound Effects and Voice Recording
Paul Wier, Earcom Ltd
Product Testing
George Addo - David Bailey - Ian Turnbull –
Jamie Thomson
Black Cactus Marketing
Dawn Pinkney
QA
Gareth West
Darren T Bennett
Ryan Kalis
Vernon Richards
Mark Jones
Olivier Banal
Studio
Phil Goldfinch
Jamie Young
Jayshree Mistry
Vitali Golev
John Ferguson
Stuart Willard
Production
A J Bond
40
Marketing
Chris East
Adrian Arnese
President
Don McFatridge
Senior V.P.
Brian Clarke
Installer Programming
Dan Clarke
Additional Artwork
Ben Wilsher
Steve Packer
V.P. Creative Development
Richard Therrien
Dave Swan
V.P. Systems
Dave Hill
Additional QA
Graham Harbour
GAMESPY
STRATEGY FIRST INC
Producer
Alex Parlour
This product contains software technology
licensed from GameSpy Industries, Inc ©
1999-2003 GameSpy Industries, Inc. All
rights reserved.
Associate Producer
Jay Podilchuck
Executive Producer
George Chastain Jr.
Product Manager
Prokopios “Pro” Sotos
Director of Marketing
Steve Milburn
Graphic Design Manager
Les Parsons
Graphic Design
Martine Bélanger
Web Design
Hugo Trépanier, Serge Mongeau
Senior PR Associate
Kelly Ekins
Marketing Associate
Julia Cyboran
Logistics Coordinator
Anne-Lise Albrand
Customer Support
Brock Beaubien
Emmanuel Protopapas
41
Game Controls
In general, left-click to select Units, Buildings, Objects and left-click to select the Command
Icons on the Unit Selection Indicator. Right-click to implement orders and to designate targets.
Selecting Units
Single clicking on a military unit selects all military units of that type on the screen. Single
clicking on a non-military unit (Siege Weapons, Reconnaissance Units, Special Units and
Civilian Units) selects only that unit. Double clicking on a non-military unit selects all nonmilitary units of that type on screen. Double-clicking on a military unit selects only that unit.
Left mouse button
Single left-click on Military Unit
Double-click on Military Unit
Single left-click on Civilian Unit
Double-click on Civilian Unit
Click and Drag Box
CTRL + Integer Keys 1-9
Integer Keys 1-9
Select Unit/ Building
Select ALL Military Units of this type within 30 metres of
selected Unit
Select one Military Unit
Select one Civilian Unit
Select ALL Civilian Units within 30 metres of selected Unit
Select Unit(s) inside Box
Assign selected Unit(s) to a Group
Select a previously assigned Group
Commands
Left-click on Terrain
Right mouse button
E Key
F Key
G Key
H Key
Q Key
R Key
SHIFT + right-click
Delete Key
SHIFT + Order (Selected Unit)
CTRL + Order (Selected Unit)
SHIFT + Spawn Command Icon
SHIFT + Right click Spawn Command Icon
Left-click on Terrain
F5 Key
Deselect Unit(s) Action
Perform the current context-sensitive cursor command
Cycle to next context-sensitive Order when cursor is over a
Unit or Object
Follow Unit(s) (Hold F + right-click on Unit(s)
Guard Unit(s) (Hold G + right-click on Unit(s))
Halt selected Unit(s)
Select all Unit(s) of this type on screen (Hold Q + left-click
on Unit(s) (double click for peasants)
Patrol (Hold R + right-click Patrol Route position)
Set Waypoint for selected Unit(s)
Destroy Selected Unit/ Building
Add Order(s) to end of Order Queue
Add Order(s) to beginning of Order Queue
Adds 10 Units to Spawn Queue
Removes 10 units from Spawn Queue
Clear/Cancel Order
Toggles the scores on and off
42
Ca m e ra Views (Mouse)
Note that if you hold down SHIFT and use a camera control, this speeds up camera
movement.
‘Push Scroll’
Mouse wheel up/down
Mouse Wheel Button and Left/Right
NUMPAD 0 (Insert)
Move camera up/down/left/right (place mouse cursor on
edge of screen)
Raise/Lower camera
Hold down to rotate view around fixed point on terrain
Rotate camera around fixed point on terrain (as mouse wheel)
Ca m e ra Views (Ke y b o a rd )
Arrow Keys
W Key
A Key
D Key
S Key
PageUp/ PageDown
Spacebar
Home Key
P Key
Keypad Plus +/ Minus
[ and ]
ESCAPE Key
TAB Key
Move camera Forwards, Back, Left, Right
Move camera Forwards
Move camera to the Left
Move camera to the Right
Move camera Back
Raise/ Lower camera
Center camera on selected object(s)
Cycle through last 4 Minimap Warnings points-+ Game
Options Keys
Pause/Unpause the Game
Increase/Decrease Game Speed (Slow, Normal, Fast)
Rotate stampdown object – for example, the orientation of a
structure you are about to build.
In-Game Options Window on/off (Save, Exit, etc.)
Open Chat Window
You can also right-click on a Peasant Resource Gathering Command Icon, and the Peasant
will attempt to find the nearest resource and harvest it.
Hot Ke y s
B Key
C Key
I Key
K Key
L Key
M Key
N Key
T Key
U Key
V Key
Y Key
Z Key
X Key
Cycles through all Barracks
Cycles through all Supply Wagons
Cycles through all idle Peasants
Cycles through Economic Buildings (Windmill, Sawmill, etc.)
Cycles through all St ables
Cycles through all Palace Buildings
Cycles through all Scouts and Spies
Cycles through all Trading Posts
Cycles through all Docks
Cycles through all Villages
Cycles through Watchtowers, Forts and Holy Fortresses
Selects any building on fire
Bishops/Arch Druid/Inquisitors/Succubi/High
Priestesses/Priests/Sapper
43
LICENSE AGREEMENT AND LIMITED WARRANTY
PLEASE READ THIS LICENSE CAREFULLY BEFORE USING THE SOFTWARE. THIS DOCUMENTIS AN AGREEMENTBETWEEN YOU
AND STRATEGYFIRSTINC. (THE “COMPANY”). THE COMPANYIS WILLING TO LICENSE THE ENCLOSED SOFTWARE TO YOU
ONLY ON THE CONDITION THAT YOU ACCEPTALLTHE TERMS CONTAINED IN THIS AGREEMENT. BYUSING THE SOFTWARE YOU
ARE AGREEING TO BE BOUND BYTHE TERMS OF THIS LICENSE.
1. Ownership and License. This is a license agreement and NOTan agreement for sale. The software contained in this package (the
“Software”) is the property of the Company and/or its Licensors. You own the disk/CD on which the Software is recorded, but the Company
and/or its Licensors retain title to the Software and related documentation. Your rights to use the Software are specified in this Agreement,
and the Company and/or its Licensors retain all rights not expressly granted to you in this Agreement.
2. Permitted Uses. You are granted the following right to the Software :
(a) Right to Install and Use. You may install and use the Software on a single computer. If you wish to use the Software on more than one
computer, please contact the Company for information concerning an upgraded license allowing use of the Software with additional
computers.
(b) Right to Copy. You may make and maintain one copy of the Software for backup and archival purposes, provided that the original and
each copy of the Software are kept in your possession.
3. Prohibited Uses. The following uses of the Software are prohibited. If you wish to use the Software in a manner prohibited below, please
contact the Company at the address, phone, or fax numbers listed above for information regarding a “Special Use License. ”Otherwise, you
may NOT :
(a) Make or distribute copies of the Software or documentation, or any portion thereof, except as expressly provided in this Agreement.
(b) Use any backup or archival copy of the Software (or allow someone else to use such copy) for any purpose other than to replace the
original copy in the event it is destroyed or becomes defective;
(c) Alter, decompile, modify reverse engineer or disassemble the Software, create derivative works based upon the Software, or make any
attempt to bypass, unlock or disable any protective or initialization system on the Software;
(d) Rent, lease, sub-license, time-share, or transfer the Software or documentation, or your rights under this Agreement.
(e) Remove or obscure any copyright or trademark notice(s) on the Software or documentation;
(f) Upload or transmit the Software, or any portion thereof, to any electronic bulletin board, network, or other type of multi-use computer
system regardless of purpose;
(g) Include the Software in any commercial products intended for manufacture, distribution, or sale; or
(h) Include the Software in any product containing immoral, scandalous, controversial, derogatory, obscene, or offensive works.
4. Termination. This license is effective upon the first use, installation, loading or copying of the Software. You may terminate this Agreement
at any time by destruction and disposal of the Software and all related documentation. This license will terminate automatically without notice
from the Company if you fail to comply with any provisions of this license. Upon termination, you shall destroy all copies of the Software and
any accompanying documentation.
All provisions of this Agreement as to warranties, limitation of liability, remedies or damages shall survive termination.
5. Copyright Notice. The Company and/or our Licensors hold valid copyright of the Software. Nothing in this Agreement constitutes a waiver
of any right under Canadian Copyright law or any other federal or provincial law. This program is protected by Canadian federal and
international copyright laws.
6. Miscellaneous. This Agreement shall be governed by the laws of Canada and the Province of Quebec. If any provision, or any portion, of
this Agreement is found to be unlawful, void, or for any reason unenforceable, it shall be severed from, and shall in no way affect the validity
or enforceability of the remaining provisions of the Agreement.
7. Limited Warranty and Disclaimer of Warranty. For a period of 90 days from the date on which you purchased the Software, the Company
warrants that the media on which the Software is supplied will be free from defects in materials and workmanship under normal use. If the
Software fails to conform to this warranty, you may, as your sole and exclusive remedy, obtain a replacement free of charge if you return the
Software to us with a dated proof of purchase. The Company does not warrant that the Software or its operations or functions will meet your
requirements, nor that the use thereof will be without interruption or error.
EXCEPTFOR THE EXPRESS WARRANTYSETFORTH ABOVE, THE COMPANYDISCLAIMS ALL WARRANTIES, EXPRESS OR
IMPLIED, INCLUDING AND WITHOUTLIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITYAND FITNESS FOR A
PARTICULAR PURPOSE. EXCEPTFOR THE EXPRESS WARRANTYSETFORTH ABOVE, THE COMPANYDOES NOT WARRANT,
GUARANTEE OR MAKE ANYREPRESENTATION REGARDING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE IN
TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE.
IN NO EVENTSHALLTHE COMPANYOR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANYINCIDENTAL, INDIRECT, SPECIAL,
OR CONSEQUENTIALDAMAGES ARISING OUTOF OR IN CONNECTION WITH THE LICENSE GRANTED UNDER THIS AGREEMENT
INCLUDING AND WITHOUTLIMITATION, LOSS OF USE, LOSS OF DATE, LOSS OF INCOME OR PROFIT, OR OTHER LOSS
SUSTAINED AS A RESULT OF INJURYTO ANYPERSON, OR LOSS OF OR DAMAGE TO PROPERTY, OR CLAIMS OF THIRD PARTIES,
EVEN IF THE COMPANYOR AN AUTHORIZED REPRESENTATIVE OF THE COMPANYHAS BEEN ADVISED OF THE POSSIBILITYOF
SUCH DAMAGES, IN NO EVENTSHALLLIABILITYOF THE COMPANYFOR DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED
THE AMOUNTS ACTUALLY PAID BYYOU, IF ANY, FOR THE SOFTWARE.
SOME JURISDICTIONS DO NOTALLOW THE LIMITATION OR EXCLUSION OF LIABILITYFOR INCIDENTALOR CONSEQUENTIAL
DAMAGES SO THE ABOVE LIMITATION OR EXCLUSION MAY NOTAPPLYTO YOU.
ACKNOWLEDGEMENT
YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, UNDERSTAND ITAND AGREE TO BE BOUND BYITS TERMS AND
CONDITIONS. YOU ALSO AGREE THAT THIS AGREEMENTIS THE COMPLETE AND EXCLUSIVE STATEMENTOF THE AGREEMENT
BETWEEN YOU AND THE COMPANYAND SUPERCEDES ALLPROPOSALS OR PRIOR ENDORSEMENTS, ORALOR WRITTEN, AND
ANYOTHER COMMUNICATIONS BETWEEN YOU AND THE COMPANYOR ANYREPRESENTATIVE OF THE COMPANYRELATING TO
THE SUBJECTMATTER OF THIS AGREEMENT.
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Technical Support
Should you experience a technical problem concerning the operation of this product, please
contact our technical support staff. Before you call, please read the README.TXT file on the
Warrior Kings: Battle CD to see any last minute recommendations pertinent to your
problem.
Also, check out the Support page on our web site listed below. When you call, please be at
your computer and have the following information available:
• Computer make and model
• Windows version
• Total system RAM
• Total Hard Drive space
• Video card make and model
Phone:
(514) 844-2433, Mon.-Fri. 9am-6pm
Fax:
(514) 844-4337, Attn: Support
Internet e-mail:
For prompt technical support via email, please fill out our online form at
http://www.strategyfirst.com/en/support
For any other technical support questions or concerns, contact us at [email protected]
Strategy First web site: http://www.strategyfirst.com
Warrior Kings: Battle official web site: http://www.warriorkingsbattles.com
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Your Notes
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