ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ARMY MAINTENANCE ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Add Army: This will build an army in either your capital or other significant city. For each type of troop you are asked the number (in 1000s). Troop Morale: This number determines the loss in percentages at which these troops will break off combat. Since battle is done in rounds casualties mount after a few rounds of battle. Troops with high morale will continue to fight while those with low morale will break off combat. If a unit is victorious in battle its morale will go up 2-5% while if it is defeated the morale of each unit will go down. Also, units in garrisons will tend to lose morale after a few months. If any troops with a morale less than 20% suffer defeat the majority of those troops will lay down their arms and surrender. Split: When you split one army into two, the original army will retain its old morale and leader. A new leader may be selected for the new army. Also your morale of the original army is unchanged. Join: When joining two armies only one leader of the two may be selected. The other leader goes into transit and is unavailable for the remainder of the turn. The morale of each type of troop will be averaged together and prorated as per the number of troops. In order to extricate a good leader out of a bad situation and send him home do the following: Split his army. Join his army with the one just split. Choose a new leader or no leader, but not him. Your leader will now be available next turn for a new assignment. New armies will appear in the capital city. If it, or any build city, is occupied by enemy troops no army can be built in that space. Armies: Armies can be modified when in the capital city. If there are available troops these can be added into the army. Also troops can be taken from the army and put back into the general pool/garrison. Troop morale will be reset to their initial values with the addition of any new troops. Garrisons: Troops split from other armies into garrison forces cannot move. They can defend the city that they are assigned, but if a garrison force is driven away from its city it is disbanded and the troops return to the owner's reserve pool. The fighting value of troops relative to each other is as follows: Guard : 40 Grenadiers : 35 Cavalry : 35 Regular: 30 Dragoons/Cossacks : 15 Militia: 15 Cannons : 25 In addition, only cannons can be used to fight naval forces effectively. (Guard's ability vs naval forces is 8, where a man o'war's is 40.). Terrain will modify this value per the following: A: D: A: D: Woods : 3/4 6/5 Mountains : 2/3 4/3 + 10 Cities : 3/4 6/5 Fortress : 1/3 5/3 + 20 Capitals : 2/3 6/5 Also note that cavalry and cossacks fighting value is reduced by 10 when in any of the above close terrain. Leaders influence battle by adding to the fighting ability of troops with their Tactical skill and add to the morale with their Leadership. Each Tactical factor adds about 3% to the fighting ability of troops. Leadership also is an indication of the number of troops the leader can lead into battle. This number is 35,000 plus 5,000 for each leadership factor. More troops than this may be in the army led by the leader but they do not partake in the battle. As not all possible leaders appear on the available list a player must choose only from those available. Leaders always benefit an army, even a poor one. Leaders relieved of command will be 'in transit' for the remainder of the turn. Only with a leader may your army move at full speed or force march. Additional movement help is available inside the Movement Option. New Armies are formed in the following locations: Nation Army 1-7 Army 8 Army 9 France Paris Lyon Brest England London Manchester Southampton Prussia Berlin Kustrin Koningsberg Austria Vienna Budapest Trieste Russia Moscow Kiev St.Petersberg Turkey Istanbul Ankara Istanbul ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄEnd of HelpÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ