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 (usually in 100s) that you do want to include in the army. 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. More importantly this is the combat ability of the troops. The higher the level of morale the better the chance of inflicting damage to then enemy. This number will go up with combat victories or training. It will go down when the unit suffers a loss. Since garrison duty tended to soften up troops each turn troops in a garrison will lose one morale point. Troops with very poor morale (20% or less) will disperse if they are beaten in battle. 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 reserve pool. 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. Terrain will modify this value per the following: A: D: A: D: Woods : 3/4 6/5 Mountains : 2/3 4/3 Major, Minor Cities : 3/4 6/5 Capitals : 2/3 6/5 Also note that cavalry fighting value is reduced by 3/4 when fighting in any of the above close terrain. Seige Engines effectiveness is tripled when fighting in or against a city. 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 15,000 plus 4,000 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: Empire Armys 1-7 Army 8 Army 9 Rome Rome Neapolis Rome Carthage Carthage Hadrumetum Carthage Macedonia Pella Thessalonica Athens Egypt Memphis Thebes Alexandria Parthia Ctesphon Nisa Charax Persia Persepolis Pasargadae Hormuz Troop Types: Infantry- Units of 100 men in close formations. Usually in armor and shield. Levies/Archers- This represents either of two types: 1) Levies of 100 untrained men with little or no armor. Armed with spears and short thrusting weapons. 2) 100 archers with some light infantry. If this unit's morale is less than 60% they are considered to be levies. Once they reach 60% or more they become archers. Cavalry- Trained cavalry with moderate armor. Usually the horse will not be armored. Usually twice as effective as infantry in the open by only 25% as effective against cities. Chariots- Armored chariot with 4 or more horses carrying 3 or more men. Three times as effective as infantry in the open, but very poor in woods, mountains and cities. Catapharacts- Fully armored men and armored horses. Generally armed with a 12 or more foot lance and sword. Engine- Seige or projectile throwing weapon. Very useful against city targets or ships. Less useful against enemy units in the open. Elephant- Either Indian or Small African Mountain elephant. These may or may not have an armored box atop it. Horses tend to panic at the approach of elephants. Each round of combat a number of enemy cavalry equal to the number of elephants employed will rout from the battle. In an open field battle missile weapons and cavalry will attack first. All units will join from the second round onwards. In a seige all units attack simultaneously. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄEnd of HelpÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ