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ip_dplmc_aa_info Diplomacy_Mod The_Diplomacy_mod_adds_lot_of_features_to_the_game.__Most_of_them_are_accessed_via_your_minister_and_several_new_potential_employees:_a_Chamberlain,_a_Constable,_and_a_Chancellor.__You_gain_the_opportunity_to_hire_a_Chamberlain_when_you_get_your_first_village,_a_Constable_when_you_gain_your_first_castle,_and_a_Chancellor_when_you_gain_your_first_town.__If_you_dismiss_one_of_your_employees,_you_may_be_able_to_rehire_them_through_a_well-connected_spouse_or_one_of_the_travellers_who_frequent_the_taverns_of_Calradia.^^Aside_from_these_the_mod_has_other_features_as_well,_which_can_be_accessed_from_the_Camp_menu.^^This_mod_uses_Diplomacy_Version_4.3_(Sept_22,_2012).
ip_dplmc_autoloot Diplomacy:_Autoloot_/_Autosell Autoloot_settings_are_managed_through_the_camp_menu.__It_allows_you_to_have_your_companions_(named_heroes,_not_ordinary_soldiers)_automatically_select_equipment_from_the_loot_after_a_battle.__In_order_for_this_feature_to_be_enabled,_one_of_the_following_must_be_true:_someone_in_your_party_must_have_a_Looting_score_of_2_or_better,_someone_in_your_party_must_have_an_Inventory_Management_score_of_3_or_better,_or_the_player_himself_must_have_an_Inventory_Management_score_of_2_or_better.^^The_Autosell_feature_allows_you_to_sell_many_items_to_a_merchant_all_at_once,_instead_of_selling_them_one_at_a_time.__Autosell_settings_are_managed_through_the_Town_menu,_where_you_can_specify_which_types_of_items_you_want_to_be_able_to_sell_(e.g._you_might_not_want_to_automatically_sell_horses)_and_a_price_limit_(for_example,_you_might_not_want_to_automatically_sell_any_items_that_cost_more_than_200_denars).^^_There_are_two_primary_ways_to_use_autosell.__If_you_speak_to_a_Horse_Merchant,_Armorer,_or_Weapon_Merchant_in_a_town,_there_is_a_conversation_option_to_sell_items_of_a_particular_type.__Also,_when_visiting_a_town_there_will_be_an_option_in_the_Marketplace_section_of_the_menu_to_automatically_sell_your_items_throughout_the_town.^^_For_people_who_used_Autosell_in_other_mods,_note_that_this_sells_from_your_own_inventory,_according_to_certain_rules.__Items_you_have_equipped_will_never_be_sold,_and_neither_will_the_first_three_items_in_your_inventory.__After_that,_autosell_also_skips_anything_that_it_thinks_might_be_your_personal_equipment_(since_people_often_have_more_than_one_set).__Regardless_of_whether_you_have_them_equipped,_it_won't_sell_your_best_bow,_crossbow,_armor,_helmet,_boots,_or_gloves.__If_you_have_a_bow_you_can_use,_it_won't_sell_your_best_three_packs_of_arrows,_and_if_you_have_a_crossbow_it_won't_sell_your_best_three_packs_of_bolts.__For_shields,_one-handed_weapons,_two-handed_weapons,_polearms,_and_horses,_it_won't_sell_your_best_or_second-best_item.__Your_best_three_throwing_weapons_also_will_not_be_sold.__However,_items_that_your_character_is_unable_to_use_are_considered_fair_game.
ip_dplmc_policy Diplomacy:_Kingdom_Policy Centralization/Decentralization:^+3_-_very_centralized._Tax_inefficiency_for_the_ruler_is_reduced_by_15%,_and_increased_by_15%_to_his_vassals._Ruler's_relations_with_his_vassals_should_suffer_a_-3_hit_every_month._King's_army_get_30%_percent_increase,_lords'_armies_get_9%_decrease.^+2_-_quite_centralized._Tax_inefficiency_for_the_ruler_is_reduced_by_10%,and_increased_by_10%_to_his_vassals._Ruler's_relations_with_his_vassals_fiefs_should_suffer_a_-2_hit_every_month._King's_army_get_20%_percent_increase,_lords'_armies_get_6%_decrease.^+1_-_slightly_centralized._Tax_inefficiency_for_the_ruler_is_reduced_by_5%,_and_increased_by_5%_to_his_vassals._Ruler's_relations_with_his_vassals_fiefs_should_suffer_a_-1_hit_every_month._King's_army_get_10%_percent_increase,_lords'_armies_get_3%_decrease.^-1_-_slightly_decentralized._Tax_inefficiency_for_the_ruler_is_increased_by_5%._Ruler's_relations_with_his_vassals_increase_by_+1_every_month._King's_army_get_10%_percent_decrease,_lords'_armies_get_3%_increase.^-2_-_quite_decentralized._Tax_inefficiency_for_the_ruler_is_increased_by_10%._Ruler's_relations_with_his_vassals_increase_by_+2_every_month._King's_army_get_20%_percent_decrease,_lords'_armies_get_6%_increase.^-3_-_very_decentralized._Tax_inefficiency_for_the_ruler_is_increased_by_15%._Ruler's_relations_with_his_vassals_increase_by_+3_every_month._King's_army_get_30%_percent_decrease,_lords'_armies_get_9%_increase.^^Aristocracy/Plutocracy:^+3_-_very_aristocratic.__Trade_decreased_by_15%._Kings_relations_with_their_lords_increased_by_3_every_month._Vassals_armies_increased_by_9%.^+2_-_quite_aristocratic._Trade_decreased_by_10%._Kings_relations_with_their_lords_increased_by_2_every_month._Vassals_armies_increased_by_6%.^+1_-_somewhat_aristocratic._Trade_decreased_by_5%._Kings_relations_with_their_lords_increased_by_1_every_month._Vassals_armies_increased_by_3%.^-1_-_somewhat_plutocratic._Trade_increased_by_10%._Kings_relations_with_their_lords_decreased_by_1_every_month._Vassals_armies_decreased_by_3%.^-2_-_quite_plutocratic._Trade_increased_by_15%._Kings_relations_with_their_lords_decreased_by_2_every_month._Vassals_armies_decreased_by_6%.^-3_-_very_plutocratic._Trade_increased_by_20%._Kings_relations_with_their_lords_decreased_by_3_every_month._Vassals_armies_decreased_by_9%.^^Serfdom/Free_subjects:^+3_-_almost_all_serfs.__Tax_inefficiency_decreased_by_9%_for_both_king_and_his_vassals._Troops_of_the_faction_suffer_a_6%_strength_malus_in_AI_fights,_kingdom_army_size_increased_by_6%.^+2_-_mostly_serfs.__Tax_inefficiency_decreased_by_6%_for_both_king_and_his_vassals._Troops_of_the_faction_suffer_a_4%_strength_malus_in_AI_fights,_kingdom_army_size_increased_by_4%.^+1_-_usually_serfs.__Tax_ineffiency_decreased_by_3%_for_both_king_and_his_vassals._Troops_of_the_faction_suffer_a_2%_strength_malus_in_AI_fights,_kingdom_army_size_increased_by_2%.^-1_-_usually_free_subjects.__Tax_inefficiency_increased_by_3%_for_both_king_and_his_vassals._Troops_of_the_faction_get_a_2%_strength_bonus_in_AI_fights,_kingdom_army_size_decreased_by_2%.^-2_-_mostly_free_subjects.__Tax_inefficiency_increased_by_6%_for_both_king_and_his_vassals._Troops_of_the_faction_get_a_4%_strength_bonus_in_AI_fights,_kingdom_army_size_decreased_by_4%.^-3_-_all_free_subjects.__Tax_inefficiency_increased_by_9%_for_both_king_and_his_vassals._Troops_of_the_faction_get_a_6%_strength_bonus_in_AI_fights,_kingdom_army_size_decreased_by_6%.^^Quality/Quantity:^+3_-_of_legendary_quality._AI_strength_of_troops_increased_by_12%,_lords'_armies_decreased_by_12%.^+2_-_of_great_quality._AI_strength_of_troops_increased_by_8%,_lords'_armies_decreased_by_8%.^+1_-_of_good_quality._AI_strength_of_troops_increased_by_4%,_lords'_armies_decreased_by_4%.^-1_-_of_good_quanity._AI_strength_of_troops_decreased_by_4%,_lords'_armies_increased_by_4%.^-2_-_of_great_quantity._AI_strength_of_troops_decreased_by_8%,_lords'_armies_increased_by_8%.^-3_-_of_legendary_quantity._AI_strength_of_troops_decreased_by_12%,_lords'_armies_increased_by_12%.
ip_dplmc_ai_changes Diplomacy:_Campaign_AI_Options Low:^^-_Center_points_for_fief_allocation_are_calculated_(villages_1_/_castles_2_/_towns_3)_instead_of_(villages_1_/_castles_1_/_towns_2).^-_For_the_rescue_prisoner_and_offer_gift_quests,_the_relatives_that_can_be_a_target_of_the_quest_have_been_extended_to_include_uncles_and_aunts_and_in-laws.^-_Alterations_to_claimant_quest_calculation_for_center_scores.^-_When_picking_a_new_faction,_lords_are_more_likely_to_return_to_their_original_faction_(except_when_that's_the_faction_they're_being_exiled_from),_if_the_ordinary_conditionsfor_rejoining_are_met._A_lord's_decision_may_also_be_influenced_by_his_relations_with__other_lords_in_the_various_factions,_instead_of_just_his_relations_with_the_faction_leaders.^^Medium:^^-_Some_changes_for_lord_relation_gains/losses_when_fiefs_are_allocated.^-_Kings_overrule_lords_slightly_less_frequently_on_faction_issues.^-_In_deciding_who_to_support_for_a_fief,_minor_parameter_changes_for_certain_personalities._Some_lords_will_still_give_priority_to_fiefless_lords_or_to_the_lord_who_conquered_the_center_if_they_have_a_slightly_negative_relation_(normally_the_cutoff_is_0_for_all_personalities).^-_When_a_lord_can't_find_any_good_candidates_for_a_fief_under_the_normal_rules,_instead_of_automatically_supporting_himself_he_uses_a_weighted_scoring_scheme.^-_In_various_places_where_average_renown_*_3/2_appears,_an_alternate_calculation_is_sometimes_used.^-_Lords_wil_perform_additional_upgrades_and_hiring_of_mercenaries_in_towns_depending_on_personality.^^High:^^-_The_renown_factor_when_an_NPC_lord_or_the_player_courts_and_NPC_lady_is_adjusted_by_the_prestige_of_the_lady's_guardian.^-_When_a_faction_has_fiefless_lords_and_no_free_fiefs_left,_under_some_circumstances_the_king_will_redistribute_a_village_he_owns.^-_When_villages_are_looted_any_volunteers_that_were_in_the_village_will_be_killed_for_both_player_and_NPC.
ip_dplmc_gold_changes Diplomacy:_Economic_AI_Options Low:^^-_Caravan_trade_benefits_both_the_source_and_the_destination.^-_When_the_player_surrenders,_there_is_a_chance_his_personal_equipment_will_not_be_looted,_based_on_who_accepted_the_surrender_and_the_difficulty_setting.__(This_is_meant_to_address_a_gameplay_issue._In_the_first_700_days_or_so,_there_is_no_possible_benefit_to_surrendering_rather_than_fighting_to_the_last_man.)__Also,_a_bug_that_made_it_possible_for_books_etc._to_be_looted_was_corrected.^-_AI_caravans_take_into_consideration_distance_when_choosing_their_next_destination_and_will_be_slightly_more_like_to_visit_their_own_faction._This_strategy_is_mixed_with_the_Native_one,_so_the_trade_pattern_will_differ_but_not_wildly.^-_Scale_town_merchant_gold_by_prosperity_(up_to_a_maximum_40%_change).^-_Food_prices_increase_in_towns_that_have_been_under_siege_for_at_least_48_hours.^-_In_towns_the_trade_penalty_script_has_been_tweaked_to_make_it_more_efficient_to_sell_goods_to_merchants_specializing_in_them.^-_Food_has_a_chance_of_not_spoiling_depending_on_inventory_management.^-_Villages_being_raided_now_delays_construction_projects.^-_Trading_parties_will_drop_off_prisoners_at_walled_centers.^^Medium:^^-_Food_consumption_increases_in_towns_as_prosperity_increases._Consumption_also_increases_with_garrison_sizes.^-_Lords'_looting_skill_affects_how_much_gold_they_take_from_the_player_when_they_defeat_him.^-_Lords'_leadership_skill_modifies_their_troop_wage_costs_the_same_way_it_does_for_the_player.^-_The_player_can_lose_gold_when_his_fiefs_are_looted,_like_lords.^-_The_same_way_that_lord_party_sizes_increase_as_the_player_progresses,_mercenary_party_sizes_also_increase_to_maintain_their_relevance._(The_rate_is_the_same_as_for_lords:_a_1.25%_increase_per_level.)^-_If_the_player_has_a_kingdom_of_his_own,_his_spouse_will_receive_part_of_the_bonus_that_ordinarily_would_be_due_a_liege._The_extent_of_this_bonus_depends_on_the_number_of_fiefs_the_players_holds._This_bonus_is_non-cumulative_with_the_marshall_bonus.^-_Attrition_is_inflicted_on_NPC-owned_centers_if_they_can't_pay_wages,_but_only_above_a_certain_threshold.^-_Strangers_cannot_acquire_enterprises_(enforced_at_1_instead_of_at_0,_so_you_have_to_do_something).^-_Village_prosperity_has_an_impact_on_bandit_infestation_(chance_of_death_spiral).^-_Village_elder_now_receives_the_gold_when_you_buy_cattle.^-_Village_farmer_parties_carry_off_extraneous_items_in_the_town_elder's_inventory_to_sell_at_market_towns.^^High:^^-_The_total_amount_of_weekly_bonus_gold_awarded_to_kings_in_Calradia_remains_constant:_as_kings_go_into_exile,_their_bonuses_are_divided_among_the_remaining_kings.^-_If_any_lords_run_a_personal_gold_surplus_after_party_wages,_the_extra_is_divided_among_the_lord_and_his_garrisons_budgets_(each_castle_and_town_has_its_own_pool_of_funds_to_pay_for_soldiers)_on_the_basis_of_whether_the_lord_is_low_on_gold_or_any_of_his_fortresses_are._(If_none_are_low_on_gold,_the_lord_takes_everything,_like_before).^-_The_honor_loss_from_an_offense_depends_in_part_on_the_player's_honor_at_the_time._The_purer_the_reputation,_the_greater_the_effect_of_a_single_disagrace.^-_Raiding_change:_village_gold_lost_is_removed_from_uncollected_taxes_before_the_balance_(if_any)_is_removed_from_the_lord.^-_Cash_for_prisoners.^-_Allows_cancelling_improvements_(cash_goes_back_to_local_economy,_but_relations_suffer).
ip_mod_tips BannerPage_Tips_&_Tricks 1._Reports^Make_sure_that_you_check_reports_frequently._They_contain_invaluable_information_about_your_party,_relations,_finances,_politics,_companions,_quests,_courtships_and_many_other_very_useful_things.^^2._Camp_Action^When_camping_you'll_get_access_to_special_actions_only_available_that_way,_like_choosing_a_book_to_read,_recruiting_your_prisoner_and_many_others.^^3._Custom_Commander_-_Prior_to_battle_you_can_now_choose_a_companion_from_your_party_(if_he/she_is_fit)_to_be_a_commander_and_that_way_take_direct_control_over_control_him/her_and_let_you_char_be_controlled_by_AI._This_is_a_great_option_when_you_get_wounded_or_when_you_want_to_speed_up_a_progress_of_a_certain_companion.^^4._Whistle_to_your_horse^During_the_course_of_battle,_you_can_now_call_your_horse_by_pressing_(M)._^^5._Shield_Bash.^While_blocking_with_shield_(holding_right_mouse_button)_you_can_now_hit_opponent_with_shield_by_pressing_left_mouse_button^^6._Spear_Bracing^_You_can_press_(B)_while_having_polearm_equipped_in_order_to_brace_it._You_can_also_order_your_troops_in_battle_to_brace_spears(F7,F7).^^7._Volley_Fire^You_can_order_your_troops_to_fire_in_volleys_(F7,F6).^^8._Deployable_Board_and_Tower_Shields_(Pavises)^Great_protection_in_sieges._While_in_battle_press(G)to_deploy_pavise._Press(H)to_dismantle_it._Them_press_(F)_to_scoop_it_off_the_ground.^^9._Death_camera.^After_you_get_knocked_out_use_mouse_and_arrows_to_freely_move_the_camera_around_the_battlefield._To_change_camera_angle_press_End^^10._Companion_Overseer^Access_it_by_pressing_(O)_or_via_Reports_menus._New_UI_for_managing_companions.^^11._Regularly_visit_taverns^Here_you_can_hire_mercenaries,_find_new_companions,_recruit_from_professional_recruiters,_buy_items_from_special_traders,_buy_books_from_book_sellers,_acquire_special_training_to_improve_your_skills,_gamble,_hear_a_gossip,_learn_a_poem_etc.^^12._Trade_Ledger^Buy_it_in_tavern_from_Book_seller._It_keeps_record_of_all_relevant_related_to_trade._When_in_town,_chose_Assess_local_prices_from_Merchants_menu._This_way_you'll_add_more_valuable_information_into_Ledger.^^13._Custom_Notes^Right_click_on_any_lord_while_on_campaign_map_to_add_your_custom_note_to_his_resume._You_have_one_note_per_each_lord._Once_you_add_a_second_note_to_lord_that_already_has_one,_the_first_one_will_be_deleted.^^14._Explosive_arrows_and_grenades_are_best_used_on_shorter_distances_for_example_in_sieges.^^15._A_party_with_high_morale_moves_more_quickly_while_travelling_on_the_map.^^16._Salt_Mine^Bring_your_prisoners_to_the_salt_mine._Turn_them_to_slaves._You'll_receive_weekly_compensation_of_10_denars_per_prisoner.^^17._To_quickly_buy_and_sell_items_in_the_inventory_window,_hold_down_the_control_key_while_you_left_click_on_them.^^18._Commanding_Troops:^You_can_press_the_Backspace_key_during_battle_to_bring_up_mini_map_and_the_command_interface._This_way_you_can_give_orders_to_your_party_while_in_battle._Alternativel_to_speed_up_the_process_you_can_use_shortcut_keys_1-0_and_F1-F7._F10_Pauses_the_battle.^^19._Managing_costs:^You_will_pay_half_wages_to_your_troops_while_you_are_staying_in_a_town_or_castle._Similarly,_you_will_pay_half_wages_to_troops_you_garrison_in_a_castle._^^20._You_can_leave_any_location_instantly_by_pressing_the_TAB_key.^^21._You_can_hold_down_the_shift_key_to_zoom-in_while_aiming_at_distant_enemies.^^22._You_can_wait_on_the_world_map_by_holding_down_the_space_bar.^^23._Combat_AI_Control_Panel:^While_in_the_any_3D_scene,_press_U_to_tweak_various_aspects_of_combat_AI.^^24._Movie_Cam:^Press_End_to_get_distant,_movie_3rd_person_camera_view.^^
ip_morale Importance_of_party_morale Morale_represents_the_ability_and_willingness_of_the_troops_in_a_party_to_summon_up_the_endurance,_bravery,_and_discipline_they_need_to_face_the_stresses_of_battle_and_the_march._It_is_not_the_same_thing_as_the_troops'_happiness._Elite_troops_may_grumble_and_whine_about_the_hardships_of_campaigning_--_but_then_stand_together_as_one_when_the_arrows_start_to_fly._On_the_other_hand,_a_commander_who_gives_his_men_everything_they_want_may_find_that_they_grow_soft,_and_waiver_before_the_enemy's_charge.^^_Morale's_greatest_impact_is_on_a_party's_behavior_in_battle,_determining_how_aggressively_troops_engage_the_enemy,_and_how_likely_they_are_to_break_and_run_if_they_perceive_the_tide_of_battle_turning_against_them._Morale_also_affects_a_party's_march_speed,_as_a_less_motivated_party_will_move_more_slowly,_as_the_men_are_not_pushing_themselves_to_their_physical_limit,_and_pause_more_frequently,_as_it_waits_for_stragglers_to_catch_up._Finally,_a_party_with_very_low_morale_will_start_to_suffer_desertions.^^_Some_factors_that_affect_morale_are_intuitive._For_example,_a_charismatic_commander_with_a_reputation_for_winning_battles_can_infuse_his_or_her_men_with_a_sense_of_confidence._Leaders_who_give_their_men_well_ample_and_varied_supplies_of_food,_and_pay_them_on_time,_demonstrate_that_they_care_about_their_troops'_welfare,_and_are_less_likely_to_lead_them_into_disaster.^^_Other_factors_are_less_intuitive_--_particularly_those_related_to_a_party's_sense_of_group_cohesion._In_a_small_tight-knit_party,_for_example,_men_will_often_fight_hard_against_daunting_odds_to_avoid_showing_cowardice_before_their_comrades-in-arms._A_large_party_on_the_other_hand_may_see_its_cohesion_strained,_as_the_commander_has_less_time_to_supervise_the_men,_listen_to_their_grievances,_and_resolve_their_disputes._Frequent_battles_will_strengthen_the_bonds_between_men,_while_long_periods_without_combat_will_see_the_troops_become_bored_and_quarrelsome.^^_The_morale_report,_accessibly_by_hitting_the_'reports'_button_will_give_the_player_a_sense_of_the_factors_affecting_his_or_her_men's_morale.
ip_economy_a_trade Economy_-_Trade_and_Manufacturing Towns_and_villages_in_Calradia_need_a_wide_variety_of_goods_for_their_populations_to_remain_healthy_and_productive._First_in_importance_is_food._Grain_is_the_staple_crop_of_Calradia,_but_people_also_need_fat_and_protein_in_the_form_of_meat,_fish,_or_cheese._It_takes_almost_as_much_work_to_preserve_meat_as_to_produce_it_in_the_first_place,_so_salt_is_also_in_high_demand._After_food_comes_clothing:_heavy_wool,_lighter_linens,_or_luxurious_velvet._Finally,_people_need_the_tools_of_their_trade:_ironware,_pottery,_leatherware,_and,_of_course,_arms,_armor,_and_horses_for_war.^^Most_agricultural_products_are_produced_in_the_villages,_while_artisans_in_the_towns_specialize_in_manufactured_or_artisanal_goods_like_fabrics_or_ironware._Also,_different_resources_can_be_found_in_different_parts_of_the_country._Consequently,_the_key_to_prosperity_in_Calradia_is_trade_--_both_between_the_villages_and_the_towns,_and_between_the_major_towns_themselves.^^When_trade_flows,_goods_will_be_available_and_affordable,_the_population_of_a_center_will_be_healthy_and_energetic,_and_migrants_will_flock_from_the_nearby_regions._The_center_will_produce_more,_consume_more,_and_be_able_to_contribute_more_in_taxes_to_their_lords._When_trade_dries_up,_towns_and_villages_will_see_their_workers_flee_to_seek_work_elsewhere,_and_economic_activity_will_drift_to_a_stand-still._Thus,_it_is_in_the_interests_of_rulers_to_protect_trade_routes_from_the_hazards_of_war_and_banditry._A_smart_merchant,_however,_may_want_to_seek_out_towns_which_have_become_isolated_from_the_rest_of_the_land,_as_he_or_she_may_be_able_to_turn_a_tidy_profit_from_the_resulting_price_imbalances.^^Because_villagers_usually_plan_to_take_their_goods_to_market_in_towns,_village_markets_will_be_rather_quiet_places,_and_villagers_will_buy_cheap_and_sell_dear._Serious_merchants_will_stick_to_the_towns_to_make_a_profit,_although_some_parties_may_decide_to_make_a_quick_stop_in_a_village_to_acquire_supplies.^^A_player_who_wants_to_know_about_the_factors_affecting_a_region's_prosperity_can_speak_to_the_guildmaster_of_the_local_town._Other_information_can_be_gleaned_from_passers-by,_although_they_might_not_know_very_much_outside_of_their_own_particular_trade.
ip_economy_b_banking Economy_-_Moneylenders_and_Landowning Moneylenders_are_exactly_that:_moneylenders._Each_borrowing_is_specific_to_the_town_you_lend_it_from,_and_the_interest_rate_is_specific_to_the_town_in_question_as_well._The_amount_you_can_borrow_at_one_time_is_based_on_your_current_relation_with_the_town_you_are_borrowing_from._The_lower_your_relation,_the_lower_amount_of_cash_you_can_borrow_at_any_time._The_interest_rate_starts_at_20%,_so_don't_borrow_more_than_you_earn_unless_you_know_you_can_spend_that_money_to_earn_more_than_you_borrowed_before_the_2_weeks_is_up._Failing_to_pay_back_the_loan_will_decrease_both_your_relation_with_the_town_you_borrowed_from,_your_honour_and_increase_the_interest_rate_of_further_loans_in_that_town._^^Landowning_is_a_lucrative_business._When_buying_land_(doable_buy_moving_the_slider_from_left_to_right_and_clicking_verify,_to_sell_click_on_buy_and_it_will_change_to_sell)_it_is_best_to_pay_out_of_your_wallet_as_it_is_impossible_to_pay_back_a_loan_solely_with_money_earnt_from_landowning._There_are_two_financial_strategies_when_it_comes_to_landowning,_negative_gearing_and_positive_gearing._^^Negative_gearing_is_a_strategy_which_means_buying_land_to_sell_when_it's_more_valuable._This_works_best_when_you_buy_land_in_a_town_with_low_land_prices_that_you_speculate_will_increase_fairly_soon._This_is_a_good_strategy_to_conduct_with_Swadian_towns_(most_especially_Suno),_as_they_recieve_the_most_trade_overall_but_are_most_susceptible_to_attacks_from_all_directions._This_method,_however_is_not_a_short-term_strategy_and_requires_a_lot_of_economical_acumen_on_your_part_in_order_to_work_out._The_profit_margin_is_lower,_but_you_make_gains_faster._^^Positive_gearing_involves_buying_land_to_earn_money_on_a_fortnightly_basis._Positive_gearing_is_a_long-term_strategy_which_provides_money_for_an_indefinite_amount_of_time,_however_it_will_take_a_fair_amount_of_time_(the_mean_time_for_it_to_profit_from_the_purchase_is_10_weeks)._It_is_effective_with_highly_defended,_high_trade_towns_(like_Praven,_Jelkala)_the_rents_are_based_on_the_population_(the_maximum_population_is_30000)_and_the_prosperity_of_the_town._One_acre_can_support_200_people._If_the_population_and_the_land_are_in_balance,_the_player_receives_a_rent_of_'(prosperity_-_50)_+_100)'_denars_for_every_acre_he_owns._If_a_surplus_of_land_exists,_every_acre_above_the_required_amount_causes_a_penality_of_-1,_which_is_applied_to_the_overall_rent_of_all_acres_(prosperity_-_50)_+_100)_-_surplus)._Should_the_surplus_be_larger_than_15_acres,_the_acres_outside_of_the_15_surplus_range_are_not_rented_anymore_and_the_player_still_has_to_pay_upkeep_for_them_(50_denars_each)._All_his_other_acres_receive_the_calculated_rent_(prosperity_-_50)_+_100)_-_surplus).
ip_courtship Social_-_Courtship Players_may_wish_to_marry_into_one_of_Calradia's_noble_families._Marriage_is_not_necessary_for_a_player_to_rise_in_power_and_stature,_but_it_does_provide_players_with_an_opportunity_to_improve_their_relation_with_lords_and_establish_a_claim_to_the_throne.^^Marriage_requirements_will_be_different_for_males_and_females._A_male_character_will_usually_need_to_pursue_a_traditional_path_of_courtship._He_should_establish_a_reputation_in_Calradian_aristocratic_society,_get_on_good_terms_with_his_bride's_parents_or_guardians,_and_then_woo_the_lady_according_to_local_custom._If_a_player_grows_impatient,_he_may_attempt_to_take_a_short-cut_--_but_there_will_be_consequences_in_his_relations_with_other_lords.^^A_male_character_should_keep_in_mind_that_other_lords_will_be_competing_with_him_for_the_affections_of_the_kingdom's_ladies._Also,_a_lady's_tastes_are_unpredictable,_and_a_player_may_also_find_that_the_object_of_his_love_does_not_love_him_in_return._Romance,_in_Calradia_as_elsewhere,_does_not_always_prosper._Of_course,_a_player_may_resort_to_other,_less_gentlemanly_means_of_winning_a_lady's_heart,_but_again,_that_will_have_a_serious_impact_on_his_reputation.^^To_get_started_on_the_path_of_courtship,_a_male_player_should_try_to_get_involved_in_the_social_life_of_the_Calradian_aristocracy,_attending_feasts_and_tournaments._Also,_wandering_troubadours_and_poets_can_serve_as_a_useful_repository_of_information_on_courtship,_and_keep_the_player_up_to_date_about_the_latest_gossip.^^Female_characters_can_also_marry_--_but_they_should_keep_in_mind_that_Calradian_society_is_very_traditional,_and,_as_adventurers,_they_have_chosen_a_very_unconventional_path_for_a_woman._A_female_character_may_have_to_look_for_a_while_to_find_a_lord_who_is_open-minded_enough_to_marry_her.^^On_the_bright_side,_a_female_character_does_not_have_to_go_through_the_elaborate_rituals_of_courtship,_and_she_also_may_gain_more_from_a_marriage_than_her_male_counterpart._For_a_woman_adventurer,_marriage_can_be_a_quick_path_to_power_--_and_an_unscrupulous_character_may_be_able_to_use_her_husband_as_a_tool_of_her_political_ambitions.
ip_politics Social_-_Politics The_realms_of_Calradia,_although_they_represent_different_cultures,_all_adhere_to_the_same_basic_political_system:_feudalism._Feudalism_is_based_on_the_relationships_between_individuals:_the_oaths_of_loyalty_given_by_a_vassal_to_his_or_her_liege._In_exchange_for_this_oath,_the_vassal_will_usually_receive_a_fief,_a_parcel_of_land_whose_income_will_be_used_by_the_vassal_to_raise_troops_to_support_the_liege_in_time_of_war._A_liege_also_has_an_obligation_to_protect_his_vassals,_and_to_treat_them_justly.^^This_is_how_it_works_in_theory,_anyway._In_practice,_vassals_will_not_always_work_in_their_factions'_interests,_particular_as_they_are_often_quarrelling_with_one_another._Nobles_have_different_personalities,_and_sometimes_those_personalities_clash._Or,_perhaps_two_nobles_were_once_friends,_but_fell_out_over_in_the_aftermath_of_a_setback_or_a_defeat_--_or_because_they_both_were_wooing_the_same_lady._Jealousies_will_also_surface_as_they_vie_for_the_favor_of_the_king_--_perhaps_over_newly_conquered_lands,_or_over_who_will_be_given_the_coveted_office_of_marshal,_the_lord_in_charge_of_organizing_large-scale_campaigns.^^When_one_realm_in_Calradia_makes_war_on_another,_the_political_unity_of_the_each_kingdom_is_as_important_as_the_quality_or_number_of_its_soldiers_in_determining_the_outcome._In_a_cohesive_kingdom,_nobles_will_join_together_in_a_large_force_to_sweep_their_opponents_before_them._In_a_kingdom_divided_by_petty_quarrels,_lords_will_fail_to_respond_to_the_marshal's_summons,_or_drift_away_to_attend_to_their_own_business_if_a_campaign_is_not_going_well._A_faction's_political_cohesion_will_also_impact_warfare_when_campaigns_are_not_in_progress._In_a_divided_faction,_lords_will_be_less_likely_to_join_together_on_raids_and_patrols,_and_come_to_each_other's_defense.^^If_it_seems_self-defeating_for_nobles_to_bicker_and_quarrel_when_the_enemy_is_just_over_the_horizon,_keep_this_in_mind_--_ultimately,_a_noble's_loyalty_goes_not_to_a_particular_faction_or_culture,_but_to_himself_and_to_his_family._If_a_noble_fears_that_his_faction_is_collapsing,_or_if_he_is_being_neglected_by_his_liege,_he_can_usually_find_a_reason_to_withdraw_his_oath_of_allegiance,_and_change_sides._Players_should_keep_this_in_mind,_as_they_may_find_that_there_are_opportunities_to_turn_discontented_former_enemies_into_allies.
ip_hunting Hunting Hunting_is_very_lucrative_business_and_if_done_properly_lot_of_fun_at_the_same_time._You_can_acquire_different_trophies_and_goodies_depending_on_the_type_of_your_prey._You_can_sell_them_at_the_market_or_use_meat_to_feed_your_troops.^You_can_hunt:^^a)_Boar^Boar_packs_can_be_commonly_found_in_The_Northern_Lands_forests._Rarely_in_the_forests_around_Suno_and_Uxhal.^^b)_Yak^Yak_herd_can_be_commonly_found_in_hilly_steppe_areas._It_is_not_strange_to_find_him_in_snowy_mountains_south_and_south-east_of_Khudan_too.^^c)_Chamois^Chamois_herd_can_be_found_in_Rhodok_mountains._Sometimes_they_will_get_to_lower_heights_to_river_delta_near_Uxhal_in_order_to_get_water.^^d)_Wolf^Wolf_packs_are_to_be_found_in_snowy_areas_of_Calradia_or_very_near_them.^^e)_Deer^There_are_usually_plenty_of_deer_herds_in_Swadian_forests_and_areas_around_them.^^f)_Hart^Every_now_and_then_while_roaming_Swadian_forests_you_will_spot_a_hart_too._Their_antlers_are_very_valuable_and_will_make_you_famous.^^In_order_to_be_successful_hunter_you_will_need:_^1._Spotting_and_tracking_skills_to_locate_prey_on_campaign_map_and_spot_threat_on_time._(Both_party_skills).^2._Horse_and/or_path-finding_skill_(party_skill)_to_chase_the_prey_and_run_away_from_enemies.^3._Patience_to_locate_the_prey_once_you_are_on_the_site.^4._Hunting_spear,_bow_or_crossbow_and_corresponding_skills_to_hit_the_animal.^5._Utility_mount_for_extra_map_speed_when_you_carry_your_goods_and_trophies_to_closest_town_to_sell_them.
ip_character_backgrounds Social_-_Character_Backgrounds A_player_character_in_Calradia_may_choose_to_come_from_a_variety_of_social_backgrounds._This_choice_will_affect_not_just_his_or_her_starting_skills_and_equipment,_but_also_the_course_of_his_or_her_career_as_an_adventurer.^^War_and_politics_in_Calradia_are_traditionally_dominated_by_male_aristocrats._A_nobleman_player_character_may_find_that_he_is_invited_into_this_'old_boys'_club'_fairly_quickly,_but_women_and_commoners_may_face_a_few_extra_hurdles_on_the_way._If_you_choose_to_start_the_game_as_a_male_nobleman,_you_can_think_of_it_as_the_'easy'_setting._Starting_as_a_noblewoman_or_a_male_commoner_is_somewhat_more_difficult,_and_starting_as_a_female_commoner_is_probably_the_most_challenging_way_to_begin_a_game.^^However,_women_have_some_starting_advantages._Simply_by_taking_up_arms,_a_female_warrior_will_draw_attention_to_herself,_and_she_may_find_that_she_can_build_up_her_reputation_faster_than_a_male._Also,_it_is_traditionally_easier_for_a_woman_to_marry_up_the_social_ladder_than_it_is_for_a_man,_and_a_woman_may_find_she_can_gain_more_from_a_strategic_marital_alliance_than_her_male_counterpart.^^Finally,_keep_in_mind_that_the_game_does_not_place_any_limits_on_the_upward_mobility_of_characters_based_on_their_background._Noble_or_common,_male_or_female,_married_or_unmarried_--_anyone_can_rise_to_become_ruler_of_all_Calradia,_if_they_are_sufficiently_brave,_lucky,_or_resourceful.
ip_military_campaigns Military_Campaigns When_kingdoms_in_Calradia_go_to_war,_their_armies_have_two_basic_offensive_options._They_can_try_to_attack_villages_and_lay_waste_to_the_countryside,_damaging_their_enemy's_prestige_and_economy._Or,_they_can_try_to_seize_and_hold_castles_or_towns,_taking_territory_This_second_option_can_involve_long,_bloody_sieges,_but_will_yield_more_decisive_results.^^It_is_important_to_note_that_the_realms_of_Calradia_do_not_field_standing_armies,_which_remain_in_the_field_as_long_as_the_ruler_desires._Rather,_Calradian_realms_are_protected_by_feudal_levies_comprised_of_the_major_nobles_and_their_individual_retinues.__Sometimes,_these_nobles_launch_their_own_private_attacks_into_enemy_territory,_but_the_most_decisive_events_will_usually_take_place_when_the_great_hosts_are_assembled._The_kingdom's_marshal,_a_noble_appointed_by_the_king,_will_summon_the_host_before_the_campaign_and_lead_them_out_to_battle._However,_he_should_be_careful_not_to_keep_them_in_the_field_too_long._Otherwise,_the_host_will_begin_to_disintegrate,_as_the_vassals_drift_off_to_pursue_their_own_business,_and_the_army_will_be_vulnerable_to_a_counter-attack.^^For_this_reason,_the_rhythm_of_wars_in_Calradia_often_resemble_the_rhythm_of_a_duel_between_two_individual_combatants._One_side_will_gather_its_strength_and_seek_to_land_a_blow_against_the_enemy's_territory._If_the_marshal_spends_too_little_time_gathering_the_vassals,_he_may_not_be_able_to_do_any_real_damage._If_he_spends_too_much_time,_then_the_campaign_may_end_before_it_has_even_begun._A_large_realm_will_have_an_advantage_over_a_smaller_one,_just_as_a_brawny_combatant_has_an_edge_over_a_smaller_foe,_but_a_realm's_political_cohesion_can_also_be_a_factor,_just_as_a_fighter_with_great_stamina_can_outlast_her_opponent._Sometimes,_the_armies_of_two_realms_will_meet_head_on,_resulting_in_a_major_battle_in_which_both_numbers_and_morale_will_decide_the_outcome.^^Kingdoms_will_have_imperfect_intelligence_about_their_enemies._Attacking_lords_will_need_to_frequently_scout_enemy_territory_to_determine_which_fortresses_may_be_vulnerable._An_army_defending_its_homeland_will_benefit_from_the_alarms_raised_by_castles_and_towns,_which_broadcast_intelligence_about_enemy_movements_in_the_area._Such_intelligence_will_be_imprecise,_however,_particularly_when_it_comes_to_numbers._A_defending_force_which_sets_out_to_raise_a_siege_or_rescue_a_village_may_be_able_to_overwhelm_an_unprepared_attacker_--_or_it_may_miscalculate,_and_find_that_it_is_the_one_to_be_overwhelmed._Attackers,_in_turn,_must_be_careful_how_far_they_advance_into_enemy_territory,_with_aggressive_marshals_venturing_further_than_cautious_ones.^^Players_will_be_expected_to_join_in_their_faction's_military_campaign,_either_by_joining_the_host,_or_by_scouting_ahead_into_enemy_territory._Some_players_may_find_that_their_realm's_marshal_is_too_cautious,_or_too_aggressive,_for_their_tastes._In_this_case,_they_can_intrigue_with_other_lords_to_try_to_replace_the_marshal,_or_build_support_to_become_the_marshal_themselves.^^Most_wars_are_of_limited_duration._A_king_who_goes_to_war_will,_for_the_sake_of_honor,_feel_obligated_to_pursue_the_conflict_for_a_short_while._However,_unless_he_is_soundly_beating_his_enemy._he_may_soon_start_looking_for_a_way_out_of_the_conflict,_lest_he_leave_himself_vulnerable_to_an_attack_by_a_third_party._Calradia's_rulers_are_keenly_aware_that_today's_ally_may_be_tomorrow's_enemy,_and_vice_versa.
ip_companions_overseer Companions_Overseer Companions_Overseer_is_a_completely_new,_thoroughly_designed_interface_for_management_of_your_party_inventory_and_equipment,_as_well_as_for_monitoring_the_current_attributes,_skills_and_proficiencies_of_your_companions_and_troops._Access_it_by_pressing_O._^^_Open_companion's_character_window_directly_from_Overseer._You_can_also_open_character_screens_for_your_regular_troops_and_lords._Manage_your_own_equipment_and_inventory,_duplicating_the_functionality_of_game_standard_Inventory_screen,_but_with_many_extra_options._All_item_prerequisites_are_tracked_and_respected._Browse_and_manage_equipment_for_all_your_companions_in_a_single_window._You_no_longer_need_to_switch_between_dozen_different_windows_just_to_pass_a_sword_from_one_companion_to_another._Offer_equipment_to_your_companions._If_it's_better_than_what_they_currently_have,_they_will_switch_their_equipment._You_can_offer_equipment_to_one_companion_or_to_all_of_them_with_a_single_mouse_click.
ip_horses Horses,_Camels,_Elephants_... Every_faction_has_developed_their_own_breeds_of_horses_and/or_other_mounts._Some_factions_have_longer_tradition_and_hence_better_know-how._Nevertheless_all_horse_breeds_In_Calradia_have_distinctive_characteristics.^Mod_mounts_(in_random_order):^^1)_Donkey^Rhodoks_managed_to_tame_this_stubborn_but_very_grateful_animal._It_served_them_well_in_steep_rocky_mountains._It_is_the_cheapest_utility_mount._Drop_few_in_your_inventory_to_speed_up_your_travels_when_you_carry_cargo._It_requires_some_skill_to_be_ridden.^^2)_Mule^A_mule_is_the_offspring_of_a_male_donkey_(jack)_and_a_female_horse_(mare)._Rhodoks_are_very_proud_of_this_cross-breed._Tall_and_fast_almost_as_horse_and_resilient_and_smart_as_donkey._Best_solution_for_Rhodok_narrow_and_steep_mountain_paths._You_can_start_with_this_amazing_animal_as_your_primary_mount._After_upgrade_you_can_either_put_it_in_inventory_as_backup/utility_mount_or_pass_it_to_one_of_your_support_companions.^^3)_Sumpter_horse^Available_almost_everywhere._Durable_horse._Can_be_ridden_but_otherwise_mainly_used_as_utility_horse.^^4)_Garron^A_garron_or_garran_generally_refers_to_an_undersized_beast,__a_type_of_a_small_very_sturdy_horse_available_in_The_Northern_Lands._It_is_very_rider_friendly,_so_is_you_are_unskilled_rider_or_one_of_your_companions_struggles_in_that_area_this_mount_can_be_great_choice._^^5)_Highland_Pony^It_is_the_largest_of_The_Northern_Lands_pony_breeds.__Normally_used_as_workhorse._It_is_a_bit_faster_than_Garron_but_less_manoeuvrable_and_less_durable.^^6)_Hobby^The_oldest_Northern_Lands_breed_with_no_special_distinctive_characteristics._It_is_affordable_so_will_often_be_used_as_utility_horse.^^7)_Rouncey^Not_exactly_a_breed_but_more_as_a_definition_of_basic_all-purpose_horse._Used_for_riding,_combat_and_sometimes_as_utility_horse._Widespread_across_Calradia_but_considered_to_have_Swadian_breeds_roots.^^8)_Courser^Tall,_light,_fast_and_strong,_primary_choice_for_light_cavalry._This_Swadian_breed_is_actually_the_fastest_breed_in_Calradia._Respected_by_everyone,_praised_by_hunters.^^9)_Swadian_Destrier^The_finest_and_strongest_warhorse,_usually_stallion._Black,_sometimes_dapple/grey_and_very_rarely_grey,_with_short_back_and_well-muscled_loin,_strong_bone,_and_a_well-arched_neck_this_Swadian_breed_is_the_best_heavy_cavalry_horse_in_Calradia._Alongside_great_gene_characteristics_these_horses_are_bred_and_raised_from_foalhood_specifically_for_the_needs_of_war.^^10)_Vaegir_Destrier^This_magnificent_animal_is_flagship_of_Vaegir_breeding._Its_characteristic_are_long_hair_and_flaxen_skin_colours._As_their_Swadian_counterparts_these_animals_are_magnificent_heavy_cavalry_horses._Maybe_not_as_fearless_as_Swadians_but_more_durable_and_resilient.^^11)_Steppe_Horse^Small_in_size,_most_common_and_well_spread_Khergit_horse._Not_a_breed,_but_actually_tamed_steppe_wild_horse._It_is_the_best-buy_all-purpose_horse_which_is_only_affordable_because_there_are_very_large_number_of_them.^^12)_Turkoman^Khergit_breed._Its_a_widely_presumed_that_it_is_a_cross-breed_of_wild_steppe_horse_and_Arabian._An_all_around_improvement_over_a_steppe_horse_maybe_just_a_tiny_bit_less_manoeuvrable_because_of_larger_size.^^13)_Akhal-Teke_(Argamaks)^They_are_a_Khergit_emblem._They_have_a_reputation_for_speed,_manoeuvrability_and_endurance,_intelligence,_and_a_distinctive_metallic_sheen._The_shiny_coat_of_palominos_and_buckskins_led_to_their_nickname_as_Argamaks_or_Heavenly_Horses._Narrower_in_the_body_but_much_longer_than_the_Turkoman_or_indeed_than_any_other_breed_of_horse_in_Calradia._This_helps_it_to_dissipate_heat_quickly,_but_it_is_also_a_great_aid_in_twisting_and_turning_in_the_saddle,_which_is_invaluable_to_Khergit_mounted_archers_who_need_to_shoot_in_any_direction,_as_opposed_to_lancers_who_need_a_firm_footing_from_which_to_thrust_a_lance._Lance-throwing_from_horseback_would_be_far_easier_on_an_Turkoman_horse_shaped_wider_in_the_body_would_also_help_with_making_the_sharp_turns_that_close-fighting_requires.^^14)_Desert_horse^Despite_the_harsh_environment_in_which_they_live,_the_horses_are_generally_in_good_condition.__Desert_horse_is_a_light_riding_horse_noted_for_its_stamina._Brush_hair_is_one_of_their_dominant_characteristics._It_is_a_very_affordable_horse_that_is_naturally_not_impressed_by_camel_at_all.__^^15)_Arabian^Sarranids_consider_themselves_as_the_best_horse-breeders_in_Calradia._Arabian_is_their_greatest_pride._With_a_distinctive_head_shape_and_high_tail_carriage,_the_Arabian_is_one_of_the_most_easily_recognizable_horse_breeds_in_the_Calradia._It_is_also_one_of_the_oldest_breeds._It_has_all_qualities_horse_should_possess_and_excels_in_manoeuvrability.^^16)_Bactrian_Camel^Large,_even-toed_ungulate_native_to_the_steppes_of_Calradia._The_Bactrian_camel_has_two_humps_on_its_back._it_posses_tolerance_for_cold,_drought,_and_high_altitudes_so_it_often_serves_as_pack_animal.^^17)_Dromedary_Camel^Also_called_the_Arabian_camel,_is_a_large,_even-toed_ungulate_with_one_hump_on_its_back._Desert_is_her_natural_habitat._It_is_faster_and_nimble_than_steppe_Bactrian_Camel_and_hence_commonly_used_for_riding,_combat_and_as_a_beast_of_burden.^^18)_War_Elephant^Medieval_tank._Extremely_hard_to_tame_and_ride._Mastering_these_skills_takes_a_lifetime._Khmer_Mahouts_are_mercenaries_that_ride_elephants.^^Most_horses_are_also_available_in_different_barded_and/or_caparison_variants._Added_armour_obliviously_increases_their_charging_capability_at_expense_of_something_else_mainly_due_to_weight_increase_or_movement_restriction.^^Camels_scare_horses_and_horses_will_most_likely_rear_if_they_get_close_to_camels._Arabian_and_Desert_horse_naturally_don't_fear_and_Destriers_are_trained_not_to_fear_camels._A_good_riding_skill_can_somewhat_lessen_this_effect_too.
ip_sailing Sea:_Sailing_/_Trade_/_Battles In_every_coastal_town_you_can_buy_a_ship._Once_you_have_paid_the_price_you_will_find_yourself_on_deck_of_your_new_ship,_ready_to_sail_around._In_order_to_set_sail_you_need_to_bring_a_crew_too.^^If_you_wish_to_disembark_simply_sail_close_to_the_coast_and_click_on_a_near_town/village/castle_or_any_party_on_land._Once_your_ship_will_be_close_enough_to_the_coast_a_screen_will_appear,_asking_you_if_you_want_to_leave_your_ship.^^_Your_ship_will_stay_at_this_place_till_you_return_to_it_and_embark_again.^^The_wide_sea_of_Calradia_is_the_home_of_the_Sea-Raiders_(often_to_be_found_near_the_Nordic_lands)_and_Pirates_(usually_in_Rhodok/Swadian_waters)._If_your_ship_engages_in_a_battle,_a_new_scene_will_appear_where_you_fight_on_ship's_decks.^^Merchants_also_use_the_fast_travel_routes_over_the_sea,_several_traders_from_different_factions_will_send_their_ships_out_on_the_sea_to_gain_profit._Coastal_towns_will_profit_from_them.
ip_underground_and_undercover Underground_and_Undercover_Ops __To_get_an_access_to_a_wide_pallet_of_UAUO_options_you_first_need_to_build_a_Hidden_Base._It_can_be_built_anywhere_on_the_map_by_upgrading_Hideout._In_order_to_build_Hideout_you'll_need_some_gold_and_tools_and_to_upgrade_you'll_need_a_lumber_too._You_can_own_a_total_of_2_such_structures_at_any_time._Both_structures_have_limited,_but_different_men_capacity.^^Hidden_Base_allows_player_to_hire_four_special_NPC_characters_-_aka_gang_leaders_and_then_through_dialogue_with_them_access_new_underground/undercover_ops_mechanics.^^Madam,_Adam_The_Leper_-_Bandit_recruiter,_Galeas_The_Slave_Trader_and_Russel_The_Owler_-_Smuggler._They_help_you_to_gather_all_sorts_of__intel,_keep_troops_happy,_recruit_new_bandit_troops,_bring_you_food_and_other_necessities,_buy_slaves_and_stolen_goods_from_you_and_more...
ip_ludus_calradius Ludus_Calradius __Ludus_Calradius_-_the_craziest,_funkiest_place_of_them_all._Calradia's_circus,_main_arena(s)_and_combat_training_academy,_built_on_the_remains_of_Zendar._You_can_watch_the_best_fighters_fight_and_spill_their_blood,_bet_on_the_winner_or_fight,_but_only_after_you_prove_your_worthiness._Ludus_is_also_the_best_place_to_go_to_if_you_have_high_level_prisoners_to_sell,_Lanista_will_pay_handsomely_for_new_promising_blood._Contemporary_Gladiator_Fights,_Roman_Gladiator_Fights,_Historical_Gladiator_Fights,_Jousting_and_Fist_Fighting.^^Roman_Gladiator_Fights^All_best_known_Roman_gladiator_types_in_their_traditional_gear:_Murmillo,_Retarius,_Thraex,_Secutor._Hoplomachus,_Provocator,_Eques,_Saggitarius,_Noxii_and_oldest_among_them_Samnite_gladiator._Matched_up_in_the_same_way_as_they_were_in_the_ancient_Rome,_e.g._Murmillo_will_fight_only_vs_Retarius_or_Thraex_or_Hoplomachus._For_spicing_up_things_there_are_also_3_vs_3,_5_vs_5_and_finally_Last_man_standing_(6_men_death-match)._Fight_or_watch_and_bet.^^Historical_Gladiator_Fights^Have_you_ever_asked_yourself_how_would_Greek_Hoplite_do_if_he'd_face_Roman_Legionary_or_Viking?_Now_you_can_find_the_answer_by_watching_or_fighting_those_matches_yourself,_all_coming_as_a_part_of_another_integral_part_of_Ludus_Calradius_show._Currently_featured_are:_Aztec_Warrior,_Spartan_Hoplite,_Japanese_Samurai,_Viking,_Roman_Legionary,_Persian_Immortal,_Thracian,_Egyptian_Slinger_and_least_but_no_the_last_Celtic_Warrior._In_this_case_match-ups_are_random_and_any_clash_is_possible._They_all_come_equipped_with_their_traditional_gear.^^Jousting^_Two_knights_in_shiny_plated_armors,_on_long_barded_horses_with_colored_lances_and_feathered_helmets_facing_each_other._Right_after_the_start_both_knights_kick_their_horses_to_enter_gallop,_as_they_quickly_approach_each_other_they_lower_and_couch_their_lances_aiming_to_hit_their_rival_before_they_get_hit_themselves..._Each_jousting_match_consists_of_two_parts_a_joust_and_a_melee._The_Joust_lasts_as_long_as_both_fighters_are_still_in_the_saddle._If_both_remained_in_saddle_or_somebody's_horse_got_struck_round_is_called_inconclusive_and_is_asap_restarted._When_finally_one_combatant_gets_de-horsed,_combatants_switch_their_weapons_and_match_continues_on_foot._Nobles_are_automatically_qualified_for_Jousting_and_Fist_Fighting.
ip_capaign_map_speed Map_Ch._I_-_Party's_Speed_and_Fatigue __Your_troops_need_regular_rest._If_they_do_not_rest_and_accumulate_fatigue_it_will_reflect_on_their_movement_speed_and_their_morale._^^Many_factors_determine_on_how_quickly_they_become_fatigued_and_how_much_accumulated_fatigue_affects_them.^_Army_size,_cargo,_hunger,_number_of_horses,_leader's_renown_and__skills_&_terrain.^^The_safest_places_to_rest_are_towns_and_castles._Though_not_all_of_them_will_be_welcoming,_hence_there_is_an_option_to_set_up_a_camp._Camp_can_also_be_entrenched,_please_see_the_next_chapter_for_details.
ip_battle_d_entrenchment Map_Ch._II_-_Camp_Entrenchment __When_your_army_sets_up_camp_for_the_night,_you_are_given_the_option_to_entrench_your_camp_site._An_entrenched_camp_site_is_a_temporarily_fortified_position_using_terrain_and_pickets_as_a_defensive_barrier._Armies_composed_mostly_of_cavalry_units_will_get_little_benefit_from_entrenching._Armies_comprised_mostly_of_foot_soldiers_will_find_that_entrenchment_will_give_them_a_significant_advantage_over_cavalry_units._Soldiers_very_much_dislike_digging_holes_and_planting_pickets,_so_you_will_suffer_a_small_morale_penalty_when_choosing_this_option.^^_If_you_choose_not_to_entrench_your_camp_site,_you_will_be_at_a_disadvantage_if_attacked_while_camping._Your_camp_may_be_over_run_and_plundered._Items_in_your_inventory_may_be_looted_or_destroyed_in_the_battle._An_entrenchment_that_has_not_been_over_run_receives_the_benefit_of_multiple_ammunition_reloads_for_the_troops._A_normal_camp_site_gets_no_such_benefit.^^__In_order_to_entrench_your_position_you_will_need_tools,_time,_and_skill._Tools_can_be_purchased_at_merchants_in_many_of_the_towns_in_Calradia_and_one_set_must_be_placed_in_your_inventory_in_order_to_entrench._The_time_required_to_entrench_is_based_upon_the_number_of_soldiers_in_your_army_and_your_parties_skill_in_engineering._A_small_band_of_warriors_with_no_skill_in_engineering_will_take_days_to_entrench_a_camp_site._An_army_of_30_or_more_with_a_few_points_in_engineering_can_accomplish_this_in_just_a_few_hours.^^_When_you_complete_the_entrenchment,_a_circle_of_pickets_will_surround_your_camp.
ip_duels Duels _A_Duel_is_a_simple_1_on_1_battle_between_you_and_another_lord._Lot_of_disputes_can_be_settled_by_Duel_-_Trial_of_Arms._For_example_if_you_force_a_lord_to_relinquish_his_suit_to_a_lady_or_denounce_him_openly,_there_is_high_possibility_that_he_will_challenge_you_to_a_duel._This_often_results_in_a_relationship_loss_with_the_lady_as_well._It_may_be_critical_to_perform_well_on_a_such_important_occasion,_so_it_would_be_wise_to_develop_this_specific_fighting_skill._Luckily_almost_all_lords_will_for_the_same_reason_accept_a_friendly_duel_challenge.^^In_order_to_have_a_friendly_duel,_you_have_to_speak_face_to_face_to_a_lord_(I_wish_to_ask_you_something)._If_you_are_a_suitable_challenger_(high_renown)_they_will_most_certainly_accept_the_offer_because_turning_you_down_will_only_lower_their_reputation.^^_Both_winning_and_losing_a_duel_will_have_multiple_consequences._If_you_win_you'll_get_renown._If_your_opponent_is_famous_you'll_get_a_lot_of_it,_if_he_is_less_famous_than_you_are,_you_might_end_up_getting_even_without_renown_boost._If_you_lose_from_someone_famous,_your_reputation_will_not_suffer,_whilst_if_you_get_humiliated_by_underdog,_your_reputation_will_drop_considerably.^_Relationship_with_the_lord_will_change_as_well._All_lords_will_react_differently_depending_on_their_personality_and_the_duel_outcome._Some_will_respect_you_more_after_you_defeat_them,_some_will_despise_you.^^_In_a_friendly_duel_you_can_as_a_challenger_choose_a_set_of_weapons_and_whether_you_will_fight_on_foot_or_mounted._Making_a_research_there_may_improve_your_chances_of_winning_a_duel.^_You_can_choose_to_fight_with_your_own_weapons_so_it_might_be_feasible_to_invest_and_acquire_professional_duelling_equipment.^^There_is_a_special_report_that_tracks_your_deulling_score._If_you_are_good_at_it,_it_will_speed_up_building_your_fame_and_it_can_also_assist_you_in_forging_some_but_not_all_important_friendships.^^Swadian_lords_can_be_challenged_to_joust.
ip_custom_troops Custom_Troops Several_conditions_have_to_be_met_in_order_that_you_are_able_to_create_your_Custom_Troops:^^a)_You_have_to_be_the_King.^^b)_You_have_to_control_a_town.^^c)_One_of_your_companions_has_to_be_appointed_as_a_Minister.^^^_If_all_above_conditions_have_been_met_you_should_be_able_to_speak_to_Chancellor_at_your_Court_and_get_new_dialogue_option_to_change_faction_culture._Change_culture_to_Player_Faction_or_any_other.^If_Player_Faction_culture_has_been_chosen_Custom_Troop_Volunteers_will_appear_in_your_kingdom's_villages._Give_them_up_to_72_hours_(3_days)_to_show_up_for_the_first_time.^^To_change_their_gear_to_your_liking_simply_start_talking_to_them.^_Please_note_that_you_can't_change_Custom_troop_names_in-game.
ip_freelancing Freelancer_Mod Freelancing_gives_the_player_the_option_to_immerse_themselves_in_combat_between_the_Lords_of_Calradia_serving_on_the_front_line,_you_are_no_longer_the_commander_but_you_serve_your_Lord_as_a_soldier._It_is_best_if_you_choose_this_option_somewhere_at_the_start_of_the_game.^You_will_gain_experience_in_your_commanders_army_and_as_you_gain_ranks_you_will_acquire_better_and_better_equipment._After_you_end_the_campaign,_you_are_allowed_to_keep_your_gear_and_in_addition_to_it_you_can_also_keep_your_fair_share_of_loot._If_you're_hungry_the_quartermaster_will_feed_you.^In_time_you_will_gain_respect_from_fellow_soldiers_and_have_the_option_to_Rebel_against_the_commander_or_Desert_your_post._That_will_certainly_not_be_perceived_as_heroic_deed.^When_all_the_fighting_gets_too_much_for_you_or_you_need_to_conduct_your_own_personal_business,_there_is_an_option_for_you_to_take_some_personal_leave.^^If_you_get_arrested_you'll_have_two_weeks_to_break_free_and_return_to_your_commander_otherwise_you'll_be_called_a_deserter._This_will_bring_some_relation_losses.^_Similarly_to_above_if_your_Commander_gets_arrested_you'll_have_two_weeks_two_break_him_out_of_the_prison_or_be_proclaimed_a_deserter._He_might_eventually_be_released_or_he_might_escape_himself,_nevertheless_it_is_important_to_get_back_to_him_in_two_weeks._If_you_decide_to_break_him_out,_make_sure_you_contact_some_of_the_relatives_to_get_quest_and_assistance._ASk_near_by_village_elder_to_light_large_fire_at_midnight_to_distract_guards.^^Freelancer_1.6^Side_note:_All_known_bugs_have_been_removed,_including_the_one_that_used_to_create_double_player_image_after_being_imprisoned.
ip_recruitment_a Recruitment_Ch._I_-_Regular_Troops ___Regulars_are_cheapest_troops_to_maintain_and_upgrade_and_should_represent_the_core_of_your_army._Regulars_are_recruited_in_villages._You'll_get_the_option_to_Recruit_Volunteers_after_two_conditions_have_been_met:^^First_condition_-_village's_populace_has_to_at_least_be_indifferent_towards_you_or_in_other_words(0)._^^Second_condition_-_only_one_of_the_following_has_to_be_met:^^__a)_you_are_on_the_good_terms_with_village's_Lord_or_at_least_(4)_OR^__b)_you_belong_to_village's_faction_OR^__c)_village_belongs_to_supported_pretender's_old_faction_OR^__d)_village_folk_thinks_positive_of_you_(8).^^If_recruitment_is_successful_you'll_get_faction_recruits.
ip_recruitment_b Recruitment_Ch._II_-_Elite_Troops ___Every_faction_has_elite_guard_units._Check_troop_tree_report_for_details._They_can_only_be_recruited_in_towns_and_after_three_conditions_have_been_met:^^First_condition_-_town's_populace_has_to_perceive_you_positively_(10)._^^Second_condition_-_you_have_to_be_on_good_terms_with_town's_Lord_(5),_of-course_that's_only_applicable_if_you_are_not_the_town's_Lord.^^Third_condition_-_only_one_of_the_following_has_to_be_met:^^__a)_you_belong_to_town's_faction_OR^__b)_your_relation_with_town's_faction_is_positive_(15)_or_higher_OR^__c)_town_belongs_to_supported_pretender's_old_faction_OR^__d)_town_loves_you_(30)__OR^__e)_Lord_loves_you,_your_relation_with_town's_Lord_is_(15)_or_higher.
ip_recruitment_c Recruitment_Ch._III_-_Advanced ___There_are_two_alternative_ways_to_bypass_conditional_faction_troops_recruitment_explained_in_the_first_two_chapters.^^^a)Recruitment_through_3rd_party_professionals^Every_now_and_then,_more_rare_than_often,_in_one_of_the_taverns_you'll_stumble_on_the_recruitment_professional._They_don't_sit_in_one_place_but_constantly_travel_around_the_Calradia._They_can_supply_you_on_demand_with_any_faction_type_troop_but_they_will_do_that_at_a_cost.^^b)Constable_Recruitment^Once_you_own_a_castle_or_a_town_you'll_be_able_to_appoint_a_Constable.__When_ordered,_he_will_send_out_recruiters_which_will_collect_desired_faction's_tier_one_units_by_travelling_from_village_to_village_until_a_your_specified_amount_of_units_is_reached._Afterwards_they_will_return_to_your_fief._This_way_it_is_possible_to_recruit_new_units_almost_automatically_while_you_can_direct_your_attention_to_other_important_matters_at_hand._Be_advised_thought,_that_these_recruiter_parties_can_be_captured_and/or_killed_by_any_hostile_force_while_travelling_and_the_invested_denars_are_then_permanently_lost,_so_use_this_option_carefully.
ip_recruitment_d Recruitment_Ch._IV_-_Mercenaries ___All_troops_have_to_be_paid._That_kind_of_statement_implies_that_all_troops_are_mercenaries._Though_in-game_mercenaries_don't_belong_to_any_faction._They_cost_more_to_recruit_and_maintain_than_regular_faction_troops._On_the_other_hand_some_of_these_troops_are_top_professionals_and_in_some_cases_even_better_than_best_faction_troops.^It_is_advisable_to_use_mercenaries_in_the_beginning_of_the_game_when_most_of_other_troops_and_especially_quality_troops_are_otherwise_unavailable.^At_any_stage_in_the_game_they_are_also_quickest_option_to_complement_your_regular_troops_in_order_to_round_up_your_party_and_broaden_up_tactical_options.^Some_mercenaries_have_also_unique_capabilities_and_hence_can_be_utilized_as_special_task_forces.^^_You_can_find_them_in_town_taverns_and_recruit_them_by_speaking_to_them_directly.
ip_recruitment_e Recruitment_Ch._V_-_Prisoners ___When_you_defeat_someone_in_battle_you_get_the_option_too_set_their_prisoners_free_or_recruit_them_free_of_charge.^^__Recruiting_own_prisoners._While_camping,_you_can_also_try_and_recruit_your_prisoners._If_you_succeed_there_is_a_chance_that_they_will_use_this_as_an_opportunity_and_run_away.^^_Please_note_that_some_troops_in_game_can_be_only_acquired_these_way,_Manhunters_(Slavers)_are_just_some_of_them.
ip_recruitment_f Recruitment_Ch._VI_-_Conscription ___Conscription_or_Forcible_Recruitment._You_can_almost_always_come_into_village_and_force_farmers_to_follow_you._They_will_become_Levies_(Conscripts)_-_the_lowest_ranked_mercenaries._This_way_with_some_decent_skills_you_can_recruit_a_small_army_very_fast._This_is_also_the_easiest_and_money-wise_the_cheapest_option,_but_it_doesn't_come_without_a_cost._It_will_have_impact_on_your_reputation,_village's_prosperity_and_some_relations.^^_On_how_successful_it_is,_it_will_depend_on_several_factors:_^a)_Village_prosperity,_you_can't_get_people_from_empty_village.^b)_Relation_with_village's_faction_relation._If_it's_too_low,_your_fame_will_run_before_you_and_men_will_manage_to_run_away_and_hide_before_your_arrival.^c)_If_village_really__hates_you,_they_will_rather_die_then_follow_you^d)Your_skills.__
ip_recruitment_g Recruitment_Ch._VII_-_Bandits ___To_get_an_access_to_bandits_you_need_to_construct_Hidden_Base_and_employ_Bandit_Recruiter.
ip_recruitment_h Recruitment_Ch._VIII_-_Peasants_ ___To_have_the_unique_ability_to_recruit_peasants,_you_need_to_start_a_game_as_a_Peasant_Rebellion_Leader._Then_there_are_two_ways,_either_you_intercept_them_on_the_Campaign_map_while_they_are_travelling_to_or_from_the_city_OR_try_recruiting_them_in_the_village._Remember,_the_Elder_will_almost_never_support_you,_you_need_to_source_food_and_new_recruits_from_villagers_directly._
ip_nobility_titles Social_-_Nobility_Titles Titles_vary_from_kingdom_to_kingdom_the_most_common_interpretation_is:^Faction_ruler:_^__King_(Player's_Kingdom),_Kaiser_(Holy_Swadian_Empire),_Tsar_(Vaegir's_Tsardom),_Khagan_(Khergit_Khanate),_King_(The_Northern_Lands),_Doge_(Rhodok_Republic),_Sultan(Sarranid_Sultanate)^Following_title_descriptions_will_follow_the_same_faction_order.^^Duke_(lord_of_a_town):_^A_duke_is,_historically,_of_highest_rank_below_the_monarch,_and_historically_controlling_a_duchy._The_title_comes_from_the_Latin_Dux_Bellorum,_a_term_that_ancient_Roman_chroniclers_used_to_describe_tribal_Germanic_and_Celtic_war_leaders.^In_the_Middle_Ages_the_title_signified_first_among_the_Germanic_monarchies._Dukes_were_the_rulers_of_the_provinces_and_the_superiors_of_the_counts_in_the_cities_and_later,_in_the_feudal_monarchies,_the_highest-ranking_peers_of_the_king.^__Duke,_Herzog,_Kniaz,_Khan,_Hertug,_Duce,_Pasha^^Earl/Count_(lord_of_a_castle):_^Earl_was_the_Anglo-Saxon_form_and_jarl_the_Scandinavian_form_of_a_title_meaning_"chieftain"_and_referring_especially_to_chieftains_set_to_rule_a_territory_in_a_king's_stead._In_Scandinavia,_it_became_obsolete_in_the_Middle_Ages_and_was_replaced_with_duke_(hertig/hertug);_in_later_medieval_Britain,_it_became_the_equivalent_of_the_continental_count.^__Count,_Graf,_Grof,_Noyan,_Jarl,_Conte,_Beg^^Baron_(lord_of_a_village):_^The_word_baron_comes_from_Old_French_baron,_itself_from_Old_High_German_and_Latin_(liber)_baro_meaning_"(free)_man,_(free)_warrior";_it_merged_with_cognate_Old_English_beorn_meaning_"nobleman".^__Baron,_Freiherr,_Boyar,_Darga,_Thegn,_Barone,_Agha^^Knight_(landless_noble):_^A_knight_is_a_man_granted_an_honorary_title_of_knighthood_by_a_monarch,_mainly_in_recognition_of_distinguished_combat_successes_and_demonstrated_loyalty._During_the_High_Middle_Ages,_knighthood_was_considered_a_class_of_lower_nobility.^__Knight,_Ritter,_Rytsar,_Baghatur,_Hersir,_Cavaliere,_Emir^^The_female_equivalents_are_(whether_they_own_the_land_themselves_or_hold_the_title_from_their_husband's):^Ruler:_^__Queen,_Kaiserin,_Princessa,_Khathun,_Queen,_Dogaressa,_Sultana^^Duchess:_^__Duchess,_Herzogin,_Kniagina,_Hatun,_Hertuginde,_Duchessa,_Pashana^^Countess:_^__Countess,_Grafin,_Grafinya,_Behichi,_Grevinne,_Contessa,_Begum^^Baroness:_^__Baroness,_Freiin,_Boyarina,_Behi,_Thegnfru,_Baronessa,_Aghum^^Lady:_^__Lady,_Frau_,_Dvorianska,_Beiji,_Fru,_Signora,_Sayyida^^In_addition_unmarried,_landless_daugthers_(or_sisters)_are_named_as_follow:^__Damsel,_Madchen,_Devitsa,_Gonji,_Maiden,_Donzella,_Eadhra^^The_titles_come_from_English,_German,_Russian,_Mongol_(or_Chinese),_Old_Norse_(or_mid-norwegian),_Italian,_Turkish_and_Arabic.^^Mongol_titles_should_have_the_name_placed_before_the_title,_female_equivalents_for_the_title_were_unavailable_for_some_of_the_titles_and_were_made_up.^^Companions_currently_in_the_party_are_titled_Companion.^Other_companions_who_are_not_vassals_are_titled_as_Hero_if_they_don't_have_any_speciality,_otherwise:^__Diplomat_:_best_suited_for_diplomacy.^__Tactician_:_has_a_good_knowledge_of_tactical_related_skills,_including_engineering_and_training.^__Scout_:_a_master_of_scouting_through_the_use_of_tracking,_spotting_and_path-finding.^__Physician_:_inclined_toward_the_healing_arts_of_surgery,_first_aid_and_wound_treatment.^__Trader_:_goods_management,_either_through_trade_or_looting.
ip_battle_a_prebattle PBOD_Mod:_Battle_Planning A_tactics-savvy_commander_has_more_options_open_to_{him/her}self_when_going_to_battle._Rather_than_simply_charging_in,_{he/she}_can_choose_to_Lead_{his/her}_troops_into_battle_(all_begin_following)_or_to_simply_Take_the_Field_(all_begin_holding).^^Those_with_more_tactical_training_can_create_advanced_pre-battle_plans,_giving_a_series_of_complex_orders_to_each_divisional_captain_to_execute_when_the_battle_begins._These_trained_commanders_can_also_tell_their_captains_which_troops_should_attack_in_the_first_wave_and_thus_choose_which_troops_will_deploy_at_the_battle's_beginning_and_which_troops_should_serve_as_reinforcements._These_plans_will_be_remembered_between_battles,_but_the_relevant_orders_will_need_to_be_dispatched_to_the_divisional_captains_before_each_battle.^^It_is_at_times_useful_to_divide_one's_party_into_divisons_beyond_the_standard_three_of_infantry,_archers,_and_cavalry._When_examining_the_Party,_different_types_of_soldiers_can_be_assigned_to_additional_groups_and_those_groups_given_names._Additionally,_in_consultation_with_one's_captains_in_Camp,_troops_of_the_same_type_can_be_split_into_secondary_divisions_so_that_a_good_commander_might_have_two_divisions_of_heavy_cavalry_or_infantry_for_flanking_maneuvers._Such_assignments_will_be_active_across_many_battles,_until_the_troop_captains_are_instructed_otherwise.^^Pre-battle_Orders_&_Deployment_v0.92.5
ip_battle_b_tactics PBOD_Mod:_Battle_Tactics While_in-battle,_an_effective_commander_gives_the_troops_under_{him/her}_clear_orders_to_help_lead_them_to_victory._As_war_in_Calradia_continues_to_toil_on,_more_advanced_orders_and_tactics_have_been_developed_and_are_now_more_widely_used_by_field_commanders._For_instance,_on_the_basic_end,_a_commander_can_order_{his/her}_troop_divisions_to_use_specific_weapon_types_(one_handed,_two_handed,_polearms,_or_ranged)_as_well_as_whether_or_not_to_wield_their_shields,_rather_than_leave_these_decisions_up_to_the_individual_troops._(Also,_unless_noted_otherwise--in_Mod_Options--troops'_decision_making_about_weapon_use_has_improved_for_all_polearm_infantry,_lance-wielding_cavalry,_and_mounted_archers._These_troops_have_been_instructed_to_use_their_polearms,_lances,_and_horsebows_unless_they_are_separated_and_surrounded_by_enemies.)^^Troop_divisions_can_also_create_cohesive_formations,_improving_their_fighting_force_as_a_unit_and_staying_more_organized_in_the_heat_of_battle._Infantry_are_allowed_the_widest_variety_of_divisions,_forming_a_battle_square,_a_three-rank_formation_with_the_strongest_units_in_the_front_ranks,_a_three-ranked_shield_wall_with_the_stoutest_shield-users_to_the_front,_and_a_wedge_to_break_through_enemy_formations_and_led_by_the_strongest_troops._Cavalry_divisions_can_only_form_this_wedge,_while_foot_archers_can_only_form_up_in_ranks._(If_you,_the_player,_allow_it--in_Mod_Options--enemy_forces_can_use_these_formations_as_well,_either_with_the_Native_AI_or_with_completely_reworked_Formations_AI.)^^Commanders_in_Calradia_have_also_developed_more_advanced_tactical_responses_to_their_enemies_in_the_decades_of_warfare_following_the_collapse_of_the_old_Calrad_Empire._These_attack_and_special_orders_are_useful_for_a_sharp_commander_in_countering_specific_threats_or_pressing_{his/her}_own_tactical_advantage._For_instance,_ranged_troops_can_be_instructed_to_skirmish_and_avoid_direct_melee_contact_with_the_enemy_by_running_away_until_they_re-establish_adequate_distance._Archers_and_crossbowmen_can_be_ordered_to_fire_in_volleys,_rather_than_at_will,_syncronizing_their_flights_of_missiles_and_effectively_slowing_an_enemy_advance._A_useful_tactic_for_polearm_infantry_is_to_brace_the_butts_of_their_spears_and_pikes_into_the_ground_and_against_the_inside_of_their_feet_in_preparation_to_receive_a_cavalry_charge._A_smart_cavalry_commander_will_avoid_ranks_of_pikes_braced_to_receive_and_destroy_their_horses._(If_you,_the_player,_allow_it--in_Mod_Options--enemy_forces_can_use_these_advanced_'special'_orders_as_well.)^^Beyond_the_added_control_of_telling_divisions_how_to_conduct_themselves_to_best_effect,_commanders_also_have_the_ability_to_direct_{his/her}_divisions_in_targetting_specific_enemy_divisions,_so_cavalry_can_counter_a_cavalry_charge_or_whipe_out_pesky_archers_and_heavy_infantry_can_clear_enemy_pokearms_in_advance_of_a_cavalry_charge._To_do_this,_a_commander_should_make_use_of_{his/her}_field_flags_(the_hold-down-F1_flag)_and_drop_them_on_the_enemy_division;_{his/her}_listening_divisions_will_move_to_attack_the_specified_target.^^If_a_commander_falls_in_battle,_{his/her}_troops_can_carry_on_fighting_once_{his/her}_personage_is_secured_for_recovery_after_the_battle._A_commander_must_specify_(in_Mod_Options)_if_{his/her}_troops_should_continue_fighting_under_their_previous_orders,_charge_in_an_attempt_to_prevent_the_tide_of_battle_from_swinging_against_them,_or_have_the_division_captains_take_command_and_conduct_the_battle_as_they_see_fit_(battle_continuation_formations_AI_is_only_available_if_also_activated_for_the_enemy_AI_team).^^The_above_weapon-type_and_formations_orders,_as_well_as_some_of_the_more_advanced_tactical_maneuvers/attack_orders_can_be_outlined_as_part_of_a_commander's_pre-battle_plans.^^For_a_smart_commander,_tactical_thinking_does_not_end_on_the_battlefield._Not_only_does_{he/she}_make_pre-battle_plans,_but_{he/she}_takes_care_when_travelling_into_towns_and_villages_to_gather_supplies,_bringing_close_companions_as_escort._In_order_to_convince_companions_to_serve_in_this_capacity_and_to_not_appear_foolish,_the_number_of_bodyguards_a_commander_uses_is_based_on_{his/her}_leadership_and_renown.^^Pre-battle_Orders_&_Deployment_v0.92.5
