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- Presents 02/02/94
-
- Manual Supplied By:-) Pyth0n Typed By:-( AnImAl
-
- __________________________________
- | |
- | CASTLES II: SIEGE & CONQUEST |
- | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
- ----------------------------------
-
- INTRODUCTION
-
- Welcome to the world of Castles II: Siege & Conquest. This games is intended
- to test your skills as an Administrator, a Military Leader, and a Politician.
- During the course of play, you must maintain the delicate balance between the
- Administrator, Military, and Political functions of your dominion. The names
- of the Lords and the territories in CASTLES II are based on 14th century
- France, a tumultuous period in European history, which was marked by the
- prolonged conflict of The Hundred Years War. This century was marked by
- chaos, as the struggle for land in France had a high cost in human life. The
- blood of English and French soldiers saturated the soil and the peasants of
- these lands were forcefully removed from their homes, raped, or killed.
-
- The Lords of territories battled each other in an attempt to expand their
- realms. When a Lord conquered new lands, he would build Castles there to
- substantiate his power over the newly acquired territory. Your mission is to
- unite the territories of the mythical land of Bretagne in the midst of this
- bloody turmoil and eventually become King. It is a formidable task, one that
- requires intestinal fortitude, cunning, and risk taking. If you possess these
- qualities then you are ready to accept the challenge of CASTLES II: Siege &
- Conquest!
-
- OBJECT
-
- The ultimate goal of Castles II is to be crowned King. This is accomplished
- by petitioning the Pope to back your claim to the throne once you have
- expanded your empire to a point of considerable wealth and power. All the
- while you must keep your people happy and maintain good relations with the
- Pope. If you are named King, the game is over and you have won. If, at some
- point during the game, one of the other players petitions the Pope and is
- named King, then you have lost the game, and quite possibly, your life. You
- may choose to play as one of five feuding lords from the families of Albion,
- Burgundy, Anjou, Aragon and Valois. You select one of these, and the computer
- plays the other four as well as the Pope. A game of Castles II will commence
- on January 1, 1312, and will usually last between three and ten years. The
- date is displayed at the bottom right of the main game screen.
-
- Once you have begun to capture territories and establish your empire, it
- becomes necessary to build Castles. There are many obstacles and challenges
- that arise throughout the game which often hinder your quest to become King.
- If you manage your land with efficiency, the effects of these diversions can
- be minimised and the throne will be within your grasp.
-
- GETTING STARTED
-
- When Castles II is loaded, there will be several introductory screens which
- set up the premise of the game. Once the introduction is complete, the Set-up
- Screen appears offering several options for game play. Here you will choose
- the Player whose role you wish to assume, the Difficulty level (Easy, Hard,
- and Impossible), whether you want Plots on or off, how you want the
- Commodities distributed (Balanced, Geographical, or Random), and if you want
- tactical Battles on or off (see Tactical Combat). The Geographical option for
- Commodities will place them where they logically should be found (i.e. Gold
- and Iron in the mountains, Timber in the forests, etc.). Balanced Commodities
- means that each player will be able to access a balanced mix of commodities
- during the course of play. When you have made your choices, click on Play,
- and the game will begin, or Load, to load a saved game. (Only available if
- you have the optional FDD)
-
- The next screen that will appear is the Main Game Screen, where most of the
- game play will occur. The centre of the screen is a map of the entire
- kingdom, divided into 36 territories. Each territory has its own commodity.
- At the top of the screen your Ratings Point Pool will be displayed. The size
- of your Army and the amount of your Commodities are located to the right of
- the Point Pool. The Task Bars are located on the upper right of the screen
- (at the beginning of the game there will be three of these bars). At the
- bottom of the screen is the Message Window, which will display virtually
- everything that occurs during the course of play. Just above the Message
- Window are four buttons - Stock, Army, Relat (Relations), Opts (Options).
- Clicking on one of these buttons will access that particular area.
-
- TUTORIAL
-
- Often then best way to learn is by doing. For those who want to start playing
- the game immediately, this section will get your realm established with a
- couple of territories. You can play and experiment from that point. If you
- get stuck, you can easily refer to a specific section of the manual for
- assistance. Using the Left Mouse Button, click on the Play as Albion arrow,
- Easy as the Difficulty Level and turn the Plots and Battles off. Click on the
- Play button and you will be given one Territory and one Commodity assigned to
- that area. At this point you have the capability to perform three Tasks (one
- Administrative, one Military, and one Political). Begin by building your
- economy. As mentioned above, your territory has a particular commodity which
- can be processed. Click on Stock and select the commodity that is available
- to you at this point (click on the word Gather next to the Commodity). Click
- OK and you are now performing one Administrative task by gathering a
- commodity.
-
- Next, you should build your army, which is a Military task. Click on Army and
- select whichever aspect of your Military that can be recruited (click on Recr
- next to division of the army) and then click on the OK button. Now click on
- one of the territories adjacent to your starting pro-vince and click on the
- Scout button, followed by OK. At this point (since scouting is a Political
- function) you are now performing one Administrative, one Military, and one
- Political function - you are running at maximum efficiency. It is always
- recommended that you keep your task performing potential at its maximum.
-
- Once these three tasks are completed, you are most likely in a position to
- attack the territory that you have just scouted. However, if this particular
- territory is occupied by the Pope, you DO NOT want to attack it (see the
- section called The Pope).
-
- When you have finished Scouting the territory you chose (signified by the
- Task Bar flipping over with the message Scout Complete), Scout another
- territory. Do the same with the Gathering task you chose earlier. (A
- shorthand way to redo a task is by clicking on the Task Bar that just
- completed. This will relaunch the same task.). Once you have captured three
- territories you may want to consider building a Castle. Every territory you
- hold must include or be adjacent to a territory in which you have built a
- Castle or you risk the possibility of revolt from the people in this
- conquered land.
-
- To build a Castle, click on the territory in which you wish to build it.
- Click on the Visit option and a map of the territory itself will appear.
- Choose a grassy (dark green) area upon which to build your Castle (you can
- move the map by clicking on the directional arrows located at the bottom
- right of the screen - holding down the left mouse button will scroll
- continuously).
-
- Next, click on Design to begin designing your Castle. Every Castle needs a
- flag or Keep, walls, a door, and some towers. First, place a Keep by clicking
- on the flag icon and then clicking a second time on the map where the Keep
- should go. This is how you lay out the floorplans of your Castle, clicking on
- the piece you want to place, and then clicking the spot on the map where you
- want the piece placed.
-
- Now you need to enclose the Keep with walls, doors and towers. Click on the
- round tower icon at the bottom of the screen and place it on the map a few
- spaces away from the Keep.
-
- Now click on the tall wall icon on the lower right of the screen and attach
- it to the tower you previously placed. You can continue to place wall
- segments without clicking on the lower icons, but you must click on a new
- icon to place a new piece on the map. Continue placing walls and towers
- (don't forget a door) until you're happy with the Castle. If you want to
- erase a piece already placed, just click on the erase icon (the X) and click
- on the piece you want to remove. (Shortcut: If you have towers and walls
- placed on the map and you want to change from placing walls to towers (or
- vice versa), just click on the type of piece already on the map you want to
- change to and the cursor will default to that piece. This saves you from
- having to move the mouse down to the icon list every time you want to place a
- different piece on the map.)
-
- When you're done designing your Castle, click on the View button and then
- click on the Leave button to return to the Main Game Screen. You'll now see a
- small tower icon on the province shield, showing you've designed a Castle
- there. When you are ready to build the Castle, click on that territory, and
- choose the Build Castle option which will now appear in the message window.
- (For the specifics on Castle building, see the section entitled The Castle.)
- If Build Castle does not appear, you either do not have sufficient resources
- to build the Castle or are busy with another Administrative task.
-
- This should provide you with the basics to get started. Just remember to keep
- performing tasks in all three areas (Administrative, Military, and Political)
- simultaneously.
-
- PERFORMING TASKS
-
- To fully comprehend the essence of Castles II, it must be understood that it
- is a task based game. Anything that you want to do is done by way of
- accomplishing a task. There are three different types of tasks:
- Administrative, Military, and Political. These tasks are colour coded: Green
- for Administrative, Red for Military and Blue for Political.
- For each type of task, you have a certain number of ability points. There are
- three sets of two numbers displayed at the upper left hand corner of the Main
- Game Screen. The bottom number of each set is the overall rating in that
- category and the top number represents the available points from that
- category that you can apply toward performing tasks.
-
- Your rating will increase as you successfully complete tasks. For example,
- as you successfully complete Administrative tasks, your Administrative rating
- will improve and you will have more points to distribute among your tasks in
- the future. If, in addition, you applied ratings points to a task from
- different areas, (such as adding 2 Military and 2 Diplomatic points to the 3
- Administrative points used to build a Castle), you would gain partial credit
- towards advancing your Military and Diplomatic ratings.
-
- At the beginning of the game, there are three task bars in the upper right
- hand corner of the Main Game Screen that can be used to accomplish the three
- types of tasks (Administrative, Military, and Diplomatic). Three more bars
- can be added as the game progresses. The top bar is for Administrative
- tasks, the middle bar is for Military tasks and the bottom bar is for
- Political tasks. Each bar can only perform one task at any given time.
-
- While a task is being performed, three numbers will appear on the left side
- of the Task Bar. These numbers indicate how many points from the point pool
- were applied toward a task. The far left number is the amount of
- Administrative points, the middle one is the amount of Military points, and
- the number on the right represents the amount of Political points. When a
- task is being performed, the task bar will fill up from left to right. The
- task is complete when the bar is completely full. If you wish to repeat the
- exact same task, assuming it is available to you, click on the task bar
- itself; this is quicker than proceeding into the message window to set up the
- task. If you click on the task bar while a task is being performed, the
- message window will open up and inform you of how close you are to completing
- the task. It will also give you the option to cancel the task at this point
- or to continue by clicking OK.
-
- The speed with which a task can be accomplished is determined by how many
- total points are applied to it. The more points applied to the task, the
- faster it is accomplished. Also, when performing a task in any given area,
- you must use more points from that particular area of the point pool than
- either of the other two. For example, suppose you have 4 Administrative
- points, 7 Military points, 3 Political points, and you want to perform an
- Administrative task. If you choose to use all 4 of your Administrative
- points, you may use up to 3 of your Military points and up to 3 of your
- Political points. In this scenario, the addition of the Military and
- Political points are intended to give you more total points to apply toward
- the Administrative task and thus speed it up.
-
- Once you achieve a rating of 5 in any of the task categories, a second Task
- Bar in that category will be added to the Main Game Screen. As long as your
- rating is at least 5, you will be able to use the additional task bar. If
- your rating drops below 5, you will lose the second task bar. Ideally, you
- will reach the maximum number of six task bars (two Administrative tasks, two
- Military tasks, and two Political tasks).
-
-
- "How To Play Castles II"
- (Establishing and Maintaining the Realm)
-
- ADMINISTRATIVE FUNCTIONS
-
- The Administrative functions of your domain are those which help you to build
- a solid infrastructure. These functions include: Harvesting Food, Cutting
- Timber, Mining Iron, Refining Gold, and Building Castles. It is important to
- establish a strong economy early in game play, because so many of the other
- tasks depend upon the availability of certain commodities. For example, the
- Military task of reruiting Archers requires Gold and Timber!
-
- Each territory contains a particular commodity. Once you have captured a
- territory, you can then begin to gather that commodity. For example, if you
- capture a territory whose commodity is Iron, you can perform the
- Administrative task of mining Iron. As soon as you have completed any
- gathering task, your stockpile of that commodity will increase.
-
- If you choose to gather a commodity that you hold in multiple territories,
- you will receive units of that commodity equal to the number of territories
- in which you hold it (you will also need to apply the same amount of
- Administration points to the task). In other words, if you have three
- territories in which Gold is your commodity, when you refine Gold you will
- add three units of Gold to your economy - as long as you apply at least three
- Administrative points.
-
- Also, once you build a large enough Castle (see the section on The Castle) on
- a territory, the production of that territory's commodity is doubled when
- gathered. One shortcut to implementing the gathering task is to click on one
- of the commodity icons displayed at the top of the Main Game Screen. If it is
- possible to gather that item, a task will begin.
-
- THE BLACK MARKET
-
- If you need to add goods quickly to your economy, it is sometimes beneficial
- to trade on the Black Market (The Black Market option can be accessed the
- same way that the commodities are accessed - under the Stock bar). You can
- immediately trade a good that is plentiful for one that is lacking, at a cost
- of three for one. Be careful though - sometimes the black market is an
- unreliable medium and you can be cheated by those with whom you attempt to
- trade. Policing the Realm can lessen your chance of being cheated on the
- black market.
-
- THE CASTLE
-
- The best way to solidify your realm and eliminate the possibility of revolt
- by your people is to build a Castle. Building a Castle in a territory also
- makes it more difficult for an attacker to capture that territory, as it is
- easier to defend a Castled Territory than one without a Castle.
-
- To prepare for designing a Castle, click on the territory in which you want
- to build it. The message window will open and you will be given the option to
- Visit or Cede (see the section entitled The Pope for information on ceding)
- that territory. Click on Visit and a map of the territory will appear on the
- screen. You need to select an area that is suitable for construction. You
- cannot build a Castle on water or in a swamp, and you cannot build directly
- on top of a tree or a rock. Clicking on the directional arrows on the bottom
- right of the screen allows you to scroll over the map. You may also scroll
- the map by clicking on the edge of the screen. Clicking on the centre of the
- arrows enables you to rotate the view clockwise by 90 degrees.
-
- Once you have decided on a proper location for the Castle, click on Design
- and begin designing your Castle. All of the functions available to you during
- the designing process are located in the boxes at the bottom of the screen.
- First you will need to place the flag or Keep on the map - the Keep
- represents you and the Administrative control of the Castle. Once it is
- captured by an opponent, the Castle is lost so it is a good idea to put rings
- of walls and towers around your Keep. To place the Keep on the map, click on
- the flag box at the bottom of the screen and click again on the spot on the
- map where you wish to place it. There are two types of towers that can be
- used - Square or Round. The square towers are not quite as effective as the
- round towers, as they tend to have blind spots. The round towers, although
- they are better for defence, take a longer time to build than the square
- towers. To place a tower click on the box at the bottom of the screen and
- click again to place it on the map. You also have the option for thick or
- thin walls. As you might expect, the thick walls are better for defence but
- they take longer to build than the thin walls. For both the towers and walls,
- you also possess the option of Tall vs. Small. Keep in mind that when you are
- constructing walls and towers around the Keep, you must assure that the Keep
- is accessible. You cannot build walls and towers on all sides of the Keep to
- make it impenetrable, you must place a door in the perimeter.
-
- If you make a mistake in placing a piece on the map, use the X icon to erase
- the piece. Also, holding down the right mouse button and clicking the left
- mouse button will cause the cursor to act as an eraser.
-
- (Shortcut: If you have towers and walls placed on the map and you want to
- change from placing walls to towers (or vice versa), just click on the type
- of piece already on the map you want to change to and the cursor will default
- to that piece. This saves you from having to move the mouse down to the icon
- list every time you want to place a different piece on the map.)
-
- To prevent a province from revolting, it must contain or be adjacent to a
- province with a 100pt Castle.
-
- Your Castle's size is directly related to doubling the production of
- commodities as well as preventing the people from revolting. The Castle's
- size is measured on a point system dependent upon the choice of pieces (tall
- or small). A tall piece is worth 3 points and a small piece is worth 2
- points. In order to double the production of a commodity, a Castle must be
- worth at least 50 points. To keep the people from revolting, a Castle must be
- worth at least 100 points.
-
- The last thing that needs to be done in designing a Castle is to decide the
- manner in which it will be constructed. You will have the options of Uniform,
- Outward (start construction from inside), Inward (start construction from
- outside), and Towers First. Click on one of these and your Castle is now
- ready to be built.
-
- If you wish to save your Castle design, click on Save and you will be able to
- use that design later, in another territory. If you want to access a saved
- Castle design, click on Load and you can choose from any designs that you
- have created and saved (you must place your Keep before loading, indicating
- where the Castle is to be placed).
-
- To return to the Main Game Screen, click on Leave. Once you have designed the
- Castle, a tiny tower symbol will appear in the map of that territory. As soon
- as you meet the requirements for building a Castle, you can click on the
- territory and the Build Castle option will appear in the message window. The
- Build Castle task requires one Grain, three Timber, one Iron and two Gold.
- You must have at least two Administrative points allotted to the task.
-
- If you visit your territory while a Castle is being built, you will be able
- to see your partially completed Castle. When the Castle becomes large enough
- to double production (50 points), the Castle symbol on the map will grow to
- half size. When it becomes large enough to prevent revolts from neighbouring
- territories, the Castle icon will grow again and fill the icon space.
-
- MILITARY FUNCTIONS
-
- Military tasks are those functions of your empire that focus on the
- augmentation of your armed forces and their usage. You build your army
- through the Military tasks of recruiting Infantry, Archers, and Knights.
- Other Military tasks are concerned with adding weapons to your army which aid
- in attacking a Castle. These include: building a Ballista, building a
- Catapult and building a Siege Tower. The other two Military tasks are:
- sending a saboteur to another territory and, of course, attacking another
- territory.
-
- THE ARMY
-
- The army is your fighting force and, as mentioned previously, it consists of
- Infantry, Archers, and Knights. To keep your Military strong, it is necessary
- to recruit troops. Whenever you engage in an attack or are the victim of
- sabotage, the numbers in your army may decrease. So, it is important to keep
- recruiting and strengthening your army. To recruit for your army, click on
- the Army button and then click on Recr (Recruit) in the message window next
- to the branch of the army that you want increased (a faster way to start this
- task is by clicking on one of the Military icons at the top of the screen).
-
- In order to maintain the size of your army and keep your troops happy, you
- will need to feed and pay them. For every 5 Infantry or Archers that you
- possess, you will need to feed them 1 Food and pay them 1 Gold (rounded up)
- per year. Every 5 Knights will cost you 2 Food and 2 Gold (also rounded up).
- The troops are paid in the spring and fed in the autumn. If you delay feeding
- and/or paying them, increasing numbers of your troops will desert.
-
- ATTACKING
-
- Once you have built your economy and army to a certain point, you will want
- to attack another territory to increase the size and wealth of your domain.
- In order to attack a territory, you will need two Military Points, a
- Happiness Rating of at least three (see Happiness), and one Iron. When you
- have met these requirements and want to attack, click on a neighbouring
- territory (you can only attack a territory that is directly adjacent to one
- of your own) and the Attack option will become available. When the Attack
- Task Bar is full, you will be given the option of proceeding with the attack
- or recalling your troops. After you make this decision, click OK and the task
- of preparing your army for battle will be complete.
-
- At the beginning of the game, you have the option to set Tactical Battles off
- or on. If the battles are off, the computer plays out the battle for you and
- determines the victor. If the battles are on, you will have more control over
- the outcome as you will be able to manipulate your forces individually (see
- the section entitled Tactical Combat for a detailed description of this
- aspect of the game).
-
- WEAPONS
-
- When you are attacking a territory that has a Castle, there are certain
- weapons which can improve your chances of victory. They can be added to your
- arsenal at different times during the game if specific conditions of your
- economy exist, and your ability points are high enough.
-
- The Ballista is, in essence, a giant crossbow that fires a large arrow at a
- Castle. In order to build a Ballista, you will need a Military Rating of at
- least 5 and 4 of those points must be applied to building the Ballista. In
- addition you must expend 1 unit of Timber, 1 unit of Iron and 1 unit of Gold.
-
- The Catapult requires the same amount of commodities, but you must have a
- Military Rating of at least 6 and you must expend at least 5 of them on
- building the Catapult.
-
- A Siege Tower also requires the same number of commodities, but a 7 Military
- Rating is necessary and 6 of those points are needed to start this task.
-
- When any of these three weapons become available, they will appear in the
- message window after clicking on the Army button.
-
- SABOTEUR
-
- To hire a Saboteur, click on the territory to be sabotaged (the territory
- must be owned by someone). This task will become available as soon as you
- have a Military Rating of at least 3 and use at least 2 of those points along
- with spending 1 Gold to hire the saboteur(s). A saboteur is sent to an
- opponent's territory with the intent of destroying some aspect of that
- territory's economy or disrupting the Military - perhaps sabotaging the Food
- supply or demoralising units of their Military, causing them to desert.
-
- POLICING THE REALM
-
- Since your opponents have the same capabilities as you do, you must be wary
- of opponents' saboteurs. The only way of accomplishing this is to Police the
- Realm. This is another function of the Military that is generally successful
- in capturing saboteurs and spies. When you Police the Realm, the overall
- efficiency of any ongoing tasks improves as well. One negative by-product of
- Policing the Realm, however, is that it reduces the Happiness Level of your
- people by one happiness point (see Happiness).
-
- TACTICAL COMBAT
-
- Once you have made the decision to proceed with an attack, or are the victim
- of an attack, the main game screen will be replaced with the Tactical Combat
- Screen (assuming that you have set the battles on). This screen features a
- map of the territory in which the battle shall occur (there is a different
- map for each territory), and a scaled representation of the two Military
- forces that will clash.
-
- The scale of the battle will be indicated at the bottom of the screen. When
- the scale is 1, each figure on the battlefield represents one unit of the
- army. When this value reads 2 or more, it means that each unit of the army is
- represented by two or more figures on the battlefield.
-
- In this aspect of the game, where you fight is just as important as how you
- fight. The territories consist of many terrain types, and the effectiveness
- of the different branches of the Military will be influenced by the location
- of the battle. For example, Knights do very well on open grass or dirt, but
- are hindered greatly by rocky terrain in which the horses will have
- difficulty galloping. As one might expect, Knights also have serious problems
- in swampy, watery areas where their excessive weight can cause them to sink.
- Archers are most effective when firing from a covered area, such as a forest,
- into an open area. On the other hand, Archers have problems firing into a
- forest because their arrows are more likely to strike a tree than the enemy.
- These are just a few of the terrain effects of tactical combat. All of the
- effects are based on the performance capability of a Military unit in a
- specific environment. If you are the defender in a field (non-castle) battle,
- you will be given the opportunity to choose where in the territory the battle
- will take place. Click on the spot on the map where you want to fight, and
- the forces will appear.
-
- The first thing that you want to do in preparing for battle is to place your
- troops. To do this, click on a figure, or figures, and then click on the spot
- where you want to place them. If you want to move all members of a specific
- branch, click on one of the three buttons located at the bottom right of the
- screen (Infantry, Archers, Knights).
-
- When you are attacking a Castle, you can only place troops within a certain
- range of that Castle. You cannot put them too close to the Castle, nor can
- you place them in the Castle. A Castle's most vulnerable positions to attack
- are the doors as well as any breaches in the walls caused by a Catapult or
- other machinery. The Flat button gives you a better view of the inside of the
- Castle when you are a defender. As a result, you will be able to see where
- you place your troops. Although the walls have seemingly collapsed in the
- Flat mode, the Castle is still very much intact for the purposes of battle.
- It is purely a practical function that allows you to manipulate your forces
- more easily.
-
- When troops that are attacking a Castle are commanded to Melee, they will
- attempt to reach the Keep as long as there are no enemy units to attack. If
- the troops attacking a Castle are not given commands prior to battle, all
- units will default to Melee and all engines will default to Destroy.
-
- If you are defending a Castle and do not select a command, Melee will be
- assumed. The Catapult and the Ballista will be situated outside the Castle in
- locations that will help to create breaches in the Castle walls. These
- weapons will attack the nearest unbreached wall until destroyed. They will
- then attack the one behind it, moving forward if necessary. The Siege Tower
- will assault a wall that is not already under attack from another weapon. It
- moves up to a wall or tower and releases a few Infantry units on the top of
- that wall or tower.
-
- After you have placed your army, you are ready to begin the battle. The
- buttons located at the bottom left of the screen allow you to control certain
- aspects of the battle.
-
- Before clicking on one of these buttons, you will need to select specific
- troops by clicking on them (or by clicking on one of the shortcut buttons on
- the right of the screen). To attack a specific enemy unit, first click on the
- units of your army that you want to deploy, and then click on the enemy
- figure.
-
- The Stand button commands your troops to stand their ground and fight anyone
- who comes near them.
-
- The Melee button commands the selected troops to engage in battle. They will
- search and destroy the nearest enemy unit, or if one is not in range, destroy
- the Keep or a siege engine.
-
- Destroy is similar to Melee, only the forces are commanded to attack weapons,
- or Castles, before people.
-
- The Retreat function causes your remaining fighting force to leave the battle
- site (it is not necessary to click on any figures on the screen prior to
- retreating).
-
- The Begin button starts the battle after your other commands have been given.
-
- Victory is achieved when certain conditions of battle have been met. For a
- field battle, you must either kill all enemy forces or cause the enemy to
- flee the battle site. A Castle battle is won when all enemy forces have been
- killed, the enemy flees. or a sufficient number of your troops reach the Keep
- and remain there for a long enough period of time (simulating the Castle
- commander's death or surrender). The amount of time needed to capture the
- Keep depends on the number of your troops at the Keep and the initial
- strength of the defender. The Keep cannot be destroyed by siege weapons.
-
- In tactical combat, each division of your army, along with the siege weapons,
- has specific battle purposes.
-
- The Infantry is your ground force. They are most proficient at hand-to-hand
- combat and are useful for capturing the Keep of a Castle. They can also
- attack doors and climb Castle walls.
-
- The Archers are best at long range attacks and weakest at hand-to-hand
- fighting. They are superb for Castle battles when perched on the walls, and
- they can also attack Castle doors and climb walls. The higher they are, the
- farther their effective range.
-
- The Knights are fast on open terrain, slow elsewhere, strong at hand-to-hand,
- and they can attack Castle doors but cannot climb walls.
-
- The Catapult and the Ballista are used to knock down Castle walls and create
- breaches. They have limited movement. The Ballista is the weaker of the two.
- The Siege Tower transports Infantry to the top of outer Castle walls,
- avoiding the arrows of defending Archers. This weapon is slow but quite
- powerful. None of the siege weapons are used in field battles.
-
- POLITICAL FUNCTIONS
-
- Political tasks are those which allow you to learn about opponents'
- territories and those which determine your relations with your opponents.
- Both the Scout and Spy tasks are considered Political tasks. The other
- Political functions are: dispatching a Diplomat to improve relations with
- foreign territories or the Pope, sending a Merchant to trade goods, improving
- your happiness level, and summoning a council to inform you of any threats to
- your realm as well as the Pope's relations with all the players.
-
- THE RELATIONS RATING SYSTEM
-
- Your Relations with your opponents, the Pope, and the happiness level of your
- people are measured on a nine point scale. Relations of 8 or 9 represent a
- close alliance, and better trading opportunities with that faction. Relations
- of 1 or 2 represents a state of war, with much higher chances of being
- sabotaged or attacked by that faction.
-
- Relations can be improved by Diplomatic (Political) tasks, accepting the
- other faction's Diplomatic missions, and performing actions within the
- plot-lines that will make other leaders happy.
-
- Relations will be reduced by attacking a faction, having your spies and
- saboteurs caught by them, attacking their allies, and by performing actions
- within the plot-lines that will not please them. The levels of these ratings
- are displayed in the message window after clicking on the Relat button.
-
- THE POPE
-
- Since the Pope is the only one who can declare you King, it stands to reason
- that maintaining favourable relations with him are extremely important. Your
- relations with the Pope can sometimes be improved if you send a Diplomat and
- offer Gold as a show of good faith. If you let your relations with the Pope
- slip to 2 or lower, you will be excommunicated. When this happens, you can no
- longer trade with anyone or send further Diplomatic missions to the Pope. The
- only way to improve relations with the Pope after being excommunicated is to
- cede one of your territories to him. When you do this, your rating will
- improve by three points.
-
- To cede a territory, click on that territory and click again on the Cede
- option. If you cede a territory to the Pope that has a Castle built on it,
- your relations with the Pope will improve by four points. You may cede a
- territory to the Pope even if you are not excommunicated. In that case,
- however, you will only improve your relations by one point with no Castle,
- and two points if you cede a territory with a Castle.
-
- You cannot cede a territory to the Pope if it is adjacent to one he already
- owns.
-
- HAPPINESS
-
- Your Happiness level represents the morale of both your people and your army.
- If you let your Happiness level drop too low, you risk the possibility of
- rebellion. To improve your Happiness, you can employ the Happiness task,
- which requires 2 Political points, 1 Food, 1 Timber, and 1 Gold. Completion
- of this task boosts the happiness of your people by one point.
-
- If you attack someone and lose, your Happiness will decrease. If you are
- attacked and lose, your Happiness may or may not decrease. If you are
- attacked and win, however, your Happiness will increase.
-
- Your happiness will also decrease when you are Policing your Realm. When you
- Police the Realm, the people are placed under constant scrutiny and they will
- not appreciate the burdens and accusations that will be directed at them by a
- vigilant government. One way to avoid the discontent of the people is to
- simultaneously improve Happiness while you are Policing the Realm.
-
- SCOUTING
-
- It is recommended that before you attack a territory or send a saboteur, you
- should scout that territory to be sure you know who owns it. Scouting tells
- you who holds a territory, the commodity present, and if there is a Castle in
- that territory.
-
- The scouting task requires 1 Political point. To initiate it, click on the
- territory that you wish to scout, and then click again on Scout when it
- appears in the message window.
-
- It is a good idea to Scout a territory more than once, especially before
- attacking it, as territories can change ownership rapidly.
-
- SPYING
-
- Where scouting provides you with information about one of your opponent's
- territories, the Spy task can provide you with information about his entire
- realm. This task requires a Political rating of at least 3, and an
- expenditure of at least 2 of those points and 1 Gold.
-
- When you decide to use the Spy function, click on one of the opponent's
- territories and then click again on the Spy button that will appear in the
- message window. If a spy is successful, you will learn the number of
- territories that a particular player holds, the whereabouts of those
- territories, how big his army is, and the Happiness of his people.
-
- However, if that player happens to be Policing the Realm at the time that you
- send a spy, your chances for success are greatly reduced. If that player
- captures your spy, relations with him will drop.
-
- MERCHANTS
-
- When you want to increase the amount of a commodity, but you do not have the
- capability to gather it at that particular time or do not want to risk a
- transaction on the Black Market, the Merchant task can be quite useful.
-
- You can send a Merchant to trade with an opponent or the Pope. Your Merchant
- will have the best chance of success if you have good relations with the
- territory with which you are trading. The chances for a successful trade can
- also be improved if you apply a high number of Political points toward this
- task. To start the Merchant task, click on the territory with which you want
- to trade. A Merchant button will now appear in the message window. This task
- requires that you have a Political Rating of at least 3 points and expend at
- least 2 of them.
-
- DIPLOMATS
-
- If you desire to improve relations with any other player or the Pope, you can
- send them Diplomats. This function requires a Political Rating of at least 3,
- and an expenditure of at least 2 of those points and 1 Gold. Like the
- Merchant task, the number of Political points that are applied can increase
- the chances for successful diplomacy. The Diplomat is dispatched to a foreign
- territory with the intent of offering ar requesting Gold to improve
- relations. If the Diplomat succeeds, your relations with that territory will
- improve by one point. The Diplomat can also be used to request Gold from a
- territory with which you hold favourable relations, thereby improving your
- economy.
-
- As soon as the requirements are met for a Diplomat task, the option will
- appear in the message window after the Relat button is accessed. To engage
- the task, click on the Diplomat button next to the ruler with whom you wish
- to interact. Options for negotiation will now appear in the message window.
- Click on the arrows until you achieve the desired range of negotiations you
- want your Diplomat to propose. You will have the option here to declare the
- amount of Gold that you are offering (or requesting). You can also propose an
- ally treaty with the leader. When you finish your proposal, click OK and the
- Diplomat will be sent.
-
- COUNCIL
-
- Summoning a Council provides you with information gathered by the members of
- your executive council. It is basically a status report of the entire realm.
-
- Upon completion, this task informs you of each player's rank, status with the
- Pope and informs you if any of the territories that you hold are near
- rebellion. This option will be found in the message window after clicking on
- the Relat button as long as its minimum requirements are satisfied. To summon
- a council you need to expend 3 Political points, 1 Food, and 1 Gold.
-
- When this task is finished, the results will appear in the form of a chart in
- the message window. This chart will display a list of all the players, in
- order of strength.
-
- If a player has a rating of 8 or 9 he is considered Blessed in the eyes of
- the Pope. Below the ratings, the status of the territories of your realm will
- be indicated (if any of them might be near rebellion in the near future).
-
- WINNING THE GAME
-
- Your score is displayed on the Message Window door at the lower right of the
- screen. When you have achieved a score of at least 7,000 points, you earn the
- opportunity to petition the Pope to name you King.
-
- To petition the Pope, you must click on the Claim button when it appears in
- the Relations menu. After you have petitioned the Pope, you must keep your
- point total above 7,000. If you maintain that point total for approximately
- 4-5 computer months, you will be named King and the game will be over.
-
- Making a claim to the throne does not make you popular with the other
- players, however. Claiming the throne will cause an immediate drop in
- relations with other factions, and even those who were friendly with you
- before your claim, may choose to attack you rather than risk losing the
- throne.
-
-
- "Other Features Of Castles II"
-
- MESSAGES/PLOTS
-
- Periodically, during the course of play, you will be visited by messengers
- who will appear in the message window with news and information. Some of
- these Plots will test your ability as a leader and as a Diplomat.
-
- You will be asked to resolve a variety of situations and you will be given
- several options with which to do so. The plots can drastically affect your
- fortunes, both good and bad. You may make new friends, or enemies, that can
- help, or hinder, your efforts to claim the throne of Bretagne.
-
- You may have to deal with problems from outside Bretagne. You may also find
- treasures, deal with disasters, and be forced to make crucial alliances.
-
- FILM CLIPS
-
- Occasionally movie clips will appear in the message window at various moments
- during the game. When, for example, you are preparing to attack, the main
- window will sometimes feature a few seconds of a digitised film image of
- troops preparing for battle.
-
- There are several film clips which have been chosen for specific situations
- that arise during game play.
-
- This feature can be turned on or off at the beginning of the game.
-
- OPTIONS
-
- The Options button is located on the Main Game Screen just above the message
- window. Here you will be able to turn tactical battles on or off, turn plots
- on or off, turn the music on or off, or quit the game. You will also be able
- to save a game and load a previously played game.
-
- To do this, click on one of these selections. After the file name appears,
- click on OK and your game will be saved or a past game will be retrieved,
- depending upon which function you have chosen.
-
- You may also press the Pause button to pause the game.
-
- CHRONOLOGY
-
- 1302 - Philip IV called together the first Estates-General, the ancestor of
- the French Parliament.
-
- 1309-1377 - The Avignon Papacy (the Popes were a succession of Frenchmen).
-
- 1328-1350 - Reign of Philip VI (first of the Valois rulers).
-
- 1337-1453 - The Hundred Years' War between England and France.
-
- 1378-1417 - "The Great Schism" in the church (two Popes were chosen at the
- same time - one Roman and one French, causing great controversy).
-
-
- "Player Profiles"
- (Contenders for the Throne)
-
- EDWARD KING OF ALBION
-
- Albion has one of the strongest claims to the throne of Bretagne, dating back
- many generations. Edward is the son of the castle-building King in the
- original CASTLES. Edward is a strong ruler who attempts to be noble, but his
- self-righteousness gets in the way.
-
- Edward is married to Edna, but the marriage is a loveless one, and the two
- people despise each other. Edward would love to have Edna forcibly retired to
- a nunnery so he could remarry, but has not figured a way that he could do it
- without upsetting the nobles and putting Albion in turmoil. Edna looks to
- humiliate Edward at any chance she gets.
-
- Edward's attitude to:
-
- Charles Of Valois: An arrogant monster, and Edward's chief rival.
-
- Phillip Of Burgundy: A friend, but only from a distance. they both despise
- Charles of Valois. Not much personal integrity.
-
- Ramiro Of Aragon: Not to be trusted, but not an immediate threat. Ramiro is a
- King, and is more worthy of respect than a Duke or a Count.
-
- Henri Of Anjou: Pure contempt. Henri is an overgrown child with a monstrous
- mother.
-
- Pope Innocent Benedict: Indifference. Pope Innocent Benedict has never been
- fond of Albion.
-
- CHARLES COUNT OF VALOIS
-
- Charles is the cousin of Charles of Clossau, the late King of Bretagne. By
- family ties, Charles has the most solid claim to the throne. Of course, both
- Albion and Anjou would argue that the late King's claim to the throne was
- rather dubious.
-
- Charles is known for his arrogance. He makes no secret of his contempt for
- the other claimants to the throne; Politics is not his forte, but he is a
- formidable general. As a ruler, he tends towards oppressiveness and cruelty.
- His one peculiar oddity is his fondness for his hunting hounds, which he
- dotes on as if they were his grandchildren, and one in particular, a husky
- named Sasha.
-
- Charles's attitude to:
-
- Edward Of Albion: An insufferably self-righteous egotist. Mutual enmity
- exists between the two.
-
- Phillip Of Burgundy: A fawning Politician, and the chief thorn in his flesh.
- Phillip is a lying, cheating swine.
-
- Ramiro Of Aragon: Charles doesn't know him well enough to hate him, but won't
- trust him.
-
- Henri Of Anjou: Pure contempt. Henri is an overgrown child with a monstrous
- mother.
-
- Pope Innocent Benedict: Charles wants to cultivate a good relationship with
- the Pope, and use the Church's support to turn Bretagne into a European power
- that will rival the Empire of the Teutons.
-
- PHILLIP DUKE OF BURGUNDY
-
- Phillip is the pampered son of a foppish Duke, and acts like it. He prefers
- to present a good face wherever possible, letting his retainers do his dirty
- work. His claim to the throne is extremely weak; he simply intends to grab
- whatever power he can get. Phillip is caught between the Politics of Bretagne
- and the Holy Teuton Empire, to which Burgundy owes its fealty. Phillip has
- only one talent, and that is diplomacy. He knows what people want to hear,
- and he will tell them that. People like him because he makes them feel good.
- He does not, however, follow his words with deeds.
-
- Phillip is also a habitual womaniser, a habit that has gotten him in trouble
- on more than one occasion.
-
- Phillip's attitude to:
-
- Edward Of Albion: An enemy of his enemy is his friend. If Edward were to
- obtain the throne, it's likely that Burgundy's power would increase.
-
- Charles Of Valois: An insufferably self-righteous egotist. Mutual enmity
- exists between the two.
-
- Ramiro Of Aragon: Phillip doesn't know what to make of him.
-
- Henri Of Anjou: How can you respect a man who has not yet entered puberty?
-
- Pope Innocent Benedict: Phillip does not appreciate the Church's teachings
- against womanising, but can usually talk his way out of trouble. The Church
- is an organisation to exploit or to ignore, whatever is most convenient.
-
- RAMIRO KING OF ARAGON
-
- King Ramiro Of Aragon is not so much power-hungry as he is greedy. He has no
- legitimate claim to the the throne of Bretagne; he simply wishes to get as
- much wealth as he can during Bretagne's civil war. He is cool and controlled,
- and addicted to work. He is a shadowy figure who works behind the scenes,
- although he can be quite extravagant when he wants to flaunt his wealth. At
- present, Aragon's neighbour Castile is undergoing a civil war, and the Moors
- are making their presence known in the South of Aragon. Ramiro believes that
- by taking the Gold-rich provinces of Bretagne during their moments of
- weakness, he can fight the Moors, annex Castile (regaining land that his
- father lost in the process), and make his treasury wealthy beyond the dreams
- of men. He keeps his goals to himself; not even his most trusted advisors are
- sure about his plans.
-
- Ramiro's attitude to:
-
- Edward Of Albion: As a fellow King, Edward demands more respect than other
- claimants to the throne - until he gets in his way.
-
- Charles Of Valois: Charles has the right temperament to be King, he just
- flaunts himself too much. A King should be cruel and arrogant, but they
- should have some capacity for subtlety.
-
- Phillip Of Burgundy: He's not close enough to really worry about. As a
- Political weasel, he might be easy to manipulate.
-
- Henri Of Anjou: He's a fool, and a fool, handled properly, is the best friend
- you could possibly have.
-
- Pope Innocent Benedict: Aragon is a deeply religious land, but the Pope is
- not much of a factor in Ramiro's plans, and the two men dislike each other.
-
- HENRI DUKE OF ANJOU
-
- A relation of both Edward of Albion and Charles of Valois, Henri despises
- them both. His claim to the throne is as good as Edward's. Henri would rather
- not be King; he would rather laugh and sing in the garden, but his mother,
- Marie, wants him to become King. Marie is the real power in Anjou. Long ago,
- Marie was in love with Edward of Albion, and they were betrothed, but the
- late king Charles forbid the marriage for Political reasons. Marie was
- furious when Edward married Queen Edna, and vowed revenge. All of her life
- has been spent manipulating Anjou into grabbing control of Bretagne and
- destroying Albion.
-
- Henri's attitude to:
-
- Edward Of Albion: He's too self-important. Henri secretly admires some of
- Edward's more noble qualities, but hides that admiration behind jealousy and
- spite.
-
- Charles Of Valois: Charles insults Henri. Henri doesn't like to be insulted.
- He doesn't like Charles.
-
- Phillip Of Burgundy: Henri likes what he says, doesn't trust what he does.
- He's also jealous that Phillip is more popular than he is.
-
- Ramiro Of Aragon: Who knows what's really on his mind? Mother doesn't trust
- him.
-
- Pope Innocent Benedict: He's the Pope. God says your supposed to love the
- Pope, right, mother?
-
- POPE INNOCENT BENEDICT
-
- Driven from Rome and into exile in Bretagne, Innocent Benedict is still the
- most respected figure in Christendom. The Pope wishes to regain the Papal
- States from his adversary, Anti-Pope Christopher. He wants to see a strong
- leader emerge from the Bretagnese civil war and help him regain his lands,
- and restore the schism that has affected Christianity. Although the Empire
- was largely responsible for his exile, he hopes to make amends with them and
- destroy any support for the Anti-Pope.
-
-
- "Foreign Powers"
-
- HOLY TEUTON EMPIRE ("The Empire")
-
- Bordering on the east of Bretagne is the Empire of the Teutonic Princes, also
- known as the Holy Teuton Empire. This Empire is an alliance of dozens of
- quarrelling dukes and princes, held together by Emperor Louis, an aging
- Bavarian Prince who is tiring of interminable wars and Politics. The Empire
- is currently engaged in conflict against the Saracens in the East, and is
- allied with the Hungarians and the Venetians. Their chief goal is to keep
- Constantinople, which is governed by the Empire's puppet, from falling to the
- Saracens, which would cut off the extremely lucrative Eastern trade routes
- currently controlled by the Empire. The Empire is always willing to help a
- friend - for a price.
-
- THE DANES
-
- East of Flanders, the Danes control the northern seas. Once home to the
- fierce Vikings, the Danes are considered to be a civilised people; they want
- control of the Channel and all shipping in the North, in the hopes of
- becoming a major European power; this ambition has set them in conflict with
- Albion, Valois, Flanders and the Empire.
-
- ITALY
-
- South of Bretagne are the great Italian city-states: Venice, Genoa, Milan,
- and Rome. They have become formidable places of commerce, home to many of
- Europe's most prosperous merchants and moneylenders, and ruled by extravagant
- Dukes, Counts, and Princes. They are almost always at war with each other,
- and bear little love for either Bretagne or the Empire, except for alliance
- of convenience, of course.
-
- CASTILE
-
- This neighbour of Aragon took a great deal of land from them in a war thirty
- years ago, and King Ramiro has been trying to get it back ever since he came
- to the throne. Ramiro engineered the civil war that is currently wrecking
- Castile, what the King of Aragon did not count on was the ruthlessness of the
- leaders and factions in this war - he has been unable to get the land he had
- been hoping to grab.
-
-
- "Some Bretagnese Personalities"
-
- QUEEN CATHERINE
-
- The widow of the late King Charles, Queen Catherine was considered "the power
- behind the throne" for many years in Bretagne. Undoubtedly she, and her
- doting brother Count Merose, will want some say in who rules Bretagne, as
- well as guarantees of personal security.
-
- ARINSEAULT
-
- This philosopher/demagogue is a hero of the Paris Mob, and considered one of
- the most cunning philosophers in Europe. His support would be an asset to
- anyone who obtains it, although his eccentric nature can be irritating, and
- he does have many enemies.
-
- BISHOP WINSLOW
-
- The most conservative cleric in Bretagne. It is sometimes said that he still
- objects to the Bible being written in Latin instead of Aramaic. Winslow is
- troublesome to deal with, even for the other clergy in Bretagne.
-
- SIR PERCY OF NARBONNE
-
- An old friend of many of the claimants to the throne, Percy is something of a
- fop, although one with considerable brains and determination. He is noted for
- his dislike of violence and his protectiveness of the people of Narbonne.
-
- DUKE FRANCIS OF BOURBON
-
- Although not a claimant for the throne, Duke Francis has one of the largest
- armies in Bretagne, and an extremely independent attitude. The Duke of
- Bourbon would rather die than offer fealty to another man, and will do his
- best to demonstrate Bourbon's independence to any would-be ruler of Bretagne.
-
- Becoming King in CASTLES II demands careful planning and resource management.
- Here are a few hints from the experts to help you meet these challenges.
-
- THE ARMCHAIR STRATEGIST'S GUIDE
-
- Becoming a King in CASTLES II demands careful planning and resource
- management. It also requires a clear understanding of the rules of the game.
- This document provides a detailed explanation of how to play the game and
- surmount the obstacles that will be placed before you.
-
- WARNING: This guide offers specific hints and playing techniques for
- CASTLES II. Players who prefer to learn the subtleties of the game on their
- own should not read beyond this Artificial Intelligence section of this
- document.
-
- GENERAL PLAYING HINTS
-
- Some subtle aspects of CASTLES II may be lost in a first reading of the
- manual. These few pointers may make your first experience with the game much
- more pleasent:
-
- 1. Use the right mouse button to speed up the clock while waiting for an
- event to occur. This works in both the Strategic and Tactical modes.
-
- 2. Defending Military forces are always approximately one-half the size of a
- player's total Military force. The number of soldiers that a terrritory can
- muster in its defence, in other words, is based on the total size the army
- owned by the controlling player. To be precise, the number of each type of
- unit is equal to one-half of the number of such units in the player's army,
- rounding up. For example, a player with three Infantry and five Archers would
- defend with two Infantry and three Archers.
-
- The defender still has an edge, however. The strength of each individual
- defensive unit is adjusted upward slightly to account for the defender's
- superior knowledge of the terrain. The defender also gets to choose where the
- battle will be fought. This offers a significant advantage to the clever
- player. Finally, the attacker will have a very difficult time winning unless
- the odds are greater than 2:1 in its favour (this includes morale, which is
- not immediately measurable, just as in real life).
-
- The battle system works both ways: when you are attacked, you defend with
- half your forces. If you lose the battle you may then launch a retaliatory
- attack on the other player, who will defend with half or whatever forces
- remain after the first attack. Also remember that every unit lost to either
- player removes one unit of that type from the player's forces. However, since
- the defender only fields an army half the size of its total force, it can
- never be wiped out in a single battle. The attacker, however, can be
- completely eliminated by a solid defender. A counterattack after such a rout
- is usually devastating to the once-proud aggressor.
-
- The intent of this design is to encourage back-and-forth skirmishing. It also
- places the greatest risk of loss on the player who has the most to gain - the
- attacker. The design applies to both the computer players and the human
- players; they abide by exactly the same rules. This includes the rule which
- provides at least one Infantry and one Archer to a player with no Military
- forces. We assume that any territory - Human or Computer - is capable of
- offering some defence to an attacker, however meagre.
-
- 3. Your army's morale is based on the Happiness of your people. Battles may
- be won and lost solely on morale. It has a very strong effect on the outcome.
- Be sure to keep your Happiness at least as high as that of your neighbours.
-
- ARTIFICIAL INTELLIGENCE
-
- CASTLES II employs two sophisticated, multi-level artificial intelligence
- engines for the computer players - one for Strategic mode, another for
- Tactical mode. Only the Strategic AI is discussed in this analysis.
-
- The Strategic AI consists of medium-level and high-level portions. Actions
- are initiated through the same task mechanism used by the human players. In
- fact, the AI players were tested by letting one of them run the game in place
- of the human, even displaying results on the same user interface.
-
- CASTLES II was exhaustively playtested for six months. Every aspect of the
- gameplay was critiqued and fine-tuned. This was an especially complex task
- for the artificial intelligence routines. Many of the AI algorithms were
- rewritten several times until they became satisfyingly realistic.
- Fortunately, the computer players use the same tasks as the humans. The
- tuning factors were based on empirical adjustments derived from actual human
- playtesters. The result is a series of opponents who play at a level
- equivalent to that of an expert human player. The Easy and Impossible
- difficulty levels in the game were created by adjusting delicately more than
- a dozen factors in the playing style of each opponent.
-
- The medium-level AI maintains appropriate levels of commodities and Military
- forces, and ensures the safety and security of the kingdom. It issues Gather
- and Recruit tasks whenever it decides to increase its Military strength. The
- medium-level AI can send Merchants (this is a good way to find out if a
- computer player is experiencing a shortage of a given resource, by the way).
- The medium-level AI also starts a Happiness task when the peoples' morale
- drops, sends Scouts to neighbouring territories, and Polices the Realm if it
- is being Sabotaged or Spied upon.
-
- The medium-level AI does not think very often. During playtesting, this AI
- was found to be extremely agile in its response to changing conditions in the
- game - far more agile, in fact, that any reasonable thinking was reduced to
- compensate for this. One other adjustment was made. Since the computer
- players do not get the benefit of plots or random events, which give
- "freebies" to the human player, the AI were given the ability to obtain one
- unit of a given resource if no units are available in their stockpiles and
- the computer wants to run a task that requires that item. This also
- compensates partially for problems which arise due to their reduced frequency
- of thinking. This only applies if they are completely out of that commodity.
- The computer players cannot pile up large stocks of goods in this manner.
- Also, they do not possess this special ability at the Easy difficulty level.
-
- The high-level AIs handle the more complex thinking in the game. They use a
- modified version of a traditional AI approach to prioritisation of their
- various options. This keeps them from becoming locked into simple patterns of
- action. Attack, Build Castle, Saboteur, Spy and Diplomat are high-level AI
- tasks. The computer evaluates each task based on a large number of variables.
- It may decide to attack a particular territory because it contains a
- commodity that is in short supply, or it may back off if it finds a Castle
- there. It weighs all of the possibilities and chooses the one which is the
- best means of achieving its goals.
-
- STARTING THE GAME
-
- At the beginning of the game, your focus should be on grabbing territory.
- This cannot be done in a haphazard manner, though. Your most important goals
- should be:
-
- 1. Build a solid, defensible perimeter.
- 2. Possess all four types of resources.
- 3. Crank your economy up to top speed as soon as possible.
-
- Most of the players begin in one corner or another of the map. The best
- strategy for these players is to aim for an initial size of five or six
- territories. Conquer a few immediately, preferably by building a "wall" of
- territories that you own, behind which may be a few that you do not yet own
- but are inaccessible to the other players (the other players cannot
- "leapfrog" and get to them). Then, conquer these other territories.
-
- Territories will revolt if not subjugated by a show of force. You must
- therefore begin to build Castles once you control four or five territories.
- Try to build just one Castle, preferably in a territory which borders every
- other territory that you own. If you are fortunate, or have planned well, the
- territory in which you build the Castle will have Gold as a resource. Make
- sure that your Castle is at least 100 points strong, so that it will prevent
- revolts in all neighbouring territories. The Castle will not prevent revolts
- until it reaches an appropriate level of completion. Be sure to start
- construction early enough to ensure that your people will not revolt before
- the Castle reaches this critical size. One good way to speed up the
- construction process is to skip the moat: it slows the construction process
- significantly.
-
- Politics also plays a critical role in the game, even at this early stage.
- Make sure your people are happy. Make sure that the Pope likes you. And try
- to keep your enemies at bay by buying them off occasionally until you can
- become strong enough to fight them effectively.
-
- TOUGH CHOICES
-
- Once you have your initial territories under control, you may choose any one
- of several approaches to the game. The game can be won through Military
- conquest, Administrative power, or Political expertise, although the obvious
- Military approach is the easiest. Make a decision now as to how you wish to
- proceed, and stick to it as long as possible.
-
- The game will place far more demands on your resources than they can support.
- You must decide whether to make your people happy, build alliances with your
- neighbours, build Castles, or build a dominant Military force. Your basic
- strategy choice will determine which of these will be emphasised.
-
- There are a few general pointers that apply to any strategy. Keep these in
- mind and you will always be in control - as much as possible, anyhow. And,
- lest you think that these pointers are not important, just remember that the
- other players ARE using them.
-
- 1. Use every ability point you have. Even if you are not running a Military
- task, for example, apply the otherwise unused Military ability points to
- another task, such as Gather. This will serve the dual purpose of increasing
- the speed of the gather task and giving you the extra push towards raising
- your ability rating. Your Military ability will not increase as quickly as if
- you were running Military tasks, but any contribution in the right direction
- is helpful.
-
- 2. Stay friendly with the Pope. Monitor your relations regularly. Remember
- that attacking a friend of the Pope (noted be the word "Blessed" next to that
- player's name in the Council display) will cause your relations with the Pope
- to decrease by one point. It is very easy, therefore, to become
- excommunicated through carelessness.
-
- 3. Stay friendly, or at least on neutral terms (Relations of 4 to 6), with
- your neighbours. The better your relations with them, the less likely they
- are to attack or sabotage you. Also, your Merchants are likely to get better
- deals if they are dealing with friendly parties.
-
- 4. Maintain a reasonable army size. Make it too small, and your neighbours
- may attack when their spies discover that you are a weakling. Make it too
- large, and the maintenance costs will drag down your economy.
-
- 5. Send Diplomats to "buy off" enemies who are attacking you. They remember
- friendly actions and are less likely to attack if they have reached a
- Diplomatic agreement recently. Unfortunately, they cannot recall armies who
- are already in the process of attacking, so your Diplomat may be too late to
- be effective. Also, enemies remember your hostile acts even longer than they
- remember the nice ones.
-
- 6. Think in terms of small campaigns. Before launching attacks, pick a small
- number of territories to capture, build up your army and then go. Don't bite
- off more than you can chew! After grabbing a couple of provinces, consolidate
- your gains, rebuild your army and erect Castles for defence. Never get
- greedy, as an overextended empire crumbles very quickly!
-
- 7. Always harvest your resources. You will use them up very rapidly as
- everything you do costs money and/or goods. Try to resist building a Castle
- until your Administrative Rating hits 5, allowing you a second task in that
- category. Then keep harvesting as you build.
-
- 8. If you don't have a good mix of commodities in the territories you own,
- you can still have a good economy. Try to harvest the commodity you have the
- most of and then trade them for what you need. You'll need good relations
- with a trading partner to pull this off, but it works well when you don't
- have access to Iron and Gold. Always remember that the black market is risky,
- but it can help bail you out of tight situations.
-
- MILITARY MIGHT
-
- Many players initially try to win the game through brute Military force.
- Unfortunately, being a leader means more than having the largest army. You
- must also make friends with those who can be most helpful to you. You must
- choose your enemies carefully. And you must manage your realm well enough
- that it does not vanish in a sudden spate of revolts. The following hints
- should assist the determined militarist:
-
- 1. Obtain Knights as soon as possible. Build up a Miltary Ability Rating of 6
- by recruiting and attacking. Don't Police your Realm unless it's essential.
- Take a risk in order to build up your forces more rapidly.
-
- 2. Build just enough Castles to prevent revolts. You can build them without
- moats if your in a big hurry.
-
- 3. Make sure that you have plenty of Iron and Wood initially, so that you can
- build a big army. Then make sure that you have plenty of Food and Gold to pay
- for these forces. If you lose them due to failure to pay, you may very well
- lose the game.
-
- 4. Choose your armies carefully. Only attack one at a time. Trying to conquer
- two at once will almost certainly end in disaster. Send plenty of Diplomats
- to the other player to keep him off your back. Besides, you can get better
- trading terms with that player until you're ready to attack.
-
- 5. Ambush a weak opponent. Call a Council and see who is at war with whom.
- Then attack a neighbour who is busy fighting someone else.
-
- 6. Don't attack Blessed players unless you have no other choice. The Pope
- will cause you a great deal of grief. You should never need to be
- excommunicated.
-
- ADMINISTRATIVE ACUMEN AND POLITICAL PROWESS
-
- CASTLES II may also be won through Administrative might and Diplomatic savvy.
- A player with six well-chosen territories and many Castles can prosper and
- win without spending enormous amounts of effort on Military campaigns.
-
- 1. The key to an Administrative victory is maintaining the happiness of your
- people and becoming allies with the other players. Run Happiness tasks and
- send plenty of Diplomats to your neighbours.
-
- 2. Focus on obtaining Gold territories. You will need Gold to buy off your
- neighbours and the Pope.
-
- 3. Build a moderate-sized standing army. If your neighbours suspect that you
- have a small army they are more likely to attack you. Remember that losses
- affect the attacker more than the defender (since the defender will never
- lose more than half his army in any given battle), so you can do a great deal
- of damage to someone who dares attack you.
-
- 4. If you get attacked, send Diplomats. If relations improve, your opponent
- will temporarily be less willing to attack again. Keep up a steady stream of
- Diplomats and you may be able to avert a second attack.
-
- 5. Send lots of Merchants and Diplomats. Political Ability points are the
- most difficult to achieve, but you will have plenty of time to get them since
- you will be spending fewer resources on Military actions.
-
- 6. When other players like you a lot (Relations of 8 or 9), trade will be
- more advantageous. You can actually make a profit on trade if you work hard
- at it. Every unit in your stockpile puts you closer to victory.
-
- 7. Don't forget that your friends will turn on you when you Claim. Relations
- will drop by one point with every other player. You will suddenly be the
- target of numerous Saboteurs and Attacks. Be prepared. Just before you claim,
- build up a substantial army with plenty of Knights and Archers.
-
- LONG TERM STRATEGY
-
- The goal of CASTLES II, ultimately, is to survive long enough to become King.
- Once you have established your initial fiefdom, it is time to put your
- overall strategy to the test. Focus on the elements that you deem most
- important, as noted above. We won't tell you how to win. There are many ways
- to win in CASTLES II, and part of the fun is in discovering them for
- yourself. However, a few general pointers for later in the game may be
- warranted:
-
- 1. Build a buffer of extra points before you Claim. Once the other players
- get wind of your pending coronation, they will become increasingly aggressive
- toward you. Claiming reduces relations of all other players with you. This
- can pull you very rapidly into warfare. Make sure that the loss of points due
- to the drop in relations, plus the drops due to the attacks you will receive,
- will not be so severe that the Pope decides to reject your claim.
-
- 2. Deciding when to Claim is a tricky decision. If you are the first to try,
- everyone will take their shot at knocking you down. Waiting for someone else
- to claim first is a tricky path to follow because you might not have enough
- time or power to knock him down, and, if more players claim in the meantime,
- it'll turn into a free-for-all. (Actually that becomes quite a fun end game
- to be involved in. Maybe that's not such a bad idea after all!)
-
-
- "Administrative Tasks"
-
- HARVEST GRAIN
-
- Harvesting Grain requires an expenditure of at least one Administrative Point
- per Grain territory harvested. If a Castle is present in a Grain territory,
- an additional Administrative Point must be spent to gain the additional
- Grain.
-
- CUT TIMBER
-
- Cutting Timber requires an expenditure of at least one Administrative Point
- per Timber territory harvested. If a Castle is present in a Timber territory,
- an additional Administrative Point must be spent to gain the additional
- Timber.
-
- MINE IRON
-
- Mining Iron requires an expenditure of at least one Administrative Point per
- Iron territory mined. If a Castle is present in an Iron territory, an
- additional Administrative Point must be spent to gain the additional Iron.
-
- REFINE GOLD
-
- Refining Gold requires an expenditure of at least one Administrative Point
- per Gold territory refined. If a Castle is present in a Gold territory, an
- additional Administrative Point must be spent to gain the additional Gold.
-
- BUILD CASTLE
-
- Building a Castle requires a minimum Administrative Rating of 3. At least 2
- Administrative Points must be assigned to the task and, in addition, 1 Grain,
- 3 Timber, 1 Iron, and 2 Gold must be spent.
-
-
- "Military Tasks"
-
- POLICING THE REALM
-
- Policing the Realm requires an expenditure of at least one Military Point.
- While this task is running, all other tasks run at a higher efficiency and
- the chances of catching spies and saboteurs goes up. At the completion of
- this task the Happiness Level of the people goes down one point.
-
- RECRUIT INFANTRY
-
- Recruiting Infantry requires an expenditure of at least one Military Point
- and, in addition, one Iron is spent to arm the troops and one Gold is spent
- as a recruitment bonus. Upon completion of the task, one Infantry unit is
- added to the army.
-
- RECRUIT ARCHERS
-
- Recruiting Archers requires a minimum Military Rating of 2. At least one of
- those Military Points must be spent on the task in addition to a cost of one
- Timber to equip the Archers with bows and arrows and one Gold as a
- recruitment bonus. Upon completion of the task, one Archer unit is added to
- the army.
-
- RECRUIT KNIGHTS
-
- Recruiting Knights requires a minimum Military Rating of 6. At least one of
- those Military Points must be spent on the task in addition to the cost of
- one Grain for feeding the Knight, his horse, and retinue. One Iron must also
- be spent to armour the Knight and one Gold must be paid as a recruitment
- bonus. Upon completion of the task, one Knight is added to the army.
-
- BUILD BALLISTA
-
- Building a Ballista requires a minimum Military Rating of 5. At least 4 of
- those Military Points must be spent on the task. In addition, one Timber and
- one Iron must be used to construct the Ballista and one Gold must be spent to
- pay for its construction. Upon completion of the task, one Ballista is added
- to the army. An army can only have one Ballista at a time.
-
- BUILD CATAPULT
-
- Building a Catapult requires a minimum Military Rating of 6. At least 5 of
- those Military Points must be spent on the task. In addition, one Timber and
- one Iron must be used to construct the Catapult and one Gold must be spent to
- pay for its construction. Upon completion of the task, one Catapult is added
- to the army. An army can only have one Catapult at a time.
-
- BUILD SIEGE TOWER
-
- Building a Siege Tower requires a minimum Military Rating of 7. At least 6 of
- those Military Points must be spent on the task. In addition, one Timber and
- one Iron must be used to construct the Siege Tower and one Gold must be spent
- to pay for its construction. Upon completion of the task, one Siege Tower is
- added to the army. An army can only have one Siege Tower at a time.
-
- ATTACK
-
- Mounting an attack on a territory requires a minimum Military Rating of 2,
- and a Happiness Level of 3 or more. At least 2 Military Points must be spent
- on the task and one Iron must be used to equip the army. This task represents
- forming the troops, procuring necessary supplies, and marching the army to
- the territory to be attacked. You can only attack a territory adjacent to one
- of your own. Upon completion of this task, the army will be in a position to
- conduct an assault on the enemy.
-
- SABOTEUR
-
- Sending a Saboteur or band of Saboteurs to attack an enemy-held province
- requires a minimum Military Rating of 3. At least 2 of those Military Points
- must be spent on the task in addition to spending one Gold to pay the
- Saboteur(s). Successful completion of this task will cause the enemy's stocks
- to be depleted or some of his units to be demoralised and disbanded. If the
- enemy is Policing the Realm there is a good chance the Saboteur(s) will be
- caught. If a Saboteur is caught the enemy's relations with you will go down.
-
-
- "Political Tasks"
-
- SCOUTING
-
- Scouting a territory requires an expenditure of at least one Political Point.
- Upon completion of the task, information concerning the province's commodity
- and ownership will become known. You can only Scout territory adjacent to one
- that you already own.
-
- SPY
-
- Sending a Spy requires a minimum Political Rating of 3. At least 2 Political
- Points must be spent on the task and one Gold must be paid to the Spy. Upon
- successful completion of this task, the player will be shown which
- territories he owns, how large an army he has, and what level of Happiness he
- has achieved. If the enemy is Policing the Realm there is a good chance the
- Spy will be caught. If a Spy is caught, the enemy's relations with you will
- go down.
-
- DIPLOMAT
-
- Sending a Diplomat to a player requires a minimum Political Rating of 3. At
- least 2 of those Political Points must be spent on the task as well as paying
- the Diplomat one Gold for expenses on his travels. When sent, the Diplomat is
- given a range of options to negotiate within. The more Political Points that
- are assigned to the task, the better the Diplomat will perform.
-
- MERCHANT
-
- Sending a Merchant to trade with another player requires a minimum Political
- Rating of 3. At least 2 of those Political Points must be spent on the task.
- You cannot trade with the Pope. When the Merchant is first sent, you decide
- what is offered and what is desired. The more Political Points that are
- assigned to the task, the better the chances of success. Good relations with
- the player you're attempting to trade with also help to get a better deal.
-
- HAPPINESS
-
- Raising the Happiness Level of your people requires an expenditure of at
- least 2 Political Points. In addition, one Grain must be spent to feed the
- people, one Timber must be used to construct public works, and one Gold must
- be distributed to the poor. Upon completion of this task your Happiness Level
- will go up by one.
-
- COUNCIL
-
- Calling a Council requires an expenditure of 3 Political Points. In addition,
- one Grain must be used to feed the council while in session, and one Gold
- must be spent to pay their travelling expenses. Successful completion of this
- task gives the player information about the players' rankings in the game,
- who is Blessed or Excommunicated, and which of your provinces are near
- revolt.
-
-
- "CASTLES TASK CHART"
-
- Required to accomplish
-
- TASKS Min. Admin Min. Milit Min. Polit Grain Timber Iron Gold
- Level/ Level/ Level/
- Min. Points Min. Points Min. Points
- To Apply To Apply To Apply
-
- ADMINISTRATIVE
- Harvest Grain 1
- Cut Timber 1
- Mine Iron 1
- Refine Gold 1
- Build Castle 3/2 1 3 1 2
- MILITARY
- Police Realm 1
- Recruit Infantry 1 1 1
- Recruit Archers 2/1 1 1
- Recruit Knights 6/1 1 1 1
- Build Ballista 5/4 1 1 1
- Build Catapult 6/5 1 1 1
- Build Siege Tower 7/6 1 1 1
- Attack Territory 2/2° 1
-
- (°MIN.HAPPINESS OF 3)
-
- Send Saboteur 3/2 1
- POLITICAL
- Send Scout 1
- Send Spy 3/2 1
- Send Diplomat 3/2 1
- Send Merchant 3/2
- Raise Happiness 2/2 1 1 1
- Call Council 3/3 1 1
-
- TERRAIN KEY
-
- Shallow Water Lt. Blue
- Med. Water Med. Blue
- Deep Water Dark Blue
- Grass Green
- Marsh Green/Brown
- Dirt Dark Brown
- Forest Dark Green
- Agriculture Yellow/Grey
- Swamp Cyan
- Rocks Grey
-
- TERRAIN EFFECTS MOVING
-
- Infantry
-
- Grass/Dirt OK
- Agriculture Poor
- Rock Poor
- Forest Bad
- Water Bad
- Swamp Worst
-
- Archers
-
- Grass/Dirt OK
- Agriculture Poor
- Rock Poor
- Forest Bad
- Water Bad
- Swamp Worst
-
- Knights
-
- Grass/Dirt Good
- Agriculture Poor
- Water Bad
- Forest Worst
- Rock Worst
- Swamp Worst
-
- TERRAIN EFFECTS BATTLE
-
- Infantry Hand-To-Hand
-
- Grass/Dirt OK
- Forest Poor
- Agriculture Bad
- Rock Bad
- Water Bad
- Swamp Worst
-
- Archers Hand-To-Hand
-
- Forest Good
- Rock Good
- Grass/Dirt OK
- Water Bad
- Swamp Bad
- Agriculture Bad
-
- Knights Hand-To-Hand
-
- Grass/Dirt Good
- Agriculture Poor
- Water Poor
- Forest Worst
- Rock Worst
- Swamp Worst
-
- Defense Against Arrows
-
- Forest Good
- Rock OK
- Agriculture OK
- Swamp Poor
- Grass/Dirt Poor
- Water Bad
-
- SEASONAL EFFECTS
-
- During Winter months, certain tasks will run slower. Attacking Territories,
- Harvesting Grain and Cutting Timber will all take more time to complete.
-
- PLAYER COLOURS
-
- Anjou Blue
- Aragon Lt. Blue
- Burgundy Gold
- Valois Red
- Albion Purple
-
-
-
-