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ip_dplmc_info Diplomacy_Mod The_Diplomacy_mod_adds_some_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+_for_Steam.
ip_dplmc_autoloot Feature:_Autoloot 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_{him/her}self_must_have_an_Inventory_Management_score_of_2_or_better.^^_The_desired_primary_damage_types_(the_higher_of_any_swing/thrust_damage)_for_melee_and_throwing_weapons_can_be_set_up_here._In_addition,_players_can_fine-tune_weapon_selection_for_two-handed/one-handed_weapons,_pikes,_lances,_and_bladed_polearms.
ip_dplmc_autosell Feature:_Autosell 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 Feature:_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_deathcamera Feature:_Battle_Continuation Post-battle_continuation_allow_you_to_watch_the_battle_unfold_after_being_knocked_unconscious._Camera_key_bindings_are_available_from_the_Diplomacy_preference_menus._In_general_numpad_keys_are_used_to_rotate_while_movement_keys_are_used_to_pan_the_camera._There_are_three_camera_modes_available.
ip_dplmc_disguise Feature:_Player_Disguise The_player_disguise_system_allows_the_player_to_take_on_the_role_of_various_commoners_while_attempting_to_sneak_into_a_town._In_addition_to_the_original_pilgrim_robes,_players_are_able_to_acquire_new_sets_of_equipment_from_merchants_and_their_chamberlains.^_In_Native,_the_chance_to_be_caught_depends_on_the_number_of_men_in_the_party._The_new_system_calculates_the_chance_to_be_caught_based_on_the_player's_chosen_role_instead,_but_limits_what_the_player_can_bring_in_and_out_of_towns_in_terms_of_gold_and_items._The_player's_inventory_will_be_merged_after_leaving_the_town.
ip_dplmc_ai_changes Option:_Campaign_AI 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 Option:_Economic_AI Low:^^-_Faction_policy_sliders_affect_tax_inefficiency_as_either_liege_or_vassal_(centralization).^-_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:^^-_Your_spouse_and_having_a_capital_effectively_lets_you_hold_an_extra_center_by_offsetting_the_tax_inefficiency_limit_by_one.^-_Food_consumption_increases_in_towns_as_prosperity_increases._Consumption_also_increases_with_garrison_sizes.^-_Looting_villages_no_longer_yields_exactly_30_items.^-_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.^-_Prisoners_pruned_off_from_centers_weekly_are_actually_ransomed_off_at_a_1:10_ratio_to_increase_local_wealth.^-_Allows_cancelling_improvements_(cash_goes_back_to_local_economy,_but_relations_suffer).
ip_morale Morale Morale_represents_the_ability_and_willingness_of_the_troops_in_a_party_to_summon_up_the_endurance,_quality,_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 Economy 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_courtship 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_shortcut_--_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 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_quarreling_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_character_backgrounds 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_nobility_titles Nobility_Titles Titles_vary_from_kingdom_to_kingdom:^__Each_faction_can_be_set_to_use_their_own_or_another_factions_titles.__Custom_titles_can_also_be_set_for_the_player_faction_and_applied_to_the_other_factions.__Titles_are_awarded_based_on_the_possession_of_land_and_its_importance.__Companion_titles_are_based_around_their_various_skills:^__Diplomat_(Persuasion).^__Chancellor_(Tactics,_Engineer_and_Trainer).^__Ranger_(Spotting,_Tracking_and_Path_finding)^__Doctor_(Wound_treatment,_Surgery_and_First_aid).^__Treasurer_(Trading).^__Slayer_(Weapon_Master_Power_Draw_Power_Strike).^__Slaver_(Prisoner_Management).^__Raider_(Looting).
ip_titles_suffix Titles's_suffix In_order_to_reflec_a_lord's_(or_lady's)_relation_with_his_liege,_a_suffix_is_added_to_his_title_(used_generic_latin_suffixes),_from_worse_to_best:^__negative_suffixes:_Incensed,_Resentful,_Malcontent^__positive_suffixes:_Supportive,_Faithful
ip_tactical_controls Tactical_Controls Use_the_keyboard_NUMBERS_to_select_a_division._Press_0_to_select_your_entire_force.^^Use_F1-F4_to_order_selected_divisions._Keep_the_F1_key_down_to_place_selected_divisions._You_may_target_an_enemy_division_through_this_mechanism.
ip_division_placement Division_Placement When_ONE_division_is_selected,_the_center_of_its_front_rank_is_placed_at_the_spot_indicated.^^When_MANY_divisions_are_selected,_they_are_separated_and_spread_out_as_if_the_player_were_standing_at_the_spot_indicated.^^One_may_memorize_the_placement_of_selected_divisions_relative_to_the_player_by_pressing_F2,_F7._Default_is_infantry_to_the_left,_cavalry_right,_and_ranged_forward._Placement_is_overridden_for_any_division_the_player_chooses_to_personally_head_through_the_Formations_Options_menu.^^If_the_camp_menu_game_option_is_set,_divisions_will_rotate_to_face_the_enemy._Otherwise,_they_will_maintain_the_facing_that_the_player_had_when_they_were_placed.
ip_formations Formations The_Complex_Formations_on_the_Battle_Menu_are:^^-_RANKS_with_best_troops_up_front^-_SHIELD_WALL,_ranks_with_shields_in_front_and_longer_weapons_in_back^-_WEDGE_with_best_troops_up_front^-_SQUARE_in_no_particular_order^-_NO_FORMATION^^Even_in_the_last_case,_the_player_can_make_formations_up_to_four_lines_by_ordering_Stand_Closer_enough_times.
