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Praetorians
Extra
Site info
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This section contains answers to
commonly asked gameplay questions. It
does not specifically replace the
manual. The manual explains the basic
interface, concepts and abilities. To
be honest, even if you do not have
the manual it is possible to learn
most of the game's features from a
combination of the tutorials and the
readme file on the CD. |
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You can in multiplayer/skirmish mode.
There is only one campaign, which is
based on Romans. There are a few
opportunities during the campaign to
use or train non-Roman troops,
however there are no missions that
use entirely non-Roman forces. |
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Difficulty influences the size and
makeup of your initial forces. For
example, the first non-tutorial
mission, Crossing the River Arar
(see below), includes two units of
Auxiliary Infantry and three
Legionaries on "easy", one less
Auxiliary Infantry on "Normal", and
one less unit of Legionaries on
"Hard". The enemy generally has
additional units on harder settings.
RogueImpaler notes: "Enemy villages
will produce lots more troops on hard
also." Less obviously, on harder
settings the enemy's AI (Artificial
Intelligence) is better. Centurion,
on harder difficulties: "The AI was
employing better tactics such as
flanking my archers by moving through
woods, but the blatant change was
that I had less troops starting and
there seemed to be more enemy troops.
I thought arrows from enemy
archers/mounted archers inflicted a
little more damage." |
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Yes. Such a list may be found in
section 3.2 of the game's readme.htm
file. |
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The camera height can be changed
_slightly_ by altering the slider
found under game options. This can
also be achieved by rolling the mouse
wheel or pressing Page-Up/Page-Down.
The map cannot be rotated. It is not
clear why the developers decided to
lock the camera. [This is because the
objects on the map were not designed
to be viewed from the back. ~TAFN] |
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No, although you can pause single
player games by pressing Esc to bring
up the game menu. |
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Select the required units, assign a
group by pressing CRTL+1-9, then 1-9
to recall the group, and 1-9 again to
jump to them. Snowden adds: "You can
add units to an already existing
group by selecting the new troops,
then holding shift and pressing the
number of your existing group and
finally once again assign a group
number. It is possible to have troops
belong to several groups. To activate
this you need to go to the Game
Options panel and click the 'Troops
in Multiple Groups' button." |
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The width of individual units cannot
be changed, except by changing the
facing or (for certain units)
adopting a special formation. Facing
can be changed by selecting the unit,
then either: (1) right clicking at
the destination, holding down with
the mouse and moving it in the
direction desired to face, or (2) by
selecting the 'facing' icon from
actions menu in the bottom right of
the screen, and then clicking at a
point you wish the unit to face.
Multiple units can be set into a
formation of variable width. Gaius
Julius writes: "After you've selected
your troops, right-click where you
want them to go; don't let go of the
right mouse button yet, then either
use the mouse's scroll wheel to set
the width of the formation, or you
can use the Page up, or Page down
buttons on the keyboard." There is
no direct way of ensuring certain
units take certain positions in the
formation. However, Shamaani writes:
"In order to get spearmen in the
front, standard army corps in the
middle, and archer behind I do like
this: Select army corps and set them
to 'Defend' the pikemen. Select
archers and set them to 'Defend' the
army corps. For moving the whole
army, just move the pikemen."
Alternatively assign groups to
different sets of units and order
them separately. |
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New squads can be trained using a
village or barracks. Sometimes during
campaign missions additional
reinforcements will join your army
during the mission. Injured troops
can be healed with a healer such as a
Physician. The Physician can be
ordered to heal a specific unit.
Alternatively units within the
Physician's area of influence will
slowly be healed. Where an existing
squad is missing men, squads can be
joined. Select the units to be joined
and press the join button (or J). For
example, two half-strength (15 man)
legions can be joined to form one
full strength (30 man) legion. No one
squad can ever exceed full strength. |
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Villages must first be captured by
destroying any existing garrison,
building your own garrison next to
the village using infantry, and then
assigning a commander (Centurion or
similar) to recruit at the village.
Barracks have fixed ownership and
cannot be captured, only destroyed.
Barracks do not require a commander.
Barracks are only ever found inside
fortresses. Both barracks and
villages can be destroyed. Destroyed
villages or barracks cannot be
rebuilt or captured; they are
permanently removed from the map for
the rest of the mission. |
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Both villages and barracks function
in the same way: Assuming you have
completed the steps above, left-click
on the building, then select units to
train from the menu in the
bottom-right of the screen. Up to
seven units may be queued for
training. Training will automatically
stop if there is insufficient
population, honour points or unit
control points (see below). |
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You don't. Instead commanders are
promoted from other units. Select a
unit and then press Promote on the
actions menu in the bottom right of
the screen. A small tent will appear
momentarily. One member of the unit
will become a level 0 commander and
the remainder of the unit will be
unchanged. The civilization of the
commander is determined by the
civilization of the promoted unit.
For example, if you want a Chieftain
rather than a Centurion, you must
promote a Barbarian unit (in most
circumstances you will only control
one civilization, and so will not
have this choice). Prior combat
experience or unit type is not
transferred to the promoted unit:
There is no advantage to promoting
battle-hardened Praetorians instead
of Auxiliary Infantry. Commanders
instead gain experience from combat
within their area of influence. Any
regular or special unit can be
promoted. Characters, single man
units such as scouts, and siege
engines cannot be promoted.
There is a limit to the number of
commanders you may promote. This
limit is not entirely understood. It
seems that you may have one commander
per 1-100 troops. For example if you
have 30 troops, one commander; 190
troops, two commanders; 210 troops
three commanders. You may never have
more than five commanders in total.
There are some oddities, particularly
in campaign missions where this may
not hold true. For example, certain
named character commanders may not
count towards the five-commander
limit. If you are already at the
limit and additional commanders join
your army, you automatically keep all
the commanders and exceed the limit. |
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Overall army size is limited by Unit
Control Points (UCPs) and Troop
Control Points (TCPs). These are
specified by the mission and cannot
be changed. |
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Typically UCPs range from 500 to
1000, TCPs from 50 to 75. To display
the current values, press and hold
down Shift to show the Battle Status
Panel. Gaius Julius adds: "If you
enabled it in the 'Game Options'
section, it should be visible on
screen." Unit Control Points refer to
the total number of men you may
command, so a unit of Legionaries
might count as 30 men, a scout as one
man. Troop Control Points refer to
the total number of units that may
be commanded as separate entities
(yes I know that sounds the wrong way
round), for example a unit of
Legionaries counts as one TCP, as
does a scout. Commanders, healers and
scouts are exceptions to this rule.
Commanders are described above (see
How do I train a Centurion or commanding officer?
above). Healers are restricted to
two. Scouts are restricted to five.
These levels can sometimes be
exceeded during the campaign when
additional troops join your army. For
example, if the UCP limit is 500,
your starting army accounts for 400,
and 200 points worth of
reinforcements join you, you can
still keep the total 600 points
worth. You will not however be able
to train any new units at a village
or barracks until the total drops
below 500. |
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The village or barracks recruiting
the unit must have the pre-requisite
population available. Most villages
grow population slowly over time,
although there are occasional
campaign reports of villages where
population does not re-grow. Any
honour point requirement must be met
(see How do I gain Honour points?
below). There must be enough space
remaining in your army for the units
(see What limits the number of units?
and What are Unit and Troop Control Points?
above). Full troop requirements are
shown in the Unit Training
appendix. Not all units are
immediately available in the
campaign. This varies by mission and
is listed at the start of the
walkthrough
for each mission. Generally, special
units are not freely available until
later in the campaign. The only
mission where absolutely every unit
from every civilization is available
is the final mission,
Just One... More... Fight
(see below). |
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Honour Points (or "Honor Points" for
Americans) are required in order to
recruit certain units types, notably
cavalry (1 point per unit) and
special units (2 points per unit).
Honour points are gained from battle.
They accumulate slowly as your troops
gain experience from fighting. The
precise relationship between combat
experience and honour points is
unknown. Gaius Julius notes: "The
number of HPs you accumulate varies
by troop type." The current honour
point total is displayed on the
Battle Status Panel (press and hold
down Shift). Gaius Julius continues:
"You'll see an icon of a star with a
wreath around it, next to it you'll
see a number. This number is the
number of HP's you have. To the right
of this you'll see a bar, when it
fills up completely, you've earned
another HP." |
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