Changes in GameHelpmilitaryAndWarfare
Editor Comment
added link to SoldierLevels, style fix in lists
Revision Differences of Revision 5
# Placing Military Buildings ¶¶
Consider what resources will be required to build each structure, how it will overlap with other nearby military structures, and whether it can be enhanced at a later time. ¶
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## Creating More Soldiers ¶
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* You will need a healthy economy (see: GameHelpbuildingANewEconomy and BarbariansPage, ImperialsPage, AtlanteansPage) ¶
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* Each tribe requires different wares to create a soldier: ¶
* Barbarian - axe only (the same tool that would enable a woodcutter to be created). ¶
* Imperial - wooden lance and a helmet. ¶
* Atlantean - light trident and one tabard. ¶
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* Besides needing weapons and armour to equip your soldiers, you will also need to create a demand for them.
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* Demand ¶
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As long as there are untrained soldiers in your headquarters and warehouses,
However, a demand for soldiers will be created by training facilities that can accept more soldiers
Again, the capacity of the trainingsites can be adjusted to your liking in much the same way as with military sites. ¶
So, if your Barbarian trainingscamp can accept 12 trainees (the default), but there are only only 10 soldiers left ¶
that need training in your stock, 2 new ones will be created. ¶
Unfortunately currently (Rev 5269) there is no display to indicate whether your trainingsites work on existing soldiers, ¶
or are creating new ones. ¶
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Trainingssites are: ¶
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* Barbarians: Trainingscamp, Battle Arena ¶
* Empire: Trainingscamp, Arena, Colosseum (enhanced building) ¶
* Atlanteans: Dungeon, Labyrinth ¶
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About training, soldier levels and fighting see also SoldierLevels. ¶
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## Initiating Combat ¶
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* Build military structures on the contested border to position more soldiers near the field of conflict. ¶
* Click on any opponents military structure and select the number of soldiers to engage with, then start the attack. ¶
* Note that the defender may send more soldiers from other structures you can't see yet. ¶
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