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Battle Strategies and Formations Guide

The document provides detailed battle advice, including objectives, keyboard shortcuts, and various formations for troop deployment. It outlines strategies for engaging the enemy, defending against sieges, and utilizing siege equipment effectively. Additionally, it emphasizes the importance of positioning and timing in battle tactics to gain an advantage over the enemy.

Uploaded by

Lucius Fernando
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© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
17 views205 pages

Battle Strategies and Formations Guide

The document provides detailed battle advice, including objectives, keyboard shortcuts, and various formations for troop deployment. It outlines strategies for engaging the enemy, defending against sieges, and utilizing siege equipment effectively. Additionally, it emphasizes the importance of positioning and timing in battle tactics to gain an advantage over the enemy.

Uploaded by

Lucius Fernando
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

¬ Lines that begin with the ¬ character are comments

¬ and should not be translated


¬ Items with curly brackets are tags and should not be translated
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¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Keyboard_Shortcuts_Scroll_Text_01_Title} Battle Objectives and Keyboard Shortcuts

{Keyboard_Shortcuts_Scroll_Text_01_Text1}
From this scroll you can choose to view the battle's objectives or reference useful
keyboard shortcuts to help the battle run smoothly.

¬-------------------

{Battle_Stats_Screen_Text_01_Title} Battle Statistics

{Battle_Stats_Screen_Text_01_Text1}
This scroll contains a full statistical unit by unit breakdown of your army's
performance in the battle.

¬-------------------

{Formation_Selection_Buttons_Text_01_Title} Grouped Formation Selection

{Formation_Selection_Buttons_Text_01_Text1}
The buttons to the left are used to group units together into useful battle
formations. They are also a useful guide to laying out of armies. Left click on a
formation button and your army will move into the chosen formation. Artillery and
animal handlers are always deployed behind the main force.

¬-------------------

{Single_Line_Text_01_Title} Single Line

{Single_Line_Text_01_Text1}
The single line formation simply draws your units into a line without strategically
positioning any of them. It can be useful for quickly holding a defensive position.

¬-------------------

{Sorted_Single_Line_Text_01_Title} Sorted Single Line

{Sorted_Single_Line_Text_01_Text1}
The sorted single line formation is used when your intention is to surround the
enemy. Heavy Infantry are placed in the centre to hold down the enemy, while
lighter infantry and missile troops prevent any subsequent lines getting to the
fight. Cavalry are positioned on the wings in order to move around the sides and
rear.

¬-------------------

{Double_Line_Text_01_Title} Double Line

{Double_Line_Text_01_Text1}
The double line formation simply draws your units into a line without strategically
positioning any of them. It can be useful for quickly holding and supporting a
defensive position.

¬-------------------

{Sorted_Double_Line_Text_01_Title} Sorted Double Line

{Sorted_Double_Line_Text_01_Text1}
The sorted double line formation allows you to envelop an enemy with the first line
and then support either the weakest or strongest point by committing your reserves
accordingly. Units are positioned the same as a sorted single line formation.

¬-------------------

{Missile_First_3_Line_Text_01_Title} Missile First Three Line

{Missile_First_3_Line_Text_01_Text1}
This formation is best used when the enemy are quite a long way away. It allows you
to skirmish with them before sending your non-missile infantry through to engage
their main line. Support and flanking is provided by cavalry units in the third
line.

¬-------------------

{Foot_First_3_Line_Text_01_Title} Foot First Three Line

{Foot_First_3_Line_Text_01_Text1}
This formation puts your heaviest infantry in the first line to counteract an early
assault by the enemy. Missile units are in the second line to fire over the heads
of the engaged infantry units and hinder enemy reinforcements. Cavalry units in the
third line are used to exploit weak points in the enemy lines.

¬-------------------

{Column_Formation_Text_01_Title} Column Formation

{Column_Formation_Text_01_Text1}
This formation is best used when setting up bridge or breach attacks. Its also
useful when there is limited space in which to deploy your forces.

¬-------------------
{Start_Battle_Engage_Spears_And_Flank_With_Cavalry_Text_01_Title} A Plan of
Action

{Start_Battle_Engage_Spears_And_Flank_With_Cavalry_Text_01_Text1}
Engage the enemy spearmen with your infantry then, once they are held in place,
attack them in the flanks with your cavalry.

{Start_Battle_Engage_Spears_And_Flank_With_Cavalry_Text_01_Text2}
Use your infantry to 'grab and hold' his spearmen so that they can't turn, then hit
them hard in the side with your cavalry!

{Start_Battle_Engage_Spears_And_Flank_With_Cavalry_Text_01_Text3}
You can have your infantry 'fix' his spearmen in a fight, then send your cavalry
out to attack them in the flanks!

¬-------------------

{Start_Battle_Wearing_Down_With_Skirmishers_Text_01_Title} A Plan of Action

{Start_Battle_Wearing_Down_With_Skirmishers_Text_01_Text1}
Use our skirmishers to inflict casualties as the enemy march towards our lines.
They should fall back as the enemy advances, though.

{Start_Battle_Wearing_Down_With_Skirmishers_Text_01_Text2}
As the enemy advance, our skirmishers could hurt them quite badly, as long as they
'leapfrog backwards' in relays so that they never fight hand-to-hand.

{Start_Battle_Wearing_Down_With_Skirmishers_Text_01_Text3}
As the enemy come towards us, send out skirmishers to whittle them down. Have our
men drop back in relays as the enemy advances.

¬-------------------

{Start_Battle_Spearmen_Flankers_Attack_Centre_Text_01_Title} A Plan of Action

{Start_Battle_Spearmen_Flankers_Attack_Centre_Text_01_Text1}
Place our spearmen on the flanks to hold off the enemy cavalry, then attack in the
centre!

{Start_Battle_Spearmen_Flankers_Attack_Centre_Text_01_Text2}
Our spearmen can be used on each flank to protect against enemy cavalry attacks.
This will allow our forces in the centre to attack boldly.

{Start_Battle_Spearmen_Flankers_Attack_Centre_Text_01_Text3}
Use the spearmen on the flanks. They'll hold off the enemy cavalry, then we can
attack in the centre.

¬-------------------

{Start_Battle_Lure_Away_The_Camels_Text_01_Title} A Plan of Action

{Start_Battle_Lure_Away_The_Camels_Text_01_Text1}
Try to lure the enemy camels away from the main fight with your light cavalry,
splitting their army into smaller groups.
{Start_Battle_Lure_Away_The_Camels_Text_01_Text2}
Try to split the enemy army into smaller groups. Why not send your light cavalry
out to split the enemy camels off the main force?

{Start_Battle_Lure_Away_The_Camels_Text_01_Text3}
Use your light cavalry to split the enemy army. They can lure the enemy camel units
away from the rest of the army.

¬-------------------

{Start_Battle_Light_Cavalry_Lure_Away_Spearmen_Text_01_Title} A Plan of Action

{Start_Battle_Light_Cavalry_Lure_Away_Spearmen_Text_01_Text1}
Use your light cavalry to lure the enemy spearmen out of formation. Once they've
moved, attack the gaps and hit them in the flanks.

{Start_Battle_Light_Cavalry_Lure_Away_Spearmen_Text_01_Text2}
The enemy spearmen could be lured out of formation by your light cavalry units.
This will make them vulnerable to flank attacks.

{Start_Battle_Light_Cavalry_Lure_Away_Spearmen_Text_01_Text3}
Send your light cavalry forward to 'tempt' the enemy spearmen into breaking
formation. Once they've moved, ruthlessly attack through any gaps, and hit them in
the exposed flank!

¬-------------------

{Start_Battle_Attacking_The_Gentle_Slope_Distraction_On_Steeper_Text_01_Title}
A Plan of Action

{Start_Battle_Attacking_The_Gentle_Slope_Distraction_On_Steeper_Text_01_Text1}
The enemy look to be deploying on a hill. Attack up a gentle slope, but keep the
enemy off-balance by sending skirmishers and missile troops up a steeper slope.
Above all, don't rush into the assault!

{Start_Battle_Attacking_The_Gentle_Slope_Distraction_On_Steeper_Text_01_Text2}
If the enemy won't come to us, we'll have to attack them, but the main effort
should be up the gentlest slope. Send some skirmishers and missile troops up one of
the steeper slopes to distract the enemy commander.

{Start_Battle_Attacking_The_Gentle_Slope_Distraction_On_Steeper_Text_01_Text3}
If the enemy stay on their hill, I suggest a careful and well timed attack up the
gentle slope. In the meantime, send the skirmishers and some missile troops up a
steeper slope to keep the enemy busy.

¬-------------------

{Start_Battle_Form_Solid_Infantry_Line_Text_01_Title} A Plan of Action

{Start_Battle_Form_Solid_Infantry_Line_Text_01_Text1}
Form a solid line with your infantry, and make the enemy come to you.

{Start_Battle_Form_Solid_Infantry_Line_Text_01_Text2}
This is no time for fancy tactics. Form a solid line and hold it against their
assaults.
{Start_Battle_Form_Solid_Infantry_Line_Text_01_Text3}
Form the army up in a solid line, and let the enemy bring the fight to you. Save
clever tactics for when they are needed!

¬-------------------

{Start_Battle_Fix_Phalanxes_Attack_Flanks_Text_01_Title} A Plan of Action

{Start_Battle_Fix_Phalanxes_Attack_Flanks_Text_01_Text1}
Use our spearmen to 'fix' the enemy phalanxes, and then attack them in the flanks
with other troops.

{Start_Battle_Fix_Phalanxes_Attack_Flanks_Text_01_Text2}
The enemy phalanxes will be vulnerable to attacks in their flanks. 'Grab and hold'
them with spearmen, then send in the flank attacks.

{Start_Battle_Fix_Phalanxes_Attack_Flanks_Text_01_Text3}
Stop the enemy phalanxes with spearmen, then hit them hard in the flanks with other
troops!

¬-------------------

{Start_Battle_Use_Phalanxes_In_Centre_Cover_Flanks_Text_01_Title} A Plan of
Action

{Start_Battle_Use_Phalanxes_In_Centre_Cover_Flanks_Text_01_Text1}
Our phalanxes should be used like a battering ram at the enemy line. Use other
troops to cover the flanks.

{Start_Battle_Use_Phalanxes_In_Centre_Cover_Flanks_Text_01_Text2}
Send the phalanxes forward to batter the enemy centre, while our other soldiers
cover their flanks.

{Start_Battle_Use_Phalanxes_In_Centre_Cover_Flanks_Text_01_Text3}
Use phalanxes to drive into the enemy line, but make sure the flanks are covered by
other troops.

¬-------------------

{Siege_Advice_Equipment_Attack_Towers_Text_01_Title} Using Your Siege Towers

{Siege_Advice_Equipment_Attack_Towers_Text_01_Text1}
Siege Towers are best used against heavily defended walls. To attack walls with
your siege tower simply left click on the tower and then right click on the section
of wall you wish to attack - just be wary of any enemy artillery trying to stop
you!

¬-------------------

{Siege_Advice_Defence_Objectives_Text_01_Title} Remember Your Objectives

{Siege_Advice_Defence_Objectives_Text_01_Text1}
The enemy will try to smash their way into your settlement with their siege
equipment. Use your heaviest troops to defend any breach in the walls. Be prepared
to sally and take the fight to the enemy. The enemy will try to make for your
settlement's central plaza. Defend this for as long as possible, as your foes will
be victorious if they take and hold the plaza.

¬-------------------

{Siege_Advice_First_Text_01_Title} Siege Deployment

{Siege_Advice_First_Text_01_Text1}
When deploying your forces keep them close to each other, as the enemy may send
cavalry out to kill exposed and unprotected units.

¬-------------------

{Siege_Advice_Attack_Breach_Text_01_Title} Into the Breach!

{Siege_Advice_Attack_Breach_Text_01_Text1}
Your siege weapons have knocked through a section of the enemy settlement's walls.
Divert your heaviest troops to attack the breach, without haste the defenders will
be ready and your advantage lost!

¬-------------------

{Siege_Advice_Defend_Breach_Text_01_Title} The Wall is Breached!

{Siege_Advice_Defend_Breach_Text_01_Text1}
The enemy have broken through your defences with their mighty seige engines, you
must defend the breach if you wish victory this day! Divert some heavy troops there
at once, before all is lost!

¬-------------------

{Siege_Advice_Equipment_Battering_Ram_Breaks_Through_Text_01_Title} Enemy Gate


Destroyed!

{Siege_Advice_Equipment_Battering_Ram_Breaks_Through_Text_01_Text1}
The enemy settlement's gate has been destroyed by your battering ram. You have the
advantage. Get some men through the breach quickly before the enemy can defend it!

¬-------------------

{Siege_Advice_Equipment_Battering_Ram_Breaks_Through_Your_Gate_Text_01_Title}
Gate Destroyed!

{Siege_Advice_Equipment_Battering_Ram_Breaks_Through_Your_Gate_Text_01_Text1}
The gate has been destroyed by an enemy battering ram! Very soon their troops will
be pouring into your settlement, get some men down there quickly before you are
overrun!

¬-------------------

{Player_Siege_Engine_Destroyed_Enemy_Other_Text_01_Title} Artillery has been


Destroyed!
{Player_Siege_Engine_Destroyed_Enemy_Other_Text_01_Text1}
Enemy troops have attacked and destroyed an item of heavy artillery. If you have
onagers left, put some heavy troops between them and the enemy right away!

¬-------------------

{Siege_Advice_Siege_Assault_Friendly_Fire_Text_01_Title} Friendly Fire!

{Siege_Advice_Siege_Assault_Friendly_Fire_Text_01_Text1}
Be wary of firing your artillery when you have siege engines ahead of you. You risk
destroying your own men too!

¬-------------------

{Siege_Advice_Equipment_Ballista_Arrow_Tower_Text_01_Title}Watch Out For Those


Towers!

{Siege_Advice_Equipment_Ballista_Arrow_Tower_Text_01_Text1}
Your siege engines are at risk from the ballista towers mounted on the walls of the
enemy settlement. Try to knock the ballistae out with your artillery before your
engines are shot to matchwood!

¬-------------------

{Battle_Advice_General_Friendly_Fire_Text_01_Title} Friendly Fire!

{Battle_Advice_General_Friendly_Fire_Text_01_Text1}
Be wary of firing on the enemy when your own units are engaged in melee with them.
You risk wiping out your own men as well!

¬-------------------

{Start_Battle_Enemy_Forming_For_Attack_Text_01_Title} Enemy Forming Up

{Start_Battle_Enemy_Forming_For_Attack_Text_01_Text1}
The enemy is forming up for an attack. Let them come forward and tire themselves
with marching.

{Start_Battle_Enemy_Forming_For_Attack_Text_01_Text2}
It looks like the enemy mean to attack rather than wait for our first move.

{Start_Battle_Enemy_Forming_For_Attack_Text_01_Text3}
Our enemy is thinking about attack rather than defence - he must think he has the
stronger force.

{Start_Battle_Enemy_Forming_For_Attack_Text_01_Text4}
Our enemies must think we are vulnerable - they are readying an attack.

{Start_Battle_Enemy_Forming_For_Attack_Text_01_Text5}
Our enemies are readying themselves to attack. If we let them come to us, they will
be tired.

{Start_Battle_Enemy_Forming_For_Attack_Text_01_Text6}
Our enemies are readying themselves to attack. If we attack them we may throw their
plans into disarray!
¬-------------------

{Start_Battle_Enemy_On_Defensive_Text_01_Title} Enemy Holding Position

{Start_Battle_Enemy_On_Defensive_Text_01_Text1}
The enemy are holding their ground, waiting for us to take the battle to them. We
need to form a line and attack!

{Start_Battle_Enemy_On_Defensive_Text_01_Text2}
The enemy are just waiting for us to advance. Hmm… wise men, or just cowards?

{Start_Battle_Enemy_On_Defensive_Text_01_Text3}
The enemy are standing to, waiting for our attack. You should form a battleline and
advance on them!

{Start_Battle_Enemy_On_Defensive_Text_01_Text4}
The enemy are content to stand on the defensive. Their strategy is wise, so ours
needs to be bold! Form a strong line, and attack!

{Start_Battle_Enemy_On_Defensive_Text_01_Text5}
The enemy have deployed in a defensive formation. They obviously expect us to
attack - and we must if we are to win the day!

¬-------------------

{Start_Battle_Enemy_Defending_Crossing_Text_01_Title} Enemy Holding Crossing

{Start_Battle_Enemy_Defending_Crossing_Text_01_Text1}
The enemy are planning to defend the river crossing. Find somewhere else to cross,
or you will have to mount a frontal attack.

{Start_Battle_Enemy_Defending_Crossing_Text_01_Text2}
The enemy are cautious, and waiting for us to attempt a river crossing. Scout for
undefended crossing points, but be prepared to mount a frontal assault.

{Start_Battle_Enemy_Defending_Crossing_Text_01_Text3}
The enemy have decided to defend the river crossing. We need to scout for another
crossing, while attacking here to hold the enemy in place.

{Start_Battle_Enemy_Defending_Crossing_Text_01_Text4}
We face an opposed river crossing. A direct attack will cost many lives, so it may
be worth outflanking the enemy position by using another crossing.

{Start_Battle_Enemy_Defending_Crossing_Text_01_Text5}
The enemy are defending the river crossing, and obviously expect us to attack
there. This will cost many lives unless we find another crossing where we can flank
them.

{Start_Battle_Enemy_Defending_Crossing_Text_01_Text6}
The enemy plan is clear: to wait for us to try and cross the river. A direct attack
will cost many lives. Flank them using another crossing point.

¬-------------------

{Start_Battle_Enemy_Scouting_Text_01_Title} Enemy Scouts


{Start_Battle_Enemy_Scouting_Text_01_Text1}
The enemy have scouts looking for us. So… they have no plan as yet for the battle.

{Start_Battle_Enemy_Scouting_Text_01_Text2}
The enemy seem to be unsure of our intentions - their scouts are looking for our
weak points.

{Start_Battle_Enemy_Scouting_Text_01_Text3}
The enemy seem unsure of what to do. Their scouts are looking for some weakness in
our position.

{Start_Battle_Enemy_Scouting_Text_01_Text4}
The enemy scouts are looking for our army's strengths and weaknesses.

{Start_Battle_Enemy_Scouting_Text_01_Text5}
The enemy are being prudent, and scouting our army before revealing their own
plans.

{Start_Battle_Enemy_Scouting_Text_01_Text6}
Enemy scouts are looking for our forces. For now, the enemy general lacks a clear
vision or plan for this battle…

¬-------------------

{Start_Battle_Withdraw_Now_Run_Away_Text_01_Title} Retreat!

{Start_Battle_Withdraw_Now_Run_Away_Text_01_Text1}
They have an overwhelming superiority. A certain discretion when faced with
overwhelming force can lead to a longer and more fulfilled life. In short, General:
run for it!

{Start_Battle_Withdraw_Now_Run_Away_Text_01_Text2}
They have an overwhelming superiority in this battle. Bravery is very nice, but he
who runs away gets to live a bit longer...

{Start_Battle_Withdraw_Now_Run_Away_Text_01_Text3}
The enemy are overwhelmingly superior! This may be a good moment to remember an
important sacrifice that must be made in a temple many miles from here… Withdraw
the army. Right now.

{Start_Battle_Withdraw_Now_Run_Away_Text_01_Text4}
The enemy are overwhelmingly superior to our army. Withdrawing - with a little hurt
to your dignity - would seem like a good course of action.

{Start_Battle_Withdraw_Now_Run_Away_Text_01_Text5}
Discretion is the better part of valour. Run, now. Away from them.

{Start_Battle_Withdraw_Now_Run_Away_Text_02_Title} Retreat!

{Start_Battle_Withdraw_Now_Run_Away_Text_02_Text1}
They are quite powerful. We are quite weak. The strategy is quite clear - it's time
to leave. Now!

{Start_Battle_Withdraw_Now_Run_Away_Text_02_Text2}
There's an awful lot of fight in that lot over there. We are likely to be
overwhelmed. I advise… running away, right now.
{Start_Battle_Withdraw_Now_Run_Away_Text_02_Text3}
They are extremely powerful and, quite frankly, we haven't a snowflake's chance in
Vulcan's forge of winning here. I advise a 'tactical advance' directly AWAY from
the enemy! Run! NOW!

{Start_Battle_Withdraw_Now_Run_Away_Text_03_Title} Retreat!

{Start_Battle_Withdraw_Now_Run_Away_Text_03_Text1}
Run! Run Away! RUN AWAY!

¬-------------------

{Start_Battle_Enemy_Defending_Hill_Text_01_Title} Enemy On Hilltop

{Start_Battle_Enemy_Defending_Hill_Text_01_Text1}
The enemy are forming on a hill - they expect us to attack!

{Start_Battle_Enemy_Defending_Hill_Text_01_Text2}
The enemy look like they're going to defend that hill, a good strong point for
them.

{Start_Battle_Enemy_Defending_Hill_Text_01_Text3}
The enemy seem to have decided defence is their best policy, so they'll want us to
attack up a hillside.

{Start_Battle_Enemy_Defending_Hill_Text_01_Text4}
The enemy general thinks he has a strong defensive position on a hill top.

{Start_Battle_Enemy_Defending_Hill_Text_01_Text5}
Luring the enemy off their hilltop would seem tactically sound.

{Start_Battle_Enemy_Defending_Hill_Text_01_Text6}
The enemy are readying themselves hold that hilltop. We should consider a
roundabout approach…

¬-------------------

{Skirmish_Mode_Advice_Text_01_Title} Skirmish Mode

{Skirmish_Mode_Advice_Text_01_Text1}
Archers and skirmishers will automatically move away from an enemy to avoid getting
into hand to hand combat. This is called skirmish mode. It can be toggled on and
off via the button to the right of the review panel, but be ready to act quickly if
your skirmishers are charged!

¬-------------------

{Missile_Attack_Basics_Text_01_Title} Arrows and Javelins

{Missile_Attack_Basics_Text_01_Text1}
A skilled warrior has no more defence against an arrow or javelin than a raw
recruit. Use your skirmishers to take out the best enemy troops.

¬-------------------
{Missile_Attack_Before_Engaging_Text_01_Title} Use Missiles Before Engaging

{Missile_Attack_Before_Engaging_Text_01_Text1}
If the enemy are waiting for your first move, use your missiles to full effect
before engaging. Keep going until you run out of ammunition.

¬-------------------

{Missile_Attack_Heavy_Cavalry_Text_01_Title} Skirmishers Vs Cavalry

{Missile_Attack_Heavy_Cavalry_Text_01_Text1}
Heavily armoured troops with shields have good defence against arrowfire. Use
arrows against more lightly armoured enemy troops.

¬-------------------

{Missile_Attack_Light_Infantry_And_Cavalry_Text_01_Title} Preserve Your


Skirmishers

{Missile_Attack_Light_Infantry_And_Cavalry_Text_01_Text1}
Deploy your skirmishers behind your lines, as the enemy have a lot of fast, light
troops or cavalry that could catch them in the open.

¬-------------------

{Javelins_Vs_Armour_Text_01_Title} Use Javelins Against Armour

{Javelins_Vs_Armour_Text_01_Text1}
Thrown javelins and spears are more effective against armoured troops than arrows.
Use them against the most heavily armoured enemy troops.

{Javelins_Vs_Armour_Text_02_Title} More About Javelins

{Javelins_Vs_Armour_Text_02_Text1}
You need to get very close to enemy troops to use javelins. They are best used
against slow heavy infantry and phalanx formations that can't chase them down.

¬-------------------

{Missile_Attack_Light_Cavalry_Moving_Text_01_Title} Light Cavalry

{Missile_Attack_Light_Cavalry_Moving_Text_01_Text1}
Lightly armoured cavalry make a good target for arrows when they're stationary, but
look for a better target if they're moving.

¬-------------------

{Concentrate_Your_Fire_Flank_Text_01_Title} Concentrate Your Fire!

{Concentrate_Your_Fire_Flank_Text_01_Text1}
If you're attempting to flank the enemy, focus your missile fire at the strongest
troops on that flank.
¬-------------------

{Medium_Heavy_Infantry_With_Javelins_Text_01_Title} Javelin-equipped Infantry


Units

{Medium_Heavy_Infantry_With_Javelins_Text_01_Text1}
Medium and heavy infantry equipped with javelins or pila throw them just before
they charge to soften up the enemy formation. This is automatic.

¬-------------------

{Hit_Sitting_Targets_With_Missiles_Text_01_Title} Take Advantage Of Sitting


Targets

{Hit_Sitting_Targets_With_Missiles_Text_01_Text1}
When attacking an enemy that refuses to move, sit back and use missiles if you can.
Even if they have missile superiority it may be worth the cost.

¬-------------------

{Enemy_Missile_Superiority_Text_01_Title} Enemy Missile Superiority

{Enemy_Missile_Superiority_Text_01_Text1}
When attacking an enemy with superior missile troops, you want to get in to hand to
hand combat as quickly as possible.

¬-------------------

{Cannon_Fodder_Text_01_Title} Arrow Fodder

{Cannon_Fodder_Text_01_Text1}
The enemy will try to take out your best troops with their missile units. Don't
give them that option. In a prolonged missile exchange, give them something you
don't care about to fire at.

¬-------------------

{Stay_Grouped_Text_01_Title} Stay Close To The Main Force

{Stay_Grouped_Text_01_Text1}
When using light troops to force enemy archers to retreat behind their lines, be
careful not to chase them too far. You mustn't risk your light troops getting
dragged into a fight with the enemy's front line.

¬-------------------

{Draw_Their_Fire_Text_01_Title} Draw Their Fire

{Draw_Their_Fire_Text_01_Text1}
Lower quality infantry with armour and shields make great targets for enemy archers
to waste their missiles on. They can protect high value units by drawing fire.

¬-------------------
{Infantry_Counter_Attack_Text_01_Title} Counter-Charge!

{Infantry_Counter_Attack_Text_01_Text1}
There is often an advantage in ordering your infantry to counter-charge an
attacking formation. The trick is to leave it until the last moment so your own
lines are not broken.

¬-------------------

{Fight_To_The_Death_Text_01_Title} Fight to the Death!

{Fight_To_The_Death_Text_01_Text1}
You have surrounded an enemy unit and, as they have nowhere to run, they will fight
to the death! But beware, as desperate men may also be dangerous men…

¬-------------------

{Infantry_Attack_Pants_Quality_Text_01_Title} Some Troops Are More Expendable


Than Others

{Infantry_Attack_Pants_Quality_Text_01_Text1}
Lower quality infantry are useful for engaging and holding the enemy in place while
you go around their side or rear, but the lower the troop quality the less time you
have before they break and rout.

¬-------------------

{Infantry_Go_For_The_Throat_Text_01_Title} Go For The Throat

{Infantry_Go_For_The_Throat_Text_01_Text1}
Grab the enemy by the throat and then hit them in the vitals! It is the most basic
strategy and is alwaysvalid. Have one part of your army hold the enemy in place
while the rest manoeuvre to kill them.

¬-------------------

{Infantry_Combine_Unit_Types_Text_01_Title} Fixing and Killing Forces

{Infantry_Combine_Unit_Types_Text_01_Text1}
Infantry make a good pinning force to hold the enemy in place while cavalry
outflank and kill, but any combination of cavalry, infantry, or missile troops as
fixing or killing forces can be made to work.

¬-------------------

{Outflanking_Basics_1_Text_01_Title} Outflanking Manoeuvre

{Outflanking_Basics_1_Text_01_Text1}
To outflank the enemy, go around the ends of their line and attack their sides and
rear. You will also need to engage their centre in order to hold them in place and
stop them turning to face you.
¬-------------------

{Outflanking_Basics_2_Text_01_Title} Outflanking Manoeuvre

{Outflanking_Basics_2_Text_01_Text1}
Outflanking forces can be turned into pinning forces. If you commit a large
outflanking force and hold back from attacking from the front, the enemy will be
forced to turn and face you, presenting his flanks to what was your centre.

¬-------------------

{Outflanking_Basics_3_Text_01_Title} Find A Weak Spot

{Outflanking_Basics_3_Text_01_Text1}
Outflanking is not the only way to get behind an enemy line. Find a weak spot,
focus your missiles to weaken them, and then punch through with your most offensive
troops.

¬-------------------

{Outflanking_Basics_4_Text_01_Title} Use Spearmen Against Flanking Cavalry

{Outflanking_Basics_4_Text_01_Text1}
The enemy will often try to flank your formation with cavalry, so it's a good idea
to have spearmen on the ends of your line ready to intercept them.

¬-------------------

{Anti_Flanking_Basics_1_Trigger_Title} Cavalry On The Flanks

{Anti_Flanking_Basics_1_Trigger_Text1}
The best way to avoid being flanked is to stop the enemy flanking force from
arriving. Cavalry are useful for this, so always deploy cavalry on your flanks.

¬-------------------

{Stay_Close_Text_01_Title} Stay Close

{Stay_Close_Text_01_Text1}
Always try to present a solid wall of troops to the enemy. Large gaps between units
will let them flood through and behind your units. This is disasterous.

¬-------------------

{Keep_Reserves_Text_01_Title} Reserves

{Keep_Reserves_Text_01_Text1}
Always keep some forces in reserve behind your front line. They can fill any gaps
that develop, and turn to deal with threats to either flank.

¬-------------------
{Wavy_Line_Text_01_Title} A Kink In Your Line Is Not Necessarily A Chink In
Your Armour

{Wavy_Line_Text_01_Text1}
A straight line of units is not always the best formation. A kink, a vee or a step
will create a point in the line where two of your units can engage one of theirs.
Exploit this, but remember it works both ways.

¬-------------------

{Phalanx_Defence_Basics_Text_01_Title} Fighting A Phalanx

{Phalanx_Defence_Basics_Text_01_Text1}
Never expect to defeat a phalanx in combat from the front, except with another
phalanx. At best you can expect to hold them in place while missiles or a flank
attack do their work.

¬-------------------

{Phalanx_Deployment_Basics_Text_01_Title} Phalanxes

{Phalanx_Deployment_Basics_Text_01_Text1}
Your phalanx formations are almost unbeatable from the front but very vulnerable on
the sides and rear. Deploy them in large blocks and put strong units on their
sides.

¬-------------------

{Defensive_Strategies_Hills_1_Text_01_Title} Defending Hills

{Defensive_Strategies_Hills_1_Text_01_Text1}
Hills are good defensive positions, as being higher up a slope gives a large
advantage in combat. Aim to fight the enemy on the steepest slope, not on the
flatter top of the hill.

¬-------------------

{Offensive_Strategies_Hills_1_Text_01_Title} Attacking Hills

{Offensive_Strategies_Hills_1_Text_01_Text1}
When attacking an enemy that is deployed on a hill, attack up the most gentle
slope, even if it takes a while to get there.

¬-------------------

{Offensive_Strategies_Hills_2_Text_01_Title} Attacking Hills

{Offensive_Strategies_Hills_2_Text_01_Text1}
If your army has superiority in missiles, you may be able to force a defender off
the hill with missile fire alone. Use all your ammunition before assaulting the
hill.

¬-------------------
{Cavalry_In_Defence_Text_01_Title} Cavalry In Defence

{Cavalry_In_Defence_Text_01_Text1}
Cavalry are not good at defending a static line. Don't put cavalry in a defensive
line unless you're expecting to charge them out. If so, have infantry ready to plug
the gap they leave.

¬-------------------

{Cavalry_Archers_Text_01_Title} Cavalry Archers

{Cavalry_Archers_Text_01_Text1}
Cavalry archers are useful for harassing both fixed defensive positions and
advancing enemies. Carefully choose your approach to avoid enemy missiles, and move
them out if threatened.

¬-------------------

{Cavalry_On_Flanks_Text_01_Title} Cavalry On Your Flanks

{Cavalry_On_Flanks_Text_01_Text1}
Placing cavalry units on your flanks gives you flexibility. They can counter any
flanking move, or make a move of their own if the way is clear.

¬-------------------

{Cavalry_In_Reserve_Text_01_Title} Cavalry In Reserve

{Cavalry_In_Reserve_Text_01_Text1}
Holding some cavalry in reserve in the centre gives you flexibility. As the battle
takes shape you can move them quickly to where they are needed.

¬-------------------

{Flanking_With_Cavalry_1_Text_01_Title} Outflanking With Cavalry

{Flanking_With_Cavalry_1_Text_01_Text1}
Cavalry troops make an excellent flanking force. They can move fast around the edge
of the enemy formation and strike the sides or rear, but a clever opponent will be
ready for this.

¬-------------------

{Flanking_With_Cavalry_2_Text_01_Title} Outflanking With Cavalry

{Flanking_With_Cavalry_2_Text_01_Text1}
If a flanking manoeuvre by cavalry is countered, for example by spearmen moving to
intercept, abort the move but leave them in a threatening position. You will have
tied down some of his units for no cost.

¬-------------------
{Flanking_With_Cavalry_And_Infantry_Text_01_Title} Outflanking With Cavalry

{Flanking_With_Cavalry_And_Infantry_Text_01_Text1}
A flanking force of cavalry can be a serious threat to the enemy, but a mixed force
of cavalry and infantry although slower is more dangerous. The infantry can engage
enemy spearmen leaving the cavalry free to kill.

¬-------------------

{Cavalry_Cycle_Text_01_Title} The Cavalry Cycle

{Cavalry_Cycle_Text_01_Text1}
Cavalry cause extra casualties when first charging in due to the impetus of their
attack. A cycle of charge, withdraw, charge causes maximum casualties for minimum
losses. Repeat until done.

¬-------------------

{Tiring_Cavalry_Text_01_Title} Tiring Out Your Cavalry

{Tiring_Cavalry_Text_01_Text1}
Running everywhere with your cavalry lets them cover ground quickly, but they will
get tired if you overdo it. Tired troops are less effective in combat.

¬-------------------

{Start_Battle_Enemy_Defending_Only_Crossing_Text_01_Title} Enemy Holding Only


Crossing

{Start_Battle_Enemy_Defending_Only_Crossing_Text_01_Text1}
The enemy are planning to defend the river crossing. It doesn't look like there's
anywhere else to cross, so you will have to mount a frontal attack.

{Start_Battle_Enemy_Defending_Only_Crossing_Text_01_Text2}
The enemy are cautious, waiting for us to make an attempt to cross the river.
Prepare to mount a frontal assault!

{Start_Battle_Enemy_Defending_Only_Crossing_Text_01_Text3}
The enemy have decided to defend the river crossing. We need to attack here if we
are to win.

{Start_Battle_Enemy_Defending_Only_Crossing_Text_01_Text4}
We face an opposed river crossing, as the enemy have chosen a defensive position. A
direct attack will cost many lives…

{Start_Battle_Enemy_Defending_Only_Crossing_Text_01_Text5}
The enemy plan is clear: to wait for us to try and cross the river. A direct attack
will cost many lives, as there is nowhere else to cross.

¬-------------------

{Start_Battle_Missiles_Engage_Centre_Then_Assault_Text_01_Title} A Plan of Action

{Start_Battle_Missiles_Engage_Centre_Then_Assault_Text_01_Text1}
Suggested plan of action: attack the enemy centre with missile troops, but from the
flanks. When they run out of ammunition, send in your heaviest troops to finish the
job!

{Start_Battle_Missiles_Engage_Centre_Then_Assault_Text_01_Text2}
A two-stage plan might work well here. First, soften them up in the centre by using
your missile troops, then as that attack starts to run out of ammunition, hit them
hard with your heavier units.

¬-------------------

{Game_Options_Scroll_Battle_Text_01_Title} Game Options

{Game_Options_Scroll_Battle_Text_01_Text1}
Left click on graphic options to add or remove graphical effects and change the
resolution of the campaign map and battlefields. Left click on sound options to
change sound effects and music levels. Load or save a campaign or exit to the main
front end menu by left clicking the appropriate buttons.

¬-------------------

{Missiles_Strategy_Formations_Text_02_Title} Preserve Your Skirmishers

{Missiles_Strategy_Formations_Text_02_Text1}
Don't let your archers and skirmishers get too far ahead of your other troops. If
the enemy catch them in the open they'll be slaughtered.

{Missiles_Strategy_Formations_Text_03_Title} Skirmishers Vs Cavalry

{Missiles_Strategy_Formations_Text_03_Text1}
When sending archers and skirmishers ahead of your main body of troops, be
particularly careful of enemy cavalry. Ensure you can put some heavier units in
their way if they charge.

{Missiles_Strategy_Formations_Text_04_Title} Position Your Archers Carefully

{Missiles_Strategy_Formations_Text_04_Text1}
If the enemy are slow or defending a fixed position your archers will be best
deployed ahead of your lines.

¬-------------------

{Light_Cavalry_Text_01_Title} Light Cavalry

{Light_Cavalry_Text_01_Text1}
Light cavalry make excellent bait. You can lure the enemy into ambushes, draw units
out of position in their line, or just make them tire themselves out chasing you.

¬-------------------

{Ballistas_Scorpions_Text_01_Title} Ballistae

{Ballistas_Scorpions_Text_01_Text1}
Ballistas and scorpions fire large spears or bolts at high velocities. They are
intended for use against massed ranks of men rather than walls or gates.
¬-------------------

{Onagers_Text_01_Title} Onagers

{Onagers_Text_01_Text1}
Onagers fire large rocks, and are mainly intended for use against walls and
buildings. They can cause casualties amongst troops too.

¬-------------------

{Target_Their_Best_Text_01_Title} Target The Enemy's Best

{Target_Their_Best_Text_01_Text1}
When targeting artillery at men, pick out the enemy's best units. They die just as
easily as peasants.

¬-------------------

{Lure_With_Artillery_Text_01_Title} Lure The Enemy Using Artillery

{Lure_With_Artillery_Text_01_Text1}
Artillery can be a great incentive for a defending enemy in hilly terrain not to
just sit there and wait for you. You can bombard them until they move to a more
suitable place to die.

¬-------------------

{Stay_In_Cover_Text_01_Title} Stay In Cover

{Stay_In_Cover_Text_01_Text1}
If you're going to make a flanking move, try to pick a route where your force won't
be visible for as long as possible - behind a hill, or behind or through woods.

¬-------------------

{Offer_Bait_Text_01_Title} Offer Bait

{Offer_Bait_Text_01_Text1}
Use small mobile forces as bait for ambushes. Leave them looking vulnerable in
plain view, with your main force hidden in nearby woods.

¬-------------------

{Feigning_Retreat_Text_01_Title} Feigning A Rout

{Feigning_Retreat_Text_01_Text1}
Feigning a rout by sacrificing a unit is a sure way of enticing a defender out of a
strong defensive position, or luring an attacker into an ambush. But beware, a
feigned rout can quickly become a real one.

¬-------------------
{Enticing_The_Enemy_Text_01_Title} Enticing The Enemy

{Enticing_The_Enemy_Text_01_Text1}
Hiding stronger units to the rear may entice the enemy into a rash attack. They can
then be brought up quickly to the enemy's weakest point.

¬-------------------

{Defeat_In_Detail_Text_01_Title} Defeat In Detail

{Defeat_In_Detail_Text_01_Text1}
Where the enemy are united in a single formation, manoeuvre to divide them.
Separating their force into small chunks and applying your full force to each in
turn is called "defeat in detail".

¬-------------------

{Look_At_Their_Lines_Text_01_Title} Look At The Enemy Lines

{Look_At_Their_Lines_Text_01_Text1}
Where the enemy are concentrated, prepare a defensive line, where they are strong,
avoid them. Attack where they are unprepared.

¬-------------------

{Enrage_The_Enemy_Text_01_Title} Enrage The Enemy

{Enrage_The_Enemy_Text_01_Text1}
Provoke a defending enemy into unwise attacks by enraging them. Skirmishers are a
good troop type to provoke this response

¬-------------------

{When_Outnumbered_Text_01_Title} When Outnumbered

{When_Outnumbered_Text_01_Text1}
When you are outnumbered make sure you keep the option of withdrawing open. This
will help you to reduce casualties if the battle is being lost

¬-------------------

{When_Massively_Outnumbered_Text_01_Title} When Massively Outnumbered

{When_Massively_Outnumbered_Text_01_Text1}
When massively outnumbered it may be best to avoid the battle altogether.

¬-------------------

{Make_Yourself_Invulnerable_Text_01_Title} Make Yourself Invulnerable

{Make_Yourself_Invulnerable_Text_01_Text1}
The key to victory is to make yourself invulnerable and wait for the enemy's moment
of vulnerability. Invulnerability lies in defence, and victory in attack.

¬-------------------

{Flow_Like_Water_Text_01_Title} Flow Like Water

{Flow_Like_Water_Text_01_Text1}
When attacking, flood like water around the enemy army, using your strongest units
to destroy their weakest, and avoiding their strong points. A rout starts with the
weakest unit.

¬-------------------

{Disrupt_Their_Plans_Text_01_Title} Disrupt Their Plans

{Disrupt_Their_Plans_Text_01_Text1}
To take the initiative, make the enemy move by creating a situation they must
respond to. It will disrupt their own plans. This is how you attack the heart of
the enemy's strategy on the battlefield.

¬-------------------

{Spread_Panic_Text_01_Title} Spread Panic Amongst Them

{Spread_Panic_Text_01_Text1}
You do not only win a battle by killing every last enemy soldier on the field. You
win by causing them to break and flee. When a unit routs the panic spreads, and
nearby units will join them. A trickle becomes a flood.

¬-------------------

{Maintain_Momentum_Text_01_Title} Maintain Momentum

{Maintain_Momentum_Text_01_Text1}
Momentum is overwhelming. Routing three enemy units in a battle is no great
achievement. Routing three enemy units at the same time may cause a cascade of
panic and win the battle.

¬-------------------

{Timing_Is_Everything_Text_01_Title} Timing Is Everything

{Timing_Is_Everything_Text_01_Text1}
In causing an enemy rout, timing is everything. You find weak spots in the enemy,
weaken them until they are wavering, and then hit them hard at the same time. The
more units you can rout simultaneously, the more chance the whole army will panic
and run.

¬-------------------

{Keep_Your_Distance_Text_01_Title} Keep Your Distance


{Keep_Your_Distance_Text_01_Text1}
When defending, don't be too keen to deploy close to the enemy. The further he has
to march to get to you, the more tired he will be when he arrives.

¬-------------------

{Consider_Your_Reinforcements_Text_01_Title} Consider Your Reinforcements

{Consider_Your_Reinforcements_Text_01_Text1}
When you have another general bringing reinforcements to the battle, don't be too
eager to attack. You are not at full strength until he arrives, and may need to
adopt a defensive stance at first.

¬-------------------

{Terrain_Advantage_Text_01_Title} Take Advantage Of Terrain

{Terrain_Advantage_Text_01_Text1}
There are places where a few can defend against many - river crossings, narrow
passes, hilly terrain, forts and cities. Choose your defensive positions carefully
and you can free up troops for attack.

¬-------------------

{Javelins_Vs_Armour_Legions_Text_01_Title} Use Of Pila

{Javelins_Vs_Armour_Legions_Text_01_Text1}
The selected unit carries a pilum, a special type of javelin unique to the Roman
army. Each pilum has a soft iron shaft behind the piercing head that is designed to
bend as soon as it hits a target, making it impossible to pull out and throw back.
Your unit will throw their pila before drawing their swords and charging into
battle.

¬-------------------

{Take_The_Initiative_Text_01_Title} Take The Initiative

{Take_The_Initiative_Text_01_Text1}
Take the initiative in battle by making manoeuvres the enemy must respond to. Even
if you don't follow it through, they'll be so busy countering your moves they'll
have no time to make any of their own.

¬-------------------

{Hide_Your_Intent_Text_01_Title} Hide Your Intent

{Hide_Your_Intent_Text_01_Text1}
Deploy your troops so they have no visible shape. For example, putting all your
cavalry on one flank tells the enemy your intention is to make a flanking move.
Starting with your forces dispersed and then bringing them together at the last
moment hides your intent.

¬-------------------
{Distract_The_Enemy_Text_01_Title} Distract The Enemy

{Distract_The_Enemy_Text_01_Text1}
Rather than racing the enemy to get control of high ground, try to approach it out
of sight so they see no reason to hurry, while distracting them with bait they
cannot resist.

¬-------------------

{Never_Over_Commit_Text_01_Title} Never Over-Commit Yourself

{Never_Over_Commit_Text_01_Text1}
Ordering the whole army to attack throws away any chance of gaining an advantage.
Even if you have enough brute force to win, you will have lost many more men than
you needed to.

¬-------------------

{Create_Opportunities_Text_01_Title} Create Opportunities

{Create_Opportunities_Text_01_Text1}
When you see no opportunity or advantage, create changes in the situation by
dispersal and concentration of your forces. The enemy's moves to counter you will
create opportunities.

¬-------------------

{Tire_Them_Out_Marching_Text_01_Title} Tire Them Out Through Marching

{Tire_Them_Out_Marching_Text_01_Text1}
Let an attacking enemy come to you rather than moving forward to meet them. Their
men will be tired when they arrive.

¬-------------------

{Consider_Their_Formation_Text_01_Title} Consider The Enemy Formation

{Consider_Their_Formation_Text_01_Text1}
When defending, do not attack an enemy advancing towards you in good order. If
their formation is not well ordered, take what opportunities arise.

¬-------------------

{Never_Give_Away_High_Ground_Text_01_Title} Never Give Away High Ground

{Never_Give_Away_High_Ground_Text_01_Text1}
Be wary when attacking an enemy with their backs to the hills. Expect them to
withdraw to the high ground.

¬-------------------

{Avoid_The_Elite_Text_01_Title} Avoid The Elite


{Avoid_The_Elite_Text_01_Text1}
Don't start your attack by engaging the enemy's elite troops. In a perfect battle
you would rout their army without fighting them at all.

¬-------------------

{Dangerous_When_Cornered_Text_01_Title} Dangerous When Cornered

{Dangerous_When_Cornered_Text_01_Text1}
When you surround an enemy, always leave an avenue for escape. Given no possibility
of escape, routing men will stand and fight to the death.

¬-------------------

{Keep_Them_Occupied_Text_01_Title} Keep Them Occupied

{Keep_Them_Occupied_Text_01_Text1}
Tire your enemy out by keeping them constantly occupied and making them rush about
by offering some advantage, for example by moving fast light troops into a
vulnerable position.

¬-------------------

{Mountain_Warfare_Text_01_Title} Mountain Warfare

{Mountain_Warfare_Text_01_Text1}
When fighting in mountain passes, stay close to the valley walls. You may be able
to take advantage of the slopes, or at least use them to protect one flank.

¬-------------------

{Take_The_High_Road_Text_01_Title} Take The High Ground

{Take_The_High_Road_Text_01_Text1}
Wherever possible fight downhill. Whoever is higher has a large advantage.

¬-------------------

{Avoid_Traps_Text_01_Title} Avoid Walking Into A Trap

{Avoid_Traps_Text_01_Text1}
Avoid approaching places surrounded by heights, where troops can be entrapped and
cut off, or where the land is sunken. Keep your distance and draw the enemy towards
these areas.

¬-------------------

{Scout_The_Terrain_Text_01_Title} Always Scout The Terrain

{Scout_The_Terrain_Text_01_Text1}
Be wary of ambushes where there is long grass, forest or rough terrain on the
flanks. Carefully scout them out with your light troops.
¬-------------------

{Consider_The_Birds_Text_01_Title} Consider The Birds

{Consider_The_Birds_Text_01_Text1}
Birds rising and circling is a sign of an enemy lying in ambush.

¬-------------------

{Know_The_Signs_Text_01_Title} Know The Signs

{Know_The_Signs_Text_01_Text1}
Dust rising upward in high straight columns is a sign of cavalry. Wide low clouds
indicate infantry.

¬-------------------

{Choose_Your_Ground_Text_01_Title} Choose Your Ground Carefully

{Choose_Your_Ground_Text_01_Text1}
Don't move your armies to positions where the ground is difficult to defend, or
where you can gain no advantage and would suffer casualties in a counter-attack.

¬-------------------

{Skirmish_Mode_Button_Text_01_Title} Skirmish Mode

{Skirmish_Mode_Button_Text_01_Text1}
You have pressed the skirmish mode button for the first time. This button toggles
skirmish mode on and off for the selected troops. When in skirmish mode troops will
avoid getting into hand to hand combat by keeping their distance from enemy troops.
Missile troops, like archers, are always in skirmish mode unless you turn it off,
for example if you want them to stand and fight.

¬-------------------

{Special_Abilities_Button_Text_01_Title} Special Abilities

{Special_Abilities_Button_Text_01_Text1}
You've pressed the special unit abilities button for the first time. This turns on
any special formations or abilities of the unit you have selected. As you select
different units you'll see the button change. Not all units have a special ability,
and the button is greyed out for them.

¬-------------------

{Group_Formations_Button_2_Text_01_Title} Group Formations

{Group_Formations_Button_2_Text_01_Text1}
You have pressed the group formation button for the first time. This brings up a
set of standard formations for groups of units that can save you time and effort.
Move your mouse over each formation button to see what it does.
¬-------------------

{Unit_Linking_Button_Text_01_Title} Unit Linking

{Unit_Linking_Button_Text_01_Text1}
You have pressed the unit linking button for the first time. This toggles unit
linking on and off. Unit linking automatically makes small changes to the shape and
position of the unit so there is no gap between it and the next unit. You would
only turn it off if you want very precise control over exactly where everyone
stands. It is normally on.

¬-------------------

{Withdraw_Button_Text_01_Title} Withdraw

{Withdraw_Button_Text_01_Text1}
You have pressed the withdraw button for the first time. This orders the selected
units to leave the battlefield in an orderly manner. Use it if you think you are
losing and want to save your men to fight another day. To cancel the withdraw order
simply give the units a move order.

¬-------------------

{Cancel_Order_Button_Text_01_Title} Cancel Order

{Cancel_Order_Button_Text_01_Text1}
You have pressed the cancel order button for the first time. This cancels orders
for the selected units and makes them stop where they are. You could just give them
a new order, but using this button is quicker if you need them to stop immediately.

¬-------------------

{AI_Assistance_Button_Text_01_Title} AI Assistance

{AI_Assistance_Button_Text_01_Text1}
You have pressed the AI Assistance button for the first time. When you have a group
selected, the unit linking button is replaced by this one. It appoints an AI
captain in charge of the group. You can order the whole group to move or attack,
and the captain will work out a plan and control how each unit in the group moves.
Use this if you want to give general directions, rather than worrying about each
and every unit.

¬-------------------

{Grouped_Units_Tabs_Text_01_Title} Grouped Units Tabs

{Grouped_Units_Tabs_Text_01_Text1}
These tabs let you swap between groups of units quickly and easily. Groups allow
you to control larger numbers of units with a single command. They move as one,
trying to keep their positions relative to each other.

¬-------------------
{Siege_Advice_Equipment_Attack_Ladders_With_Testudo_Text_01_Title} Using Your
Siege Ladders

{Siege_Advice_Equipment_Attack_Ladders_With_Testudo_Text_01_Text1}
Ladders are best used on lightly defended walls. To attack the walls with your
siege ladders simply left click on the ladders and then right click on a section of
wall. Be aware of enemy missile troops and move in testudo formation when
approaching the walls to prevent heavy losses.

¬-------------------

{Siege_Deployer_Scroll_Text_01_Title} Siege Deployment

{Siege_Deployer_Scroll_Text_01_Text1}
Left click and drag your siege equipment onto the unit card of the unit you want to
control the siege equipment. You can choose automatic deployment by left clicking
on the appropriate button.

¬-------------------

{Outnumbering_The_Enemy_5to1_Text_01_Title} Outnumbering The Enemy 5:1

{Outnumbering_The_Enemy_5to1_Text_01_Text1}
When you outnumber the enemy by 5 to 1, a simple strategy of "attack" will work,
but a more considered strategy may save you casualties.

¬-------------------

{Outnumbering_The_Enemy_2to1_Text_01_Title} Outnumbering The Enemy 2:1

{Outnumbering_The_Enemy_2to1_Text_01_Text1}
When you outnumber the enemy 2 to 1 the best strategy is to try to divide them
rather than simply charging in.

¬-------------------

{Cavalry_Charges_Text_01_Title} Cavalry Charges

{Cavalry_Charges_Text_01_Text1}
It is important to preserve the devastating impact a cavalry unit can have. When
going into combat with cavalry, always charge the last few yards by double right
clicking the target. Beware of charging across too great a distance though, its a
tiring business.

¬-------------------

{Defensive_Strategies_Hills_2_Text_01_Title} Defending Hills

{Defensive_Strategies_Hills_2_Text_01_Text1}
When defending a hill you can set up your defence at the base of the hill rather
than at the top. The enemy may be lured into an early attack and we can retire up
the hill as they approach.
¬-------------------

{Phalanx_Last_Stand_Text_01_Title} Defending With Phalanxes

{Phalanx_Last_Stand_Text_01_Text1}
A ring of phalanxes facing outward is a very strong formation, great for last
stands when only artillery fire can defeat it.

¬-------------------

{Anti_Flanking_Basics_2_Trigger_Title} Offer The Enemy Something

{Anti_Flanking_Basics_2_Trigger_Text1}
A sound strategy to avoid being outflanked is to deliberately offer a flank to the
enemy, but be ready to turn to face them when they arrive.

¬-------------------

{Missile_Attack_Slingers_Text_01_Title} Slings and Arrows

{Missile_Attack_Slingers_Text_01_Text1}
Slings work like arrows in most respects. However, although they have a good range,
slingers cannot fire over the heads of other units in the same way archers can. Be
careful not to place valuable infantry between your slingers and the enemy.

¬-------------------

{Retire_To_Entice_Text_01_Title} Retire to Entice

{Retire_To_Entice_Text_01_Text1}
Set up your defence at the base of the hill rather than at the top. The enemy may
be lured in to an early attack, then your forces can retire up the hill as they
approach.

¬-------------------

{When_Strong_Appear_Weak_Text_01_Title} When Strong Appear Weak

{When_Strong_Appear_Weak_Text_01_Text1}
Deploying in narrow columns rather than lines makes your troops look even fewer.
You may entice the enemy to attack before they're really ready.

¬-------------------

{When_Near_Appear_Far_Away_Text_01_Title} When Near Appear Far Away

{When_Near_Appear_Far_Away_Text_01_Text1}
Deploy a small group of men in plain view towards the rear of the enemy and hide
the main force to one side. When the enemy general takes the bait, attack their
flank.

¬-------------------
{UI_Panel_Characters_Early_Advice_Basics_Text_03_Title} Retinue

{UI_Panel_Characters_Early_Advice_Basics_Text_03_Text1}
A family member may also employ a retinue to assist him in his duties. These
retainers are listed on the same screen as vices and virtues, accessed through the
arrows at the bottom of the scroll. Mouse over them to view their descriptions and
effects.

¬-------------------

{Help_Game_Options_Scroll_Battle_Text_01_Title} Game Options

{Help_Game_Options_Scroll_Battle_Text_01_Text1}
Left click on graphic options to add or remove graphical effects and change the
resolution of the campaign map and battlefields. Left click on sound options to
change sound effects and music levels. Load or save a campaign or exit to the main
front end menu by left clicking the appropriate buttons.

¬-------------------

{Help_Battle_Stats_Screen_Text_01_Title} Battle Statistics

{Help_Battle_Stats_Screen_Text_01_Text1}
This scroll contains a full statistical unit by unit breakdown of your army's
performance in the battle.

¬-------------------

{Help_Keyboard_Shortcuts_Scroll_Text_01_Title} Battle Objectives and Keyboard


Shortcuts

{Help_Keyboard_Shortcuts_Scroll_Text_01_Text1}
From this scroll you can choose to view the battle's objectives or reference useful
keyboard shortcuts to help the battle run smoothly.

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Character_Details_Be_A_General_Text_01_Title} Military Career

{Character_Details_Be_A_General_Text_01_Text1}
This man's skills indicate that he would make a good commander of one of our
armies.

{Character_Details_Be_A_General_Text_01_Text2}
You'll find that a life in the military probably suits this man to a 'T'.

{Character_Details_Be_A_General_Text_01_Text3}
This man is best suited by his temperament and skills to be a general.

¬-------------------

{Character_Details_Super_General_Text_01_Title} Born Soldier

{Character_Details_Super_General_Text_01_Text1}
This man is obviously destined to be a great leader on the battlefield, thanks to
his commanding personality!

{Character_Details_Super_General_Text_01_Text2}
You'll find that this commanding young man will shine in a military career.

{Character_Details_Super_General_Text_01_Text3}
This man has all the skills needed to become an outstanding general.

¬-------------------

{Character_Details_Be_A_Governor_Text_01_Title} Gubernatorial Career

{Character_Details_Be_A_Governor_Text_01_Text1}
This man is best suited by his temperament to be the governor of a city, rather
than a general in some camp full of rough soldiers.

{Character_Details_Be_A_Governor_Text_01_Text2}
This man's skills indicate that he would make a good start in charge of one of our
cities.

¬-------------------

{Character_Details_Super_Governor_Text_01_Title} Born Ruler

{Character_Details_Super_Governor_Text_01_Text1}
This man is obviously destined to be an outstanding governor, thanks to his
managerial skills.

{Character_Details_Super_Governor_Text_01_Text2}
You'll find that this young man will shine in a government career, ruling one of
our settlements.

{Character_Details_Super_Governor_Text_01_Text3}
This man has all the skills needed to become a superb governor.

¬-------------------

{Character_Details_Useless_Text_01_Title} Not A Talented Person

{Character_Details_Useless_Text_01_Text1}
This man is unlikely to be mistaken for someone with talent. It's probably best not
to give him an important role in your armies or government.

{Character_Details_Useless_Text_01_Text2}
This man is not exactly the sharpest sword in the armoury. It's probably best to
give him a small job, somewhere far away and unimportant…

{Character_Details_Useless_Text_01_Text3}
Nature has not been kind to this man. His meagre skills make him best employed in a
small job, perhaps running your smallest settlement - or an army of one soldier!

¬-------------------

{Character_Details_All_Rounder_Text_01_Title} A New Paragon

{Character_Details_All_Rounder_Text_01_Text1}
This man's natural talents mean that he would be likely to excel in any job he was
given.

{Character_Details_All_Rounder_Text_01_Text2}
The Gods have been kind to this man, and produced a paragon to aid our cause! He
will work well in any capacity, as a general or city governor.

{Character_Details_All_Rounder_Text_01_Text3}
This man is a new Hercules, a new Hector, a new Horatius! Little should be beyond
his abilities.

¬-------------------

{City_Riots_Garrison_Properly_Text_01_Title} Settlement Rioting!

{City_Riots_Garrison_Properly_Text_01_Text1}
Troops are needed urgently to quell the rioters. There is no time to recruit men
from within this settlement; bring in the nearest available units to increase the
garrison size. Soldiers are a fine way to establish order in a rioting town.

{City_Riots_Garrison_Properly_Text_01_Text2}
Troops are needed urgently in this settlement. There is no time to recruit men;
bring in the nearest available units to increase the garrison size. They can help
bring rioters under control, and make the locals think before they rebel again.

{City_Riots_Garrison_Properly_Text_01_Text3}
Troops are needed urgently to quell the rioters. There is no time to recruit men
from within this settlement; bring in the nearest available units to increase the
garrison size. Sending in soldiers is one of the most effective ways of stopping a
riot.

¬-------------------

{City_Riots_Install_Better_Governor_Text_01_Title} A Fresh Face in Charge

{City_Riots_Install_Better_Governor_Text_01_Text1}
A new man as Governor might re-establish order before the riots here turn into a
revolt.

{City_Riots_Install_Better_Governor_Text_01_Text2}
A change of Governor - if the right man is appointed - might help calm the rioters.

{City_Riots_Install_Better_Governor_Text_01_Text3}
Perhaps a new Governor would calm the rioters and get them off the streets.
¬-------------------

{City_Riots_Throw_Games_Cure_Text_01_Title} Entertain the Mob

{City_Riots_Throw_Games_Cure_Text_01_Text1}
One way of calming rioters is to give them Gladiatorial Games to watch. While
diverted by blood and violence, they can hardly rebel against their masters!

{City_Riots_Throw_Games_Cure_Text_01_Text2}
Throw some Gladiatorial Games. While the Mob howl their approval at this spectacle
they may forget to riot!

{City_Riots_Throw_Games_Cure_Text_01_Text3}
Throw some Gladiatorial Games. Give the rioters something to satisfy their
bloodlust and distract them!

¬-------------------

{City_Riots_Install_A_Governor_Text_01_Title} Send A Governor

{City_Riots_Install_A_Governor_Text_01_Text1}
Perhaps sending a governor to this settlement might be a good idea. He would deal
with local issues before any riot becomes a rebellion.

{City_Riots_Install_A_Governor_Text_01_Text2}
The rioters might respond positively to a governor being appointed to manage their
settlement.

{City_Riots_Install_A_Governor_Text_01_Text3}
It's possible that the smack of firm government - or any government presence -
might quell the rioters and stop more trouble developing.

¬-------------------

{Character_Comes_Of_Age_Heir_Duelling_Banjo_Text_01_Title} Problems With The Heir

{Character_Comes_Of_Age_Heir_Duelling_Banjo_Text_01_Text1}
Now that he has come of age your heir is likely to be a public embarrassment. Steps
should be taken to bring in 'new blood'.

{Character_Comes_Of_Age_Heir_Duelling_Banjo_Text_01_Text2}
The Gods have not been kind to your family, and your heir is ill-favoured indeed.
You would do well to take steps to replace him as soon as possible.

{Character_Comes_Of_Age_Heir_Duelling_Banjo_Text_01_Text3}
It is now obvious that the shortcomings of your heir can no longer be hidden from
the public gaze. You would do well to look for a more suitable replacement.

¬-------------------

{Faction_Negative_Cashflow_Low_Reserve_High_Tax_Text_01_Title} Spending Beyond


Your Means

{Faction_Negative_Cashflow_Low_Reserve_High_Tax_Text_01_Text1}
Cut back on building work or disband some of your military. You are spending too
much money, given that it's not possible to raise taxes any higher.

¬-------------------

{Faction_Negative_Cashflow_Low_Reserve_High_Tax_Overdrawn_Text_01_Title}
Overdrawn!

{Faction_Negative_Cashflow_Low_Reserve_High_Tax_Overdrawn_Text_01_Text1}
Your extensive construction or training schedule has bankrupted your treasury! Cut
back on building work or disband some of your military. Taxes cannot be raised any
higher as you are already risking insurrection!

¬-------------------

{Faction_Negative_Cashflow_High_Support_Costs_Text_01_Title} High Wages Bill

{Faction_Negative_Cashflow_High_Support_Costs_Text_01_Text1}
Raise taxes in your towns and cities or disband some troops! Your military support
costs are bankrupting your treasury. Of course, you could always send your men to
war and plunder other lands…

¬-------------------

{Faction_Negative_Cashflow_High_Support_Costs_Overdrawn_Text_01_Title} Overdrawn!

{Faction_Negative_Cashflow_High_Support_Costs_Overdrawn_Text_01_Text1}
Your treasury is overdrawn thanks to the high cost of supporting your armies. As a
result, recruitment has been temporarily halted. You must disband some existing
units and raise taxes where possible before training can continue. Of course,
capturing another faction's territory would solve the problem...

¬-------------------

{Faction_Cashflow_Tax_Oversight_Problem_Text_01_Title} Raise Taxes!

{Faction_Cashflow_Tax_Oversight_Problem_Text_01_Text1}
You're spending more money than is coming in because the taxation policy across
your empire is generally low. Raise taxes in the most loyal settlements under your
control. Be wary though, as high taxation breeds dissent.

¬-------------------

{Faction_Cashflow_Tax_Oversight_Problem_Overdrawn_Text_01_Title} Overdrawn!

{Faction_Cashflow_Tax_Oversight_Problem_Overdrawn_Text_01_Text1}
Your treasury is overdrawn, as you're spending more money than actually comes in.
You can counteract this by raising taxes in the most loyal settlements under your
control. But be careful, as this may make them less loyal over time…

¬-------------------

{Julii_Initial_Turn_Advice_Text_01_Title} Where to Start?


{Julii_Initial_Turn_Advice_Text_01_Text1}
Your first priorities should be to conquer the nearby rebel settlement to the
north-west. Beyond that, you'll need to confront the Gauls, so start building up
your armies now.

¬-------------------

{Scipii_Initial_Turn_Advice_Text_01_Title} Where to Start?

{Scipii_Initial_Turn_Advice_Text_01_Text1}
Your first priorities should be to build up your forces on Sicily, and look to
conquering at least one of the settlements there. Choose carefully, as this means
war with the original owning faction.

¬-------------------

{Brutii_Initial_Turn_Advice_Text_01_Title} Where to Start?

{Brutii_Initial_Turn_Advice_Text_01_Text1}
Your first priority should be to build up your fleets and armies, as there is
little prospect of expansion on the Italian mainland. You can then look to
attacking the Greeks to the east.

¬-------------------

{Julii_Second_Turn_Starting_Advice_Text_01_Title} For the Future…

{Julii_Second_Turn_Starting_Advice_Text_01_Text1}
Look to reinforcing your armies, war against the Gauls may be imminent. Their
territory is the road to the northern and western world! Again, I can help through
the advice buttons in the construction and recruitment scrolls.

¬-------------------

{Scipii_Second_Turn_Starting_Advice_Text_01_Title} For the Future…

{Scipii_Second_Turn_Starting_Advice_Text_01_Text1}
Ship as many of your troops as possible to Sicily. The island is more than just
another province. It is a stepping stone to control of the seas and a staging post
for a later invasion of North Africa.

¬-------------------

{Brutii_Second_Turn_Starting_Advice_Text_01_Title} For the Future…

{Brutii_Second_Turn_Starting_Advice_Text_01_Text1}
Building up your forces will allow you to invade and conquer Greece and the
Balkans. These can be valuable provinces, and a good springboard for later attacks
to the east.

¬-------------------
{First_Incoming_Message_Text_01_Title} Incoming Message

{First_Incoming_Message_Text_01_Text1}
Left click on the boxes that slide down the left of the screen to view important
messages, right click to delete them. Message types include financial reports,
family announcements, missions from the senate and declarations of war.

¬-------------------

{Incoming_Senate_Mission_Text_01_Title} A Mission from the Senate

{Incoming_Senate_Mission_Text_01_Text1}
Periodically the Senate will give your faction optional missions to perform.
Successfully completed missions are one way to gain influence and power within the
Senate, but not the only way - as ultimately the Senate will reward any action
leading to the glory of Rome.\n\nYour first orders have arrived. Left click on the
relevant message box on the left of the screen for details of your mission.

¬-------------------

{Incoming_Message_Wonder_Captured_Text_01_Title} Wonder Captured!

{Incoming_Message_Wonder_Captured_Text_01_Text1}
Your forces have captured one of the seven Wonders of the World! Capturing a Wonder
brings financial, morale or religious benefits to your faction.

¬-------------------

{Incoming_Message_War_Declared_Text_01_Title} Declaration of War!

{Incoming_Message_War_Declared_Text_01_Text1}
War has been declared! Look to your frontier provinces to ensure they are
garrisoned and recruit extra units where necessary. Send spies to check out enemy
positions and assassins to kill their generals!

¬-------------------

{Message_Open_Adoption_Text_01_Title} Adoption

{Message_Open_Adoption_Text_01_Text1}
Adoption enables your ruling family to decide who gets into power and who is forced
out, despite blood ties. It is wise to adopt characters with good attributes as
they will be most useful in your faction's rise to Imperial dominance.

{Message_Open_Adoption_Text_02_Title} Family Tree

{Message_Open_Adoption_Text_02_Text1}
If an adopted son is a better candidate as a future leader than a natural son, then
you can make him the heir though the family tree scroll. This is accessed through
the faction summary scroll.

¬-------------------

{Message_Open_Available_Suitor_Text_01_Title} A Suitable Husband


{Message_Open_Available_Suitor_Text_01_Text1}
Get the son your leader never had by marrying off one of his daughters. A suitor
with command or management ability and influence over his fellow men will help to
ensure that future offspring have the right stuff!

¬-------------------

{Historical_Character_Appears_Text_01_Title} Legendary Character!

{Historical_Character_Appears_Text_01_Text1}
Men like this not only made their mark on the ancient world, their legacies are
still felt millennia later. Hiring a historical figure as part of a character's
retinue is bound to bring benefits to your faction in their particular field of
expertise.

¬-------------------

{Incoming_Senate_Message_Text_01_Title} A Message from Rome

{Incoming_Senate_Message_Text_01_Text1}
News from the Senate has arrived. Left click on the message box to read it.

¬-------------------

{Senate_Mission_Outstanding_Text_01_Title} The Senate Expects…

{Senate_Mission_Outstanding_Text_01_Text1}
Think carefully before ignoring a mission from the Senate. Everything in Rome has
its price, and carrying out missions for the Senate encourages the Senate's
goodwill. They will reward those who do their duties!

¬-------------------

{Senate_Mission_Clock_Running_Text_01_Title} Ignoring the Will of the Senate

{Senate_Mission_Clock_Running_Text_01_Text1}
Little time now remains for you to carry out the Senate's mission. Obeying the
orders of the Senate is one way for loyal Romans to gain rewards.

{Senate_Mission_Clock_Running_Text_01_Text2}
The patience of the Senators of Rome to see their mission carried out will soon be
at an end. Should you wish to be seen as a loyal Roman, action needs to be taken!

¬-------------------

{Character_Suggested_Action_Attack_Enemy_Text_01_Title} Attack!

{Character_Suggested_Action_Attack_Enemy_Text_01_Text1}
An attack on this enemy would be the best course of action at the present.

{Character_Suggested_Action_Attack_Enemy_Text_01_Text2}
Attacking this foul enemy would be for the best. They do deserve it, after all.
{Character_Suggested_Action_Attack_Enemy_Text_01_Text3}
Attack is the best form of defence, and we should never miss an opportunity to
'defend' ourselves.

{Character_Suggested_Action_Attack_Enemy_Text_01_Text4}
An attack on this enemy would be a good move at this time.

¬-------------------

{City_Construction_Advice_Generalised_Mines_Text_01_Title} A Building Strategy:


Mining

{City_Construction_Advice_Generalised_Mines_Text_01_Text1}
Build more mines here to exploit local resources. The wealth of the settlement will
grow - and so will the money we take in taxes!

¬-------------------

{City_Construction_Advice_Generalised_Trader_Roads_Done__Text_01_Title} A
Building Strategy: Trade

{City_Construction_Advice_Generalised_Trader_Roads_Done__Text_01_Text1}
Build better markets to improve the settlement's trade wealth. Traders, larger
markets and Roman forums are all levels of trade buildings.

¬-------------------

{City_Construction_Advice_Generalised_Trader_Text_01_Title}A Ruling Strategy: Roads


and Trade

{City_Construction_Advice_Generalised_Trader_Text_01_Text1}
Better roads will improve a settlement's trade wealth when used in conjunction with
traders, markets and forums.

¬-------------------

{City_Construction_Advice_Generalised_Farms_Text_01_Title} A Building Strategy:


Farming

{City_Construction_Advice_Generalised_Farms_Text_01_Text1}
Build more farms here and the population will rise as the food supply improves - so
will our income from taxes!

¬-------------------

{Character_Suggested_Action_Attack_Settlement_Text_01_Title} Attack!

{Character_Suggested_Action_Attack_Settlement_Text_01_Text1}
An assault on this enemy stronghold could do us nothing but good.

{Character_Suggested_Action_Attack_Settlement_Text_01_Text2}
Attacking this nest of enemies would be a fine strategy. After all, do they really
deserve to have such a settlement?
{Character_Suggested_Action_Attack_Settlement_Text_01_Text3}
To deprive the enemy of one of his reeking collections of hovels is actually a
kindness, so attack at once!

{Character_Suggested_Action_Attack_Settlement_Text_01_Text4}
An attack on this settlement would be a fine move at this time.

¬-------------------

{Character_Suggested_Action_Patrol_Region_Text_01_Title} Stand Watch

{Character_Suggested_Action_Patrol_Region_Text_01_Text1}
This region needs defending from all enemies, both internal and external.

{Character_Suggested_Action_Patrol_Region_Text_01_Text2}
The region should be defended for the moment.

{Character_Suggested_Action_Patrol_Region_Text_01_Text3}
A defensive garrison in this region can only be to our benefit.

{Character_Suggested_Action_Patrol_Region_Text_01_Text4}
Maintaining a presence in the region secures our control over the area.

¬-------------------

{Character_Suggested_Action_Do_Nothing_Text_01_Title} Wait And See

{Character_Suggested_Action_Do_Nothing_Text_01_Text1}
Sometimes war and politics dictate that doing nothing is the best policy.

{Character_Suggested_Action_Do_Nothing_Text_01_Text2}
This man is doing a fine job for us right where he is at the moment.

{Character_Suggested_Action_Do_Nothing_Text_01_Text3}
There is no need to move this man for now.

{Character_Suggested_Action_Do_Nothing_Text_01_Text4}
This man is in the right place and at the right time.

¬-------------------

{Character_Suggested_Action_Move_To_Region_Text_01_Title} Time To Move

{Character_Suggested_Action_Move_To_Region_Text_01_Text1}
A march into this region would be advisable at this time.

{Character_Suggested_Action_Move_To_Region_Text_01_Text2}
Moving to this region now would be a good policy.

{Character_Suggested_Action_Move_To_Region_Text_01_Text3}
This man does little good here. He should go to this region.

{Character_Suggested_Action_Move_To_Region_Text_01_Text4}
This man would be of more use to our empire if he was elsewhere - how about this
region?
¬-------------------

{Character_Suggested_Merge_Armies_Text_01_Title} Combine Forces

{Character_Suggested_Merge_Armies_Text_01_Text1}
Merging these armies would be a prudent course of action.

¬-------------------

{City_Training_No_Facilities_Here_Text_01_Title} Military Units Cannot Train


Here...\n

{City_Training_No_Facilities_Here_Text_01_Text1}
This settlement cannot yet be used to recruit troops, as it lacks the right
buildings! You need to build a Governor's House here, as this will then allow more
military buildings to be constructed.

¬-------------------

{City_Health_Low_No_Sewers_Plague_Risk_Text_01_Title} Ripe For An Epidemic

{City_Health_Low_No_Sewers_Plague_Risk_Text_01_Text1}
Build - or improve - sewers here to safeguard the health of your people and make it
a cleaner, healthier place (sewers can be built once a governor's villa or
equivalent has been constructed). Filth encourages disease outbreaks.

¬-------------------

{City_Health_Slow_Breeding_Effect_Text_01_Title} Slow Population Growth

{City_Health_Slow_Breeding_Effect_Text_01_Text1}
Build - or improve - sewers and other public health structures here to improve
population growth (sewers can be built once a governor's villa or equivalent has
been constructed). At present this is not a town where the young always survive.

¬-------------------

{City_Health_Plague_Garrison_Present_Text_01_Title} Plague!

{City_Health_Plague_Garrison_Present_Text_01_Text1}
Impose a quarantine! Do not move anyone in or out of the town until the plague has
abated! It may already be too late, but there is no need to help plague spread
further!

¬-------------------

{City_Loyalty_Low_High_Tax_Increase_Garrison_Warning_Text_01_Title} Increase
Garrison Size

{City_Loyalty_Low_High_Tax_Increase_Garrison_Warning_Text_01_Text1}
Public order in this settlement is getting low, without action there is a
possibility of rioting or a revolt here. You should send extra troops to keep the
population properly loyal.
¬-------------------

{Characters_Agent_Diplomat_Early_Advice_Text_01_Title} Diplomats

{Characters_Agent_Diplomat_Early_Advice_Text_01_Text1}
You can move your diplomat by right clicking on any part of the highlighted area.
Right click on a character, army or settlement belonging to a rival faction to
start the diplomatic process.

{Characters_Agent_Diplomat_Early_Advice_Text_02_Title} More On Diplomats

{Characters_Agent_Diplomat_Early_Advice_Text_02_Text1}
A diplomat can board a fleet at a coast by right clicking to move him onto it.

¬-------------------

{Characters_Agent_Spy_Early_Advice_Text_01_Title} Spies

{Characters_Agent_Spy_Early_Advice_Text_01_Text1}
You can move your spy by right clicking on any part of the highlighted area. Spies
can only carry out one mission each turn. Right click on an army, character or
settlement belonging to a rival faction to discover secret information.

{Characters_Agent_Spy_Early_Advice_Text_02_Title} More On Spies

{Characters_Agent_Spy_Early_Advice_Text_02_Text1}
A spy can be killed when trying to carry out a mission. If the mission succeeds,
though, the spy may gain experience and be less likely to fail in future.

¬-------------------

{Character_Agent_Assassin_Early_Advice_Text_01_Title} Assassins

{Character_Agent_Assassin_Early_Advice_Text_01_Text1}
You can move your assassin by right clicking on any part of the highlighted area.
Moving an assassin onto an army or settlement allows an assassination attempt on
the general or governor. Assassins can only attempt one mission each turn. Right
click on a character belonging to a rival faction to try to kill them.

{Character_Agent_Assassin_Early_Advice_Text_02_Title} More On Assassins

{Character_Agent_Assassin_Early_Advice_Text_02_Text1}
An experienced assassin is morely likely to kill his target. The assassin may also
gain experience and be less likely to fail in future. If he fails, an assassin can
be killed when trying to carry out a mission.

¬-------------------

{Assassination_Mission_Scroll_Text_01_Title} Assassination and Sabotage Missions

{Assassination_Mission_Scroll_Text_01_Text1}
Decide if the chance of successfully killing the target or sabotaging a building in
the enemy settlement is worth the risk to your assassin's life, then carry out the
mission by highlighting your chosen target and left clicking on the button in the
bottom left hand corner.

¬-------------------

{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Title} Force Diplomacy

{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Text1}
You can force this faction to accept your offer by clicking on the "show me how"
button.

¬-------------------

{Characters_Agent_Army_Early_Advice_Text_01_Title} Armies

{Characters_Agent_Army_Early_Advice_Text_01_Text1}
Right click to move your army to any part of the highlighted area. Attack by right
clicking on a rival's army or settlement. Merge with a friendly army by moving to
the same spot. Board a fleet at a coast by moving onto it.

{Characters_Agent_Army_Early_Advice_Text_02_Title} Army Combat Power

{Characters_Agent_Army_Early_Advice_Text_02_Text1}
The strength of an army is shown on its banner - the more colour on the banner, the
more men are present. Any stars next to the army show the Command rating of its
general.

{Enemy_Zone_Of_Movement_Text_01_Title} Enemy Zone Of Movement

{Enemy_Zone_Of_Movement_Text_01_Text1}
When defending your territory it is important to know how far enemy armies are able
to move. Mouse over an enemy army and the yellow zone will show you this. When an
enemy army is blocking your path the terrain will be highlighted red at the choke
point. You must fight the enemy army to pass through, or find an alternative route.

{Characters_Agent_Army_Early_Advice_Text_03_Title} Ambushes and Armies

{Characters_Agent_Army_Early_Advice_Text_03_Text1}
Send your army into a forest, and they'll wait to ambush passing enemies. But
beware! Hidden enemies can ambush your armies in just the same way!

{Characters_Agent_Army_Early_Advice_Text_05_Title} Watchtowers

{Characters_Agent_Army_Early_Advice_Text_05_Text1}
Watchtowers enable you to see further into territory adjacent to your own without
risking the lives of your spies. Your army can build a watchtower if it is led by a
member of your faction's family in a region you control. Build one by left clicking
on the construction queue button when outside a settlement.

¬-------------------

{UI_Panel_Prebattle_Advice_Text_01_Title} Battle is Imminent!

{UI_Panel_Prebattle_Advice_Text_01_Text1}
Winning a battle isn't just about troop numbers. The balance of unit types and
general's command ability are essential. Look at the army strength ratio and any
reinforcement information before committing your troops. The buttons on the right
of this scroll represent your battle options. Mouse over them to see what each one
does.

¬-------------------

{Characters_Agent_Fleet_Early_Advice_Text_01_Title} Fleets

{Characters_Agent_Fleet_Early_Advice_Text_01_Text1}
Right click to move your fleet to any part of the highlighted area. Move the fleet
to a coastal square to disembark anyone it is carrying.

{Characters_Agent_Fleet_Early_Advice_Text_02_Title} More On Fleets

{Characters_Agent_Fleet_Early_Advice_Text_02_Text1}
You can attack a fleet belonging to another faction when it is within the
highlighted area. Right click on the enemy fleet to engage in naval combat.

{Characters_Agent_Fleet_Early_Advice_Text_03_Title} Increasing your Sea Power

{Characters_Agent_Fleet_Early_Advice_Text_03_Text1}
Build ports, shipwrights and dockyards for the ability to construct bigger and
better fleets. Fleets can also be made stronger by merging them together as you
would armies - simply select a fleet and then right click over another that you
wish to merge with.

¬-------------------

{UI_Panel_Naval_Prebattle_Advice_Text_01_Title} Naval Combat!

{UI_Panel_Naval_Prebattle_Advice_Text_01_Text1}
Much like land battles, victory in naval warfare isn't merely a case of superior
numbers. The skill of the admiral is crucial in avoiding a watery grave! Look at
the command ability of the enemy before commiting your fleet to action, but beware
- if you are attacked it may not be possible to avoid combat!

¬-------------------

{Characters_Agent_Army_No_MPs_Early_Advice_Text_01_Title} Move Finished

{Characters_Agent_Army_No_MPs_Early_Advice_Text_01_Text1}
Your army cannot move any further this turn. It will be available again next turn.

¬-------------------

{Characters_Agent_Spy_No_MPs_Early_Advice_Text_01_Title} Move Finished

{Characters_Agent_Spy_No_MPs_Early_Advice_Text_01_Text1}
Your spy can move no further this turn. He will be available again next turn.

¬-------------------

{Characters_Agent_Diplomat_No_MPs_Early_Advice_Text_01_Title} Move Finished

{Characters_Agent_Diplomat_No_MPs_Early_Advice_Text_01_Text1}
Your diplomat can move no further this turn. He will be available again next turn.

¬-------------------

{Characters_Agent_Assassin_No_MPs_Early_Advice_Text_01_Title} Move Finished

{Characters_Agent_Assassin_No_MPs_Early_Advice_Text_01_Text1}
Your assassin can go no further this turn. He will be available again next turn.

¬-------------------

{UI_Panel_Settlement_Advanced_Advice_Text_01_Title} Settlement Details

{UI_Panel_Settlement_Advanced_Advice_Text_01_Text1}
This scroll contains a detailed look at the various aspects of settlement
management. Details of this settlement's trade situation can be viewed by clicking
on the trade summary scroll button at the bottom left of this scroll.

¬-------------------

{UI_Panel_Trade_Early_Advice_Basics_Text_01_Title} Settlement Trade Summary

{UI_Panel_Trade_Early_Advice_Basics_Text_01_Text1}
This scroll enables you to view the tradeable goods in your settlement, as well as
income from farming, mining and trade with other settlements.

¬-------------------

{UI_Panel_Building_Early_Advice_Basics_Text_02_Title} Construction Advice

{UI_Panel_Building_Early_Advice_Basics_Text_02_Text1}
Left click on my portrait in the scroll to ask for advice on what to build next in
this settlement.

¬-------------------

{UI_Panel_Training_Early_Advice_Basics_Text_02_Title} Recruitment Advice

{UI_Panel_Training_Early_Advice_Basics_Text_02_Text1}
Left click on my portrait in the scroll to ask for advice on what unit to recruit
next from this settlement.

{UI_Panel_Training_Early_Advice_Basics_Text_03_Title} Improved Weapons and Armour

{UI_Panel_Training_Early_Advice_Basics_Text_03_Text1}
You can obtain better quality weapons and armour for your men by constructing a
blacksmith, armourer or foundry in this settlement. Once complete, these buildings
provide superior equipment for all new units trained here.

¬-------------------

{UI_Panel_Hire_Mercenaries_Open_Text_01_Title} Mercenaries
{UI_Panel_Hire_Mercenaries_Open_Text_01_Text1}
The number of mercenary units of a certain type available is displayed in the top
right hand corner of its unit card. Mouse over a unit to see its cost. Left click
on a unit to put it into the recruitment queue. When ready to hire left click on
the hire all queued units button in the bottom right of the scroll.

¬-------------------

{UI_Panel_Diplomatic_Standing_Early_Advice_Basics_Text_01_Title} Diplomatic
Standing

{UI_Panel_Diplomatic_Standing_Early_Advice_Basics_Text_01_Text1}
This scroll enables you to view the state of diplomatic relations between each
faction at a glance. Use this scroll to aid you in making and breaking alliances
during your campaign.

¬-------------------

{UI_Panel_Senate_Missions_Early_Advice_Basics_Text_01_Title} Senate Missions


Log

{UI_Panel_Senate_Missions_Early_Advice_Basics_Text_01_Text1}
The senate will give your faction goals to achieve from time to time. These will
take the form of conquests or diplomatic missions. The details of these missions
are stored here. You can also ascertain the senate's present attitude towards your
faction from this scroll.

¬-------------------

{UI_Panel_Family_Tree_Early_Advice_Basics_Text_01_Title} Family Tree

{UI_Panel_Family_Tree_Early_Advice_Basics_Text_01_Text1}
You can view your faction's family tree from here. You can also change your
faction's heir by selecting a portrait and clicking on the laurel button on the
left of the scroll.

¬-------------------

{Fort_Abandoned_Warning_Text_01_Title} Abandoned Fort!

{Fort_Abandoned_Warning_Text_01_Text1}
You are leaving your fort unattended! Be warned that after a turn it will fall into
ruin and disappear from the map.

¬-------------------

{City_Loyalty_Garrison_Leaves_Warning_Text_01_Title} No Garrison In Settlement!\n

{City_Loyalty_Garrison_Leaves_Warning_Text_01_Text1}
Leaving a settlement without a garrison invites invasion and insurrection! Troops
would be useful here in keeping rivals at bay and maintaining public order.

¬-------------------
{City_Loyalty_Low_No_Garrison_Warning_Text_01_Title} Risk of Insurrection!

{City_Loyalty_Low_No_Garrison_Warning_Text_01_Text1}
The public order level in this settlement is getting dangerously low, send some
troops to help the populace decide where their loyalties really lie.

¬-------------------

{Merge_Armies_Scroll_Text_01_Title} Merging Armies

{Merge_Armies_Scroll_Text_01_Text1}
This scroll appears when you attempt to merge two armies that would contain too
many units if combined. Use this scroll to manually merge selected units. Click on
the general (if any) or unit you wish to move, and then click on the large central
button to move the unit into the other army. You can select more than one unit at a
time to move.

¬-------------------

{Events_Log_Scroll_Text_01_Title} Events Log

{Events_Log_Scroll_Text_01_Text1}
This scroll shows all events that have affected your faction to date including
births, deaths and marriages; along with important battles and conquests.

¬-------------------

{Building_Details_Scroll_Text_01_Title} Building Information

{Building_Details_Scroll_Text_01_Text1}
This scroll gives you all the important information about a particular building:
how much it costs, how long it takes to construct, and its game effects. Some
buildings can be important because they allow you to build other, more advanced
buildings in future, so it's worth reading all the information here.

¬-------------------

{UI_Panel_Settlement_Early_Advice_Text_02_Title} Settlement Basics

{UI_Panel_Settlement_Early_Advice_Text_02_Text1}
Use this scroll to review the economic conditions in a settlement, change the tax
rate, adjust the frequency of gladiatorial games and maintain the construction
queue. Left click on the recruitment/construction toggle button to switch to the
recruitment queue. More detailed statistics and trade details can be found by left
clicking on the buttons at the top left of the scroll.

{UI_Panel_Settlement_Early_Advice_Text_04_Title} Settlement Advice

{UI_Panel_Settlement_Early_Advice_Text_04_Text1}
It is important to regularly review the happiness of your population. Happiness is
measured through public order and a steady population growth. Managing the tax rate
is an important factor in maintaining a happy, loyal populace.

{UI_Panel_Settlement_Early_Advice_Text_07_Title} Building Browser


{UI_Panel_Settlement_Early_Advice_Text_07_Text1}
The building browser button to the left of this scroll gives access to the game's
technology tree, allowing you to easily plan the growth of your settlements.

{UI_Panel_Settlement_Early_Advice_Text_08_Title} Overseas Trade

{UI_Panel_Settlement_Early_Advice_Text_08_Text1}
In coastal settlements construct a port in addition to a trader or market to begin
trading with overseas settlements. Be warned though - the outbreak of hostilities
may result in the enemy blockading your naval trade routes!

¬-------------------

{Characters_Agent_ArmyGeneral_Early_Advice_Text_01_Title} Armies

{Characters_Agent_ArmyGeneral_Early_Advice_Text_01_Text1}
Right click to move your army to any part of the highlighted area. Attack by right
clicking on a rival's army or settlement. Merge with a friendly army by moving to
the same spot. Embark on a fleet at a coast by moving onto it.

{Characters_Agent_ArmyGeneral_Early_Advice_Text_02_Title} Army Combat Power

{Characters_Agent_ArmyGeneral_Early_Advice_Text_02_Text1}
The strength of an army is shown on its banner - the more colour on the banner, the
more men are present. Any stars next to the army show the Command rating of its
general.

{Help_Enemy_Zone_Of_Movement_Text_01_Title} Enemy Zone Of Movement

{Help_Enemy_Zone_Of_Movement_Text_01_Text1}
When defending your territory it is important to know how far enemy armies are able
to move. Mouse over an enemy army and the yellow zone will show you this. When an
enemy army is blocking your path the terrain will be highlighted red at the choke
point. You must fight the enemy army to pass through, or find an alternative route.

{Characters_Agent_ArmyGeneral_Early_Advice_Text_03_Title} Ambushes and Armies

{Characters_Agent_ArmyGeneral_Early_Advice_Text_03_Text1}
Send your army into a forest, and they'll wait to ambush passing enemies. But
beware! Hidden enemies can ambush your armies in just the same way!

{Characters_Agent_ArmyGeneral_Early_Advice_Text_05_Title} Watchtowers

{Characters_Agent_ArmyGeneral_Early_Advice_Text_05_Text1}
Watchtowers enable you to see further into territory that is adjacent to your own
without risking the lives of your spies. Your army can build a watchtower if it is
led by a member of your faction's ruling family and you control the province. Build
by left clicking on the construction queue button away from a settlement. The
button will be disabled if the terrain is unsuitable.

{Characters_Agent_ArmyGeneral_Early_Advice_Text_06_Title} Mercenaries

{Characters_Agent_ArmyGeneral_Early_Advice_Text_06_Text1}
Your armies can hire local mercenaries to fight alongside them, but be aware of
their hire costs. To hire mercenaries left click on the recruitment queue button
when outside a settlement. The button will be disabled if there are no mercenaries
for hire.
¬-------------------

{Game_Options_Scroll_Text_01_Title} Game Options

{Game_Options_Scroll_Text_01_Text1}
Left click on graphics options to add or remove graphical effects and change the
resolution of the campaign map and battlefields. Left click on sound options to
change SFX and music levels. Load or save a campaign or exit to the main front end
menus by left clicking the appropriate buttons.

¬-------------------

{Eagle_Lost_Text_01_Title} An Eagle Has Been Lost!

{Eagle_Lost_Text_01_Text1}
Your army has lost its legionary eagle, bringing shame and disgrace upon
themselves. The enemy have taken this great prize to their nearest settlement, you
must recover it within ten turns or face the scorn of the People and the Senate of
Rome!

¬-------------------

{Attack_Allies_Scroll_Text_01_Title} Think Before You Act

{Attack_Allies_Scroll_Text_01_Text1}
You are about to launch an attack on a faction you are allied to. Think carefully
before you make this decision, once it becomes common knowledge that your word
means little, you may find it difficult to make future deals and forge alliances.

¬-------------------

{City_Training_barb_peasant_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_barb_peasant_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Barbarian Peasants at this time.
They are not a great military force, but they are cheap sword-fodder!

¬-------------------

{City_Training_barb_peltast_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_barb_peltast_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a Skirmisher Warband at this time.
Skirmishers are used to screen the main part of an army in the early stages of a
battle.

¬-------------------

{City_Training_barb_slinger_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_barb_slinger_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Slingers at this time. These
missile troops can attack at range, and can bring down even the mightiest warriors
- with a bit of luck!

¬-------------------

{City_Training_barb_archer_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_barb_archer_Unit_Next_Text_01_Text1}
It would be a sound strategy to train an Archer Warband at this time. Archers can
bombard enemies and weaken them before combat is joined .

¬-------------------

{City_Training_warband_archer_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_warband_archer_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a Chosen Archer Warband at this time. Missile
troops can attack enemies from a distance, and cause casualties before the main
battle is joined.

¬-------------------

{City_Training_warband_huntsman_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_warband_huntsman_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a Forester Warband at this time. Archers can
bombard enemies before combat is joined and weaken them.

¬-------------------

{City_Training_warband_hurler_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_warband_hurler_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Head Hurlers at this time. The
psychological effect of having the lime-coated head of a former friend thrown back
at you is not to be underestimated!

¬-------------------

{City_Training_barb_infantry_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_barb_infantry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a Warband at this time. An army needs a solid
core of good fighters.

¬-------------------

{City_Training_warband_spear_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_warband_spear_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a Spear Warband at this time. An army needs a
solid core of good fighters.

¬-------------------

{City_Training_warband_sword_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_warband_sword_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Swordsmen at this time. Infantry
are the best all-round troops, and able to counter spearmen most effectively.

¬-------------------

{City_Training_warband_axe_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_warband_axe_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Axemen at this time. Infantry are
the best all-round troops, and able to counter spearmen most effectively.

¬-------------------

{City_Training_warband_falx_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_warband_falx_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Falxmen at this time. Infantry are
the best all-round troops, and able to counter spearmen most effectively.

¬-------------------

{City_Training_barb_warband_dhaxe_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_barb_warband_dhaxe_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Chosen Axemen at this time. These
are among your best warriors, and can stiffen any army.

¬-------------------

{City_Training_barb_warguard_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_barb_warguard_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Chosen Swordsmen at this time.
These are among your best warriors, and can stiffen any army.

¬-------------------

{City_Training_warband_woad_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_warband_woad_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Woad Warriors at this time. Heavy
infantry do the real killing work in any battle line, and are often battle-winning
troops.
¬-------------------

{City_Training_barb_naked_fanatics_Unit_Next_Text_01_Title}Suggested
Recruitment...\n

{City_Training_barb_naked_fanatics_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Naked Fanatics at this time. Heavy
infantry do the real killing work in any battle line, and are often battle-winning
troops.

¬-------------------

{City_Training_barb_druids_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_barb_druids_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Druids at this time. The power of
the old gods is not to be underestimated.

¬-------------------

{City_Training_barb_night_raiders_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_barb_night_raiders_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Night Raiders at this time. Heavy
infantry do the real killing work in any battle line, and are often battle-winning
troops.

¬-------------------

{City_Training_barb_berserker_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_barb_berserker_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a Berserker Warband at this time. These men
are brave beyond measure and rather frightening to our enemies!

¬-------------------

{City_Training_barb_screeching_woman_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_barb_screeching_woman_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Screeching Women at this time,
because behind the bravest of men are the scariest of women!

¬-------------------

{City_Training_barb_wardogs_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_barb_wardogs_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Warhounds at this time. Many
foreign soldiers are fazed when they are attacked by barely-trained savage beasts!
¬-------------------

{City_Training_barb_cavalry_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_barb_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Barbarian Cavalry at this time.
Cavalry are useful to protect flanks, charge shaken enemies and hunt them from the
battlefield!

¬-------------------

{City_Training_barb_noble_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_barb_noble_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Barbarian Noble Cavalry at this
time. These heavier cavalry can be used to break lesser enemy formations.

¬-------------------

{City_Training_barb_gothic_cavalry_Unit_Next_Text_01_Title}Suggested
Recruitment...\n

{City_Training_barb_gothic_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Gothic Cavalry at this time. These
heavier cavalry can be used to break lesser enemy formations.

¬-------------------

{City_Training_barb_chariot_light_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_barb_chariot_light_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of British Light Chariots at this
time. These can be used to harry enemy units, chase skirmishers away and even
pursue fleeing enemies!

¬-------------------

{City_Training_barb_chariot_heavy_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_barb_chariot_heavy_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of British Heavy Chariots at this
time. Like heavy cavalry heavy chariots are useful to break enemy units by
charging, and as a mobile reserve in battle.

¬-------------------

{City_Training_barb_horse_archers_Unit_Next_Text_01_Title} Suggested
Recruitment...\n
{City_Training_barb_horse_archers_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Scythian Horse Archers at this
time. Horse archers are superb for showering enemies with arrows while staying out
of hand-to-hand combat.

¬-------------------

{City_Training_barb_head_hunting_maidens_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_barb_head_hunting_maidens_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Head Hunting Maidens at this time.
Missile troops can attack enemies from a distance, and cause casualties before the
main battle is joined.

¬-------------------

{City_Training_barb_scythian_nobles_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_barb_scythian_nobles_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Scythian Nobles at this time. Horse
archers are superb for showering enemies with arrows while staying out of hand-to-
hand combat.

¬-------------------

{City_Training_barb_scythian_noblewomen_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_barb_scythian_noblewomen_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Scythian Noble Women at this time.
Horse archers are superb for showering enemies with arrows while staying out of
hand-to-hand combat.

¬-------------------

{City_Training_barb_ballista_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_barb_ballista_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Ballistae at this time. Artillery
can attack enemies at a distance, and batter down fortifications.

¬-------------------

{City_Training_barb_onager_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_barb_onager_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Onagers at this time. Artillery can
attack enemies at a distance, and batter down fortifications.

¬-------------------
{City_Training_barb_chieftain_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_barb_chieftain_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a Barbarian Warlord at this time. An heroic
leader is always a sound investment.

¬-------------------

{City_Training_barb_noble_horse_archers_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_barb_noble_horse_archers_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Scythian Noble Archers at this
time. Horse archers are superb for showering enemies with arrows while staying out
of hand-to-hand combat.

¬-------------------

{City_Training_carthaginian_peasant_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_peasant_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Peasants at this time. They are not
a great military force, but they are cheap sword-fodder!

¬-------------------

{City_Training_carthaginian_peltast_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_peltast_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Skirmishers at this time.
Skirmishers like these are useful to harass enemies and screen your main forces.

¬-------------------

{City_Training_carthaginian_slinger_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_slinger_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Slingers at this time. These
missile troops can attack at range, and can bring down even the mightiest warriors
- with a bit of luck!

¬-------------------

{City_Training_carthaginian_archer_Unit_Next_Text_01_Title}Suggested
Recruitment...\n

{City_Training_carthaginian_archer_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Archers at this time. Missile
troops can attack enemies from a distance, and cause casualties before the main
battle is joined
¬-------------------

{City_Training_carthaginian_city_militia_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_city_militia_Unit_Next_Text_01_Text1}
It would be a sound strategy to train Town Militia at this time. Militia men are
bands of peasants with basic military training.

¬-------------------

{City_Training_carthaginian_infantry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_infantry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Iberian Infantry at this time.
Infantry are the best all-round troops, and able to counter spearmen most
effectively.

¬-------------------

{City_Training_carthaginian_medium_infantry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_medium_infantry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Libyan Spearmen at this time.
Spearmen are good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_carthaginian_heavy_infantry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_heavy_infantry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Poeni Infantry at this time. Heavy
infantry do the real killing work in any battle line, and are often battle-winning
troops.

¬-------------------

{City_Training_carthaginian_sacred_band_infantry_Unit_Next_Text_01_Title}
Suggested Recruitment...\n

{City_Training_carthaginian_sacred_band_infantry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a Sacred Band at this time. Heavy infantry do
the real killing work in any battle line, and are often battle-winning troops.

¬-------------------

{City_Training_spanish_scutarii_Unit_Next_Text_01_Title} Suggested
Recruitment...\n
{City_Training_spanish_scutarii_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Scutarii at this time. Medium
troops such as these are versatile general purpose unit good for many tasks on the
battlefield.

¬-------------------

{City_Training_spanish_bull_warriors_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_spanish_bull_warriors_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Bull Warriors at this time. Medium
troops such as these are versatile general purpose unit good for many tasks on the
battlefield.

¬-------------------

{City_Training_numidian_javelinmen_Unit_Next_Texr_01_Title}Suggested
Recruitment...\n

{City_Training_numidian_javelinmen_Unit_Next_Texr_01_Text1}
It would be a sound strategy to train a unit of Numidian Javelinmen at this time.
Skirmishers like these are useful to harass enemies and screen your main forces.

¬-------------------

{City_Training_numidian_desert_warriors_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_numidian_desert_warriors_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Desert Infantry at this time.
Infantry are the best all-round troops, and able to counter spearmen most
effectively.

¬-------------------

{City_Training_numidian_legionaries_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_numidian_legionaries_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Numidian Legionaries at this time.
Infantry are the best all-round troops, and able to counter spearmen most
effectively.

¬-------------------

{City_Training_carthaginian_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Round Shield Cavalry at this time.
Light cavalrymen are useful to drive off skirmishers and horse archers, as well as
pursue fleeing foes.
¬-------------------

{City_Training_carthaginian_medium_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_medium_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Long Shield Cavalry at this time.
Heavy cavalrymen are useful to break enemy units by charging, and as a mobile
reserve in battle.

¬-------------------

{City_Training_carthaginian_general's_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_general's_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a General's Bodyguard at this time. An heroic
leader is always a sound investment.

¬-------------------

{City_Training_carthaginian_royal_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_royal_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Sacred Band Cavalry at this time.
Heavy cavalrymen are useful to break enemy units by charging, and as a mobile
reserve in battle.

¬-------------------

{City_Training_numidian_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_numidian_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Numidian Cavalry at this time.
Light cavalrymen are useful to drive off skirmishers and horse archers, as well as
pursue fleeing foes.

¬-------------------

{City_Training_numidian_camel_riders_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_numidian_camel_riders_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Numidian Camel Riders at this time.
Camel-mounted troops upset horses, and get a bonus in combat against cavalry.

¬-------------------

{City_Training_carthaginian_warhounds_Unit_Next_Text_01_Title} Suggested
Recruitment...\n
{City_Training_carthaginian_warhounds_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Warhounds at this time. Bred for
war, these dogs are hugely intimidating and savage creatures!

¬-------------------

{City_Training_carthaginian_elephant_forest_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_elephant_forest_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Elephants at this time. Elephants
are the ultimate shock-troops, able to break into any battle line.

¬-------------------

{City_Training_carthaginian_elephant_african_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_elephant_african_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of War Elephants at this time.
Elephants are the ultimate shock-troops, able to break into any battle line.

¬-------------------

{City_Training_carthaginian_elephant_african_cataphract_Unit_Next_Text_01_Title}
Suggested Recruitment...\n

{City_Training_carthaginian_elephant_african_cataphract_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Armoured Elephants at this time.
Elephants are the ultimate shock-troops, able to break into any battle line.

¬-------------------

{City_Training_carthaginian_onager_Unit_Next_Text_01_Title}Suggested
Recruitment...\n

{City_Training_carthaginian_onager_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Onagers at this time. Artillery can
attack enemies at a distance, and batter down fortifications.

¬-------------------

{City_Training_carthaginian_heavy_onager_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_carthaginian_heavy_onager_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Heavy Onagers at this time.
Artillery can attack enemies at a distance, and batter down fortifications.

¬-------------------

{City_Training_east_peasant_Unit_Next_Text_01_Title} Suggested Recruitment...\n


{City_Training_east_peasant_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Peasants at this time. They are not
a great military force, but they are cheap sword-fodder!

¬-------------------

{City_Training_east_peltast_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_east_peltast_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Peltasts at this time. Skirmishers
like these are useful to harass enemies and screen your main forces.

¬-------------------

{City_Training_east_slinger_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_east_slinger_Unit_Next_Text_01_Text1}
It would be a sound strategy to train Slingers at this time. These missile troops
can attack at range, and can bring down even the mightiest warriors - with a bit of
luck!

¬-------------------

{City_Training_east_archer_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_east_archer_Unit_Next_Text_01_Text1}
It would be a sound strategy to train Archers at this time. Missile troops can
attack enemies from a distance, and cause casualties before the main battle is
joined.

¬-------------------

{City_Training_east_hillmen_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_east_hillmen_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Hillmen at this time. Light
infantry such as these are useful for harassing heavy cavalry hindered by armour.

¬-------------------

{City_Training_east_infantry_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_east_infantry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Eastern Infantry at this time.
Infantry are the best all-round troops, and able to counter spearmen most
effectively.

¬-------------------

{City_Training_east_heavy_infantry_Unit_Next_Text_01_Title}Suggested
Recruitment...\n

{City_Training_east_heavy_infantry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Heavy Spearmen at this time.
Spearmen are good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_east_hoplite_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_east_hoplite_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Phalanx Pikemen at this time.
Spearmen are good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_east_hoplite_brazen_shield_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_east_hoplite_brazen_shield_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Bronze Shields at this time.
Spearmen are good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_east_legionary_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_east_legionary_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Armenian Legionaries at this time.
Infantry are the best all-round troops, and able to counter spearmen most
effectively.

¬-------------------

{City_Training_east_cavalry_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_east_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Pontic Light Cavalry at this time.
Light cavalrymen are useful to drive off skirmishers and horse archers, as well as
pursue fleeing foes.

¬-------------------

{City_Training_east_heavy_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_east_heavy_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Pontic Heavy Cavalry at this time.
Heavy cavalrymen are useful to break enemy units by charging, and as a mobile
reserve in battle.

¬-------------------

{City_Training_east_heavy_cataphract_Unit_Next_Text_01_Title} Suggested
Recruitment...\n
{City_Training_east_heavy_cataphract_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Cataphracts at this time.
Cataphracts are an almost unstoppable force when they charge into combat!

¬-------------------

{City_Training_east_cappodocian_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_east_cappodocian_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Cappadocian Cavalry at this time.
Heavy cavalrymen are useful to break enemy units by charging, and as a mobile
reserve in battle.

¬-------------------

{City_Training_east_persian_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_east_persian_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Persian Cavalry at this time.
Missile troops can attack enemies from a distance, and cause casualties before the
main battle is joined.

¬-------------------

{City_Training_east_cataphract_archer_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_east_cataphract_archer_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Cataphract Archers at this time.
Missile troops can attack enemies from a distance, and cause casualties before the
main battle is joined.

¬-------------------

{City_Training_east_horse_archer_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_east_horse_archer_Unit_Next_Text_01_Text1}
It would be a sound strategy to train Horse Archers at this time. Horse archers are
superb for showering enemies with arrows while staying out of hand-to-hand combat.

¬-------------------

{City_Training_east_camel_cataphract_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_east_camel_cataphract_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Cataphract Camels at this time.
Camel-mounted troops upset horses, and get a bonus in combat against cavalry.
¬-------------------

{City_Training_east_elephant_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_east_elephant_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of War Elephants at this time.
Elephants are the ultimate shock-troops, able to break into any battle line.

¬-------------------

{City_Training_east_scythed_chariot_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_east_scythed_chariot_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Scythed Chariots at this time. They
can move swiftly and quite literally cut a swathe through enemy lines.

¬-------------------

{City_Training_east_chariot_archer_Unit_Next_Text_01_Title}Suggested
Recruitment...\n

{City_Training_east_chariot_archer_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Chariot Archers at this time. They
can move swiftly, and their fire brought to bear at any critical point.

¬-------------------

{City_Training_east_generals_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_east_generals_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train an Eastern General at this time. A heroic
leader is always a sound investment.

¬-------------------

{City_Training_east_pontic_general_Unit_Next_Text_01_Title}Suggested
Recruitment...\n

{City_Training_east_pontic_general_Unit_Next_Text_01_Text1}
It would be a sound strategy to train an Eastern General at this time. A heroic
leader is always a sound investment.

¬-------------------

{City_Training_east_onager_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_east_onager_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Onagers at this time. Artillery
can attack enemies at a distance, and batter down fortifications.

¬-------------------
{City_Training_egyptian_peasant_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_peasant_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Peasants at this time. They are not
a great military force, but they are cheap sword-fodder!

¬-------------------

{City_Training_egyptian_peltast_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_peltast_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Skirmishers at this time.
Skirmishers like these are useful to harass enemies and screen your main forces.

¬-------------------

{City_Training_egyptian_slinger_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_slinger_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Slingers at this time. These
missile troops can attack at range, and can bring down even the mightiest warriors
- with a bit of luck!

¬-------------------

{City_Training_egyptian_archer_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_archer_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Bowmen at this time. Missile troops
can attack enemies from a distance, and cause casualties before the main battle is
joined.

¬-------------------

{City_Training_egyptian_archer_elite_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_archer_elite_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Pharoah's Bowmen at this time.
Missile troops can attack enemies from a distance, and cause casualties before the
main battle is joined.

¬-------------------

{City_Training_egyptian_nubian_spearmen_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_nubian_spearmen_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Nubian Spearmen at this time.
Spearmen are good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_egyptian_nile_infantry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_nile_infantry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Nile Spearmen at this time.
Spearmen are good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_egyptian_infantry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_infantry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Desert Axemen at this time. Heavy
infantry do the real killing work in any battle line, and are often battle-winning
troops.

¬-------------------

{City_Training_egyptian_elite_guards_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_elite_guards_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Pharoah's Guards at this time.
Spearmen are good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_egyptian_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Desert Cavalry at this time. Light
cavalrymen are useful to drive off skirmishers and horse archers, as well as
pursue fleeing foes.

¬-------------------

{City_Training_egyptian_nubian_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_nubian_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Nubian Cavalry at this time. Light
cavalrymen are useful to drive off skirmishers and horse archers, as well as
pursue fleeing foes.

¬-------------------

{City_Training_egyptian_cleruch_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_cleruch_Unit_Next_Text_01_Text1}
It would be a sound strategy to train Nile Cavalry at this time. Heavy cavalrymen
are useful to break enemy units by charging, and as a mobile reserve in battle.

¬-------------------

{City_Training_egyptian_bedouin_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_bedouin_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Camel Archers at this time. Camel-
mounted troops upset horses, and get a bonus in combat against cavalry.

¬-------------------

{City_Training_egyptian_chariot_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_chariot_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Egyptian Chariots at this time.
Like Heavy cavalrymen, chariots are useful to break enemy units by charging, and as
a mobile reserve in battle.

¬-------------------

{City_Training_egyptian_chariot_archer_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_chariot_archer_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Egyptian Chariot Archers at this
time. They can move swiftly, and their fire brought to bear at any critical point.

¬-------------------

{City_Training_egyptian_onager_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_onager_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Onagers at this time. Artillery can
attack enemies at a distance, and batter down fortifications.

¬-------------------

{City_Training_egyptian_heavy_onager_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_heavy_onager_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Heavy Onagers at this time.
Artillery can attack enemies at a distance, and batter down fortifications.

¬-------------------
{City_Training_egyptian_generals_bodyguard_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_egyptian_generals_bodyguard_Unit_Next_Text_01_Text1}
It would be a sound strategy to train an Egyptian General at this time. An heroic
leader is always a sound investment.

¬-------------------

{City_Training_greek_peasant_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_greek_peasant_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Peasants at this time. They are not
a great military force, but they are cheap sword-fodder!

¬-------------------

{City_Training_greek_peltast_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_greek_peltast_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Peltasts at this time. Skirmishers
like these are useful to harass enemies and screen your main forces.

¬-------------------

{City_Training_greek_archer_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_greek_archer_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Archers at this time. Missile
troops can attack enemies from a distance, and cause casualties before the main
battle is joined.

¬-------------------

{City_Training_greek_heavy_peltast_Unit_Next_Text_01_Title}Suggested
Recruitment...\n

{City_Training_greek_heavy_peltast_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Heavy Peltasts at this time. Light
infantry such as these are useful for harassing heavy cavalry hindered by armour.

¬-------------------

{City_Training_greek_hoplite_militia_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_hoplite_militia_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Militia Hoplites at this time.
Spearmen are good defensive troops, the best counter to cavalry attacks.

¬-------------------
{City_Training_greek_hoplite_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_greek_hoplite_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Hoplites at this time. Spearmen are
good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_greek_hoplite_elite_Unit_Next_Text_01_Title}Suggested
Recruitment...\n

{City_Training_greek_hoplite_elite_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Armoured Hoplites at this time.
Spearmen are good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_greek_hoplite_spartan_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_hoplite_spartan_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Spartan Hoplites at this time.
Spearmen are good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_greek_levy_pikemen_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_levy_pikemen_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Levy Pikemen at this time. Spearmen
are good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_greek_pikemen_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_greek_pikemen_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Phalanx Pikemen at this time.
Spearmen are good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_greek_royal_pikemen_Unit_Next_Text_01_Title}Suggested
Recruitment...\n

{City_Training_greek_royal_pikemen_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Royal Pikemen at this time.
Spearmen are good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_greek_silver_shield_pikemen_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_silver_shield_pikemen_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Silver Shield Pikemen at this time.
Spearmen are good defensive troops, the best counter to cavalry attacks.

¬-------------------

{City_Training_greek_argyraspid_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_argyraspid_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Silver Shield Legionaries at this
time. Infantry are the best all-round troops, and able to counter spearmen most
effectively.

¬-------------------

{City_Training_greek_bastarnae_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_bastarnae_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Bastarnae at this time. Heavy
infantry do the real killing work in any battle line, and are often battle-winning
troops.

¬-------------------

{City_Training_greek_light_lancer_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_light_lancer_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Light Lancers at this time. Light
cavalrymen are useful to drive off skirmishers and horse archers, as well as
pursue fleeing foes.

¬-------------------

{City_Training_greek_cavalry_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_greek_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Militia Cavalry at this time.
Missile troops can attack enemies from a distance, and cause casualties before the
main battle is joined.

¬-------------------

{City_Training_greek_medium_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_medium_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Greek Cavalry at this time. Light
cavalrymen are useful to drive off skirmishers and horse archers, as well as pursue
fleeing foes.
¬-------------------

{City_Training_greek_heavy_cavalry_Unit_Next_Text_01_Title}Suggested
Recruitment...\n

{City_Training_greek_heavy_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Macedonian Cavalry at this time.
Heavy cavalrymen are useful to break enemy units by charging, and as a mobile
reserve in battle.

¬-------------------

{City_Training_greek_royal_cavalry_Unit_Next_Text_01_Title}Suggested
Recruitment...\n

{City_Training_greek_royal_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Companion Cavalry at this time.
Heavy cavalrymen are useful to break enemy units by charging, and as a mobile
reserve in battle.

¬-------------------

{City_Training_greek_general's_guard_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_general's_guard_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of General's Bodyguard at this time.
An heroic leader is always a sound investment.

¬-------------------

{City_Training_thracian_bodyguard_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_thracian_bodyguard_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of General's Bodyguard at this time.
An heroic leader is always a sound investment.

¬-------------------

{City_Training_greek_elephant_small_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_elephant_small_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Elephants at this time. Elephants
are the ultimate shock-troops, able to break into any battle line.

¬-------------------

{City_Training_greek_elephant_african_Unit_Next_Text_01_Title} Suggested
Recruitment...\n
{City_Training_greek_elephant_african_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of War Elephants at this time.
Elephants are the ultimate shock-troops, able to break into any battle line.

¬-------------------

{City_Training_greek_elephant_cataphract_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_elephant_cataphract_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Armoured Elephants at this time.
Elephants are the ultimate shock-troops, able to break into any battle line.

¬-------------------

{City_Training_greek_incendiary_pigs_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_incendiary_pigs_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Incendiary Pigs at this time. Pigs
are hugely intimidating to many enemies - particularly elephants - when set alight,
but somewhat difficult to control.

¬-------------------

{City_Training_greek_ballista_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_ballista_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Ballistae at this time. Artillery
can attack enemies at a distance, and batter down fortifications.

¬-------------------

{City_Training_greek_onager_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_greek_onager_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Onagers at this time. Artillery can
attack enemies at a distance, and batter down fortifications. \n

¬-------------------

{City_Training_greek_heavy_onager_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_greek_heavy_onager_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Heavy Onagers at this time.
Artillery can attack enemies at a distance, and batter down fortifications. \n

¬-------------------

{City_Training_greek_chariot_scythed_Unit_Next_Text_01_Title} Suggested
Recruitment...\n
{City_Training_greek_chariot_scythed_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Scythed Chariots at this time. Like
heavy cavalrymen, chariots are useful to break enemy units by charging, and as a
mobile reserve in battle.

¬-------------------

{City_Training_roman_peasant_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_roman_peasant_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Peasants at this time. They are not
a great military unit, but they are cheap sword-fodder!

¬-------------------

{City_Training_roman_archer_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_roman_archer_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Archers at this time. Archers can
be used to weaken opponents before hand-to-hand combat begins, and make great
troops for defending settlements.

¬-------------------

{City_Training_roman_archer_auxilia_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_archer_auxilia_Unit_Next_Text_01_Text1}
It would be a sound strategy to train an Archer Auxilia at this time. Archers can
be used to weaken opponents before hand-to-hand combat begins, and make great
troops for defending settlements.

¬-------------------

{City_Training_roman_velite_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_roman_velite_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Velites at this time. Skirmishers
like these are used to screen the main part of an army in the early stages of a
battle.

¬-------------------

{City_Training_roman_light_infantry_auxilia_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_light_infantry_auxilia_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a Light Auxilia at this time. These soldiers
are very, very cheap, but don't expect them to stand against heavier troops!

¬-------------------
{City_Training_roman_city_militia_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_city_militia_Unit_Next_Text_01_Text1}
It would be a sound strategy to train some Town Watch at this time. They are a
sound unit of garrison troops, and will give fair service in battle against light
forces.

¬-------------------

{City_Training_roman_hastati_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_roman_hastati_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Hastati at this time. Hastati are
the first line of attack in a Legion, and the youngest soldiers.

¬-------------------

{City_Training_roman_princeps_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_princeps_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Princeps at this time. Princeps are
older, steadier men recruited into a Legion and the second line of attack.

¬-------------------

{City_Training_roman_triarii_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_roman_triarii_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Triarii at this time. These are the
heaviest troops in a Legion, and should form the third line in many attacks - when
committed, they will win or die!

¬-------------------

{City_Training_roman_infantry_auxilia_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_infantry_auxilia_Unit_Next_Text_01_Text1}
It would be a sound strategy to train an Infantry Auxilia at this time. These are
very cost-effective, and fine troops to act as flank guards and defensive forces.

¬-------------------

{City_Training_roman_legionary_cohort_i_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_legionary_cohort_i_Unit_Next_Text_01_Text1}
It would be a sound strategy to train an Early Legionary Cohort at this time. These
soldiers are the backbone of any Roman Legion, a solid core around which an army
can be built.
¬-------------------

{City_Training_roman_legionary_first_cohort_i_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_legionary_first_cohort_i_Unit_Next_Text_01_Text1}
It would be a sound strategy to train an Early Legionary First Cohort at this time.
These soldiers are the backbone of any Roman Legion, a solid core around which an
army can be built.

¬-------------------

{City_Training_roman_legionary_cohort_ii_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_legionary_cohort_ii_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a Legionary Cohort at this time. These
soldiers are the backbone of any Roman Legion, a solid core around which an army
can be built.

¬-------------------

{City_Training_roman_legionary_first_cohort_ii_Unit_Next_Text_01_Title}
Suggested Recruitment...\n

{City_Training_roman_legionary_first_cohort_ii_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a Legionary First Cohort at this time. These
soldiers are the backbone of any Roman Legion, a solid core around which an army
can be built.

¬-------------------

{City_Training_roman_praetorian_cohort_i_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_praetorian_cohort_i_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a Praetorian Cohort at this time. These elite
soldiers are more reliable and a good deal tougher than regular troops - they are
'as hard as nails'!

¬-------------------

{City_Training_roman_praetorian_cohort_urban_i_Unit_Next_Text_01_Title}
Suggested Recruitment...\n

{City_Training_roman_praetorian_cohort_urban_i_Unit_Next_Text_01_Text1}
It would be a sound strategy to train an Urban Cohort at this time. The Urban
Cohorts are an elite within the elite Praetorians and, as such, are rightly feared
by opponents!

¬-------------------

{City_Training_roman_arcani_Unit_Next_Text_01_Title} Suggested Recruitment...\n


{City_Training_roman_arcani_Unit_Next_Text_01_Text1}
It would be a sound strategy to train Arcani at this time. Heavy infantry do the
real killing work in any battle line, and are often battle-winning troops.

¬-------------------

{City_Training_roman_wardogs_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_roman_wardogs_Unit_Next_Text_01_Text1}
It would be a sound strategy to train Wardogs at this time. Many enemies are
unnerved by these dogs on the battlefield, and find it hard to fight back
effectively.

¬-------------------

{City_Training_roman_pigs_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_roman_pigs_Unit_Next_Text_01_Text1}
It would be a sound strategy to raise Incendiary Pigs at this time. These pigs are
a 'last resort' weapon often used to break elephant units through sheer terror!

¬-------------------

{City_Training_roman_velite_gladiator_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_velite_gladiator_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Velite Gladiators at this time.
These men are fearsome warriors, superior to many other light troops.

¬-------------------

{City_Training_roman_samnite_gladiator_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_samnite_gladiator_Unit_Next_Text_01_Text1}
It would be a sound strategy to train Samnite Gladiators at this time. These men
are fearsome individual warriors, with few equals in hand-to-hand combat.

¬-------------------

{City_Training_roman_mirmillo_gladiator_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_mirmillo_gladiator_Unit_Next_Text_01_Text1}
It would be a sound strategy to train Mirmillo Gladiators at this time. These heavy
troops are superb hand-to-hand fighters.

¬-------------------

{City_Training_roman_light_cavalry_Unit_Next_Text_01_Title}Suggested
Recruitment...\n
{City_Training_roman_light_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train Equites at this time. They are good
supporting troops for the Legions, protecting flanks and chasing broken units from
the battlefield.

¬-------------------

{City_Training_roman_cavalry_auxilia_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_cavalry_auxilia_Unit_Next_Text_01_Text1}
It would be a sound strategy to train Cavalry Auxilia at this time. They are good
supporting troops for the Legions, protecting flanks and chasing broken units from
the battlefield.

¬-------------------

{City_Training_roman_medium_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_medium_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Roman Cavalry at this time. These
troops can protect the flanks of a Legion, fight reasonably well and are quick
enough to pursue and catch fleeing enemies.

¬-------------------

{City_Training_roman_heavy_cavalry_Unit_Next_Text_01_Title}Suggested
Recruitment...\n

{City_Training_roman_heavy_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Legionary Cavalry at this time.
These men can be used to break enemy formations, and drive them from the
battlefield.

¬-------------------

{City_Training_roman_praetorian_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_praetorian_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Praetorian Cavalry at this time.
These heavy cavalry are good for riding down enemies.

¬-------------------

{City_Training_roman_generals_guard_cavalry_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_generals_guard_cavalry_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a Roman General at this time. Leadership is
always needed in battle: a general can inspire and rally his troops.
¬-------------------

{City_Training_roman_ballista_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_ballista_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Ballistae at this time. Artillery
is useful to bombard enemy strongpoints and slow-moving forces. Ballista missiles
can impale several men at once!

¬-------------------

{City_Training_roman_scorpion_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_scorpion_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Scorpions at this time. Artillery
can attack enemies at a distance, and batter down fortifications.

¬-------------------

{City_Training_roman_onager_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_roman_onager_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Onagers at this time. Artillery can
attack enemies at a distance, and batter down fortifications.

¬-------------------

{City_Training_roman_heavy_onager_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_heavy_onager_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Heavy Onagers at this time.
Artillery can attack enemies at a distance, and batter down fortifications.

¬-------------------

{City_Training_roman_repeating_ballista_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_roman_repeating_ballista_Unit_Next_Text_01_Text1}
It would be a sound strategy to train a unit of Repeating Ballistae at this time.
Artillery can attack enemies at a distance, and batter down fortifications.

¬-------------------

{City_Training_naval_biremes_Unit_Next_Text_01_Title} Suggested Recruitment...\n

{City_Training_naval_biremes_Unit_Next_Text_01_Text1}
It would be a sound strategy to crew a fleet of Biremes at this time. Ships are
essential for the transporting troops across the sea.
¬-------------------

{City_Training_naval_triremes_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_naval_triremes_Unit_Next_Text_01_Text1}
It would be a sound strategy to crew a fleet of Triremes at this time. Ships are
essential for the transporting troops across the sea.

¬-------------------

{City_Training_naval_quinquiremes_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_naval_quinquiremes_Unit_Next_Text_01_Text1}
It would be a sound strategy to crew a fleet of Quinquiremes at this time. Ships
are essential for the transporting troops across the sea.

¬-------------------

{City_Training_naval_corvus_quinquireme_Unit_Next_Text_01_Title} Suggested
Recruitment...\n

{City_Training_naval_corvus_quinquireme_Unit_Next_Text_01_Text1}
It would be a sound strategy to crew a fleet of Corvus Quinquiremes at this time.
Ships are essential for the transporting troops across the sea.

¬-------------------

{City_Training_No_unit_Unit_Next_Text_01_Title} No Recruitment…\n

{City_Training_No_unit_Unit_Next_Text_01_Text1}
It would best to recruit no new troops at this time. For the money that is in your
treasury, your military forces are strong enough at the moment.

¬-------------------

{City_Training_No_Unit_Here_Text_01_Title} No Recruitment…\n

{City_Training_No_Unit_Here_Text_01_Text1}
You do not have the basic buildings required in order to constuct units. Build a
governor's house and then add militia barracks for infantry, add stables for
cavalry and a port for ships.

¬-------------------

{City_Construction_Build_governors_house_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_governors_house_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Governor's House here. This is
a pre-requisite for all development levels within a settlement.
¬-------------------

{City_Construction_Build_warriors_hold_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_warriors_hold_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Warrior's Hold here. This is a
pre-requisite for all development levels within a settlement.

¬-------------------

{City_Construction_Build_governors_villa_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_governors_villa_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Governor's Villa in this
settlement. This is a pre-requisite for further development in the settlement.

¬-------------------

{City_Construction_Build_warlords_hold_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_warlords_hold_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Warlord's Hold in this
settlement. This is a pre-requisite for further development in the settlement.

¬-------------------

{City_Construction_Build_governors_palace_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_governors_palace_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Governor's Palace in this
settlement. This is a pre-requisite for advanced developments in the settlement.

¬-------------------

{City_Construction_Build_high_kings_hall_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_high_kings_hall_Next_Text_01_Text1}
At this time it would be a sound strategy to build a High King's Hall in this
settlement. This is a pre-requisite for advanced developments in the settlement.

¬-------------------

{City_Construction_Build_proconsuls_palace_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_proconsuls_palace_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pro-Consul's Palace in this
settlement. This is a pre-requisite for advanced developments in the settlement.
¬-------------------

{City_Construction_Build_councillors_chambers_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_councillors_chambers_Next_Text_01_Text1}
At this time it would be a sound strategy to build Councillor's Chambers in this
settlement. This is a pre-requisite for advanced developments in the settlement.

¬-------------------

{City_Construction_Build_imperial_palace_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_imperial_palace_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Imperial Palace in this
settlement. This is a pre-requisite for the most advanced developments in the
settlement.

¬-------------------

{City_Construction_Build_pharoahs_palace_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_pharoahs_palace_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pharoah's Palace in this
settlement. This is a pre-requisite for the most advanced developments in the
settlement.

¬-------------------

{City_Construction_Build_royal_palace_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_royal_palace_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Royal Palace in this
settlement. This is a pre-requisite for the most advanced developments in the
settlement.

¬-------------------

{City_Construction_Build_wooden_pallisade_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_wooden_pallisade_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Wooden Pallisade around this
settlement. It is always a good idea to build some defences for a settlement.

¬-------------------

{City_Construction_Build_wooden_wall_Next_Text_01_Title} Suggested
Construction...\n
{City_Construction_Build_wooden_wall_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Wooden Wall around this
settlement. It is always a good idea to improve the defences of a settlement.

¬-------------------

{City_Construction_Build_stockade_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_stockade_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Stockade around this
settlement. It is always a good idea to build some defences for a settlement.

¬-------------------

{City_Construction_Build_large_stone_wall_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_large_stone_wall_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Stone Wall around this
settlement. It is always a good idea to improve the defences of a settlement.

¬-------------------

{City_Construction_Build_epic_stone_wall_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_epic_stone_wall_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Epic Stone Wall around this
settlement. It is always a good idea to protect a settlement such as this with the
very best defences.

¬-------------------

{City_Construction_Build_barracks_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_barracks_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Barracks in this settlement.
This will allow the training of basic infantry units.

¬-------------------

{City_Construction_Build_muster_field_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_muster_field_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Muster Field in this
settlement. This will allow the training of basic infantry units.

¬-------------------

{City_Construction_Build_militia_barracks_Next_Text_01_Title} Suggested
Construction...\n
{City_Construction_Build_militia_barracks_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Militia Barracks in this
settlement. This will allow the training of better quality infantry units.

¬-------------------

{City_Construction_Build_meeting_hall_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_meeting_hall_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Meeting Hall in this
settlement. This will allow the training of better quality infantry units.

¬-------------------

{City_Construction_Build_city_barracks_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_city_barracks_Next_Text_01_Text1}
At this time it would be a sound strategy to build a City Barracks in this
settlement. This will allow the training of good quality infantry units.

¬-------------------

{City_Construction_Build_hall_of_heroes_Next_Text_01_Title}Suggested
Construction...\n

{City_Construction_Build_hall_of_heroes_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Hall of Heroes in this
settlement. This will allow the training of good quality infantry units.

¬-------------------

{City_Construction_Build_legion_barracks_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_legion_barracks_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Legion Barracks in this
settlement. This will allow the training of heavy infantry units.

¬-------------------

{City_Construction_Build_army_barracks_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_army_barracks_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Army Barracks in this
settlement. This will allow the training of the best infantry units.

¬-------------------

{City_Construction_Build_eastern_army_barracks_Next_Text_01_Title} Suggested
Construction...\n
{City_Construction_Build_eastern_army_barracks_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Army Barracks in this
settlement. This will allow the training of the best infantry units.

¬-------------------

{City_Construction_Build_royal_barracks_Next_Text_01_Title}Suggested
Construction...\n

{City_Construction_Build_royal_barracks_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Royal Barracks in this
settlement. This will allow the training of the best infantry units.

¬-------------------

{City_Construction_Build_urban_barracks_Next_Text_01_Title}Suggested
Construction...\n

{City_Construction_Build_urban_barracks_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Urban Barracks in this
[Link] will allow the training of elite infantry units.

¬-------------------

{City_Construction_Build_seleucid_royal_barracks_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_seleucid_royal_barracks_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Royal Barracks in this
settlement. This will allow the training of the best infantry units.

¬-------------------

{City_Construction_Build_stables_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_stables_Next_Text_01_Text1}
At this time it would be a sound strategy to build Stables in this settlement. This
is the pre-requisite for the recruitment of all cavalry units.

¬-------------------

{City_Construction_Build_cavalry_barracks_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_cavalry_barracks_Next_Text_01_Text1}
At this time it would be a sound strategy to build Cavalry Stables in this
settlement. This will allow the training of light and medium cavalry units.

¬-------------------

{City_Construction_Build_warlords_stables_Next_Text_01_Title} Suggested
Construction...\n
{City_Construction_Build_warlords_stables_Next_Text_01_Text1}
At this time it would be a sound strategy to build Warlord's Stables in this
settlement. This allows the training of all cavalry units.

¬-------------------

{City_Construction_Build_hippodrome_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_hippodrome_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Hippodrome in this settlement.
This will allow the training of most cavalry units.

¬-------------------

{City_Construction_Build_elite_cavalry_barracks_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_elite_cavalry_barracks_Next_Text_01_Text1}
At this time it would be a sound strategy to build Elite Cavalry Stables in this
settlement.

¬-------------------

{City_Construction_Build_circus_maximus_Next_Text_01_Title}Suggested
Construction...\n

{City_Construction_Build_circus_maximus_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Circus Maximus in this
settlement. This will allow the training of elite cavalry units.

¬-------------------

{City_Construction_Build_royal_cavalry_barracks_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_royal_cavalry_barracks_Next_Text_01_Text1}
At this time it would be a sound strategy to build Royal Cavalry Stables in this
settlement. This will allow the training of elite cavalry units.

¬-------------------

{City_Construction_Build_practice_field_Next_Text_01_Title}Suggested
Construction...\n

{City_Construction_Build_practice_field_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Practice Range in this
settlement. This is the pre-requisite for the recruitment of all missile units.

¬-------------------

{City_Construction_Build_archery_range_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_archery_range_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Archery Range in this
settlement. This allows the training of advanced missile units.

¬-------------------

{City_Construction_Build_catapult_range_Next_Text_01_Title}Suggested
Construction...\n

{City_Construction_Build_catapult_range_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Catapult Range in this
settlement. This allows the training of advanced missile units and artillery.

¬-------------------

{City_Construction_Build_siege_engineer_Next_Text_01_Title}Suggested
Construction...\n

{City_Construction_Build_siege_engineer_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Siege Engineer in this
settlement. This allows the training of advanced missile units and all artillery
units.

¬-------------------

{City_Construction_Build_trader_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_trader_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Trader in this settlement.
Trade creates wealth which can be taxed.

¬-------------------

{City_Construction_Build_market_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_market_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Market in this settlement. The
improved trade created by this building can be taxed.

¬-------------------

{City_Construction_Build_forum_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_forum_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Forum in this settlement. The
improved trade created by this building can be taxed.

¬-------------------

{City_Construction_Build_agora_Next_Text_01_Title} Suggested Construction...\n


{City_Construction_Build_agora_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Agora in this settlement. The
greatly improved trade created by this building can be taxed.

¬-------------------

{City_Construction_Build_great_market_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_great_market_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Great Market in this
settlement. The greatly improved trade created by this building can be taxed.

¬-------------------

{City_Construction_Build_bazaar_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_bazaar_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Bazaar in this settlement. The
greatly improved trade created by this building can be taxed.

¬-------------------

{City_Construction_Build_great_forum_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_great_forum_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Great Forum in this
settlement. The greatly improved trade created by this building can be taxed.

¬-------------------

{City_Construction_Build_great_agora_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_great_agora_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Great Agora in this
settlement. This allows trade opportunities and profits to be profitably exploited,
and such wealth can always be taxed.

¬-------------------

{City_Construction_Build_grand_bazaar_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_grand_bazaar_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Grand Bazaar in this
settlement. This allows trade opportunities and profits to be profitably exploited,
and such wealth can always be taxed.

¬-------------------

{City_Construction_Build_curia_Next_Text_01_Title} Suggested Construction...\n


{City_Construction_Build_curia_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Curia in this settlement. This
allows trade opportunities and profits to be profitably exploited, and such wealth
can always be taxed.

¬-------------------

{City_Construction_Build_merchants_quarter_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_merchants_quarter_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Merchants' Quarter in this
settlement. This allows trade opportunities and profits to be profitably exploited,
and such wealth can always be taxed.

¬-------------------

{City_Construction_Build_blacksmith_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_blacksmith_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Blacksmith in this settlement.
Smith buildings provide better quality weapons and armour for your armies.

¬-------------------

{City_Construction_Build_weaponsmith_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_weaponsmith_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Weaponsmith in this
settlement. This much improves the quality of weapons and armour for troops trained
in the settlement.

¬-------------------

{City_Construction_Build_foundry_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_foundry_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Foundry in this settlement.
This provides the finest quality of weapons and armour for any troops trained in
the settlement.

¬-------------------

{City_Construction_Build_port_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_port_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Port in this settlement. This
will enable sea trade and the construction of naval vessels.

¬-------------------
{City_Construction_Build_shipwright_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_shipwright_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shipwright in this settlement.
This improves maritime trade and allows the construction of better ships.

¬-------------------

{City_Construction_Build_dockyard_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_dockyard_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Dockyard in this settlement.
This greatly improves maritime trade and allows the construction of the largest
ships.

¬-------------------

{City_Construction_Build_sewers_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_sewers_Next_Text_01_Text1}
At this time it would be a sound strategy to build Sewers in this settlement. This
will enable basic sanitation and improve public health.

¬-------------------

{City_Construction_Build_baths_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_baths_Next_Text_01_Text1}
At this time it would be a sound strategy to build Baths in this settlement.
Cleanliness is a sign of civilization and sophistication, and most beneficial to
health.

¬-------------------

{City_Construction_Build_aqueduct_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_aqueduct_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Aqueduct in this settlement.
A clean and reliable water supply greatly improves public health.

¬-------------------

{City_Construction_Build_city_plumbing_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_city_plumbing_Next_Text_01_Text1}
At this time it would be a sound strategy to build City Plumbing into this
settlement. Clean water delivered directly to homes provides enormous public health
benefits.

¬-------------------
{City_Construction_Build_farms_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_farms_Next_Text_01_Text1}
At this time it would be a sound strategy to build Land Clearance in this
settlement. Farms are essential for population growth in a settlement.

¬-------------------

{City_Construction_Build_farms+1_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_farms+1_Next_Text_01_Text1}
At this time it would be a sound strategy to build Communal Farming in this
settlement. Food surpluses are essential for population growth in a settlement.

¬-------------------

{City_Construction_Build_farms+2_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_farms+2_Next_Text_01_Text1}
At this time it would be a sound strategy to build Crop Rotation in this
settlement. Large food surpluses are essential for population growth in a
settlement.

¬-------------------

{City_Construction_Build_farms+3_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_farms+3_Next_Text_01_Text1}
At this time it would be a sound strategy to build Irrigation in this settlement.
Substantial food surpluses are essential for population growth in a settlement.

¬-------------------

{City_Construction_Build_farms+4_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_farms+4_Next_Text_01_Text1}
At this time it would be a sound strategy to build Great Estates in this
settlement. Substantial food surpluses are essential for population growth in a
settlement.

¬-------------------

{City_Construction_Build_latifundia_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_latifundia_Next_Text_01_Text1}
At this time it would be a sound strategy to build Latifundia in this settlement.
They are an efficient way of organising land ownership to maximise food surpluses.

¬-------------------

{City_Construction_Build_roads_Next_Text_01_Title} Suggested Construction...\n


{City_Construction_Build_roads_Next_Text_01_Text1}
At this time it would be a sound strategy to build Roads in this settlement. Roads
help trade and allow the faster movement of armies.

¬-------------------

{City_Construction_Build_paved_roads_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_paved_roads_Next_Text_01_Text1}
At this time it would be a sound strategy to build Paved Roads in this settlement.
They help trade and allow fast movement of armies.

¬-------------------

{City_Construction_Build_highways_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_highways_Next_Text_01_Text1}
At this time it would be a sound strategy to build Highways in this settlement.
They help trade and allow the rapid movement of armies.

¬-------------------

{City_Construction_Build_mines+1_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_mines+1_Next_Text_01_Text1}
At this time it would be a sound strategy to build Mines +1 in this settlement.
Mines generate income that can be taxed.

¬-------------------

{City_Construction_Build_academy_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_academy_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Academy in this settlement.
This will allow characters in the settlement to acquire beneficial traits that add
to their utility.

¬-------------------

{City_Construction_Build_scriptorium_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_scriptorium_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Scriptorium in this
settlement. This will allow characters in the settlement to acquire many beneficial
traits that greatly add to their utility.

¬-------------------

{City_Construction_Build_ludus_magnus_Next_Text_01_Title} Suggested
Construction...\n
{City_Construction_Build_ludus_magnus_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Ludus Magnus in this
settlement. This will allow characters in the settlement to acquire advanced traits
that greatly add to their utility.

¬-------------------

{City_Construction_Build_odeum_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_odeum_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Odeum in this settlement.
This improves the loyalty and happiness of the people in the settlement.

¬-------------------

{City_Construction_Build_lyceum_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_lyceum_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Lyceum in this settlement.
This much improves the loyalty and happiness of the people in the settlement.

¬-------------------

{City_Construction_Build_theatre_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_theatre_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Theatre in this settlement.
This greatly improves the loyalty and happiness of the people in the settlement.

¬-------------------

{City_Construction_Build_execution_square_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_execution_square_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Execution Square in this
settlement. This improves the loyalty and happiness of the people in the settlement
- or else!

¬-------------------

{City_Construction_Build_secret_police_hq_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_secret_police_hq_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Secret Police Headquarters in
this settlement. This much improves the loyalty and happiness of the people in the
settlement - or else!

¬-------------------

{City_Construction_Build_secret_police_network_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_secret_police_network_Text_01_Text1}
At this time it would be a sound strategy to build a Secret Police Network in this
settlement. This greatly improves the loyalty and happiness of the people in the
settlement - or else!

¬-------------------

{City_Construction_Build_caravan_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_caravan_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Caravan in this settlement.
This improves trade income for the settlement, and this can be taxed.

¬-------------------

{City_Construction_Build_frankincense_rd_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_frankincense_rd_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Spice Road in this settlement.
This much improves trade income for the settlement, and this can be taxed.

¬-------------------

{City_Construction_Build_silk_rd_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_silk_rd_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Silk Road in this settlement.
This greatly improves trade income for the settlement, and this can be taxed.

¬-------------------

{City_Construction_Build_bardic_circle_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_bardic_circle_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Bardic Circle in this
settlement. This greatly improves population loyalty and allows some specialist
units to be trained.

¬-------------------

{City_Construction_Build_thracian_shrine_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_thracian_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Ares in this
settlement. This improves the people's loyalty and later improvements upgrade the
troop quality of any units recruited here.

¬-------------------
{City_Construction_Build_dacian_shrine_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_dacian_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Hebeleysis in this
settlement. This improves the people's loyalty and later improvements upgrade the
troop quality of any units recruited here.

¬-------------------

{City_Construction_Build_thracian_temple_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_thracian_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Ares in this
settlement. This improves the people's loyalty and the troop quality of any units
recruited here.

¬-------------------

{City_Construction_Build_dacian_temple_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_dacian_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Hebeleysis in this
settlement. This improves the people's loyalty and the troop quality of any units
recruited here as well as allowing the recruitment of specialist units.

¬-------------------

{City_Construction_Build_large_thracian_temple_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_large_thracian_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Ares in this
settlement. This much improves the people's loyalty and the troop quality of any
units recruited here.

¬-------------------

{City_Construction_Build_large_dacian_temple_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_large_dacian_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Hebeleysis in
this settlement. This much improves the people's loyalty and the troop quality of
any units recruited here as well as allowing the recruitment of specialist units.

¬-------------------

{City_Construction_Build_awesome_thracian_temple_Next_Text_01_Title} Suggested
Construction...\n
{City_Construction_Build_awesome_thracian_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Ares in
this settlement. This greatly improves the people's loyalty and the troop quality
of any units recruited here.

¬-------------------

{City_Construction_Build_gallic_temple_of_battleforge_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_gallic_temple_of_battleforge_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Teutatis in this
settlement. Dedicated to a God of the Forge, such a shrine improves the quality of
bladed weapons for units trained here, as well as improving the loyalty of the
people.

¬-------------------

{City_Construction_Build_armenian_temple_of_battleforge_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_armenian_temple_of_battleforge_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Vahagan in this
settlement. Dedicated to a God of the Forge, such a shrine improves the quality of
bladed weapons for units trained here, as well as improving the loyalty of the
people.

¬-------------------

{City_Construction_Build_armenian_temple_of_battleforge_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_armenian_temple_of_battleforge_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Vahagan in this
settlement. Dedicated to a God of the Forge, such a temple much improves the
quality of bladed weapons for units trained here, improves their training also, and
improves the loyalty of the people.

¬-------------------

{City_Construction_Build_armenian_temple_of_battleforge_large_temple_Next_Text_01_T
itle} Suggested Construction...\n

{City_Construction_Build_armenian_temple_of_battleforge_large_temple_Next_Text_01_T
ext1}
At this time it would be a sound strategy to build a Large Temple of Vahagan in
this settlement. Dedicated to a God of the Forge, such a temple greatly improves
the quality of bladed weapons for units trained here, improves unit training also,
and improves the loyalty of the people.

¬-------------------

{City_Construction_Build_armenian_temple_of_battleforge_awesome_temple_Next_Text_01
_Title} Suggested Construction...\n
{City_Construction_Build_armenian_temple_of_battleforge_awesome_temple_Next_Text_01
_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Vahagan in
this settlement. Dedicated to a God of the Forge, such a temple hugely improves the
quality of bladed weapons for units trained here, improves unit training also, and
improves the loyalty of the people.

¬-------------------

{City_Construction_Build_macedonian_temple_of_farming_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_farming_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Demeter in this
settlement. This shrine grants loyalty and farming benefits to the settlement.

¬-------------------

{City_Construction_Build_carthaginian_temple_of_farming_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_carthaginian_temple_of_farming_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Tanit in this
settlement. This shrine grants loyalty and farming benefits to the settlement.

¬-------------------

{City_Construction_Build_dacian_temple_of_farming_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_dacian_temple_of_farming_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Bendis in this
settlement. This shrine grants loyalty and farming benefits to the settlement.

¬-------------------

{City_Construction_Build_macedonian_temple_of_farming_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_farming_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Demeter in this
settlement. This temple grants loyalty, health and farming benefits to the
settlement.

¬-------------------

{City_Construction_Build_carthaginian_temple_of_farming_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_carthaginian_temple_of_farming_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Tanit in this
settlement. This temple grants loyalty, health and farming benefits to the
settlement.
¬-------------------

{City_Construction_Build_dacian_temple_of_farming_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_dacian_temple_of_farming_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Bendis in this
settlement. This structure grants loyalty, health and farming benefits to the
settlement.

¬-------------------

{City_Construction_Build_macedonian_temple_of_farming_large_temple_Next_Text_01_Tit
le} Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_farming_large_temple_Next_Text_01_Tex
t1}
At this time it would be a sound strategy to build a Large Temple of Demeter in
this settlement. This temple grants improved loyalty, health and farming benefits
to the settlement.

¬-------------------

{City_Construction_Build_carthaginian_temple_of_farming_large_temple_Next_Text_01_T
itle} Suggested Construction...\n

{City_Construction_Build_carthaginian_temple_of_farming_large_temple_Next_Text_01_T
ext1}
At this time it would be a sound strategy to build a Large Temple of Tanit in this
settlement. This temple grants improved loyalty, health and farming benefits to the
settlement.

¬-------------------

{City_Construction_Build_dacian_temple_of_farming_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_dacian_temple_of_farming_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Circle of Bendis in
this settlement. This circle grants improved loyalty, health and farming benefits
to the settlement.

¬-------------------

{City_Construction_Build_macedonian_temple_of_farming_awesome_temple_Next_Text_01_T
itle} Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_farming_awesome_temple_Next_Text_01_T
ext1}
At this time it would be a sound strategy to build an Awesome Temple of Demeter in
this settlement. This temple grants greatly improved loyalty, health and farming
benefits to the settlement.
¬-------------------

{City_Construction_Build_carthaginian_temple_of_farming_awesome_temple_Next_Text_01
_Title} Suggested Construction...\n

{City_Construction_Build_carthaginian_temple_of_farming_awesome_temple_Next_Text_01
_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Tanit in
this settlement. This temple grants greatly improved loyalty, health and farming
benefits to the settlement.

¬-------------------

{City_Construction_Build_julii_temple_of_fertility_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_julii_temple_of_fertility_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Ceres in this
settlement. This shrine grants loyalty and fertility benefits to the settlement.

¬-------------------

{City_Construction_Build_egyptian_temple_of_fertility_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_fertility_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Isis in this
settlement. This shrine grants loyalty and fertility benefits to the settlement.

¬-------------------

{City_Construction_Build_german_temple_of_fertility_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_german_temple_of_fertility_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Freyja in this
settlement. This shrine grants loyalty and fertility benefits to the settlement.

¬-------------------

{City_Construction_Build_julii_temple_of_fertility_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_julii_temple_of_fertility_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Ceres in this
settlement. This shrine grants improved loyalty and fertility benefits to the
settlement.

¬-------------------

{City_Construction_Build_egyptian_temple_of_fertility_temple_Next_Text_01_Title}
Suggested Construction...\n
{City_Construction_Build_egyptian_temple_of_fertility_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Isis in this
settlement. This shrine grants improved loyalty and fertility benefits to the
settlement.

¬-------------------

{City_Construction_Build_julii_temple_of_fertility_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_julii_temple_of_fertility_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Ceres in this
settlement. This temple grants greatly improved loyalty and fertility benefits to
the settlement.

¬-------------------

{City_Construction_Build_egyptian_temple_of_fertility_large_temple_Next_Text_01_Tit
le} Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_fertility_large_temple_Next_Text_01_Tex
t1}
At this time it would be a sound strategy to build a Large Temple of Isis in this
settlement. This temple grants greatly improved loyalty and fertility benefits to
the settlement.

¬-------------------

{City_Construction_Build_german_temple_of_fertility_large_temple_Next_Text_01_Title
} Suggested Construction...\n

{City_Construction_Build_german_temple_of_fertility_large_temple_Next_Text_01_Text1
}
At this time it would be a sound strategy to build a Sacred Circle of Freyja in
this settlement. This circle grants greatly improved loyalty and fertility benefits
to the settlement.

¬-------------------

{City_Construction_Build_julii_temple_of_fertility_awesome_temple_Next_Text_01_Titl
e} Suggested Construction...\n

{City_Construction_Build_julii_temple_of_fertility_awesome_temple_Next_Text_01_Text
1}
At this time it would be a sound strategy to build an Awesome Temple of Ceres in
this settlement. This temple grants greatly improved loyalty and fertility benefits
to the settlement, along with some farming bonuses.

¬-------------------

{City_Construction_Build_egyptian_temple_of_fertility_awesome_temple_Next_Text_01_T
itle} Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_fertility_awesome_temple_Next_Text_01_T
ext1}
At this time it would be a sound strategy to build an Awesome Temple of Isis in
this settlement. This temple grants greatly improved loyalty and fertility benefits
to the settlement, along with some farming bonuses.

¬-------------------

{City_Construction_Build_scipii_temple_of_forge_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scipii_temple_of_forge_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Vulcan in this
settlement. This shrine grants loyalty benefits to the settlement, and a weapon
bonus to any units trained here.

¬-------------------

{City_Construction_Build_seleucid_temple_of_forge_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_seleucid_temple_of_forge_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Haphaestus in this
settlement. This shrine grants loyalty benefits to the settlement, and a weapon
bonus to any units trained here.

¬-------------------

{City_Construction_Build_dacian_temple_of_forge_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_dacian_temple_of_forge_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Zalmoxis in this
settlement. This shrine grants loyalty benefits to the settlement, and a weapon
bonus to any units trained here.

¬-------------------

{City_Construction_Build_scipii_temple_of_forge_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scipii_temple_of_forge_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Vulcan in this
settlement. This temple grants improved loyalty benefits to the settlement, and an
improved weapon bonus to any units trained here.

¬-------------------

{City_Construction_Build_seleucid_temple_of_forge_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_seleucid_temple_of_forge_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Haphaestus in this
settlement. This temple grants improved loyalty benefits to the settlement, and an
improved weapon bonus to any units trained here.
¬-------------------

{City_Construction_Build_dacian_temple_of_forge_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_dacian_temple_of_forge_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Zalmoxis in
this settlement. This grove grants improved loyalty benefits to the settlement, and
an improved weapon bonus to any units trained here.

¬-------------------

{City_Construction_Build_scipii_temple_of_forge_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scipii_temple_of_forge_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Vulcan in this
settlement. This temple grants much improved loyalty benefits to the settlement,
and an improved weapon bonus to any units trained here.

¬-------------------

{City_Construction_Build_seleucid_temple_of_forge_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_seleucid_temple_of_forge_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Haphaestus in
this settlement. This temple grants much improved loyalty benefits to the
settlement, and an improved weapon bonus to any units trained here.

¬-------------------

{City_Construction_Build_dacian_temple_of_forge_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_dacian_temple_of_forge_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Circle of Zalmoxis in
this settlement. This circle grants much improved loyalty benefits to the
settlement, and an improved weapon bonus to any units trained here.

¬-------------------

{City_Construction_Build_scipii_temple_of_forge_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scipii_temple_of_forge_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Huge Temple of Vulcan in this
settlement. This temple grants greatly improved loyalty benefits to the settlement,
and an improved weapon bonus to any units trained here.

¬-------------------
{City_Construction_Build_julii_temple_of_fun_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_julii_temple_of_fun_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Bacchus in this
settlement. This shrine grants loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_seleucid_temple_of_fun_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_seleucid_temple_of_fun_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Dionysus in this
settlement. This shrine grants loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_thracian_temple_of_fun_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_thracian_temple_of_fun_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Dionysus in this
settlement. This shrine grants loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_egyptian_temple_of_fun_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_fun_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Osiris in this
settlement. This shrine grants loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_armenian_temple_of_fun_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_armenian_temple_of_fun_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Anahit in this
settlement. This shrine grants loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_julii_temple_of_fun_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_julii_temple_of_fun_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Bacchus in this
settlement. This temple grants improved loyalty benefits to the settlement.

¬-------------------
{City_Construction_Build_seleucid_temple_of_fun_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_seleucid_temple_of_fun_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Dionysus in this
settlement. This temple grants improved loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_thracian_temple_of_fun_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_thracian_temple_of_fun_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Dionysus in this
settlement. This temple grants improved loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_egyptian_temple_of_fun_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_fun_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Osiris in this
settlement. This temple grants improved loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_armenian_temple_of_fun_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_armenian_temple_of_fun_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Anahit in this
settlement. This temple grants improved loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_julii_temple_of_fun_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_julii_temple_of_fun_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Bacchus in
this settlement. This temple grants improved loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_seleucid_temple_of_fun_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_seleucid_temple_of_fun_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Dionysus in
this settlement. This temple grants much improved loyalty benefits to the
settlement.
¬-------------------

{City_Construction_Build_thracian_temple_of_fun_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_thracian_temple_of_fun_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Dionysus in
this settlement. This temple grants greatly improved loyalty benefits to the
settlement.

¬-------------------

{City_Construction_Build_egyptian_temple_of_fun_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_fun_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Osiris in this
settlement. This temple grants greatly improved loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_armenian_temple_of_fun_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_armenian_temple_of_fun_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Anahit in this
settlement. This temple grants greatly improved loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_julii_temple_of_fun_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_julii_temple_of_fun_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Bacchus in
this settlement. This temple grants greatly improved loyalty benefits to the
settlement.

¬-------------------

{City_Construction_Build_seleucid_temple_of_fun_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_seleucid_temple_of_fun_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Dionysus in
this settlement. This temple grants hugely improved loyalty benefits to the
settlement.

¬-------------------

{City_Construction_Build_thracian_temple_of_fun_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n
{City_Construction_Build_thracian_temple_of_fun_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Dionysus in
this settlement. This temple grants hugely improved loyalty benefits to the
settlement.

¬-------------------

{City_Construction_Build_egyptian_temple_of_fun_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_fun_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Osiris in
this settlement. This temple grants hugely improved loyalty benefits to the
settlement.

¬-------------------

{City_Construction_Build_armenian_temple_of_fun_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_armenian_temple_of_fun_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Anahit in
this settlement. This temple grants hugely improved loyalty benefits to the
settlement.

¬-------------------

{City_Construction_Build_macedonian_temple_of_governors_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_governors_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Zeus in this
settlement. This shrine grants loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_pontic_temple_of_governors_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_pontic_temple_of_governors_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Zeus in this
settlement. This shrine grants loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_macedonian_temple_of_governors_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_governors_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Zeus in this
settlement. This temple grants improved loyalty benefits to the settlement.

¬-------------------
{City_Construction_Build_pontic_temple_of_governors_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_pontic_temple_of_governors_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Zeus in this
settlement. This temple grants improved loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_macedonian_temple_of_governors_large_temple_Next_Text_01_T
itle} Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_governors_large_temple_Next_Text_01_T
ext1}
At this time it would be a sound strategy to build a Large Temple of Zeus in this
settlement. This temple grants much improved loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_pontic_temple_of_governors_large_temple_Next_Text_01_Title
} Suggested Construction...\n

{City_Construction_Build_pontic_temple_of_governors_large_temple_Next_Text_01_Text1
}
At this time it would be a sound strategy to build a Large Temple of Zeus in this
settlement. This temple grants much improved loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_macedonian_temple_of_governors_awesome_temple_Next_Text_01
_Title} Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_governors_awesome_temple_Next_Text_01
_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Zeus in
this settlement. This temple grants greatly improved loyalty benefits to the
settlement.

¬-------------------

{City_Construction_Build_pontic_temple_of_governors_awesome_temple_Next_Text_01_Tit
le} Suggested Construction...\n

{City_Construction_Build_pontic_temple_of_governors_awesome_temple_Next_Text_01_Tex
t1}
At this time it would be a sound strategy to build an Awesome Temple of Zeus in
this settlement. This temple grants greatly improved loyalty benefits to the
settlement.

¬-------------------

{City_Construction_Build_british_temple_of_healing_shrine_Next_Text_01_Title}
Suggested Construction...\n
{City_Construction_Build_british_temple_of_healing_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Brigantia in this
settlement. This shrine grants loyalty and health benefits to the settlement.

¬-------------------

{City_Construction_Build_egyptian_temple_of_healing_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_healing_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Imhotep in this
settlement. This shrine grants loyalty and health benefits to the settlement.

¬-------------------

{City_Construction_Build_seleucid_temple_of_healing_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_seleucid_temple_of_healing_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Asklepios in this
settlement. This shrine grants loyalty and health benefits to the settlement.

¬-------------------

{City_Construction_Build_brutii_temple_of_healing_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_brutii_temple_of_healing_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Juno in this
settlement. This shrine grants loyalty and health benefits to the settlement.

¬-------------------

{City_Construction_Build_british_temple_of_healing_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_british_temple_of_healing_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Brigantia in
this settlement. This grove grants improved loyalty and health benefits to the
settlement.

¬-------------------

{City_Construction_Build_egyptian_temple_of_healing_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_healing_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Imhotep in this
settlement. This temple grants improved loyalty and health benefits to the
settlement.

¬-------------------
{City_Construction_Build_seleucid_temple_of_healing_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_seleucid_temple_of_healing_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Asklepios in this
settlement. This temple grants improved loyalty and health benefits to the
settlement.

¬-------------------

{City_Construction_Build_brutii_temple_of_healing_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_brutii_temple_of_healing_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Juno in this
settlement. This temple grants improved loyalty and health benefits to the
settlement.

¬-------------------

{City_Construction_Build_british_temple_of_healing_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_british_temple_of_healing_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Circle of Brigantia in
this settlement. This circle grants much improved loyalty and health benefits to
the settlement.

¬-------------------

{City_Construction_Build_egyptian_temple_of_healing_large_temple_Next_Text_01_Title
} Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_healing_large_temple_Next_Text_01_Text1
}
At this time it would be a sound strategy to build a Large Temple of Imhotep in
this settlement. This temple grants much improved loyalty and health benefits to
the settlement.

¬-------------------

{City_Construction_Build_seleucid_temple_of_healing_large_temple_Next_Text_01_Title
} Suggested Construction...\n

{City_Construction_Build_seleucid_temple_of_healing_large_temple_Next_Text_01_Text1
}
At this time it would be a sound strategy to build a Large Temple of Asklepios in
this settlement. This temple grants much improved loyalty and health benefits to
the settlement.

¬-------------------

{City_Construction_Build_brutii_temple_of_healing_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_brutii_temple_of_healing_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Juno in this
settlement. This temple grants much improved loyalty and health benefits to the
settlement.

¬-------------------

{City_Construction_Build_egyptian_temple_of_healing_awesome_temple_Next_Text_01_Tit
le} Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_healing_awesome_temple_Next_Text_01_Tex
t1}
At this time it would be a sound strategy to build an Awesome Temple of Imhotep in
this settlement. This temple grants greatly improved loyalty and health benefits to
the settlement.

¬-------------------

{City_Construction_Build_seleucid_temple_of_healing_awesome_temple_Next_Text_01_Tit
le} Suggested Construction...\n

{City_Construction_Build_seleucid_temple_of_healing_awesome_temple_Next_Text_01_Tex
t1}
At this time it would be a sound strategy to build an Awesome Temple of Asklepios
in this settlement. This temple grants greatly improved loyalty and health benefits
to the settlement.

¬-------------------

{City_Construction_Build_brutii_temple_of_healing_awesome_temple_Next_Text_01_Title
} Suggested Construction...\n

{City_Construction_Build_brutii_temple_of_healing_awesome_temple_Next_Text_01_Text1
}
At this time it would be a sound strategy to build an Awesome Temple of Juno in
this settlement. This temple grants greatly improved loyalty and health benefits to
the settlement.

¬-------------------

{City_Construction_Build_temple_of_horse_shrine_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_temple_of_horse_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Epona in this
settlement. This shrine grants loyalty benefits to the settlement, and bonuses to
any cavalry units recruited here.

¬-------------------

{City_Construction_Build_temple_of_horse_temple_Next_Text_01_Title} Suggested
Construction...\n
{City_Construction_Build_temple_of_horse_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Epona in this
settlement. This grove grants improved loyalty benefits to the settlement, and
improved bonuses to any cavalry units recruited here.

¬-------------------

{City_Construction_Build_temple_of_horse_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_temple_of_horse_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Circle of Epona in this
settlement. This circle grants much improved loyalty benefits to the settlement,
and improved bonuses to any cavalry units recruited here.

¬-------------------

{City_Construction_Build_temple_of_horse_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_temple_of_horse_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Epona in
this settlement. This magnificent structure grants greatly improved loyalty
benefits to the settlement.

¬-------------------

{City_Construction_Build_gallic_temple_of_hunting_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_gallic_temple_of_hunting_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Abnoba in this
settlement. This shrine grants loyalty benefits, and missile weapon bonuses to
units trained here.

¬-------------------

{City_Construction_Build_macedonian_temple_of_hunting_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_hunting_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Artemis in this
settlement. This shrine grants loyalty benefits, and missile weapon bonuses to
units trained here.

¬-------------------

{City_Construction_Build_gallic_temple_of_hunting_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_gallic_temple_of_hunting_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Abnoba in this
settlement. This grove grants improved loyalty benefits, and missile weapon bonuses
to units trained here.

¬-------------------

{City_Construction_Build_macedonian_temple_of_hunting_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_hunting_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Artemis in this
settlement. This temple grants improved loyalty benefits, and missile weapon
bonuses to units trained here.

¬-------------------

{City_Construction_Build_gallic_temple_of_hunting_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_gallic_temple_of_hunting_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Circle of Abnoba in
this settlement. This circle grants much improved loyalty benefits, and missile
weapon bonuses to units trained here.

¬-------------------

{City_Construction_Build_macedonian_temple_of_hunting_large_temple_Next_Text_01_Tit
le} Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_hunting_large_temple_Next_Text_01_Tex
t1}
At this time it would be a sound strategy to build a Large Temple of Artemis in
this settlement. This temple grants much improved loyalty benefits, and missile
weapon bonuses to units trained here.

¬-------------------

{City_Construction_Build_macedonian_temple_of_hunting_awesome_temple_Next_Text_01_T
itle} Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_hunting_awesome_temple_Next_Text_01_T
ext1}
At this time it would be a sound strategy to build an Awesome Temple of Artemis in
this settlement. This temple grants greatly improved loyalty benefits, and missile
weapon bonuses to units trained here.

¬-------------------

{City_Construction_Build_gallic_temple_of_justice_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_gallic_temple_of_justice_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Esus in this
settlement. This shrine grants loyalty benefits.
¬-------------------

{City_Construction_Build_carthaginian_temple_of_justice_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_carthaginian_temple_of_justice_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Baal in this
settlement. This shrine grants loyalty benefits.

¬-------------------

{City_Construction_Build_egyptian_temple_of_justice_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_justice_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Set in this
settlement. This shrine grants loyalty benefits.

¬-------------------

{City_Construction_Build_gallic_temple_of_justice_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_gallic_temple_of_justice_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Esus in this
settlement. This grove grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_carthaginian_temple_of_justice_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_carthaginian_temple_of_justice_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Baal in this
settlement. This temple grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_egyptian_temple_of_justice_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_justice_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Set in this
settlement. This temple grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_gallic_temple_of_justice_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_gallic_temple_of_justice_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Circle of Esus in this
settlement. This circle grants much improved loyalty benefits.
¬-------------------

{City_Construction_Build_carthaginian_temple_of_justice_large_temple_Next_Text_01_T
itle} Suggested Construction...\n

{City_Construction_Build_carthaginian_temple_of_justice_large_temple_Next_Text_01_T
ext1}
At this time it would be a sound strategy to build a Large Temple of Baal in this
settlement. This temple grants much improved loyalty benefits.

¬-------------------

{City_Construction_Build_egyptian_temple_of_justice_large_temple_Next_Text_01_Title
} Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_justice_large_temple_Next_Text_01_Text1
}
At this time it would be a sound strategy to build a Large Temple of Set in this
settlement. This temple grants much improved loyalty benefits.

¬-------------------

{City_Construction_Build_carthaginian_temple_of_justice_awesome_temple_Next_Text_01
_Title} Suggested Construction...\n

{City_Construction_Build_carthaginian_temple_of_justice_awesome_temple_Next_Text_01
_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Baal in
this settlement. This temple grants greatly improved loyalty benefits.

¬-------------------

{City_Construction_Build_egyptian_temple_of_justice_awesome_temple_Next_Text_01_Tit
le} Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_justice_awesome_temple_Next_Text_01_Tex
t1}
At this time it would be a sound strategy to build an Awesome Temple of Set in this
settlement. This temple grants greatly improved loyalty benefits.

¬-------------------

{City_Construction_Build_scythian_temple_of_law_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scythian_temple_of_law_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Papay in this
settlement. This shrine grants public order benefits.

¬-------------------

{City_Construction_Build_egyptian_temple_of_law_shrine_Next_Text_01_Title}
Suggested Construction...\n
{City_Construction_Build_egyptian_temple_of_law_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Horus in this
settlement. This shrine grants public order benefits.

¬-------------------

{City_Construction_Build_scipii_temple_of_law_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scipii_temple_of_law_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Saturn in this
settlement. This shrine grants public order benefits.

¬-------------------

{City_Construction_Build_scythian_temple_of_law_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scythian_temple_of_law_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Papay in this
settlement. This grove grants improved public order benefits.

¬-------------------

{City_Construction_Build_egyptian_temple_of_law_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_law_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Horus in this
settlement. This temple grants improved public order benefits.

¬-------------------

{City_Construction_Build_scipii_temple_of_law_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scipii_temple_of_law_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Saturn in this
settlement. This temple grants improved public order benefits.

¬-------------------

{City_Construction_Build_scythian_temple_of_law_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scythian_temple_of_law_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Circle of Papay in this
settlement. This circle grants much improved public order benefits.

¬-------------------

{City_Construction_Build_egyptian_temple_of_law_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_law_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Horus in this
settlement. This temple grants much improved public order benefits.

¬-------------------

{City_Construction_Build_scipii_temple_of_law_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scipii_temple_of_law_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Saturn in this
settlement. This temple grants much improved public order benefits.

¬-------------------

{City_Construction_Build_egyptian_temple_of_law_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_egyptian_temple_of_law_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Horus in
this settlement. This temple grants greatly improved public order benefits.

¬-------------------

{City_Construction_Build_scipii_temple_of_law_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scipii_temple_of_law_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Saturn in
this settlement. This temple grants greatly improved public order benefits and
allows the recruitment of specialist units.

¬-------------------

{City_Construction_Build_armenian_temple_of_leadership_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_armenian_temple_of_leadership_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Armazd in this
settlement. This shrine grants loyalty benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_leadership_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_leadership_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Athena in this
settlement. This shrine grants loyalty benefits.

¬-------------------
{City_Construction_Build_julii_temple_of_leadership_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_julii_temple_of_leadership_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Jupiter in this
settlement. This shrine grants loyalty benefits.

¬-------------------

{City_Construction_Build_armenian_temple_of_leadership_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_armenian_temple_of_leadership_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Armazd in this
settlement. This temple grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_leadership_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_leadership_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Athena in this
settlement. This temple grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_julii_temple_of_leadership_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_julii_temple_of_leadership_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Jupiter in this
settlement. This temple grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_armenian_temple_of_leadership_large_temple_Next_Text_01_Ti
tle} Suggested Construction...\n

{City_Construction_Build_armenian_temple_of_leadership_large_temple_Next_Text_01_Te
xt1}
At this time it would be a sound strategy to build a Large Temple of Armazd in this
settlement. This temple grants much improved loyalty benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_leadership_large_temple_Next_Text_01_Title
} Suggested Construction...\n

{City_Construction_Build_greek_temple_of_leadership_large_temple_Next_Text_01_Text1
}
At this time it would be a sound strategy to build a Large Temple of Athena in this
settlement. This temple grants much improved loyalty benefits.
¬-------------------

{City_Construction_Build_julii_temple_of_leadership_large_temple_Next_Text_01_Title
} Suggested Construction...\n

{City_Construction_Build_julii_temple_of_leadership_large_temple_Next_Text_01_Text1
}
At this time it would be a sound strategy to build a Large Temple of Jupiter in
this settlement. This temple grants much improved loyalty benefits.

¬-------------------

{City_Construction_Build_armenian_temple_of_leadership_awesome_temple_Next_Text_01_
Title} Suggested Construction...\n

{City_Construction_Build_armenian_temple_of_leadership_awesome_temple_Next_Text_01_
Text1}
At this time it would be a sound strategy to build an Awesome Temple of Armazd in
this settlement. This temple grants greatly improved loyalty benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_leadership_awesome_temple_Next_Text_01_Tit
le} Suggested Construction...\n

{City_Construction_Build_greek_temple_of_leadership_awesome_temple_Next_Text_01_Tex
t1}
At this time it would be a sound strategy to build an Awesome Temple of Athena in
this settlement. This temple grants greatly improved loyalty benefits.

¬-------------------

{City_Construction_Build_julii_temple_of_leadership_awesome_temple_Next_Text_01_Tit
le} Suggested Construction...\n

{City_Construction_Build_julii_temple_of_leadership_awesome_temple_Next_Text_01_Tex
t1}
At this time it would be a sound strategy to build an Awesome Temple of Jupiter in
this settlement. This temple grants greatly improved loyalty benefits.

¬-------------------

{City_Construction_Build_scythia_temple_of_love_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scythia_temple_of_love_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Api in this
settlement. This shrine grants loyalty and population growth benefits.

¬-------------------

{City_Construction_Build_pontic_temple_of_love_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_pontic_temple_of_love_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Aphrodite in this
settlement. This shrine grants loyalty and population growth benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_love_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_love_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Aphrodite in this
settlement. This shrine grants loyalty and population growth benefits.

¬-------------------

{City_Construction_Build_scythia_temple_of_love_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scythia_temple_of_love_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Api in this
settlement. This grove grants improved loyalty and population growth benefits.

¬-------------------

{City_Construction_Build_pontic_temple_of_love_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_pontic_temple_of_love_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Aphrodite in this
settlement. This temple grants improved loyalty and population growth benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_love_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_love_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Aphrodite in this
settlement. This temple grants improved loyalty and population growth benefits.

¬-------------------

{City_Construction_Build_scythia_temple_of_love_large_temple_Next_Thread_Title}
Suggested Construction...\n

{City_Construction_Build_scythia_temple_of_love_large_temple_Next_Thread_Text1}
At this time it would be a sound strategy to build a Sacred Circle of Api in this
settlement. This circle grants much improved loyalty and population growth
benefits.

¬-------------------
{City_Construction_Build_pontic_temple_of_love_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_pontic_temple_of_love_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Aphrodite in
this settlement. This temple grants much improved loyalty and population growth
benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_love_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_love_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Aphrodite in
this settlement. This temple grants much improved loyalty and population growth
benefits.

¬-------------------

{City_Construction_Build_pontic_temple_of_love_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_pontic_temple_of_love_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Aphrodite
in this settlement. This temple grants greatly improved loyalty and population
growth benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_love_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_love_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Aphrodite
in this settlement. This temple grants greatly improved loyalty and population
growth benefits.

¬-------------------

{City_Construction_Build_scipii_temple_of_naval_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scipii_temple_of_naval_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Neptune in this
settlement. This shrine grants loyalty benefits.

¬-------------------

{City_Construction_Build_scipii_temple_of_naval_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scipii_temple_of_naval_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Neptune in this
settlement. This temple grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_scipii_temple_of_naval_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scipii_temple_of_naval_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Neptune in
this settlement. This temple grants much improved loyalty benefits.

¬-------------------

{City_Construction_Build_scipii_temple_of_naval_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scipii_temple_of_naval_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Neptune in
this settlement. This temple grants greatly improved loyalty benefits.

¬-------------------

{City_Construction_Build_parthia_temple_of_one_god_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_parthia_temple_of_one_god_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Zoroastra in this
settlement. This shrine grants loyalty benefits.

¬-------------------

{City_Construction_Build_parthia_temple_of_one_god_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_parthia_temple_of_one_god_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Zoroastra in this
settlement. This temple grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_parthia_temple_of_one_god_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_parthia_temple_of_one_god_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Zoroastra in
this settlement. This temple grants much improved loyalty benefits.

¬-------------------

{City_Construction_Build_parthia_temple_of_one_god_awesome_temple_Next_Text_01_Titl
e} Suggested Construction...\n
{City_Construction_Build_parthia_temple_of_one_god_awesome_temple_Next_Text_01_Text
1}
At this time it would be a sound strategy to build an Awesome Temple of Zoroastra
in this settlement. This temple grants greatly improved loyalty benefits.

¬-------------------

{City_Construction_Build_british_temple_of_trade_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_british_temple_of_trade_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Britannia in this
settlement. This shrine grants loyalty and trade benefits.

¬-------------------

{City_Construction_Build_carthaginian_temple_of_trade_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_carthaginian_temple_of_trade_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Milqart in this
settlement. This shrine grants loyalty and trade benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_trade_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_trade_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Hermes in this
settlement. This shrine grants loyalty and trade benefits.

¬-------------------

{City_Construction_Build_brutii_temple_of_trade_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_brutii_temple_of_trade_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Mercury in this
settlement. This shrine grants loyalty and trade benefits.

¬-------------------

{City_Construction_Build_british_temple_of_trade_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_british_temple_of_trade_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Britannia in
this settlement. This grove grants improved loyalty and trade benefits.

¬-------------------

{City_Construction_Build_carthaginian_temple_of_trade_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_carthaginian_temple_of_trade_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Milqart in this
settlement. This temple grants improved loyalty and trade benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_trade_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_trade_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Hermes in this
settlement. This temple grants improved loyalty and trade benefits.

¬-------------------

{City_Construction_Build_brutii_temple_of_trade_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_brutii_temple_of_trade_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Mercury in this
settlement. This temple grants improved loyalty and trade benefits.

¬-------------------

{City_Construction_Build_british_temple_of_trade_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_british_temple_of_trade_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Circle of Britannia in
this settlement. This circle grants much improved loyalty and trade benefits.

¬-------------------

{City_Construction_Build_carthaginian_temple_of_trade_large_temple_Next_Text_01_Tit
le} Suggested Construction...\n

{City_Construction_Build_carthaginian_temple_of_trade_large_temple_Next_Text_01_Tex
t1}
At this time it would be a sound strategy to build a Large Temple of Milqart in
this settlement. This temple grants much improved loyalty and trade benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_trade_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_trade_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Hermes in this
settlement. This temple grants much improved loyalty and trade benefits.

¬-------------------
{City_Construction_Build_brutii_temple_of_trade_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_brutii_temple_of_trade_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Mercury in
this settlement. This temple grants much improved loyalty and trade benefits.

¬-------------------

{City_Construction_Build_carthaginian_temple_of_trade_awesome_temple_Next_Text_01_T
itle} Suggested Construction...\n

{City_Construction_Build_carthaginian_temple_of_trade_awesome_temple_Next_Text_01_T
ext1}
At this time it would be a sound strategy to build an Awesome Temple of Milqart in
this settlement. This temple grants greatly improved loyalty and trade benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_trade_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_trade_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Hermes in
this settlement. This temple grants greatly improved loyalty and trade benefits.

¬-------------------

{City_Construction_Build_brutii_temple_of_trade_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_brutii_temple_of_trade_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Mercury in
this settlement. This temple grants greatly improved loyalty and trade benefits.

¬-------------------

{City_Construction_Build_british_temple_of_victory_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_british_temple_of_victory_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Andrasta in this
settlement. This shrine grants greatly improved loyalty benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_victory_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_victory_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Nike in this
settlement. This shrine grants loyalty benefits.
¬-------------------

{City_Construction_Build_british_temple_of_victory_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_british_temple_of_victory_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Andrasta in
this settlement. This grove grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_victory_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_victory_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Nike in this
settlement. This temple grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_british_temple_of_victory_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_british_temple_of_victory_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Circle of Andrasta in
this settlement. This circle grants much improved loyalty benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_victory_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_victory_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Nike in this
settlement. This temple grants much improved loyalty benefits.

¬-------------------

{City_Construction_Build_greek_temple_of_victory_awesome_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_greek_temple_of_victory_awesome_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Awesome Temple of Nike in
this settlement. This temple grants greatly improved loyalty benefits.

¬-------------------

{City_Construction_Build_german_temple_of_violence_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_german_temple_of_violence_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Donar in this
settlement. This shrine grants loyalty benefits.
¬-------------------

{City_Construction_Build_pontic_temple_of_violence_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_pontic_temple_of_violence_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Hercules in this
settlement. This shrine grants loyalty benefits.

¬-------------------

{City_Construction_Build_macedonian_temple_of_violence_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_violence_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Ares in this
settlement. This shrine grants loyalty benefits.

¬-------------------

{City_Construction_Build_brutii_temple_of_violence_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_brutii_temple_of_violence_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Mars in this
settlement. This shrine grants loyalty benefits.

¬-------------------

{City_Construction_Build_german_temple_of_violence_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_german_temple_of_violence_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove to Donar in this
settlement. This grove grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_pontic_temple_of_violence_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_pontic_temple_of_violence_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Herakles in this
settlement. This temple grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_macedonian_temple_of_violence_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_violence_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Ares in this
settlement. This temple grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_brutii_temple_of_violence_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_brutii_temple_of_violence_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple of Mars in this
settlement. This temple grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_german_temple_of_violence_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_german_temple_of_violence_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Circle to Donar in this
settlement. This circle grants much improved loyalty benefits.

¬-------------------

{City_Construction_Build_pontic_temple_of_violence_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_pontic_temple_of_violence_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Herakles in
this settlement. This temple grants much improved loyalty benefits.

¬-------------------

{City_Construction_Build_macedonian_temple_of_violence_large_temple_Next_Text_01_Ti
tle} Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_violence_large_temple_Next_Text_01_Te
xt1}
At this time it would be a sound strategy to build a Large Temple of Ares in this
settlement. This temple grants much improved loyalty benefits.

¬-------------------

{City_Construction_Build_brutii_temple_of_violence_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_brutii_temple_of_violence_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Large Temple of Mars in this
settlement. This temple grants much improved loyalty benefits.

¬-------------------

{City_Construction_Build_pontic_temple_of_violence_awesome_temple_Next_Text_01_Titl
e} Suggested Construction...\n
{City_Construction_Build_pontic_temple_of_violence_awesome_temple_Next_Text_01_Text
1}
At this time it would be a sound strategy to build an Awesome Temple of Hercules in
this settlement. This temple grants greatly improved loyalty benefits.

¬-------------------

{City_Construction_Build_macedonian_temple_of_violence_awesome_temple_Next_Text_01_
Title} Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_violence_awesome_temple_Next_Text_01_
Text1}
At this time it would be a sound strategy to build an Awesome Temple of Ares in
this settlement. This temple grants greatly improved loyalty benefits.

¬-------------------

{City_Construction_Build_brutii_temple_of_violence_awesome_temple_Next_Text_01_Titl
e} Suggested Construction...\n

{City_Construction_Build_brutii_temple_of_violence_awesome_temple_Next_Text_01_Text
1}
At this time it would be a sound strategy to build an Awesome Temple of Mars in
this settlement. This temple grants greatly improved loyalty benefits and allows
the recruitment of specialised units.

¬-------------------

{City_Construction_Build_german_temple_of_viking_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_german_temple_of_viking_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Woden in this
settlement. This shrine grants loyalty benefits.

¬-------------------

{City_Construction_Build_german_temple_of_viking_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_german_temple_of_viking_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Woden in this
settlement. This grove grants improved loyalty benefits.

¬-------------------

{City_Construction_Build_german_temple_of_viking_large_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_german_temple_of_viking_large_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Circle of Woden in this
settlement. This circle grants greatly improved loyalty benefits.
¬-------------------

{City_Construction_Build_scythian_temple_of_horse_2_shrine_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scythian_temple_of_horse_2_shrine_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Shrine to Kolaksay in this
settlement. This shrine grants loyalty benefits, and bonuses to cavalry units
trained here.

¬-------------------

{City_Construction_Build_scythian_temple_of_horse_2_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_scythian_temple_of_horse_2_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Kolaksay in
this settlement. This grove grants improved loyalty benefits, and bonuses to
cavalry units trained here.

¬-------------------

{City_Construction_Build_scythian_temple_of_horse_2_large_temple_Next_Text_01_Title
} Suggested Construction...\n

{City_Construction_Build_scythian_temple_of_horse_2_large_temple_Next_Text_01_Text1
}
At this time it would be a sound strategy to build a Sacred Circle of Kolaksay in
this settlement. This shrine grants much improved loyalty benefits, and bonuses to
cavalry units trained here.

¬-------------------

{City_Construction_Build_No_building_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_No_building_Next_Text_01_Text1}
It would be best not to construct any new buildings at this time. Sometimes the
best strategy is to do nothing.

¬-------------------

{City_Construction_Build_stone_wall_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_stone_wall_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Stone Wall around this
settlement. Improved defences are always a wise precaution even when not at war.

¬-------------------

{City_Construction_Build_mines_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_mines_Next_Text_01_Text1}
At this time it would be a sound strategy to build Mines in this settlement. Mines
create wealth that can be taxed.

¬-------------------

{City_Construction_Build_great_amphitheatre_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_great_amphitheatre_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Coliseum in this settlement.
Magnificent Games can be staged to divert people from their concerns and quiet
rebellious thoughts.

¬-------------------

{City_Construction_Build_tavern_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_tavern_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Tavern in this settlement.
This greatly improves the happiness of the settlement's people.

¬-------------------

{City_Construction_Build_seleucid_temple_of_forge_awesome_temple_Next_Text_01_Title
} Suggested Construction...\n

{City_Construction_Build_seleucid_temple_of_forge_awesome_temple_Next_Text_01_Text1
}
At this time it would be a sound strategy to build an Aweseome Temple of Haphaestus
in this settlement. This temple grants greatly improved loyalty benefits to the
settlement, and an improved weapon bonus to any units trained here.

¬-------------------

{City_Construction_Build_trade_caravan_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_trade_caravan_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Trade Caravan in this
settlement. This will increase the trade revenues of the settlement, and these can
be taxed.

¬-------------------

{City_Construction_Build_arena_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_arena_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Arena in this settlement.
This will allow Games to be staged to entertain and divert the people if they
become restive.

¬-------------------
{Know_Your_Enemy_Text_01_Title} Know Your Enemy

{Know_Your_Enemy_Text_01_Text1}
An eastern sage once said "Know the enemy and know yourself and you will be
victorious in a thousand battles". I think he may have been prone to a little light
exaggeration.

¬-------------------

{Threaten_All_Places_Text_01_Title} Threaten All Places

{Threaten_All_Places_Text_01_Text1}
When attacking, appear to threaten all places, so they must divide their efforts
while you concentrate yours.

¬-------------------

{Learn_Diplomacy_Text_01_Title} Learn To Interpret Diplomacy

{Learn_Diplomacy_Text_01_Text1}
When an enemy's diplomats grovel but give nothing away immediately they are
preparing to attack.

¬-------------------

{Make_Best_Of_Alliance_Text_01_Title} Make The Best Of An Alliance

{Make_Best_Of_Alliance_Text_01_Text1}
Where both you and your allies border an enemy, try to persuade your allies to co-
operate and attack them together. Diplomats can ask allies to attack a faction.

¬-------------------

{Foreseen_Is_Forewarned_Text_01_Title} Foreseen Is Forewarned

{Foreseen_Is_Forewarned_Text_01_Text1}
Before attacking it is important to understand the strength of the enemy. This is
not just a matter of numbers. Place a spy adjacent to the enemy to find out the
details of his forces.

¬-------------------

{Choose_Your_Battlefield_Text_01_Title} Choose Your Battlefields

{Choose_Your_Battlefield_Text_01_Text1}
Too keep the advantage you should always try to make it your choice where and when
you fight the enemy. If you are constantly reacting to their moves then they are
dictating your strategy.

{Exercise_Control_Text_01_Title} Exercise Control

{Exercise_Control_Text_01_Text1}
When you want to avoid being attacked by a marauding enemy army, you need to
control their movements. Use fast manoeuvrable troops to lure the enemy to where
you want them.

{Make_An_Offer_Text_01_Title} Make An Offer

{Make_An_Offer_Text_01_Text1}
When you want to entice the enemy into battle, you need to offer them some
advantage. If you are overwhelmingly strong or there is little for them to gain
they will not come.

{Look_Before_You_Leap_Text_01_Title} Look Before You Leap

{Look_Before_You_Leap_Text_01_Text1}
You can be certain to take what you attack when you attack what is not defended. An
undefended settlement is hard to resist. Unless it's just bait.

¬-------------------

{Centre_Settlement_Text_01_Title} It’s A Small World

{Centre_Settlement_Text_01_Text1}
Take some time to explore the map. If you need to return to one of your settlements
at any point simply right click on the show buildings in settlement tab and double
left click on any settlement icon.

¬-------------------

{Draw_Them_Out_Open_Text_01_Title} Draw Them Out

{Draw_Them_Out_Open_Text_01_Text1}
If you're faced with a heavily fortified enemy, attack or lay siege somewhere they
can't ignore, to draw them out into the field.

¬-------------------

{When_To_Attack_Text_01_Title} Know When To Attack And When To Defend

{When_To_Attack_Text_01_Text1}
It is important to defend when your strength is inadequate, and attack when it is
abundant. Is now the right time to attack?

¬-------------------

{Principles_Of_War_Text_01_Title} The Principles Of War

{Principles_Of_War_Text_01_Text1}
First attack the enemy's strategy. Then disrupt his alliances. Next attack his
armies, and finally take his cities. These are the basic principles of war.

¬-------------------

{Time_To_Kill_Text_01_Title} A Time To Kill

{Time_To_Kill_Text_01_Text1}
Victory will always be yours if you only seek battle when you're sure to win. If
you cannot expect to win and damaging the enemy at a high cost serves no purpose,
withdrawing is the best option.

¬-------------------

{Settlement_Help_Governors_Panel_Text_01_Title} The Governor's Panel

{Settlement_Help_Governors_Panel_Text_01_Text1}
If you move a general into a settlement he becomes the governor. His management
rating generates bonus income, and his influence adds to public order. You should
aim to have those governors with the highest management rating in your richest
settlements, and send those with the highest command rating away on campaign. If
you don't leave a general in a settlement at all, there will be no governor and no
bonus to public order and income.

¬-------------------

{Settlement_Help_Games_Text_01_Title} Games

{Settlement_Help_Games_Text_01_Text1}
When the first level of amphitheatre has been constructed it will be possible to
throw games in your settlement. Games help improve public order by sating the
bloodlust of the local populace with gladiatorial combat.\nAnnual, monthly or even
daily games can be arranged here by adjusting the scale that appears in the set
policies section of the scroll when the first amphitheatre has been constructed.

¬-------------------

{Settlement_Help_Policies_Text_01_Title} Setting Policies and Automanagement

{Settlement_Help_Policies_Text_01_Text1}
Tax rate can be adjusted here using the arrow icons. If you'd rather concentrate
your energies on waging total war rather than managing the economics of your
settlement check the automanagement tickbox, which hands taxes and the day to day
mechanics of governing a settlement over to the game AI.

¬-------------------

{Settlement_Help_Construction_Basics_Text_01_Title} The Construction Queue

{Settlement_Help_Construction_Basics_Text_01_Text1}
The panel below shows the buildings it is possible to construct in this level of
settlement. Right click buildings to view their descriptions. Left click buildings
to place them in the construction queue. Left click again to remove buildings from
the queue if you change your mind.

¬-------------------

{Settlement_Help_Construction_Detail_Text_01_Title} Repairing Damaged Buildings

{Settlement_Help_Construction_Detail_Text_01_Text1}
Buildings can be damaged following a siege or during natural disasters such as
earthquakes and volcanic eruptions. Left click this button to display those
buildings that require repair. Add them to the construction queue the same way as
when building.

¬-------------------

{Settlement_Help_Construction_Advice_Text_01_Title} Request Construction Advice

{Settlement_Help_Construction_Advice_Text_01_Text1}
Left click this button to request construction advice.

¬-------------------

{Settlement_Help_Living_Breathing_City_Text_01_Title} View your settlement in 3D!

{Settlement_Help_Living_Breathing_City_Text_01_Text1}
View your settlement’s development in real time, simply left click this button to
zoom down into your settlement on the battlefield.

¬-------------------

{Settlement_Help_Building_Browser_Intro_Text_01_Title} The Building Browser

{Settlement_Help_Building_Browser_Intro_Text_01_Text1}
The building browser is your direct link to the technology tree. Every possible
building is listed in construction order for easy reference. Use the building
browser to prioritise construction choices during your campaign. Left click the
button on the left of this scroll to access it.

¬-------------------

{Settlement_Help_Building_Browser_Detail_Text_01_Title} The Building Browser

{Settlement_Help_Building_Browser_Detail_Text_01_Text1}
The levels of building development are displayed horizontally and those buildings
that can be constructed within a level are displayed vertically. The first level of
settlement is a village. The only building that can be constructed in a village is
a governor’s house. Once built the village will become a town. At this point it
will be possible to construct a variety of other basic buildings to help your
settlement grow. For instance, land clearance is essential to provide food for the
population to grow, with roads providing that vital link with the outside world,
facilitating trade and allowing people to move between settlements.\n\nThere are a
number of other basic building types, such as markets, ports, barracks and stables.
When you decide to build a bigger dwelling for your governor, your town will become
a large town, and then a minor city, etc.

¬-------------------

{Settlement_Help_Centre_Map_Text_01_Title} Centralising the Map

{Settlement_Help_Centre_Map_Text_01_Text1}
Left click this button to centre the campaign map on the selected settlement.

¬-------------------
{Settlement_Help_Retraining_Text_01_Title} Retraining Units

{Settlement_Help_Retraining_Text_01_Text1}
Left click this button to display those units available for retraining. Add them to
the queue the same way as when recruiting. Retrained units will be fully restored
in numbers and have improved armour and weapons if available in that settlement.

¬-------------------

{Settlement_Help_Exit_Scroll_Text_01_Title} Leaving the Settlement Scroll

{Settlement_Help_Exit_Scroll_Text_01_Text1}
Changes are saved as soon as they are made, left click on the tick button on the
right to dismiss the scroll.

¬-------------------

{Settlement_Help_Recruitment_Advice_Text_01_Title} Request Recruitment Advice

{Settlement_Help_Recruitment_Advice_Text_01_Text1}
Left click this button to request recruitment advice.

¬-------------------

{Old_Enemy_Zone_Of_Movement_Text_01_Title} Enemy Zone Of Movement

{Old_Enemy_Zone_Of_Movement_Text_01_Text1}
When defending your territory it is important to know how far enemy armies are able
to move. Mouse over an enemy army and the yellow zone will show you this. When an
enemy army is blocking your path the terrain will be highlighted red at the choke
point. You must fight the enemy army to pass through, or find an alternative route.

¬-------------------

{Settlement_As_Bait_Text_01_Title} A Useful Strategy

{Settlement_As_Bait_Text_01_Text1}
A useful strategy is to entice the enemy with something they are sure to take, and
lie in wait for them in strength. A poorly defended settlement makes fine bait,
although the inhabitants may disagree.

¬-------------------

{City_Food_Supplies_Garrison_Big_Stores_Needed_Text_01_Title} Garrison Requires


Food Supplies

{City_Food_Supplies_Garrison_Big_Stores_Needed_Text_01_Text1}
Build better farms here to increase food supplies. The garrison will need the extra
food to withstand a siege.

¬-------------------

{City_Capture_Auto_Management_Offer_Text_01_Title} Managing Your Conquest


{City_Capture_Auto_Management_Offer_Text_01_Text1}
I can arrange for this settlement to be auto-managed. Do you want this to happen?\n

{City_Capture_Auto_Management_Offer_Text_01_Text2}
This settlement can be auto-managed for you. Would you like this?\n

¬-------------------

{City_Food_Supplies_Build_More_Farms_Text_01_Title} Food Supply Low

{City_Food_Supplies_Build_More_Farms_Text_01_Text1}
Build farms here to increase the food supply. Without adequate food a settlement
cannot grow!

¬-------------------

{Siege_Assault_Army_Size_Advice_1_Text_01_Title} Army Too Small To Siege

{Siege_Assault_Army_Size_Advice_1_Text_01_Text1}
The enemy settlement is large, and your army…well…isn't. An assault at this stage
would be to take the foolhardy option. It would be a better strategy to starve them
out, as they have only a limited amount of supplies left. Be wary of long sieges
though, as after a few months stuck outside settlement walls you are bound to lose
troops through desertion.

¬-------------------

{Go_Where_Your_Enemy_Isnt_Text_01_Title} Go Where Your Enemy, Er, Isn't...

{Go_Where_Your_Enemy_Isnt_Text_01_Text1}
Invade without taking casualties by going where there is no enemy. Bypass his
strong points and hit them where they are weak, withdrawing swiftly so you cannot
be caught.

¬-------------------

{Help_UI_Panel_Training_Early_Advice_Basics_Text_02_Title} Recruitment Advice

{Help_UI_Panel_Training_Early_Advice_Basics_Text_02_Text1}
Left click on my portrait in the scroll to ask for advice on what unit to recruit
next from this settlement.

{Help_UI_Panel_Training_Early_Advice_Basics_Text_03_Title} Improved Weapons and


Armour

{Help_UI_Panel_Training_Early_Advice_Basics_Text_03_Text1}
You can obtain better quality weapons and armour for your men by constructing a
blacksmith, armourer or foundry in this settlement. Once complete, these buildings
provide superior equipment for all new units trained here.

¬-------------------

{Help_UI_Panel_Trade_Early_Advice_Basics_Text_01_Title} Settlement Trade Summary


{Help_UI_Panel_Trade_Early_Advice_Basics_Text_01_Text1}
This scroll enables you to view the tradeable goods in your settlement, as well as
income from farming, mining and trade with other settlements.

¬-------------------

{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Title} Diplomacy Basics

{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Text1}
Left click on the listed offer and demand items to create a proposal. Left click on
an item in the proposal to remove it. A balanced - or very generous - treaty
proposal is likely to be accepted.

¬-------------------

{Help_UI_Panel_Diplomatic_Standing_Early_Advice_Basics_Text_01_Title} Diplomatic
Standing

{Help_UI_Panel_Diplomatic_Standing_Early_Advice_Basics_Text_01_Text1}
This scroll enables you to view the state of diplomatic relations between each
faction at a glance. Use this scroll to aid you in making and breaking alliances
during your campaign.

¬-------------------

{Help_UI_Panel_Family_Tree_Early_Advice_Basics_Text_01_Title} Family Tree

{Help_UI_Panel_Family_Tree_Early_Advice_Basics_Text_01_Text1}
You can view your faction's family tree from here. You can also change your
faction's heir by selecting a portrait and clicking on the laurel button on the
left of the scroll.

¬-------------------

{Help_Events_Log_Scroll_Text_01_Title} Events Log

{Help_Events_Log_Scroll_Text_01_Text1}
This scroll shows all events that have affected your faction to date including
births, deaths and marriages; along with important battles and conquests.

¬-------------------

{Help_Building_Details_Scroll_Text_01_Title} Building Information

{Help_Building_Details_Scroll_Text_01_Text1}
This scroll gives you all the important information about a particular building:
how much it costs, how long it takes to construct, and its game effects. Some
buildings can be important because they allow you to build other, more advanced
buildings in future, so it's worth reading all the information here.

¬-------------------
{Help_Assassination_Mission_Scroll_Text_01_Title} Assassination and Sabotage
Missions

{Help_Assassination_Mission_Scroll_Text_01_Text1}
Decide if the chance of successfully killing the target or sabotaging a building in
the enemy settlement is worth the risk to your assassin's life, then carry out the
mission by highlighting your chosen target and left clicking on the button in the
bottom left hand corner.

¬-------------------

{Help_Merge_Armies_Scroll_Text_01_Title} Merging Armies

{Help_Merge_Armies_Scroll_Text_01_Text1}
This scroll appears when you attempt to merge two armies that would contain too
many units if combined. Use this scroll to manually merge selected units. Click on
the general (if any) or unit you wish to move, and then click on the large central
button to move the unit into the other army. You can select more than one unit at a
time to move.

¬-------------------

{Help_Attack_Allies_Scroll_Text_01_Title} Think Before You Act

{Help_Attack_Allies_Scroll_Text_01_Text1}
You are about to launch an attack on a faction you are allied to. Think carefully
before you make this decision, once it becomes common knowledge that your word
means little, you may find it difficult to make future deals and forge alliances.

¬-------------------

{Help_UI_Panel_Naval_Prebattle_Advice_Text_01_Title} Naval Combat!

{Help_UI_Panel_Naval_Prebattle_Advice_Text_01_Text1}
Much like land battles, victory in naval warfare isn't merely a case of superior
numbers. The skill of the admiral is crucial in avoiding a watery grave! Look at
the command ability of the enemy before commiting your fleet to action, but beware
- if you are attacked it may not be possible to avoid combat!

¬-------------------

{Help_UI_Panel_Prebattle_Advice_Text_01_Title} Battle is Imminent!

{Help_UI_Panel_Prebattle_Advice_Text_01_Text1}
Winning a battle isn't just about troop numbers. The balance of unit types and
general's command ability are essential. Look at the army strength ratio and any
reinforcement information before committing your troops. The buttons on the right
of this scroll represent your battle options. Mouse over them to see what each one
does.

¬-------------------

{Help_Game_Options_Scroll_Text_01_Title} Game Options


{Help_Game_Options_Scroll_Text_01_Text1}
Left click on graphics options to add or remove graphical effects and change the
resolution of the campaign map and battlefields. Left click on sound options to
change SFX and music levels. Load or save a campaign or exit to the main front end
menus by left clicking the appropriate buttons.

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 29/03/2004 17:11:34
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Battle_Replay_Screen_Text_01_Title} Load/Save Options

{Battle_Replay_Screen_Text_01_Text1}
To create a save click on the command line, type a save name and left click the
save button. To overwrite an existing save, select it from the list before clicking
on the save button. To load, simply select a save and left click the load button.

¬-------------------

{Start_Battle_Horse_Archers_Harrassing_Advancing_Enemy_Text_01_Title} A Plan of
Action

{Start_Battle_Horse_Archers_Harrassing_Advancing_Enemy_Text_01_Text1}
As the enemy come forward, use your missile cavalry to weaken and harass their
forces. Let them advance under a hail of missiles!

{Start_Battle_Horse_Archers_Harrassing_Advancing_Enemy_Text_01_Text2}
The enemy are likely to attack, so use your missile cavalry to disrupt the
attackers.

{Start_Battle_Horse_Archers_Harrassing_Advancing_Enemy_Text_01_Text3}
Given that it's likely the enemy are going to attack, it would be a good idea to
use your missile cavalry to harrass them. Let them come to you under fire all the
way!
¬-------------------

{Start_Battle_Horse_Archers_Harrassing_Defensive_Enemy_Text_01_Title} A Plan of
Action

{Start_Battle_Horse_Archers_Harrassing_Defensive_Enemy_Text_01_Text1}
As the enemy stand there, use your missile cavalry to weaken them. If the enemy
move out of formation, don't let them engage. Once all the missiles are gone,
attack!

{Start_Battle_Horse_Archers_Harrassing_Defensive_Enemy_Text_01_Text2}
Use your missile cavalry to weaken the enemy and only attack once they have run out
of arrows. Why risk men when arrows are cheaper?

{Start_Battle_Horse_Archers_Harrassing_Defensive_Enemy_Text_01_Text3}
Send missile cavalry to barrage the enemy with missiles. Only attack once they have
run out of ammunition.

¬-------------------

{Siege_Advice_Equipment_Attack_Sapping_Text_01_Title} Sapping

{Siege_Advice_Equipment_Attack_Sapping_Text_01_Text1}
Sapping involves digging tunnels under the walls of the enemy settlement and then
lighting fires in the tunnels to cause them to collapse. To deploy a sapping point
left click to select it and then drag it onto the desired section of the wall. Once
battle has begun simply select an infantry unit and right click on the sapping
point.

¬-------------------

{Siege_Advice_Equipment_Defence_Battering_Rams_Text_01_Title} Enemy Battering


Ram

{Siege_Advice_Equipment_Defence_Battering_Rams_Text_01_Text1}
The besiegers are intending to break down the gates of your settlement with a
battering ram. Boiling oil will be poured from above as they reach the gate, but it
would be prudent to have your heaviest troops ready in case the enemy break through
it.

¬-------------------

{Siege_Advice_Equipment_Defence_Ladders_Text_01_Title} Enemy Siege Ladders

{Siege_Advice_Equipment_Defence_Ladders_Text_01_Text1}
They're putting ladders to your walls, get some men on the battlements quickly -
archers, peltasts or slingers to bombard them and infantry to engage them, if they
make it to the top!

¬-------------------

{Siege_Advice_Equipment_Defence_Towers_Text_01_Title} Enemy Siege Towers

{Siege_Advice_Equipment_Defence_Towers_Text_01_Text1}
The enemy have used siege towers against your settlement's walls! Without siege
engines of your own you must move infantry and missile troops up there ready to
attack the besiegers as they emerge!

¬-------------------

{Siege_Advice_Equipment_Defence_Onagers_Text_01_Title} Enemy Artillery

{Siege_Advice_Equipment_Defence_Onagers_Text_01_Text1}
The enemy have mighty stone throwing engines - they intend to break through your
walls! Send loose formation cavalry to attack their operators before these rocks
break through!

¬-------------------

{Siege_Advice_Equipment_Defence_Ballistae_Text_01_Title} Enemy Artillery

{Siege_Advice_Equipment_Defence_Ballistae_Text_01_Text1}
The enemy are using bolt throwers - send loose formation cavalry to attack their
operators before we all end up on skewers!

¬-------------------

{Enemy_Siege_Engine_Destroyed_Player_Other_Text_01_Title} Enemy Artillery has been


Destroyed!

{Enemy_Siege_Engine_Destroyed_Player_Other_Text_01_Text1}
You have attacked and destroyed heavy artillery belonging to the enemy! If they
have more onagers attack them at once, before your foes have a chance to mobilise
and retaliate!

¬-------------------

{Siege_Advice_Siege_Assault_Use_Testudo_Text_01_Title} Use Testudo

{Siege_Advice_Siege_Assault_Use_Testudo_Text_01_Text1}
Your men are relatively unprotected against hails of missile fire from the enemy
defenders. Put them into testudo formation for maximum protection while they
approach the walls. Left click the Show Me How button to see how to do this.

¬-------------------

{Siege_Advice_Siege_Assault_Breach_Use_Testudo_Text_01_Title} Use Testudo

{Siege_Advice_Siege_Assault_Breach_Use_Testudo_Text_01_Text1}
Put your legionaries into testudo formation as you approach the breach. They are
bound to come under missile fire from the defenders! Left click the Show Me How
button to see how to do this.

¬-------------------

{Siege_Advice_Siege_Assault_Advise_Against_Archers_Text_01_Title} Save Your


Archers!
{Siege_Advice_Siege_Assault_Advise_Against_Archers_Text_01_Text1}
The enemy archers are protected by the wall's ramparts, yours are not - do not
engage them at this stage of the siege or you will suffer heavy casualties! Left
click the Show Me How button to zoom to your unit.

¬-------------------

{Cantabrian_Circle_Text_01_Title} Cantabrian Circle

{Cantabrian_Circle_Text_01_Text1}
Your mounted skirmish troops can perform a special formation - the Cantabrian
circle. This works by having the cavalry ride around in front of the enemy firing
arrows or throwing javelins to minimise their exposure to attack. Left click the
button to the right of the review panel to activate this formation. Left click the
Show Me How button for help.

¬-------------------

{Close_Formation_Change_Loose_Warning_Text_01_Title} Change Formation!

{Close_Formation_Change_Loose_Warning_Text_01_Text1}
One of your units is under attack from an enemy missile unit! You are currently
using close formation. It is more difficult to hit a loosely spaced formation than
a tightly packed one. Change to a loose formation by left clicking on the button to
the right of the review panel. Left click the Show Me How button to see how to
change formation.

¬-------------------

{Loose_Formation_Change_Testudo_Warning_Text_01_Title} Change Formation!

{Loose_Formation_Change_Testudo_Warning_Text_01_Text1}
Your legionaries are under fire from enemy troops, put them into testudo formation
- the shell of shields will make it difficult for missiles to penetrate. Left click
the Show Me How button to see how to change formation.

¬-------------------

{Draw_Their_Fire_Testudo_Text_01_Title} Draw Their Fire

{Draw_Their_Fire_Testudo_Text_01_Text1}
Heavily armoured infantry or legionaries capable of entering testudo formation can
waste enemy arrows by drawing their fire. This is very useful when attacking a foe
with superior missile troops.

¬-------------------

{Draw_Their_Fire_Peasants_Text_01_Title} Draw Their Fire

{Draw_Their_Fire_Peasants_Text_01_Text1}
Peasants can be sacrificed to draw enemy fire, but they will probably break and
run, spreading a certain amount of panic. Withdraw them before they rout.
¬-------------------

{Your_Men_Fight_To_The_Death_Text_01_Title} Fight To The Death!

{Your_Men_Fight_To_The_Death_Text_01_Text1}
A unit of your troops has been surrounded. As there is nowhere to run to, they will
now fight to the death! If your men manage to break through the enemy they will
rout from the field. Left click the Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Cavalry_Attack_Spears_Frontally_Text_01_Title} Foolish
Charge!

{Battle_Units_Matchup_Cavalry_Attack_Spears_Frontally_Text_01_Text1}
Attacking spearmen from the front is a good way to kill off your cavalry units.
Attack from the flank or rear - or better still, use some infantry! Left click the
Show Me How button to zoom to your unit.

{Battle_Units_Matchup_Cavalry_Attack_Spears_Frontally_Text_01_Text2}
Cavalry shouldn't charge into spearmen unless they can do it from the side or rear.
Left click the Show Me How button to zoom to your unit.

{Battle_Units_Matchup_Cavalry_Attack_Spears_Frontally_Text_01_Text3}
A cavalry charge into a forest of spear points is insane! Pull the cavalry back,
then work around to the flank. Left click the Show Me How button to zoom to your
unit.

¬-------------------

{Battle_Units_Matchup_Player_Cavalry_Flank_Attack_Spears_Text_01_Title} Good
Attack on Spearmen

{Battle_Units_Matchup_Player_Cavalry_Flank_Attack_Spears_Text_01_Text1}
Attacking spearmen in the flanks is a good way of taking them on with cavalry. You
should always avoid charging onto spear points! Left click the Show Me How button
to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Player_Cavalry_Rear_Attack_Spears_Text_01_Title} Superb
Charge!

{Battle_Units_Matchup_Player_Cavalry_Rear_Attack_Spears_Text_01_Text1}
Excellent! Attacking spearmen from behind is the single best way to kill them with
cavalry. But always keep an eye out for enemy troops supporting the spearmen! Left
click the Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Enemy_Cavalry_Flank_Attack_Spears_Text_01_Title} Turn Spears


To Meet Cavalry

{Battle_Units_Matchup_Enemy_Cavalry_Flank_Attack_Spears_Text_01_Text1}
Enemy cavalry are charging towards your spears' flank. Turn to meet cavalry charges
quickly. Left click the Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Player_Spears_Attack_Cavalry_Front_Text_01_Title} Good
Use of Spearmen

{Battle_Units_Matchup_Player_Spears_Attack_Cavalry_Front_Text_01_Text1}
Spearmen are the best troops for defeating cavalrymen. Left click the Show Me How
button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Player_Spears_Attack_Engaged_Cavalry_Flank_And_Rear_Text_01_T
itle} Great Attack by Spearmen!

{Battle_Units_Matchup_Player_Spears_Attack_Engaged_Cavalry_Flank_And_Rear_Text_01_T
ext1}
Attacking engaged cavalry with spearmen in the flank or rear is an excellent way to
defeat them! Left click the Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Enemy_Spears_Attack_Engaged_Cavalry_Flank_And_Rear_Text_01_Ti
tle} Warning: Spearmen Attacking

{Battle_Units_Matchup_Enemy_Spears_Attack_Engaged_Cavalry_Flank_And_Rear_Text_01_Te
xt1}
Spearmen are about to attack your cavalry, and they are already in a fight! Get the
horsemen out of there - spearmen are the most effective force against cavalry. Left
click the Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Enemy_Cavalry_Flank_Attack_Engaged_Spears_Text_01_Title}
Spearmen Need Support

{Battle_Units_Matchup_Enemy_Cavalry_Flank_Attack_Engaged_Spears_Text_01_Text1}
Enemy cavalry are readying an attack on the flanks of these already-engaged
spearmen. Either pull them back or commit other troops in support. Left click the
Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Player_Cavalry_Attack_Camels_Text_01_Title} The Smell of


Camels

{Battle_Units_Matchup_Player_Cavalry_Attack_Camels_Text_01_Text1}
Using your cavalry to attack camels is not likely to be very effective. The
horrible smell of camels spooks horses! Left click the Show Me How button to zoom
to your unit.

¬-------------------
{Battle_Units_Matchup_Player_Camels_Attack_Cavalry_Text_01_Title} Smelly
Camels

{Battle_Units_Matchup_Player_Camels_Attack_Cavalry_Text_01_Text1}
Using your camel-mounted warriors to attack enemy cavalry is a good tactic. The
very smell of a camel makes horses afraid and weakens cavalry combat power! Left
click the Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Enemy_Cavalry_Attack_Camels_Text_01_Title} The Smell of


Camels

{Battle_Units_Matchup_Enemy_Cavalry_Attack_Camels_Text_01_Text1}
The enemy are disadvantaged by sending cavalry against your camels. The smell - and
even the look - of camels spooks horses, so their riders are less effective in
combat. Left click the Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Enemy_Camels_Attack_Cavalry_Text_01_Title} Smelly Camels

{Battle_Units_Matchup_Enemy_Camels_Attack_Cavalry_Text_01_Text1}
Camel riders are about to attack your cavalry. This is likely to go badly for your
horsemen, as their mounts are upset by the strange smell and appearance of camels.
Left click the Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Player_Heavy_Cavalry_Attack_Skirmishers_Text_01_Title} A
Waste of Good Cavalry

{Battle_Units_Matchup_Player_Heavy_Cavalry_Attack_Skirmishers_Text_01_Text1}
While enemy skirmishers can be annoying, heavy cavalry are better used elsewhere to
break enemy formations. Use your own skirmishers or light cavalry against enemy
skirmishers. Left click the Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Player_Horse_Archers_Attack_Phalanx_Text_01_Title}
Wearing Down Phalanxes

{Battle_Units_Matchup_Player_Horse_Archers_Attack_Phalanx_Text_01_Text1}
Using horse archers or missile-armed cavalry against a solid mass of soldiers is an
excellent tactic. Attack the flanks and rear but be careful not to get drawn into
hand-to-hand fighting! Left click the Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Player_Horse_Archers_Attack_Testudo_Text_01_Title} A
Waste of Ammunition

{Battle_Units_Matchup_Player_Horse_Archers_Attack_Testudo_Text_01_Text1}
Attacking a unit in a testudo with missile weapons is pointless! While they're
locked into slow moving ranks, try hitting them in hand-to-hand combat. Left click
the Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Player_Horse_Archers_Attack_Camels_Text_01_Title}
Keeping a Distance from Camels

{Battle_Units_Matchup_Player_Horse_Archers_Attack_Camels_Text_01_Text1}
Keep missile-armed horsemen out of hand-to-hand combat with camel troops. Camels
smell, and this spooks horses and makes any cavalry less effective. Left click the
Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Player_Artillery_Attacks_Phalanx_Or_Testudo_Text_01_Title}
Good Bombardment Target

{Battle_Units_Matchup_Player_Artillery_Attacks_Phalanx_Or_Testudo_Text_01_Text1}
A close-packed mass like a phalanx or testudo is a superb target for artillery on
the battlefield. Keep pounding them, and they'll take casualties! Left click the
Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Player_Artillery_Attacks_Skirmishers_Text_01_Title} Poor
Bombardment Target

{Battle_Units_Matchup_Player_Artillery_Attacks_Skirmishers_Text_01_Text1}
A loosely spaced unit is not a sensible target for artillery. You may kill a few
enemies, but better look instead for a tightly packed target unit. Left click the
Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Player_Elephants_Attack_Light_Infantry_Text_01_Title}
Slightly Risky Elephant Attack

{Battle_Units_Matchup_Player_Elephants_Attack_Light_Infantry_Text_01_Text1}
Of all troops, lighter infantry are the best suited to take on your elephants.
True, a lot of them will die, but watch out for your beasts! Left click the Show Me
How button to zoom to your unit.

{Battle_Units_Matchup_Player_Elephants_Attack_Light_Infantry_Text_01_Text2}
There are better targets than light infantry for your elephants to attack. Use them
against the enemy's heavier forces. Left click the Show Me How button to zoom to
your unit.

¬-------------------

{Battle_Units_Matchup_Player_Horse_Archers_Attack_Spears_Text_01_Title} Great!
You're Outhinking the Enemy!
{Battle_Units_Matchup_Player_Horse_Archers_Attack_Spears_Text_01_Text1}
Massed spears are exactly the sort of target horse archers and missile cavalry
should be used against, as they are able to ride around the enemy and attack from
behind. Fire away, but remember to keep your distance! Left click the Show Me How
button to zoom to your unit.

{Battle_Units_Matchup_Player_Horse_Archers_Attack_Spears_Text_01_Text2}
Using missile-armed cavalry to attack spearmen is excellent! Just keep the horsemen
out of hand-to-hand fighting, and let them fire into the massed ranks of your
enemies! Left click the Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Any_Phalanx_vs_Phalanx_Text_01_Title}Push of Pikes

{Battle_Units_Matchup_Any_Phalanx_vs_Phalanx_Text_01_Text1}
A phalanx-versus-phalanx fight comes down to troop quality and numbers. Make sure
you have local superiority - or send in some supporting troops. Left click the Show
Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Player_Light_Cavalry_Attack_Skirmishers_Text_01_Title}
Driving Off Enemy Skirmishers

{Battle_Units_Matchup_Player_Light_Cavalry_Attack_Skirmishers_Text_01_Text1}
Light cavalry are an excellent choice for riding down skirmishers. They often
screen the main enemy force, so getting rid of them is always a sound tactic. Left
click the Show Me How button to zoom to your unit.

¬-------------------

{Battle_Units_Matchup_Player_Artillery_Attack_Elephants_Thread_Title} Good
Lumbering Target

{Battle_Units_Matchup_Player_Artillery_Attack_Elephants_Thread_Text1}
This is a good target for artillery fire. Keep pounding away at the elephants - and
make sure that they don't reach your artillery!

¬-------------------

{Battle_Units_Matchup_Player_Missile_Attack_Testudo_Text_01_Title} Wasting
Ammunition on a Testudo

{Battle_Units_Matchup_Player_Missile_Attack_Testudo_Text_01_Text1}
A testudo is designed to defeat missiles and arrows. Now that the enemy are closed
up use heavy units to break them in hand-to-hand combat. Left click the Show Me How
button to zoom to your unit.

¬-------------------

{Missiles_Strategy_Formations_Text_01_Title} Disrupt Their Lines

{Missiles_Strategy_Formations_Text_01_Text1}
When the enemy places his missile troops behind his front line, even a small
cavalry unit going around the flanks can cause a lot of disruption and interrupt
their firing as your main force approaches.

{Missiles_Strategy_Formations_Text_05_Title} Disrupt Their Archers

{Missiles_Strategy_Formations_Text_05_Text1}
When the enemy has a screen of archers ahead of their troops, you can use fast
light troops - especially cavalry - to disrupt them and force a retreat. This will
give you a short pause in their firing allowing you to get into combat with fewer
casualties.

¬-------------------

{Play_To_Your_Strengths_Text_01_Title} Play To Your Strengths

{Play_To_Your_Strengths_Text_01_Text1}
Use your units for tasks to which they are suited. Archers shoot but don't fight,
skirmishers skirmish, infantry engage in force, spears hold off cavalry, and
cavalry move fast to gain an advantage.

¬-------------------

{Grouped_Formation_Button_Text_01_Title} Grouped Formations

{Grouped_Formation_Button_Text_01_Text1}
Now that your units are grouped you can set them to one of eight fixed group
formations to aid your attack plans. Press the eagle icon button at the bottom
right of the review panel. Left click the Show Me How button for assistance.

¬-------------------

{Battle_Units_Matchup_Player_Missile_Attack_Phalanx_Text_01_Title} Wasting
Ammunition on a Phalanx

{Battle_Units_Matchup_Player_Missile_Attack_Phalanx_Text_01_Text1}
A phalanx is a battering ram formation, but it also makes a good defence against
missile fire. Try hitting the phalanx in its flanks with cavalry instead, or use
horse archers to attack from the rear, where the phalanx is at its weakest! Left
click the Show Me How button to zoom to your unit.

¬-------------------

{Loose_Formation_Change_Close_Warning_Text_01_Title} Change Formation!

{Loose_Formation_Change_Close_Warning_Text_01_Text1}
Your unit is in loose formation as it runs towards its target! As your men begin to
charge, change to close formation to maximise impact. Simply click on the button to
the right of the review panel. Left click the Show Me How button to see how to
change formation.

¬-------------------

{Battle_Units_Matchup_Player_Horse_Archers_Attack_Missile_Text_01_Title} Watch
Out for Long Range Attacks!

{Battle_Units_Matchup_Player_Horse_Archers_Attack_Missile_Text_01_Text1}
When attacking with horse archers or javelin-armed cavalry, keep darting in and out
of range. Foot soldiers with missile weapons generally have longer ranged attacks.
Left click the Show Me How button to zoom to your unit.

¬-------------------

{Close_Formation_Change_Wedge_Warning_Text_01_Title} Change Formation!

{Close_Formation_Change_Wedge_Warning_Text_01_Text1}
Your cavalry are still in close formation as they race towards the enemy! As they
begin their charge, change to wedge formation to maximise the damage to the enemy
line upon impact. Simply left click on the button to the right of the review panel.
Left click the Show Me How button to see how to change formation.

¬-------------------

{Loose_Formation_Change_Phalanx_Warning_Text_01_Title} Change Formation!

{Loose_Formation_Change_Phalanx_Warning_Text_01_Text1}
Your pikemen are under fire from enemy troops, put them into phalanx formation - a
dense wall of pikes makes it difficult for their missiles to penetrate. Left click
the Show Me How button to see how to change formation.

{UI_Panel_Settlement_Early_Advice_Text_01_Title} How The Settlement Scroll


Works

{UI_Panel_Settlement_Early_Advice_Text_01_Text1}
This is the settlement scroll, the nerve centre from which construction,
recruitment and economic matters are managed. As you can see, there is a lot of
information on display, but don't worry, it really isn't as daunting as it first
appears. Would you like to take a tour of the various functions available? Left
click the Show Me How button to see how the settlement scroll works.

¬-------------------

{Help_Battle_Replay_Screen_Text_01_Title} Load/Save Options

{Help_Battle_Replay_Screen_Text_01_Text1}
To create a save click on the command line, type a save name and left click the
save button. To overwrite an existing save select it from the list before clicking
on the save button. To load simply select a save and left click the load button.

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************
¬-------------------

{City_Riots_Reduce_Taxes_Text_01_Title} Lower Taxes

{City_Riots_Reduce_Taxes_Text_01_Text1}
Lower taxes. The rioters might calm down if they have less reason to feel angry at
all the money you are taking from them. Left click the Show Me How button to see
how to lower taxes.

{City_Riots_Reduce_Taxes_Text_01_Text2}
Taxes should be lower here. The rioters might leave the streets and this could
forestall a full-scale revolt. Left click the Show Me How button to see how to
lower taxes.

{City_Riots_Reduce_Taxes_Text_01_Text3}
Lower taxes will quickly make people happy. This stop an could stop an over-
boisterous protest becoming a serious revolt. Left click the Show Me How button to
see how to lower taxes.

¬-------------------

{Message_Open_End_Year_Report_Text_01_Title} End of Turn Report

{Message_Open_End_Year_Report_Text_01_Text1}
This scroll details your financial performance throughout the season, taking
account of recruitment, construction, wages, trade, taxes, farming and natural
resources. The total profit for the season is displayed at the bottom of the
scroll. This will be red in the case of a negative value.

¬-------------------

{Message_Open_Senate_Mission_Text_01_Title} Senate Missions Log

{Message_Open_Senate_Mission_Text_01_Text1}
If you need to refer to them later, details of your current mission(s) are held in
the senate missions log accessed on the left of the review panel. Left click the
Show Me How button to see where.

¬-------------------

{City_Construction_Advice_Generalised_Taxmen_Text_01_Title}A Ruling Strategy: Taxes

{City_Construction_Advice_Generalised_Taxmen_Text_01_Text1}
The best way of increasing your income from this settlement in the short term is to
increase your tax rate. You should then look at boosting your income through trade
and by constructing farms and mines. Left click the Show Me How button to see how
to raise taxes.

¬-------------------

{City_Loyalty_Low_Overtaxed_Text_01_Title} High Taxation Affects Public Order

{City_Loyalty_Low_Overtaxed_Text_01_Text1}
Reduce the tax level in this settlement. Paying too many taxes is making the people
discontented. Left click the Show Me How button to see how to lower taxes.
¬-------------------

{City_Loyalty_High_Undertaxed_Text_01_Title} Taxes Can Be Raised

{City_Loyalty_High_Undertaxed_Text_01_Text1}
The people of this settlement are very loyal, but paying relatively little tax.
Taxes can be raised here without risking an immediate revolt. Left click the Show
Me How button to see how to raise taxes.

¬-------------------

{City_Loyalty_Low_High_Tax_Reduce_or_Garrison_Text_01_Title} Taxes or Troops

{City_Loyalty_Low_High_Tax_Reduce_or_Garrison_Text_01_Text1}
Public order in this settlement is on the low side. Reduce taxes or send more
troops to keep the population properly loyal. Left click the Show Me How button to
see how to lower taxes.

¬-------------------

{UI_Panel_Finances_Early_Advice_Basics_Text_01_Title} Finance Basics

{UI_Panel_Finances_Early_Advice_Basics_Text_01_Text1}
Review the state of your faction's finances here. You can increase your income by
adjusting the tax rate in a settlement, opening up trade routes or exploiting
natural resources. Your cash reserve is also permanently displayed to the left of
the end turn button on the review panel.

¬-------------------

{UI_Panel_Senate_Offices_Early_Advice_Basics_Text_01_Title}Senate Offices

{UI_Panel_Senate_Offices_Early_Advice_Basics_Text_01_Text1}
This scroll shows the positions within the senate of influential family members
from each of the four Roman factions.

¬-------------------

{Pre_Siege_Scroll_Opened_Text_02_Title} Assaulting or Lifting a Siege

{Pre_Siege_Scroll_Opened_Text_02_Text1}
You can attack at any time by using the assault settlement button. Withdraw from
the settlement by left clicking on the lift siege button.

¬-------------------

{Pre_Siege_Help_Scroll_Opened_Text_01_Title} Besieging a Settlement

{Pre_Siege_Help_Scroll_Opened_Text_01_Text1}
This scroll contains your options for besieging enemy settlements. Press the
maintain siege button to begin starving the enemy out. If you wish to attack choose
the siege weapons you wish to assault the settlement with by left clicking on the
appropriate icon and then left click on the maintain siege button to begin
construction. Those weapons unsuitable for use on a particular settlement's
defences will be disabled. Construction is queued in the same way as buildings or
units. The time taken to build is displayed beneath each item. \n\nYou can attack
at any time by using the assault settlement button. Withdraw from the settlement by
left clicking on the lift siege button.

¬-------------------

{Settlement_Help_Intro_Text_01_Title} How The Settlement Scroll Works

{Settlement_Help_Intro_Text_01_Text1}
This is the settlement scroll, the nerve centre from which construction,
recruitment and economic matters are managed. As you can see, there is a lot of
information on display, but don't worry, it really isn't as daunting as it would
first appear. Would you like to take a tour of the various functions available?
Left click the Show Me How button to see how the settlement scroll works.

¬-------------------

{Fort_Details_Scroll_Text_01_Title} Fort Details

{Fort_Details_Scroll_Text_01_Text1}
This scroll shows you details of a fort. If there is a general present, the small
panel at the top shows his rank, name and current skill levels. The troops
stationed at the fort are listed beneath.

¬-------------------

{Faction_Rankings_Scroll_Text_01_Title} Faction Rankings

{Faction_Rankings_Scroll_Text_01_Text1}
This scroll allows you to compare your faction's ranking with those of other
competing factions on the map. You can compare the different factions using a
variety of data with the arrow icons underneath the graph.

¬-------------------

{Senate_Details_Scroll_Text_01_Title} Your Link To The Senate

{Senate_Details_Scroll_Text_01_Text1}
Three important aspects of the Senate are covered here: policy, missions and your
political standing. Click on the 'Policy' tab then left click on the shield icons
to see what the Senate thinks about different factions. Click on the 'Missions' tab
to bring up a list of outstanding Senate missions. Finally, click on the 'Floor'
tab for a report on how popular your faction is with the Senate and the People of
Rome - the two don't necessarily hold you in the same esteem. Click on the laurel
wreath button to display the Senate offices list.

¬-------------------

{Unit_Details_Scroll_Text_01_Title} Unit Information

{Unit_Details_Scroll_Text_01_Text1}
This scroll gives you important information about a particular unit type: the
number of men in the unit, training costs and upkeep (the amount of cash it costs
each turn), its special abilities (if any) and some description. All of this can
help you decide whether or not to train a unit.

¬-------------------

{Building_Browser_Scroll_Text_01_Title} The Building Browser

{Building_Browser_Scroll_Text_01_Text1}
This scroll shows you the current buildings in a settlement, and what is still to
be constructed. Future, unconstructed buildings are shown 'greyed out'. Move the
mouse cursor over any building picture to display more information, and remember
that the scroll bars allow you to view the full range of buildings available from
each level of settlement development.

¬-------------------

{Captured_Settlement_Scroll_Text_01_Title} Captured Settlement

{Captured_Settlement_Scroll_Text_01_Text1}
When you capture a settlement you can deal with your new conquest in three ways:
occupation, enslavement or extermination. Occupation puts the population to work
for you straight away within the settlement. Enslavement sends half the people from
this settlement to other governed settlements to live and work there. Extermination
automatically kills three-quarters of the inhabitants.

¬-------------------

{Load_Save_Screen_Text_01_Title} Load/Save Options

{Load_Save_Screen_Text_01_Text1}
To create a save click on the command line, type a save name and left click the
save button. To overwrite an existing save, select it from the list before clicking
on the save button. To load, simply select a save and left click the load button.

¬-------------------

{UI_Panel_Settlement_Early_Advice_Text_05_Title} Harvest and Trade

{UI_Panel_Settlement_Early_Advice_Text_05_Text1}
Build farms to ensure a good harvest and roads to enable trade between your
settlements. Building a trader, market or forum maximises your trade profits. Click
the trade summary scroll button on the left of the settlement details scroll to
view this settlement's trade details. Left click the Show Me How button to see how
to access it.

¬-------------------

{Settlement_Help_Advanced_Stats_Intro_Text_01_Title} Settlement Details

{Settlement_Help_Advanced_Stats_Intro_Text_01_Text1}
Left click this button to view further settlement details.
¬-------------------

{Help_UI_Panel_Finances_Early_Advice_Basics_Text_01_Title} Finance Basics

{Help_UI_Panel_Finances_Early_Advice_Basics_Text_01_Text1}
Review the state of your faction's finances here. You can increase your income by
adjusting the tax rate in a settlement, opening up trade routes or exploiting
natural resources. Your cash reserve is also permanently displayed to the left of
the end turn button on the review panel.

¬-------------------

{Help_Senate_Details_Scroll_Text_01_Title} Your Link To The Senate

{Help_Senate_Details_Scroll_Text_01_Text1}
Three important aspects of the Senate are covered here: policy, missions and your
political standing. Click on the 'Policy' tab then left click on the shield icons
to see what the Senate thinks about different factions. Click on the 'Missions' tab
to bring up a list of outstanding Senate missions. Finally, click on the 'Floor'
tab for a report on how popular your faction is with the Senate and the People of
Rome - the two don't necessarily hold you in the same esteem. Click on the laurel
wreath button to display the Senate offices list.

¬-------------------

{Help_UI_Panel_Senate_Offices_Early_Advice_Basics_Text_01_Title} Senate Offices

{Help_UI_Panel_Senate_Offices_Early_Advice_Basics_Text_01_Text1}
This scroll shows the positions within the senate of influential family members
from each of the four Roman factions.

¬-------------------

{Help_Faction_Rankings_Scroll_Text_01_Title} Faction Rankings

{Help_Faction_Rankings_Scroll_Text_01_Text1}
This scroll allows you to compare your faction's ranking with those of other
competing factions on the map. You can compare the different factions using a
variety of data with the arrow icons underneath the graph.

¬-------------------

{Help_Fort_Details_Scroll_Text_01_Title} Fort Details

{Help_Fort_Details_Scroll_Text_01_Text1}
This scroll shows you details of a fort. If there is a general present, the small
panel at the top shows his rank, name and current skill levels. The troops
stationed at the fort are listed beneath.

¬-------------------

{Help_Unit_Details_Scroll_Text_01_Title} Unit Information


{Help_Unit_Details_Scroll_Text_01_Text1}
This scroll gives you important information about a particular unit type: the
number of men in the unit, training costs and upkeep (the amount of cash it costs
each turn), its special abilities (if any) and some description. All of this can
help you decide whether or not to train a unit.

¬-------------------

{Help_Building_Browser_Scroll_Text_01_Title} The Building Browser

{Help_Building_Browser_Scroll_Text_01_Text1}
This scroll shows you the current buildings in a settlement, and what is still to
be constructed. Future, unconstructed buildings are shown 'greyed out'. Move the
mouse cursor over any building picture to display more information, and remember
that the scroll bars allow you to view the full range of buildings available from
each level of settlement development.

¬-------------------

{Help_Captured_Settlement_Scroll_Text_01_Title} Captured Settlement

{Help_Captured_Settlement_Scroll_Text_01_Text1}
When you capture a settlement you can deal with your new conquest in three ways:
occupation, enslavement or extermination. Occupation puts the population to work
for you straight away within the settlement. Enslavement sends half the people from
this settlement to other governed settlements to live and work there. Extermination
automatically kills three-quarters of the inhabitants.

¬-------------------

{Help_Load_Save_Screen_Text_01_Title} Load/Save Options

{Help_Load_Save_Screen_Text_01_Text1}
To create a save click on the command line, type a save name and left click the
save button. To overwrite an existing save select it from the list before clicking
on the save button. To load simply select a save and left click the load button.

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 21/04/2004 18:29:00
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

{UI_Panel_Training_Early_Advice_Basics_Text_04_Title} Retraining Units

{UI_Panel_Training_Early_Advice_Basics_Text_04_Text1}
Units that have suffered losses in battle or whose equipment has been superceded
can be retrained to bring them back up to full strength. To retrain a unit left
click the button in the recruitment section of the settlement scroll and queue
units as you would when recruiting.

¬-------------------

{Characters_Details_Scroll_Text_01_Title} Your Character's Details

{Characters_Details_Scroll_Text_01_Text1}
This scroll shows you the details of a given character working for or recruitable
by your faction. The small panel at the top shows his job, name and current skill
level. Beneath are listed his retinue of servants and hangers-on and his
personality traits.

¬-------------------

{Military_List_Scroll_Text_01_Title} Military Forces List

{Military_List_Scroll_Text_01_Text1}
This scroll lists at a glance your generals, their location on the campaign map,
status level within your faction and the number of troops under their command.
Right click on their portraits to access more detailed information about their
retinue, character traits and the content of their armies.

¬-------------------

{Settlement_List_Scroll_Text_01_Title} Settlement List

{Settlement_List_Scroll_Text_01_Text1}
This scroll lists at a glance your settlements, their size, population, loyalty and
information about the governor. Right click on the governors' portraits to access
more detailed information about their retinue, character traits, military forces
and settlement statistics.
¬-------------------

{Enemy_Settlement_Scroll_Text_01_Title} Allied, Enemy or Neutral Settlement


Information

{Enemy_Settlement_Scroll_Text_01_Text1}
This scroll shows you the known details of the settlement. Details of the governor
in command, the buildings and the composition of the garrison are available from
this scroll. Details of individual items may be missing in the case of neutral or
enemy settlements, but a skillful spy may be able to discover any missing
information.

¬-------------------

{UI_Panel_Settlement_Early_Advice_Text_06_Title} Retraining Units

{UI_Panel_Settlement_Early_Advice_Text_06_Text1}
Units that have suffered losses in battle or whose equipment has been superceded
can be retrained to bring them back up to full strength. To retrain a unit left
click the button on the recruitment section of the settlement panel and queue units
as you would when recruiting.

¬-------------------

{City_Construction_Build_thracian_pantheon_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_thracian_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheion in this settlement.
This hugely improves the people's loyalty and the troop quality of any units
recruited here.

¬-------------------

{City_Construction_Build_gallic_temple_of_battleforge_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_gallic_temple_of_battleforge_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Teutatis in
this settlement. Dedicated to a God of the Forge, such a temple much improves the
quality of bladed weapons for units trained here, improves their training also, and
improves the loyalty of the people.

¬-------------------

{City_Construction_Build_gallic_temple_of_battleforge_large_temple_Next_Text_01_Tit
le} Suggested Construction...\n

{City_Construction_Build_gallic_temple_of_battleforge_large_temple_Next_Text_01_Tex
t1}
At this time it would be a sound strategy to build a Sacred Circle of Teutatis in
this settlement. Dedicated to a God of the Forge, such a temple greatly improves
the quality of bladed weapons for units trained here, improves their training also,
and improves the loyalty of the people.
¬-------------------

{City_Construction_Build_pantheon_Next_Text_01_Title} Suggested Construction...\n

{City_Construction_Build_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheon in this settlement.
Primarily dedicated to the God of the Forge, such a building massively improves the
quality of bladed weapons for units trained here, improves unit training also, and
improves the loyalty of the people.

¬-------------------

{City_Construction_Build_macedonian_temple_of_farming_pantheon_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_macedonian_temple_of_farming_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheion in this settlement.
This pantheion grants many benefits, but chiefly improved loyalty, health and
farming to the settlement.

¬-------------------

{City_Construction_Build_temple_of_fertility_pantheon_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_temple_of_fertility_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheon in this settlement.
This grants greatly improved loyalty and fertility benefits to the settlement,
along with some farming bonuses.

¬-------------------

{City_Construction_Build_temple_of_forge_pantheon_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_temple_of_forge_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheon in this settlement.
This temple grants improved loyalty benefits to the settlement, and a much improved
weapon bonus to any units trained here.

¬-------------------

{City_Construction_Build_temple_of_fun_pantheon_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_temple_of_fun_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheon in this settlement.
This magnificent temple grants enormously improved loyalty, farming and health
benefits to the settlement.

¬-------------------

{City_Construction_Build_temple_of_governors_pantheon_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_temple_of_governors_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheion in this settlement.
This magnificent temple grants greatly improved loyalty benefits to the settlement.

¬-------------------

{City_Construction_Build_temple_of_healing_pantheon_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_temple_of_healing_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheon in this settlement.
This magnificent temple grants greatly improved loyalty, health and trade benefits
to the settlement.

¬-------------------

{City_Construction_Build_temple_of_horse_pantheon_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_temple_of_horse_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheon in this settlement.
This magnificent structure grants greatly improved loyalty benefits to the
settlement.

¬-------------------

{City_Construction_Build_temple_of_hunting_pantheon_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_temple_of_hunting_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheion in this settlement.
This magnificent temple grants hugely improved loyalty benefits, and missile weapon
bonuses to units trained here.

¬-------------------

{City_Construction_Build_temple_of_justice_pantheon_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_temple_of_justice_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Temple City in this
settlement. This magnificent temple grants hugely improved loyalty benefits.

¬-------------------

{City_Construction_Build_temple_of_law_pantheon_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_temple_of_law_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheion in this settlement.
This temple grants hugely improved public order benefits.
¬-------------------

{City_Construction_Build_temple_of_leadership_pantheon_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_temple_of_leadership_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheon in this settlement.
This magnificent temple grants hugely improved loyalty benefits.

¬-------------------

{City_Construction_Build_temple_of_love_pantheon_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_temple_of_love_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheion in this settlement.
This temple grants enormously improved loyalty and population growth benefits.

¬-------------------

{City_Construction_Build_temple_of_naval_pantheon_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_temple_of_naval_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheon in this settlement.
This magnificent temple grants hugely improved loyalty benefits.

¬-------------------

{City_Construction_Build_temple_of_one_god_pantheon_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_temple_of_one_god_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheon in this settlement.
This magnificent temple grants hugely improved loyalty benefits.

¬-------------------

{City_Construction_Build_temple_of_trade_pantheon_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_temple_of_trade_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheon in this settlement.
This magnificent temple grants hugely improved loyalty and trade benefits.

¬-------------------

{City_Construction_Build_temple_of_victory_pantheon_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_temple_of_victory_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheon in this settlement.
This magnificent temple grants hugely improved loyalty benefits.
¬-------------------

{City_Construction_Build_temple_of_violence_pantheon_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_temple_of_violence_pantheon_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Pantheon in this settlement.
This temple grants hugely improved loyalty benefits.

¬-------------------

{Help_UI_Panel_Training_Early_Advice_Basics_Text_04_Title} Retraining Units

{Help_UI_Panel_Training_Early_Advice_Basics_Text_04_Text1}
Units that have suffered losses in battle or whose equipment has been superceded
can be retrained to bring them back up to full strength. To retrain a unit left
click the button in the recruitment section of the settlement scroll and queue
units as you would when recruiting.

¬-------------------

{Help_Characters_Details_Scroll_Text_01_Title} Your Character's Details

{Help_Characters_Details_Scroll_Text_01_Text1}
This scroll shows you the details of a given character working for or recruitable
by your faction. The small panel at the top shows his job, name and current skill
level. Beneath are listed his retinue of servants and hangers-on and his
personality traits.

¬-------------------

{Help_Settlement_List_Scroll_Text_01_Title} Settlement List

{Help_Settlement_List_Scroll_Text_01_Text1}
This scroll lists at a glance your settlements, their size, population, loyalty and
information about the governor. Right click on the governors' portraits to access
more detailed information about their retinue, character traits, military forces
and settlement statistics.

¬-------------------

{Help_Military_List_Scroll_Text_01_Title} Military Forces List

{Help_Military_List_Scroll_Text_01_Text1}
This scroll lists at a glance your generals, their location on the campaign map,
status level within your faction and the number of troops under their command.
Right click on their portraits to access more detailed information about their
retinue, character traits and the content of their armies.

¬-------------------

{Help_Enemy_Settlement_Scroll_Text_01_Title} Allied, Enemy or Neutral Settlement


Information

{Help_Enemy_Settlement_Scroll_Text_01_Text1}
This scroll shows you the known details of the settlement. Details of the governor
in command, the buildings and the composition of the garrison are available from
this scroll. Details of individual items may be missing in the case of neutral or
enemy settlements, but a skillful spy may be able to discover any missing
information.

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 13/05/2004 15:20:36
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Cavalry_First_3_Line_Text_01_Title} Cavalry First Three Line

{Cavalry_First_3_Line_Text_01_Text1}
This formation is best used when your infantry are weaker than the enemy's. Cavalry
units form the first line so they are not hindered by your infantry, and can sweep
away enemy skirmishers. Missile units are used to fire over the heads of your
cavalry and stop the enemy skirmishers from returning to the fray.

¬-------------------

{Siege_Advice_Equipment_Attack_Onagers_Text_01_Title} Using Your Heavy Artillery

{Siege_Advice_Equipment_Attack_Onagers_Text_01_Text1}
Use your onagers to smash down the walls of the enemy settlement by left clicking
to select your weapons and right clicking to target them. However, remember to keep
them out of range of any enemy artillery, and position defensive troops close by.

¬-------------------

{Cavalry_Basics_Text_01_Title} Fighting With Cavalry

{Cavalry_Basics_Text_01_Text1}
Light cavalry beat missile troops and heavy cavalry beat light cavalry. All cavalry
are vulnerable to spears. Try to match your cavalry to the right target.

¬-------------------

{Know_Your_Enemy_2_Text_01_Title} Know Your Enemy

{Know_Your_Enemy_2_Text_01_Text1}
Before you take advantage of an enemy, consider what they can do to you…

¬-------------------

{Loose_Formation_Button_Text_01_Title} Loose Formation

{Loose_Formation_Button_Text_01_Text1}
You have pressed the loose formation button for the first time. You'll notice the
troops you have selected spread out into a looser formation. Use this formation to
reduce casualties from missile fire. The button swaps the units between loose and
normal formations.

¬-------------------

{Guard_Mode_Button_Text_01_Title} Guard Mode

{Guard_Mode_Button_Text_01_Text1}
You've pressed the guard mode button for the first time. This toggles guard mode on
and off for the selected troops. In guard mode the unit will fight defensively, try
to maintain their formation when attacked and won't chase the enemy if they run
away.

¬-------------------

{Special_Abilities_Warcry_Text_01_Title} Special Ability: Warcry

{Special_Abilities_Warcry_Text_01_Text1}
These warriors can emit a primeval howl to taunt and terrify their enemies,
spreading fear and weakening their ranks before a brutal barbarian charge smashes
through them. Warcrys and taunts have a negative effect on the enemy's morale,
while boosting that of your own men. Left click the show me how button to see how
to do this.

¬-------------------

{Special_Abilities_Screech_Text_01_Title} Special Ability: Screeching

{Special_Abilities_Screech_Text_01_Text1}
These ferocious women screech and taunt the enemy after their men have charged into
the fray, giving support by continuing to fill the air with blood-curdling screams
that jar the enemy to the bone! Screeching has a detrimental effect on the enemy's
morale, while boosting that of your own troops. Left click the show me how button
to see how to do this.

¬-------------------
{Special_Abilities_Rallying_Horn_Text_01_Title} Special Ability: Rallying the
Troops

{Special_Abilities_Rallying_Horn_Text_01_Text1}
Your general carries a battle horn to rally routing troops. When used in close
proximity to routing units it increases the chances that they will heed the call
and return to the fray. Left click the show me how button to see how to do this.

¬-------------------

{Special_Abilities_Killing_Elephants_Text_01_Title} Special Ability: Riders


Killing Elephants

{Special_Abilities_Killing_Elephants_Text_01_Text1}
Your elephants may run amok if they become frightened during battle. In order to
limit the damage to your own troops, each elephant rider carries a chisel that he
can hammer through the animal's skull. This will kill them instantly, but be aware
you will also sacrifice the elephant's crew when the great beast topples over. Left
click the show me how button to see how to do this.

¬-------------------

{Special_Abilities_Berserkers_Text_01_Title} Special Ability: Going Berserk

{Special_Abilities_Berserkers_Text_01_Text1}
These men are the berserkers, an insane band of warriors indeed! Their special
ability is going berserk - where bloodlust and axe-rage blind them to fear, pity
and restraint when in the thick of battle. Left click the show me how button to see
how to do this.

¬-------------------

{Special_Abilities_Druids_Chanting_Text_01_Title} Special Ability: Chanting

{Special_Abilities_Druids_Chanting_Text_01_Text1}
The dark magic of the barbarian cultures is feared throughout the civilised world.
The sight of the druids of Britannia, chanting their incantations of death and
magical protection; has been known to unnerve and reduce the morale of an enemy
whilst bolstering that of your own men. Left click the show me how button to see
how to do this.

¬-------------------

{Special_Abilities_Stealth_Movement_Text_01_Title} Special Ability: Stealth

{Special_Abilities_Stealth_Movement_Text_01_Text1}
These warriors have the ability not only to conceal themselves on the battlefield,
but also move across it without revealing their positions to the enemy. Left click
the show me how button to see how to do this.

¬-------------------

{Special_Abilities_Feigned_Rout_Text_01_Title} Special Ability: Feigned Rout


{Special_Abilities_Feigned_Rout_Text_01_Text1}
These men have the ability to feign a rout on your command, hopefully forcing an
unwitting enemy into a fatal error. Left click the show me how button to see how to
do this.

¬-------------------

{Special_Abilities_Phalanx_Text_01_Title} Special Ability: Phalanx Formation

{Special_Abilities_Phalanx_Text_01_Text1}
These men have been trained to present a deadly wall of pikes to the enemy.
However, whereas the phalanx is devastating at the front, it is extremely weak on
the flank or rear - making it difficult to turn and face a charge quickly enough to
defend against it. Left click the show me how button to see how to enter this
formation.

¬-------------------

{Special_Abilities_Testudo_Text_01_Title} Special Ability: Testudo Formation

{Special_Abilities_Testudo_Text_01_Text1}
These men have been trained to arrange their shields into the testudo - literally
"like the tortoise" - an armoured shell that allows movement on the battlefield as
well as protection from missiles. Left click the show me how button to see how to
enter this formation.

¬-------------------

{Routing_Flags_Text_01_Title} Routing

{Routing_Flags_Text_01_Text1}
Notice that one or more unit banners have turned white. This is because the unit in
question is routing. Your general may be able to rally these troops with his
special ability if positioned close by.

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
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¬-------------------

{UI_Panel_Build_Watchtowers_Open_Text_01_Title} Forts and Watchtowers

{UI_Panel_Build_Watchtowers_Open_Text_01_Text1}
Forts and watchtowers can only be constructed by an army led by a family member.
Watchtowers enable you to see into territory that is adjacent to your own, whereas
forts enable the defence of strategic positions where there are no settlements.
Your army can build a fort in any region. Watchtowers can only be built in a region
under your control.

¬-------------------

{Pre_Siege_Scroll_Opened_Text_01_Title} Besieging a Settlement

{Pre_Siege_Scroll_Opened_Text_01_Text1}
This scroll contains your options for besieging enemy settlements. Press the
maintain siege button to begin starving the enemy out. If you wish to attack choose
the siege weapons you wish to assault the settlement with by left clicking on the
appropriate icon and then again on the maintain siege button to begin construction.
Those weapons unsuitable for use on a particular settlement's defences will be
disabled. Construction is queued in the same way as buildings or units. The time
taken to build is displayed beneath each item.

¬-------------------

{Settlement_Population_Limit_Reached_Text_01_Title} Settlement Upgrades

{Settlement_Population_Limit_Reached_Text_01_Text1}
Your settlement has reached its maximum population level. Unless it is upgraded
soon people will start to leave as conditions become cramped and squalor increases.
Increased administration is required in order to oversee further improvements and
expansion, so begin upgrading to the next settlement level by constructing the next
available governor's building.

¬-------------------

{Settlement_Details_Advanced_Help_Text_01_Title} Settlement Details

{Settlement_Details_Advanced_Help_Text_01_Text1}
This scroll displays the state of your settlement in terms of three categories:
population growth, public order and income. The positive and negative factors
contributing to each category are listed as icons below. The overall effect on your
settlement for the turn is listed on the right. Mouse over the icons to see their
individual effects. If a factor's icon is ghosted this indicates a gain for the
settlement in future turns, a flashing icon indicates a loss.

¬-------------------

{Settlement_Help_Rally_Points_Text_01_Title} Rally Points

{Settlement_Help_Rally_Points_Text_01_Text1}
Use rally points to automatically send newly trained units anywhere in the world.
Set rally points by holding down the alt key and right clicking on the campaign map
in the desired place. View existing rally points by left clicking on the show rally
points button. Click on the remove rally points button to cancel existing rally
points.

¬-------------------

{Build_Siege_Equipment_2_Text_01_Title} Siege Equipment

{Build_Siege_Equipment_2_Text_01_Text1}
If you do not have siege artillery in your army and want to attack a settlement you
must build siege equipment for use against the enemy defences.\n\nLeft click on the
appropriate icon and then left click on the maintain siege button to begin
construction.\n\nEquipment that is unsuitable for use on a target settlement's
defences will be greyed out.

¬-------------------

{Build_Siege_Equipment_3_Text_01_Title} Siege Construction Queue

{Build_Siege_Equipment_3_Text_01_Text1}
Items selected for siege construction are queued in the same way as buildings or
units. Simply left click the appropriate icon to add it to the queue and again to
remove it. The time taken to build is displayed beneath each item. Left click
maintain siege to begin building.

¬-------------------

{Build_Siege_Equipment_4_Text_01_Title} Assault Or Withdraw

{Build_Siege_Equipment_4_Text_01_Text1}
Once your siege equipment has been built left click the assault settlement button
to begin the attack.\n\nWithdraw from the settlement by left clicking on the lift
siege button.

¬-------------------

{Help_UI_Panel_Build_Watchtowers_Open_Text_01_Title} Forts and Watchtowers

{Help_UI_Panel_Build_Watchtowers_Open_Text_01_Text1}
Forts and watchtowers can only be constructed by an army led by a family member.
Watchtowers enable you to see into territory that is adjacent to your own, whereas
forts enable the defence of strategic positions where there are no settlements.
Your army can build a fort in any region. Watchtowers can only be built in a region
under your control.

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 24/05/2004 17:30:00
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Deploying_Siege_Equipment_Text_01_Title} Deploying Siege Equipment

{Deploying_Siege_Equipment_Text_01_Text1}
Siege equipment is automatically deployed for you. The unit selected to control it
has a ram's head icon in the corner of its unit card. If you would like a different
unit to control the equipment select the unit currently in control and left click
the special ability button. The unit will drop the equipment. To assign a new unit
simply select its unit card, mouse over the siege equipment and right click on it
when the hand icon becomes visible. Left click on show me how for details of your
objectives and the use of battering rams, ladders, towers and sapping points.

¬-------------------

{Siege_Advice_Equipment_Attack_Battering_Rams_Text_01_Title} Using a Battering


Ram

{Siege_Advice_Equipment_Attack_Battering_Rams_Text_01_Text1}
Your battering ram can be used to break down the gates of a settlement. To attack
gates, left click to select the ram and then right click on the gates. However, use
an expendable unit to push the battering ram, as men may be lost when the enemy
defend the walls.

¬-------------------

{Siege_Advice_Equipment_Attack_Ladders_Text_01_Title} Using Your Siege Ladders

{Siege_Advice_Equipment_Attack_Ladders_Text_01_Text1}
Ladders are best used on lightly defended walls. To attack walls with your siege
ladders simply left click on the ladders and then right click on the section of
wall you wish to scale. Be wary of enemy missile troops and move in testudo or a
loose formation to minimise casualties.

¬-------------------

{Loose_Formation_Change_Wedge_Warning_Text_01_Title} Change Formation!

{Loose_Formation_Change_Wedge_Warning_Text_01_Text1}
Your cavalry unit is in loose formation as it races towards its target! As your men
begin to charge, change to a close formation for maximum impact. Simply left click
on the button to the right of the review panel. Left click the Show Me How button
to see how to change formation.

¬-------------------

{Wedge_Formation_Change_Loose_Warning_Text_01_Title} Change Formation!

{Wedge_Formation_Change_Loose_Warning_Text_01_Text1}
Your cavalry are under attack from an enemy missile unit! You are currently using a
close formation, which will make your men a sitting target when under fire. Change
to a loose formation, which is more difficult to target, by left clicking on the
button to the right of the review panel. Left click the Show Me How button to see
how to change formation.

¬-------------------

{When_Weak_Appear_Strong_Text_01_Title} When Weak Appear Strong

{When_Weak_Appear_Strong_Text_01_Text1}
Deploy your weaker troops in one group and use them to lure away half the enemy
army. Put them in loose formation and they will seem more numerous.

¬-------------------

{Concentrate_Your_Fire_Text_01_Title} Concentrate Your Fire!

{Concentrate_Your_Fire_Text_01_Text1}
Focus your missile fire on a small section of the enemy army. It will create a weak
spot you can hit with your best troops. The enemy rout will start there.

¬-------------------

{Outnumbering_The_Enemy_10to1_Text_01_Title} Outnumbering The Enemy

{Outnumbering_The_Enemy_10to1_Text_01_Text1}
When you outnumber the enemy greatly you should surround them and destroy them
utterly. Show no mercy!

¬-------------------

{Fire_At_Will_Button_Text_01_Title} Fire At Will

{Fire_At_Will_Button_Text_01_Text1}
You have pressed the fire at will button for the first time. This toggles fire at
will on and off for the selected troops. Toggle fire at will off if you wish to
preserve ammunition.

¬-------------------

{Grouped_Units_Button_Text_01_Title} Grouped Units

{Grouped_Units_Button_Text_01_Text1}
You have grouped your units for the first time. Groups are useful for selecting a
set of units in one go, and for giving them all orders with a single command. You
can also select standard formations for them with the formations button, or even
let an AI captain control what the individual units within the group do, using the
group AI control button. Once grouped, units will move in formation.

¬-------------------

{Facing_Elephants_Text_01_Title} Facing Elephants

{Facing_Elephants_Text_01_Text1}
You are facing a charge by elephants. Put your heavy infantry into loose formation.
You can't stop the charge, but you can reduce casualties if not so many men are
standing in its path.

¬-------------------

{Concentrate_Fire_On_Elephants_Text_01_Title} Concentrate Missile Fire On The


Elephants

{Concentrate_Fire_On_Elephants_Text_01_Text1}
Concentrate your missile fire on the enemy's elephants. A single arrow or javelin
won't kill an elephant, but the pain from many wounds may cause them to panic and
run amok amongst their own units.

¬-------------------

{Javelins_And_Elephants_Text_01_Title} Javelins Against Elephants

{Javelins_And_Elephants_Text_01_Text1}
Javelins are particularly useful against elephants, as lighter arrows may bounce
off their thick hides.

¬-------------------

{Target_Elephants_With_Artillery_Text_01_Title} Artillery Against Elephants

{Target_Elephants_With_Artillery_Text_01_Text1}
Artillery fire is certain to induce panic amongst the enemy's elephants. Target
them as soon as possible, they may run amok before reaching your lines.

¬-------------------

{Light_Troops_Against_Elephants_Text_01_Title} Light Troops Against Elephants

{Light_Troops_Against_Elephants_Text_01_Text1}
Nimble light troops may prove more effective when fighting elephants than heavier
infantry. A lightly armoured man can dodge and move quickly to avoid blows. A
heavily armoured man, or one with a large shield is of little use against these
beasts.

¬-------------------

{Keep_Cavalry_Away_Elephants_Text_01_Title} Keep Cavalry Away From Elephants

{Keep_Cavalry_Away_Elephants_Text_01_Text1}
Keep your cavalry units away from elephants. Horses and camels are frightened of
elephants, it will be difficult for their riders to keep control during combat with
them.

¬-------------------

{Flaming_Ammo_Elephants_Text_01_Title} The Elephant Is Toast!


{Flaming_Ammo_Elephants_Text_01_Text1}
Perhaps you should use flaming ammunition against the elephants? The flames will
greatly increase the chances of them running amok. Anyone for pachyderm steaks
tonight?

¬-------------------

{Using_Elephants_Text_01_Title} Using Elephants

{Using_Elephants_Text_01_Text1}
The charge of your elephants is irresistable, but the noise of battle and the pain
of wounds may cause them to panic and run amok. If this happens they are dangerous
to friend and foe alike, and you will not be able to control them for the remainder
of the battle. Try to keep them out of harm's way until you are ready to unleash
them.

¬-------------------

{Using_Elephants_Alternate_Attack_Text_01_Title} Using Your Elephant-mounted


Archers

{Using_Elephants_Alternate_Attack_Text_01_Text1}
Your elephants have archers mounted on their backs. If you'd like to shoot at the
enemy for a while before trampling them, then hold the alt key down when you
attack. The attack cursor will change to a bow.

¬-------------------

{Clear_Path_Elephants_Attack_Text_01_Title} Clear A Path

{Clear_Path_Elephants_Attack_Text_01_Text1}
Elephants moving through your own troops on their way to the enemy will disrupt
their formations, leaving them vulnerable to attack. If the enemy are close, make
sure your elephants have a clear route to them.

¬-------------------

{Using_Incendiary_Pigs_Text_01_Title} Using Incendiary Pigs

{Using_Incendiary_Pigs_Text_01_Text1}
Keep your incendiary pigs back until the enemy commit their elephants to battle,
then unleash them! Their anguished squealing and fast movement will panic the
elephants and make them run amok!

¬-------------------

{Using_Pigs_No_Elephants_Text_01_Title} Using Pigs Without Elephants

{Using_Pigs_No_Elephants_Text_01_Text1}
The enemy have no elephants in this battle, but you can still use your incendiary
pigs. Their squeals of anguish are almost as alarming to men as to animals, and may
weaken the enemy's resolve to stay in battle. However, be wary of the effect on
your own men also.
¬-------------------

{Ignite_The_Pigs_Text_01_Title} Ignite The Pigs!

{Ignite_The_Pigs_Text_01_Text1}
Use your incendiary pigs now! Right click on the target to ignite your pigs!

¬-------------------

{Facing_Pigs_Text_01_Title} Kill The Pigs!

{Facing_Pigs_Text_01_Text1}
The enemy have pig handlers in their ranks. When your elephants draw near, they
will set fire to their pigs and send them towards your beasts. The squealing and
random movement of the pigs may panic your elephants, causing them to run amok. Try
to kill the pigs before committing your elephants.

¬-------------------

{Using_Onagers_Text_01_Title} Using Onagers In Battle

{Using_Onagers_Text_01_Text1}
A well placed rock can kill a lot of enemy troops, but its hard to hit anything
smaller than a settlement wall with these machines. Target dense concentrations of
enemy units, so that you hit something even if it wasn't what you aimed at.

¬-------------------

{Use_Flaming_Ammo_Text_01_Title} Use Of Flaming Ammunition

{Use_Flaming_Ammo_Text_01_Text1}
The enemy's morale is low, try shooting at them with flaming ammunition. This
weakens their morale further, and could cause them to run in terror. The explosion
caused can kill more than a normal rock too. The downside is that aiming accurately
is much harder, and reload times are increased.

¬-------------------

{Arrow_Towers_Defend_With_Onagers_Text_01_Title} Using Onagers With Siege


Equipment

{Arrow_Towers_Defend_With_Onagers_Text_01_Text1}
You have ladders or siege towers in order to get over the wall, so a better use of
your onagers is to defend your siege equipment against the enemy arrow towers. If
left intact they will cause grave casualties to your troops.

¬-------------------

{Pants_Artillery_Aim_For_Towers_Instead_Text_01_Title} Shoot At The Defenders

{Pants_Artillery_Aim_For_Towers_Instead_Text_01_Text1}
Your artillery cannot breach these walls. Shooting at the defenders themselves is a
better idea.
¬-------------------

{Concentrate_Fire_On_Walls_Text_01_Title} Concentrate Your Fire!

{Concentrate_Fire_On_Walls_Text_01_Text1}
These walls are very strong. If you want to make a breach, you'll need to
concentrate all your artillery fire at the same point.

¬-------------------

{Attack_The_Ram_Text_01_Title} Attack Their Battering Ram!

{Attack_The_Ram_Text_01_Text1}
Use your artillery to attack the enemy battering ram!

¬-------------------

{Attack_The_Tower_Text_01_Title} Attack Their Siege Tower!

{Attack_The_Tower_Text_01_Text1}
Use your artillery to attack the enemy siege tower!

¬-------------------

{Under_Fire_Artillery_Text_01_Title} Facing Artillery

{Under_Fire_Artillery_Text_01_Text1}
When under fire from enemy artillery, especially onagers, you will suffer fewer
casualties if you put your men into loose formation. Left click on show me how to
see how to change formation.

¬-------------------

{Use_Your_Archers_Against_Artillery_Text_01_Title} Use Your Archers

{Use_Your_Archers_Against_Artillery_Text_01_Text1}
The enemy artillery can be dangerous, but they fire slowly. Your archers will
easily outshoot them if you can get them close enough.

¬-------------------

{Using_Wardogs_Text_01_Title} Using Wardogs

{Using_Wardogs_Text_01_Text1}
Your wardogs are no match for a well-armed soldier, but are excellent for hunting
down light troops and fleeing enemies.

¬-------------------

{Using_Warhounds_Text_01_Title} Using Warhounds


{Using_Warhounds_Text_01_Text1}
Your warhounds are no match for a well-armed soldier, but are excellent for hunting
down light troops and fleeing enemies.

¬-------------------

{Keep_Archers_Back_Text_01_Title} Keep Your Archers Back

{Keep_Archers_Back_Text_01_Text1}
The enemy are attacking! It may be safest to keep your archers at the back of the
army, and let them fire over the heads of the men in front. This will let them fire
at the enemy as they close, instead of running for safety.

¬-------------------

{Siege_Assault_Army_Size_Advice_2_Text_01_Title} Army Too Small To Siege

{Siege_Assault_Army_Size_Advice_2_Text_01_Text1}
The enemy settlement is large, and your army…well…isn't. An assault at this stage
would be to take the foolhardy option. It would be a better strategy to come back
later with more men. As things stand, if the enemy sally out, you will almost
certainly be defeated.

¬-------------------

{UI_Panel_Settlement_Early_Advice_Text_03_Title} Construction Basics

{UI_Panel_Settlement_Early_Advice_Text_03_Text1}
Construction can only take place when a governor is present in the settlement, if
there is no permanent governor in place you may wish to queue up buildings for
construction. Left click on a building's picture to add it to the construction
queue and again to remove it. You can move buildings in the queue to change
construction order by dragging and dropping within the queue. Right click on a
building's picture to view its description.

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Incoming_Message_Disaster_Text_01_Title} Disaster!

{Incoming_Message_Disaster_Text_01_Text1}
Disaster has struck! Check settlements affected by this catastrophe. They might
have damaged buildings and a reduced income as a result. If so you may wish to
reduce taxes to encourage recovery and prevent rioting.
¬-------------------

{Characters_Agent_Army_Early_Advice_Text_04_Title} Forts

{Characters_Agent_Army_Early_Advice_Text_04_Text1}
Forts enable the defence of strategic positions where there are no settlements and
suppress the likelihood that bands of brigands will appear in the vicinity. Your
army can build a fort in any region when led by a member of your faction's family.
To build a fort left click on the construction queue button when outside a
settlement.

¬-------------------

{Army_Details_Scroll_Text_01_Title} Your Army and General's Details

{Army_Details_Scroll_Text_01_Text1}
This scroll shows you details of a given general in your faction. The small panel
at the top shows his rank, name and current skill levels. Beneath are listed his
retinue, traits and details of any mercenaries that are available for hire at that
time.

¬-------------------

{Help_Army_Details_Scroll_Text_01_Title} Your Army and General's Details

{Help_Army_Details_Scroll_Text_01_Text1}
This scroll shows you details of a given general in your faction. The small panel
at the top shows his rank, name and current skill levels. Beneath are listed his
retinue, traits and details of any mercenaries that are available for hire at that
time.

¬-------------------

{Characters_Agent_ArmyGeneral_Early_Advice_Text_04_Title} Forts

{Characters_Agent_ArmyGeneral_Early_Advice_Text_04_Text1}
Forts enable the defence of strategic positions where there are no settlements and
suppress the likelihood that bands of brigands will appear in the vicinity. Your
army can build a fort if it is led by a member of your faction's ruling family. You
do not have to control a province in order to build a fort there. Your army can
build a fort by left clicking on the construction queue button when outside a
settlement. The button will be greyed out if the terrain is not suitable.

¬-------------------

{Clicking_Beyond_Highlighted_Area_Text_01_Title} Moves Across Multiple Turns

{Clicking_Beyond_Highlighted_Area_Text_01_Text1}
You have selected a target outside the green highlighted area. This means your
character cannot reach his target this turn. Provided that an enemy does not block
his path, your character will continue on his journey next turn. Red paths indicate
the part of the journey that will take place in the next turn, blue paths the turn
after, yellow paths the turn after that, and so on.
¬-------------------

{Captain_Army_Destroyed_Text_01_Title} Army Destroyed!

{Captain_Army_Destroyed_Text_01_Text1}
Your captain was unable to prevent the defeat and destruction of your army! Many
brave men died this day, they must not go unavenged!

¬-------------------

{General_Army_Defeated_Text_01_Title} Army Defeated!

{General_Army_Defeated_Text_01_Text1}
Your general was unable to prevent the defeat of your army in the field! Depending
on proximity to the battlefield your army retreated to the nearest friendly
settlement, fort or fleet. If the battle occurred on enemy soil your army used the
next turn’s movement points to retreat to friendly territory. In this case it will
not be able to move next turn. If the retreated distance was greater than three
turns’ movement points, or if there was nowhere to retreat to, your army was
destroyed.

¬-------------------

{General_Army_Defeated_Alternate1_Text_01_Title} Army Defeated!

{General_Army_Defeated_Alternate1_Text_01_Text1}
Your general was unable to prevent the defeat of your army in the field! Depending
on proximity to the battlefield your army retreated to the nearest friendly
settlement, fort or fleet. If the battle occurred on enemy soil your army retreated
to friendly territory. If the retreated distance was greater than three turns’
movement points, or if there was nowhere to retreat to, your army was destroyed.

¬-------------------

{Civil_War_Text_01_Title} A Popular Figure

{Civil_War_Text_01_Text1}
You are now very popular, so popular in fact, that an attempt to seize control from
the Senate would be certain of support from the people. Your armies would follow
you to Rome, and the Imperial throne could at last be yours! Timing is of the
essence. Your forces must be ready, as a civil war will cause the other Roman
factions to turn against you. It is important to remember that their leaders may
covet the throne also. Leave it too long and they may make their move before you!

¬-------------------

{Pillage_And_Burn_Text_01_Title} Pillage and Burn!

{Pillage_And_Burn_Text_01_Text1}
If a captured settlement has no strategic value you have the option to destroy it,
serving as a warning to your foes. There is also a cash return from each building
destroyed. The settlement will be reduced in size to a village with no population
and will appear as a smoking ruin on the campaign map.
¬-------------------

{Devastation_Text_01_Title} Devastation

{Devastation_Text_01_Text1}
It is important that you move swiftly to repel enemy armies when they invade your
territory. If left standing in a region an army will automatically inflict damage
to the surrounding countryside – destroying roads, farms, mines, ports and natural
resources. This will in turn affect trade income and population growth to your
settlements.

¬-------------------

{Settlement_Help_Stats_Intro_Text_01_Title} Settlement Details

{Settlement_Help_Stats_Intro_Text_01_Text1}
Your main aims when managing your settlements are to maximise income, maximise
growth and keep public order as high as possible. The more income, the more cash
there is available to spend on buildings and troops. Population growth allows your
settlement to grow, as bigger settlements get more income and can build better
troops.

¬-------------------

{Settlement_Help_Recruitment_Basics_Text_01_Title} Recruitment Basics

{Settlement_Help_Recruitment_Basics_Text_01_Text1}
Left click this button to toggle display of the construction and recruitment
queues.\n\nNotice that the buildings available for construction have been replaced
by those units available for recruitment. Recruitment can only take place when a
governor is present in a settlement, if there is no permanent governor in place you
may wish to queue up units for training. Right click units to view their
descriptions. Left click units to place them in the recruitment queue. Left click
again to remove units from the queue if you change your mind.

¬-------------------

{Siege_Equipment_Intro_Text_01_Title} Besieging A Settlement

{Siege_Equipment_Intro_Text_01_Text1}
This scroll contains your options for besieging enemy settlements. Left click on
show me how for further details.

¬-------------------

{Build_Siege_Equipment_1_Text_01_Title} Siege Options

{Build_Siege_Equipment_1_Text_01_Text1}
Left click the maintain siege button to begin starving the enemy out. However,
before following this course of action you must consider that the settlement may
have enough supplies to be able to survive for several turns before falling, or
that the enemy may be reinforced by another army in that time. If you already have
onagers in your army then you can attack straight away.
¬-------------------

{Help_UI_Panel_Training_Early_Advice_Basics_Text_01_Title} Recruitment Basics

{Help_UI_Panel_Training_Early_Advice_Basics_Text_01_Text1}
Recruitment can only take place when a governor is present in a settlement, if
there is no permanent governor in place you may wish to queue up units for
training. Left click on a unit to add it to the recruitment queue and again to
remove it. You can change the order of training by left clicking and dragging unit
icons in the queue. You will not be able to train any units if there are too few
men in the settlement to recruit.

¬-------------------

{Help_Siege_Equipment_Intro_Text_01_Title} Besieging A Settlement

{Help_Siege_Equipment_Intro_Text_01_Text1}
This scroll contains your options for besieging enemy settlements. Left click on
show me how for further details.

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 03/06/2004 16:48:00
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Fire_At_Their_Rear_Text_01_Title} Shoot Them In The Rear!

{Fire_At_Their_Rear_Text_01_Text1}
The enemy are facing away from your archers. They are a great target without their
shields for protection!

¬-------------------

{Flaming_Ammo_Wavering_Text_01_Title} Use Of Flaming Ammunition

{Flaming_Ammo_Wavering_Text_01_Text1}
Use flaming arrows against wavering enemy troops. We'll kill less, as archers can't
fire flaming arrows as quickly, but fear of the flames may cause the enemy to turn
and flee.

¬-------------------

{Cavalry_Targets_For_Archers_Text_01_Title} Cavalry As Targets

{Cavalry_Targets_For_Archers_Text_01_Text1}
Cavalry make excellent targets for archers. Horses are easy to hit, and don't have
shields to hide behind.

¬-------------------

{Facing_Archers_Text_01_Title} Facing Archers

{Facing_Archers_Text_01_Text1}
Standing under fire is never a good idea, but if you must, keep your troops in
loose formation, stationary and facing the fire. Left click on show me how to see
how to change formation.

¬-------------------

{Using_Javelinmen_Text_01_Title} Using Javelins

{Using_Javelinmen_Text_01_Text1}
Often the best way to use javelin-armed units is to place them behind your battle
line, and have them shower the enemy with javelins once they are engaged. This
works whether attacking or defending, but be careful, as your own troops may get
hit too.

¬-------------------

{Using_Pila_Text_01_Title} Using Pila

{Using_Pila_Text_01_Text1}
Units armed with pila throw their heavy javelins at the enemy just before they
charge. Setting these units to fire at will allows them to fire at any enemies that
come within range. Be warned though, they carry a limited number of javelins.

¬-------------------

{Facing_Missile_Infantry_Text_01_Title} Facing Missile Infantry

{Facing_Missile_Infantry_Text_01_Text1}
The best way to clear away enemy missile infantry is a direct cavalry charge.
However, be wary of them retreating to difficult terrain for your cavalry to
manage, or to where there are friendly units that could threaten you.

¬-------------------

{Facing_Missile_Cavalry_Text_01_Title} Facing Missile Cavalry


{Facing_Missile_Cavalry_Text_01_Text1}
Chasing after cavalry archers and javelinmen is generally fruitless, and therefore
only worth doing if you can drive them off the map, or against some impassable
terrain. The best way to deal with them is to shoot back at them with your own
missile troops. Keep your other infantry stationary, so they can hide behind their
shields.

¬-------------------

{Using_Missile_Cavalry_Text_01_Title} Using Missile Cavalry

{Using_Missile_Cavalry_Text_01_Text1}
Often the best tactic is to try and circle around the sides of the enemy and shoot
them from behind, or from the right flank, so they do not have the protection of
their shields. If the enemy turn or chase you off, their formation will be
disrupted and their men tired considerably.

¬-------------------

{Facing_Cavalry_With_Infantry_Text_01_Title} Facing Cavalry With Infantry

{Facing_Cavalry_With_Infantry_Text_01_Text1}
If your infantry are about to be charged by cavalry, make sure they are stationary.
That way they can brace themselves against the impact, and will take fewer losses.

¬-------------------

{Keep_Together_Text_01_Title} Keep Together

{Keep_Together_Text_01_Text1}
Keep your phalanx units close together so they present a solid wall of spears to
the enemy. If possible use a different type of unit on each end of the line to
protect their vulnerable flanks.

¬-------------------

{Rallying_The_Troops_Text_01_Title} Rallying The Troops

{Rallying_The_Troops_Text_01_Text1}
Your general can perform a rally action that raises the morale of nearby troops.
Use this to rally troops who are running away. However, if the enemy are pursuing
them closely they won't be able to rally.

¬-------------------

{Stand_Up_Guy_Text_01_Title} Be An Inspirational Leader

{Stand_Up_Guy_Text_01_Text1}
Your general inspires troops by his presence. Keep him close behind his troops,
particularly where the fight will be hard, or where there are especially terrifying
enemy units.

¬-------------------
{Morale_Is_Low_Text_01_Title} Morale Is Low!

{Morale_Is_Low_Text_01_Text1}
The morale of your troops is wavering. Maybe you should bring your general close to
them to stiffen their resolve?

¬-------------------

{General_Threatened_Text_01_Title} Your General Is Threatened!

{General_Threatened_Text_01_Text1}
Your general is in difficulty. Send help or withdraw him from combat. If he is
killed, your army may panic and run.

¬-------------------

{Line_Threatened_Text_01_Title} Your Line Is Wavering!

{Line_Threatened_Text_01_Text1}
Your line is wavering, use your general's rallying ability to keep them in the
fight a little longer.

¬-------------------

{Wedge_Formation_Text_01_Title} Wedge Formation

{Wedge_Formation_Text_01_Text1}
Wedge Formation increases the violence of a unit's charge, but because the impact
is only on a narrow frontage, its usually better to use the standard close
formation. Wedges are useful for charging through narrow gaps, or into flanks. They
can also be useful in evenly matched fights, where causing a few more casualties
than the enemy at first contact can tip the outcome in your favour.

¬-------------------

{Skirmishing_Text_01_Title} Skirmish Mode

{Skirmishing_Text_01_Text1}
Most missile units begin with skirmish mode turned on. This means that they'll try
to avoid hand to hand contact with the enemy by retreating to a safe firing
distance. Try to keep some melee troops close behind them so that they can run back
to safety when the enemy approach.

¬-------------------

{Skirmishing_Watch_Out_For_Cavalry_Text_01_Title} Skirmishing With Cavalry

{Skirmishing_Watch_Out_For_Cavalry_Text_01_Text1}
The enemy cavalry will be able to run down your missile infantry. Keep a melee unit
close behind them so that they can run behind it to safety.

¬-------------------
{Not_Skirmish_By_Default_Text_01_Title} Skirmish Mode Turned Off

{Not_Skirmish_By_Default_Text_01_Text1}
Although this unit has missile capability, skirmish mode is not turned on by
default. This is because it is considered strong enough to fight hand to hand.

¬-------------------

{Guard_Mode_Text_01_Title} Guard Mode

{Guard_Mode_Text_01_Text1}
Turning on guard mode makes your troops fight more defensively. This can help them
hold on longer when losing, and allow more time for help to arrive.

¬-------------------

{Warcry_Text_01_Title} Warcries

{Warcry_Text_01_Text1}
A rousing warcry coupled with a frenzied bout of shield banging will rouse your
troops and raise their fighting ability for a while. Use the special ability button
to raise the warcry just before charging in. Don't do it too soon though, or the
effect will be lost.

¬-------------------

{Your_Druids_Text_01_Title} Battle Magic

{Your_Druids_Text_01_Text1}
Druid units can perform a powerful mystic chant that improves the morale and
fighting ability of nearby units, while also scaring the enemy. Place them close
behind the main melee line. They can't defend themselves so well while chanting
though, so watch out for the enemy breaking through or outflanking.

¬-------------------

{Their_Druids_Text_01_Title} Battle Magic

{Their_Druids_Text_01_Text1}
The enemy druids inspire their men to greater acts of bravery, and strike fear into
our soldiers with their dark incantations. Getting rid of them quickly will make
the rest of the fight easier.

¬-------------------

{Your_Screeching_Wenches_Text_01_Title} Screeching Women

{Your_Screeching_Wenches_Text_01_Text1}
Screeching women have a special screeching ability that scares the enemy, while
encouraging their menfolk to fight harder. Place them close behind the battle line
to best use this ability. With their sharp axes and sharper tongues, they can also
deliver a vicious charge in an emergency, but don't expect them to last too long in
combat.
¬-------------------

{Their_Screeching_Wenches_Text_01_Title} Screeching Women

{Their_Screeching_Wenches_Text_01_Text1}
The presence of their women is inspiring the enemy to fight harder. Some may think
it dishonourable, but if they insist on interfering in mens' business, they must
accept the consequences!

¬-------------------

{River_Crossing_Attack_2_Text_01_Title} River Crossing Attack

{River_Crossing_Attack_2_Text_01_Text1}
The enemy are attempting to defend the river crossing. Use artillery to drive
defenders away from the bridge, or kill them where they stand.

¬-------------------

{River_Crossing_Attack_3_Text_01_Title} River Crossing Attack

{River_Crossing_Attack_3_Text_01_Text1}
The enemy are attempting to defend the river crossing. Use artillery to drive
defenders away from the ford, or kill them where they stand.

¬-------------------

{River_Crossing_Defence_Text_01_Title} River Crossing Defence

{River_Crossing_Defence_Text_01_Text1}
The enemy have a lot of missile troops, so it may be best to defend by standing
back from the bridge to stay out of range. When an enemy unit starts to cross, rush
a couple of units up to the bridge to stop it.

¬-------------------

{River_Crossing_Defence_2_Text_01_Title} River Crossing Defence

{River_Crossing_Defence_2_Text_01_Text1}
The enemy have a lot of missile troops, so it may be best to defend by standing
back from the ford to stay out of range. When an enemy unit starts to cross, rush a
couple of units up to the ford to stop it.

¬-------------------

{River_Crossing_Defence_No_Archers_Text_01_Title} River Crossing Defence

{River_Crossing_Defence_No_Archers_Text_01_Text1}
The enemy have no missile troops or artillery. Defend the bridge by placing a
strong unit at our end. Spear units are ideal for this if available.
¬-------------------

{River_Crossing_Defence_Archers_Text_01_Title} River Crossing Defence

{River_Crossing_Defence_Archers_Text_01_Text1}
Use your archers to pepper the enemy as they cross the bridge. Men make excellent
targets when concentrated into a narrow area.

¬-------------------

{River_Crossing_Defence_Archers_2_Text_01_Title} River Crossing Defence

{River_Crossing_Defence_Archers_2_Text_01_Text1}
Place your archers to the left of the bridge. They will then be able to shoot at
the unshielded right flank of the enemy.

¬-------------------

{Defending_Hills_Deploy_On_The_Crest_Text_01_Title} Defending Hills

{Defending_Hills_Deploy_On_The_Crest_Text_01_Text1}
When defending a hill, deploy on the steepest part of the slope towards the top,
but not right on the crest. Right at the top the slope may be less, and any enemy
who breakthrough will be uphill of your reserves.

¬-------------------

{Defending_Hills_Choosing_A_Hill_Text_01_Title} Defending Hills

{Defending_Hills_Choosing_A_Hill_Text_01_Text1}
When choosing a hill to defend, consider how the enemy will approach. They may well
approach from the sides rather than assaulting uphill. Look for a position where
the ground will give you an advantage whichever direction they attack from.

¬-------------------

{Defending_Forests_Cavalry_Text_01_Title} Defending Forests

{Defending_Forests_Cavalry_Text_01_Text1}
The enemy have many more cavalry than you. It may be best to try to fight in a
forest where they will be at a disadvantage.

¬-------------------

{Defending_Forests_Archers_Text_01_Title} Defending Forests

{Defending_Forests_Archers_Text_01_Text1}
The enemy have many more archers than you. It may be best to try to fight in a
forest where you'll have some protection from their shafts.

¬-------------------

{Attacking_Forests_Text_01_Title} Attacking Forests


{Attacking_Forests_Text_01_Text1}
Your cavalry will be at a big disadvantage if they decide to hide in the trees. Try
to draw enemy units out into the open where we can kill them more easily. One way
to do this is to charge a cavalry unit into contact, then immediately retreat. If
they don't take the bait, you'll have to do things the hard way...

¬-------------------

{Scrub_Text_01_Title} Scrub

{Scrub_Text_01_Text1}
Cavalry operate at something of a disadvantage in scrub. You may be able to use
this is to your advantage.

¬-------------------

{Fatigue_Text_01_Title} Fatigue

{Fatigue_Text_01_Text1}
Running, fighting and doing other strenuous activities tires your troops, and
reduces their effectiveness and morale. Have them stand still for a while to rest.
Resting is only really worthwhile if they're very tired or exhausted though.

¬-------------------

{Fatigue_3_Text_01_Title} Fatigue

{Fatigue_3_Text_01_Text1}
A reserve of fresh men will always be at an advantage against a tired enemy. A
swift counter attack before they can rest may sweep them away.

¬-------------------

{Fatigue_4_Text_01_Title} Fatigue

{Fatigue_4_Text_01_Text1}
Our men will tire quickly in this heat. Best try to get the fighting over with
quickly.

¬-------------------

{Fatigue_5_Text_01_Title} Fatigue

{Fatigue_5_Text_01_Text1}
Our men are not used to this cold. Best not to hang around for too long, it will
sap their energy.

¬-------------------

{Fatigue_6_Text_01_Title} Fatigue

{Fatigue_6_Text_01_Text1}
The enemy are not used to the heat, and will tire quicker than usual. A bit of
skirmishing before the main clash should help them work up a sweat.

¬-------------------

{Fatigue_7_Text_01_Title} Fatigue

{Fatigue_7_Text_01_Text1}
The enemy are not used to the cold, which will sap their strength. You could open
with some skirmishing while they stand and shiver...

¬-------------------

{Frightening_Units_Text_01_Title} Fear Of The Pachyderm

{Frightening_Units_Text_01_Text1}
Most men are afraid of elephants, especially hostile ones. Pay special attention to
your mens' morale when these beasts attack. Moving your general up close will
reassure them.

¬-------------------

{Frightening_Units_2_Text_01_Title} Fear Of The Chariot

{Frightening_Units_2_Text_01_Text1}
Your men are afraid of the enemy's chariots. Watch their morale when the chariots
attack, you may need to use your general to stiffen their resolve.

¬-------------------

{Frightening_Units_3_Text_01_Title} Fear Of The German

{Frightening_Units_3_Text_01_Text1}
The enemy night raiders are terrifying both in appearance and reputation. Be
careful that your less experienced men don't run in fear when attacked.

¬-------------------

{Breaking_Off_From_Combat_Text_01_Title} Breaking Off From Combat

{Breaking_Off_From_Combat_Text_01_Text1}
Once your men are in combat, you can make them break off just by right clicking on
a point behind them. Make sure you click well back though, or the unit will stop
too close to the enemy. This can be a useful trick if your men are faster than the
enemy's. Otherwise it will likely be a disaster. However, there will always be a
few men who ignore the order, so a few losses are inevitable.

¬-------------------

{Eagles_Text_01_Title} Eagles

{Eagles_Text_01_Text1}
The presence of the legionary eagle in your first cohort unit is a symbol of the
prestige of Rome, and will inspire the men stationed near it. Place it in the
centre of your line and guard it well. A general who loses an eagle will not be
popular with the Senate or the army.

¬-------------------

{Outflanking_Text_01_Title} Outflanking Manoeuvre In Progress!

{Outflanking_Text_01_Text1}
Watch out for the enemy coming around your left flank!

¬-------------------

{Outflanking_2_Text_01_Title} Outflanking Manoeuvre In Progress!

{Outflanking_2_Text_01_Text1}
Watch out for the enemy coming around your right flank!

¬-------------------

{Outflanking_3_Text_01_Title} Outflanking Manoeuvres

{Outflanking_3_Text_01_Text1}
Be wary of enemy units getting behind your line. Not only will they cause great
damage if allowed to charge into the rear of your frontline units, but some less
steadfast units may decide to run before it happens.

¬-------------------

{Reserves_Text_01_Title} Reserves

{Reserves_Text_01_Text1}
It's always a good idea to keep a portion of your army in reserve. They can
reinforce points where you are threatened, and take advantage of enemy weak points.
Cavalry are usually the best reserves, as they can react most quickly. Your
general's bodyguard makes a powerful reserve.

¬-------------------

{Impetuosity_Text_01_Title} A Little Too Quick Off The Mark!

{Impetuosity_Text_01_Text1}
Your men are especially keen for the fight today, and have charged without waiting
for your order!

¬-------------------

{Impetuosity_2_Text_01_Title} Impetuosity

{Impetuosity_2_Text_01_Text1}
Many of your units are excited by the thought of battle, and may charge without
orders. Watch out for this or your battle plans will be undermined. Unfortunately
this is a common problem when commanding barbarian armies.
¬-------------------

{Ambush_Text_01_Title} Hiding In Ambush

{Ambush_Text_01_Text1}
Hiding all your units in ambush will disguise your force and intentions from the
enemy, but is unlikely to achieve surprise. The enemy general has a rough idea of
your force, and if he does not see enough of it, he'll smell a rat and send out
scouts to look for the rest.

¬-------------------

{Ambush_2_Text_01_Title} Hiding In Ambush

{Ambush_2_Text_01_Text1}
A small ambush has a much better chance of success than a large one. If the enemy
general can see most of your army standing in the field, he is likely to believe
that this is all of it. Try to hide your ambush a little way from your main force
in a position where you'll be able to rush out and fall on the enemy's rear once
they're engaged.

¬-------------------

{Ambush_3_Text_01_Title} Hiding In Ambush

{Ambush_3_Text_01_Text1}
It's important that your men always know where their commander is, so your generals
are not allowed to hide.

¬-------------------

{Ambush_4_Text_01_Title} Hiding In Ambush

{Ambush_4_Text_01_Text1}
Most units can only hide in forests, but some of your skirmishers can conceal
themselves in the long grass. You maybe be able to use this to your advantage.

¬-------------------

{Ambush_5_Text_01_Title} Hiding In Ambush

{Ambush_5_Text_01_Text1}
Some of your units are masters of concealment, and can make themselves almost
invisible in any terrain. Try putting these troops off to the side of your main
force, where the enemy may well not notice them. They can launch a surprise flank
attack once the fighting has started.

¬-------------------

{Ambush_6_Text_01_Title} Hiding In Ambush

{Ambush_6_Text_01_Text1}
The enemy are expert at hiding themselves in the trees. Be very careful when
advancing in the forests.

¬-------------------

{Time_Limit_Text_01_Title} Time Limit

{Time_Limit_Text_01_Text1}
You'll need to retreat back to camp for the night soon. If you haven't routed all
the enemy by then, they'll claim the victory.

¬-------------------

{Time_Limit_2_Text_01_Title} Time Limit

{Time_Limit_2_Text_01_Text1}
There is very little time left for this battle. It's imperative that we destroy the
enemy as quickly as possible.

¬-------------------

{Attack_Their_General_Text_01_Title} Attack Their General

{Attack_Their_General_Text_01_Text1}
If you can kill the enemy general, their army may panic and run. This is often an
easy way to win a battle.

¬-------------------

{Attack_Their_General_2_Text_01_Title} Attack Their General

{Attack_Their_General_2_Text_01_Text1}
Try shooting your artillery at the enemy general. Big rocks do not respect rank.

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 04/06/2004 15:32:58
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Special_Abilities_Flaming_Ammo_Text_01_Title} Special Ability: Flaming Ammunition

{Special_Abilities_Flaming_Ammo_Text_01_Text1}
It is possible to set alight artillery ammunition to rain fire and death down upon
the enemy. Flaming ammunition has reduced accuracy but is more devastating when it
lands, and has a greater effect on morale. Left click the show me how button to see
how to do this.

¬-------------------

{Special_Abilities_Flaming_Ammo_2_Text_01_Title} Special Ability: Flaming


Arrows

{Special_Abilities_Flaming_Ammo_2_Text_01_Text1}
It is possible to set alight arrows to rain fire and death down upon the enemy.
Flaming arrows have reduced accuracy but are more devastating when they land, and
have a greater effect on morale. Left click the show me how button to see how to do
this.

¬-------------------

{Kill_Your_Elephants_Text_01_Title} Running Amok

{Kill_Your_Elephants_Text_01_Text1}
Your elephants are running amok and attacking your own troops! You can order their
mahouts to kill them with the chisels they carry by pressing the special abilities
button. However, think before you do this, as elephants are valuable beasts. Losing
some troops is acceptable if you can keep your elephants for use another day.

¬-------------------

{Guard_Mode_2_Text_01_Title} Guard Mode

{Guard_Mode_2_Text_01_Text1}
Turning on guard mode stops your unit from pursuing enemies that are breaking off
from combat or running away. A unit that chases too far may find itself cut off and
surrounded, leaving a gaping hole in your line.

¬-------------------
{Defending_Hills_Text_01_Title} Defending Hills

{Defending_Hills_Text_01_Text1}
Deploying on a hill is always a good idea. Being uphill gives your troops a combat
advantage, and shooting downhill helps archers too. Climbing it will also tire the
enemy.

¬-------------------

{Fatigue_2_Text_01_Title} Fatigue

{Fatigue_2_Text_01_Text1}
If nothing much is happening you may want to put the game on fast forward while
resting your men. Be careful not to run out of time though. Left click on show me
how to see how this is done.

¬-------------------

{Killing_At_The_End_Text_01_Title} Killing After The Battle

{Killing_At_The_End_Text_01_Text1}
You've won the battle, but should try to kill as many of the enemy as possible
before they escape. As this is just a mopping up operation, you may want to play
this out using one of the increased speed settings. Left click on show me how to
see how this is done.

¬-------------------

{Speed_Settings_Text_01_Title} Speed Settings

{Speed_Settings_Text_01_Text1}
The march towards the enemy may be a bit dull. Try using the game's speed controls
to speed this up, located to the right of the radar map. However, be sure to set
things back to normal speed before you get too close. Left click on show me how to
see how this is done.

¬-------------------

{Radar_Map_Text_01_Title} The Radar Map

{Radar_Map_Text_01_Text1}
The radar map allows the player an aerial view of the battlefield terrain,
detailing the position of units in relation to each other and any reinforcements.
Use the plus and minus buttons to zoom in or out of the radar map. Left click on
show me how to see how this is done.

¬-------------------

{Hour_Glass_Text_01_Title} The Hourglass

{Hour_Glass_Text_01_Text1}
The hourglass shows how much time is left before the battle ends. The attacker must
rout or destroy the defender within the time limit or lose the battle. The defender
has only to keep the attacker at bay until the sands run down in order to claim
victory.

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Title} Force Diplomacy

{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Text1}
You can force this faction to accept your offer by clicking on the "show me how"
button.

¬-------------------

{UI_Panel_Faction_Summary_Early_Advice_Basics_Text_01_Title} Faction Summary

{UI_Panel_Faction_Summary_Early_Advice_Basics_Text_01_Text1}
This scroll lets you view important information about your faction, including your
progress through the game and battle statistics. In addition, you can globally
automate construction, recruitment and taxation. There is also a slider that is
used to decide what proportion of your treasury the AI will spend when following an
automanagement policy.

¬-------------------

{Speed_Settings_Strat_1_Text_01_Title} Speed Settings

{Speed_Settings_Strat_1_Text_01_Text1}
Use the Spacebar to speed up movement of all characters or armies on the campaign
map. Press the Spacebar again to slow them down again.

¬-------------------

{Speed_Settings_Strat_3_Text_01_Title} Speed Settings

{Speed_Settings_Strat_3_Text_01_Text1}
Once a character or army is moving towards their target you can double their speed
with an additional left or right click on the target.

¬-------------------

{Advice_Advice_Intro_Text_01_Title} Controlling The Advisor

{Advice_Advice_Intro_Text_01_Text1}
Left click on show me how for a demonstration of my functionality.
¬-------------------

{Advice_Advice_Dismiss_Text_01_Title} Viewing And Dismissing Advice

{Advice_Advice_Dismiss_Text_01_Text1}
When advice is available, my portrait will flash. Left click on it to start the
advice. Left click on Dismiss Advice to cancel and close advice. Press the Spacebar
to cancel and close advice.

¬-------------------

{Advice_Advice_Hide_Text_01_Title} Hiding Advice

{Advice_Advice_Hide_Text_01_Text1}
Left click on Toggle Advisor Text Visibility to hide advice text.

¬-------------------

{Advice_Advice_Show_Me_Text_01_Title} Show Me How

{Advice_Advice_Show_Me_Text_01_Text1}
If the option to Show Me How is highlighted you can left click on it to be shown
how to do something. During Show Me advice press the Spacebar or left click on my
portrait to advance to the next piece of advice.

¬-------------------

{Advice_Advice_Show_Subject_Text_01_Title} Showing The Subject Of Advice

{Advice_Advice_Show_Subject_Text_01_Text1}
If advice refers to a particular character, settlement or region then left click on
Show Location Of Event to centre the map and highlight the item.

¬-------------------

{Settlement_Help_Governors_Panel_Alternative_Text_01_Title}The Governor's Panel

{Settlement_Help_Governors_Panel_Alternative_Text_01_Text1}
If you move a general into a settlement he becomes the governor. A captain cannot
become a governor. In the absence of a general the settlement will default to
automanagement. His management rating generates bonus income, and his influence
adds to public order. You should aim to have those governors with the highest
management rating in your richest settlements, and send those with the highest
command rating away on campaign. If you don't leave a general in a settlement at
all, there will be no governor and no bonus to public order and income.

¬-------------------

{Settlement_Help_Policies_Automanaged_Text_01_Title} Setting Policies and


Automanagement

{Settlement_Help_Policies_Automanaged_Text_01_Text1}
This settlement is already being automanaged. The default setting is for taxes,
recruitment and construction to be automated. This is adjusted through the
settlement details scroll. You can choose to automate any combination of these, and
instruct the AI to follow economic management policies for each one within this
settlement. You can also set a global policy of automanagement through the faction
summary panel.

¬-------------------

{Settlement_Help_Construction_Detail_Alternative_Text_01_Title} Repairing Damaged


Buildings

{Settlement_Help_Construction_Detail_Alternative_Text_01_Text1}
Buildings can be damaged following a siege or during natural disasters such as
earthquakes and volcanic eruptions. Left click this tab to display those buildings
that require repair. Add them to the construction queue the same way as when
building.

¬-------------------

{Settlement_Help_Retraining_Alternative_Text_01_Title} Retraining Units

{Settlement_Help_Retraining_Alternative_Text_01_Text1}
Left click this tab to display those units available for retraining. Add them to
the queue the same way as when recruiting. Retrained units will be fully restored
in numbers and have improved armour and weapons if available in that settlement.

¬-------------------

{Settlement_Help_Construction_Alternative_Advice_Text_01_Title} Construction
Advice

{Settlement_Help_Construction_Alternative_Advice_Text_01_Text1}
The AI has recommended a building for you to build. This is highlighted in the
construction options.

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 16/06/2004 16:55:28
¬*
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******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
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¬-------------------

{Characters_Agent_Fleet_Early_Advice_Text_04_Title} Naval Blockades

{Characters_Agent_Fleet_Early_Advice_Text_04_Text1}
Blockades prevent the enemy from trading through their ports and producing new
ships. Your navy can blockade an enemy port by attacking it as you would another
fleet - simply right click on the port and a cordon graphic will appear to signify
that a naval blockade is in progress.

¬-------------------

{Settlement_Help_Policies_Alternative_Text_01_Title} Setting Policies and


Automanagement

{Settlement_Help_Policies_Alternative_Text_01_Text1}
Tax rate can be adjusted here using the arrow icons. If you'd rather concentrate
your energies on waging total war rather than managing the economics of your
settlement, enable automanagement, which handles taxation, recruitment and
construction for you. This can be adjusted through the settlement details scroll.
You can choose to automate any combination of these and instruct the game to follow
a policy within this settlement.

¬-------------------

{Settlement_Help_Policies_Automanaged_Alternative_Text_01_Title} Setting Policies


and Automanagement

{Settlement_Help_Policies_Automanaged_Alternative_Text_01_Text1}
This settlement is already being automanaged. Automanagement is the automation of
taxation, recruitment and construction. You can also instruct the game to follow a
policy within this settlement.

¬-------------------

{Settlement_Help_Recruitment_Alternative_Advice_Text_01_Title} Recruitment Advice

{Settlement_Help_Recruitment_Alternative_Advice_Text_01_Text1}
The AI has recommended a unit for you to train. This is highlighted in the
recruitment options.

¬-------------------
{UI_Panel_Faction_Summary_Early_Advice_Basics_Alternative_Text_01_Title}
Faction Summary

{UI_Panel_Faction_Summary_Early_Advice_Basics_Alternative_Text_01_Text1}
This scroll lets you view important information about your faction, including your
progress through the game and battle statistics. In addition, you can globally
automate construction, recruitment and taxation. There is also a slider that is
used to decide what proportion of your treasury the AI will spend when following an
automanagement policy.\n\nUse the tabs at the top to view information about Senate
missions, offices and attitudes; information on your faction's diplomatic standing
in relation to your rivals; and a financial summary for the turn.

¬-------------------

{Message_Open_Senate_Mission_Alternative_Text_01_Title} Senate Missions Log

{Message_Open_Senate_Mission_Alternative_Text_01_Text1}
If you need to refer to them later, details of your current mission(s) are held in
the senate missions log accessed through the faction summary button on the right of
the review panel. Left click the Show Me How button to see where.

¬-------------------

{Characters_Agent_ArmyGeneral_Early_Advice_Alternative_Text_06_Title} Mercenaries

{Characters_Agent_ArmyGeneral_Early_Advice_Alternative_Text_06_Text1}
Your armies can hire local mercenaries to fight alongside them, but be aware of
their hire costs. When mercenaries are available in a region there will be a tent
icon on the campaign map. When outside a settlement mercenaries can be hired
through your general's information scroll. Left click on the mercenaries tab to
hire mercenaries when inside a settlement. This tab will be visible only if
mercenaries are available for hire.

¬-------------------

{Settlement_Governor_Corruption_Text_01_Title} Cooking The Books

{Settlement_Governor_Corruption_Text_01_Text1}
The further away a settlement is from your faction's capital, the easier it is for
it's government to bend the rules of administration somewhat. Although your
governors are pledged to stamp out corruption they may easily find themselves
becoming part of the crime. After all, what the faction leader can't see can't hurt
him, can it...?

¬-------------------

{Help_UI_Panel_Faction_Summary_Early_Advice_Basics_Alternative_Text_01_Title}
Faction Summary

{Help_UI_Panel_Faction_Summary_Early_Advice_Basics_Alternative_Text_01_Text1}
This scroll lets you view important information about your faction, including your
progress through the game and battle statistics. In addition, you can globally
automate construction, recruitment and taxation. There is also a slider that is
used to decide what proportion of your treasury the AI will spend when following an
automanagement policy.\n\nUse the tabs at the top to view information about Senate
missions, offices and attitudes; information on your faction's diplomatic standing
in relation to your rivals; and a financial summary for the turn.

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 01/07/2004 09:00:00
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 07/07/2004 17:15:00
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************
¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Character_List_Scroll_Text_01_Title} Agent List

{Character_List_Scroll_Text_01_Text1}
This scroll lists all the named characters in your faction not attached to an army
or fleet, their profession and status level. Right click on their portraits to
access more detailed information about their retinue, character traits and
settlement statistics.

¬-------------------

{Neutral_Character_Scroll_Text_01_Title} Allied, Enemy or Neutral Character Info

{Neutral_Character_Scroll_Text_01_Text1}
This scroll shows you the known details of an allied, neutral or enemy character -
his skills, retainers, character traits and job. If he is a general or admiral any
intelligence on the composition of his army or fleet is displayed here.

¬-------------------

{City_Construction_Build_smiths_workshop_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_smiths_workshop_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Armourer in this settlement.
This much improves the quality of weapons and armour for troops trained in the
settlement.

¬-------------------

{City_Construction_Build_stone_amphitheatre_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_stone_amphitheatre_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Arena. This allows Games to
be staged in this settlement, making the people happier with their lot.

¬-------------------

{Help_Character_List_Scroll_Text_01_Title} Agent List

{Help_Character_List_Scroll_Text_01_Text1}
This scroll lists all the named characters in your faction not attached to an army
or fleet, their profession and status level. Right click on their portraits to
access more detailed information about their retinue, character traits and
settlement statistics.

¬-------------------

{Help_Neutral_Character_Scroll_Text_01_Title} Allied, Enemy or Neutral Character


Info

{Help_Neutral_Character_Scroll_Text_01_Text1}
This scroll shows you the known details of an allied, neutral or enemy character -
his skills, retainers, character traits and job. If he is a general or admiral any
intelligence on the composition of his army or fleet is displayed here.

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 15/07/2004 17:00:00
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Speed_Settings_Strat_2_Text_01_Title} Stopping Orders Once Issued

{Speed_Settings_Strat_2_Text_01_Text1}
Use Backspace to stop the movement of your characters or armies on the campaign
map.
¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 22/07/2004 09:00:00
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Using_Phalanxes_Text_01_Title} Using Phalanxes

{Using_Phalanxes_Text_01_Text1}
It's best to keep spear and pike units in phalanx formation. This is very powerful
when the spear wall is unbroken, but extremely vulnerable when it is. Make sure
that other units moving through your phalanxes don't disrupt the formation when
enemy are close enough to take advantage. Bad terrain, and making tight turns can
also disrupt the formation.

¬-------------------

{Never_Run_With_A_22ft_Pike_Text_01_Title} Moving In Phalanx Formation

{Never_Run_With_A_22ft_Pike_Text_01_Text1}
Units can't run in when in phalanx formation. Turn off phalanx formation if you
need to move these units somewhere quickly. Remember to turn it on again when they
arrive.

¬-------------------

{River_Crossing_Attack_Text_01_Title} River Crossing Attack

{River_Crossing_Attack_Text_01_Text1}
Move archers up to the river bank to fire at the defenders.

¬-------------------

{Alt_Siege_Advice_Attack_Objectives_Text_01_Title} Remember Your Objectives

{Alt_Siege_Advice_Attack_Objectives_Text_01_Text1}
Remember that the goal here is to capture the settlement, not destroy it! Buildings
destroyed on the battlefield will also be destroyed on the campaign map. To capture
the settlement either kill or rout the entire enemy army or reach the central plaza
and hold it.

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Neutral_Army_Scroll_Text_01_Title} Allied, Enemy or Neutral Army/Fleet Info

{Neutral_Army_Scroll_Text_01_Text1}
This scroll shows you the known details of an allied, neutral or enemy army or
fleet. Any question marks indicate details that are currently hidden from you. A
skillful spy may be able to discover the missing information.

¬-------------------

{City_Construction_Build_german_temple_of_fertility_temple_Next_Text_01_Title}
Suggested Construction...\n

{City_Construction_Build_german_temple_of_fertility_temple_Next_Text_01_Text1}
At this time it would be a sound strategy to build a Sacred Grove of Freyja in this
settlement. This circle grants improved loyalty and fertility benefits to the
settlement.

¬-------------------

{Help_Neutral_Army_Scroll_Text_01_Title} Allied, Enemy or Neutral Army/Fleet Info

{Help_Neutral_Army_Scroll_Text_01_Text1}
This scroll shows you the known details of an allied, neutral or enemy army or
fleet. Any question marks indicate details that are currently hidden from you. A
skillful spy may be able to discover the missing information.

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 26/07/2004 17:00:00
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

{End_Battle_Scroll_Text_01_Title} Battle Is Over!

{End_Battle_Scroll_Text_01_Text1}
From this scroll you can choose to view the battle's statistics, or return to the
campaign map. If you have fought a Custom Battle click on the movie camera button
to save a replay of the action. Replays can be viewed via the load game option
accessed from the main front end menu.

¬-------------------

{Help_End_Battle_Scroll_Text_01_Title} Battle Is Over!

{Help_End_Battle_Scroll_Text_01_Text1}
From this scroll you can choose to view the battle's statistics, or return to the
campaign map. If you have fought a Custom Battle click on the movie camera button
to save a replay of the action. Replays can be viewed via the load game option
accessed from the main front end menu.

¬-------------------

{Artillery_In_Woods_Thread_Title} Artillery In Woods

{Artillery_In_Woods_Thread_Text1}
Note that due to their size and limited manoeuvrability it is not possible to
deploy any pieces of artillery or siege equipment in forested areas.

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

{City_Construction_Build_urban_amphitheatre_Next_Text_01_Title} Suggested
Construction...\n

{City_Construction_Build_urban_amphitheatre_Next_Text_01_Text1}
At this time it would be a sound strategy to build an Amphitheatre in this
settlement. This allows better Games to be staged in this settlement, making the
people much happier with their lot.
¬-------------------

{Senate_Starts_Civil_War_Text_01_Title} Outlawed!

{Senate_Starts_Civil_War_Text_01_Text1}
Your faction has fallen out of favour with the Senate. They have decreed you
outlawed, and have directed the other Roman factions to work against you. In
addition to attacks and blockades you should expect an increase in subterfuge
against you.

¬-------------------

{Attack_Neutrals_Scroll_Text_01_Title} Think Before You Act

{Attack_Neutrals_Scroll_Text_01_Text1}
Launching an attack on a neutral faction is making a declaration of war, an act
that has many implications. Have you considered any allies your new enemy may have,
or any loyalties they may have to your own allies? Attacking without forethought
could lead to more than a mere loss of territory...

¬-------------------

{Help_Attack_Neutrals_Scroll_Text_01_Title} Think Before You Act

{Help_Attack_Neutrals_Scroll_Text_01_Text1}
Launching an attack on a neutral faction is making a declaration of war, an act
that has many implications. Have you considered any allies your new enemy may have,
or any loyalties to your own allies? Attacking without forthought could lead to
more than a mere loss of territory...

¬-------------------

{End_Battle_Campaign_Scroll_Text_01_Title} Battle Is Over!

{End_Battle_Campaign_Scroll_Text_01_Text1}
View the results of this battle in detail by clicking on the battle statistics
button in the bottom left hand corner of this scroll. Click on the tick button to
continue with your campaign.

¬-------------------

{Help_End_Battle_Campaign_Scroll_Text_01_Title} Battle Is Over!

{Help_End_Battle_Campaign_Scroll_Text_01_Text1}
View the results of this battle in detail by clicking on the battle statistics
button in the bottom left hand corner of this scroll. Click on the tick button to
continue with your campaign.

¬-------------------

{Help_Campaign_Battle_Stats_Screen_Text_01_Title} Battle Statistics

{Help_Campaign_Battle_Stats_Screen_Text_01_Text1}
This scroll contains a full statistical unit by unit breakdown of your army's
performance in the battle.

¬-------------------

{Auto_Mechanics_Settlement_Help_Intro_Text_01_Title} How The Settlement Scroll


Works

{Auto_Mechanics_Settlement_Help_Intro_Text_01_Text1}
This is the settlement scroll, the nerve centre from which construction,
recruitment and economic matters are managed. As you can see, there is a lot of
information on display, but don't worry, it really isn't as daunting as it would
first appear. Would you like to take a tour of the various functions available?
Left click the Show Me How button to see how the settlement scroll works.

¬-------------------

{Auto_Building_Settlement_Help_Intro_Text_01_Title} How The Settlement Scroll


Works

{Auto_Building_Settlement_Help_Intro_Text_01_Text1}
This is the settlement scroll, the nerve centre from which construction,
recruitment and economic matters are managed. As you can see, there is a lot of
information on display, but don't worry, it really isn't as daunting as it would
first appear. Would you like to take a tour of the various functions available?
Left click the Show Me How button to see how the settlement scroll works.

¬-------------------

{Auto_Training_Settlement_Help_Intro_Text_01_Title} How The Settlement Scroll


Works

{Auto_Training_Settlement_Help_Intro_Text_01_Text1}
This is the settlement scroll, the nerve centre from which construction,
recruitment and economic matters are managed. As you can see, there is a lot of
information on display, but don't worry, it really isn't as daunting as it would
first appear. Would you like to take a tour of the various functions available?
Left click the Show Me How button to see how the settlement scroll works.

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 29/07/2004 09:00:00
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

{Siege_Advice_Attack_Objectives_Text_01_Title} Remember Your Objectives

{Siege_Advice_Attack_Objectives_Text_01_Text1}
Remember that the goal here is to capture the settlement, not destroy it! Buildings
destroyed on the battlefield will also be destroyed on the campaign map. To capture
the settlement either kill or rout the entire enemy army or reach the central plaza
and hold it. Before beginning combat ensure that your siege artillery and equipment
is positioned close enough to target the walls - a green arrow indicates when
selected items are in range. Press Z or left click on my portrait to see advice for
the various types of siege equipment.

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

{UI_Panel_Characters_Early_Advice_Basics_Text_02_Title} Character Traits

{UI_Panel_Characters_Early_Advice_Basics_Text_02_Text1}
Members of your faction's ruling family develop character traits that affect their
abilities. Some are present from birth and others are acquired as a character gains
experience in battle or through management of a settlement.

¬-------------------

{Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01_Title} Keyboard Shortcuts

{Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01_Text1}
From this scroll you can reference useful keyboard shortcuts to help the campaign
run smoothly.

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 05/08/2004 12:00:00
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

{UI_Panel_Building_Early_Advice_Basics_Text_01_Title} Construction Basics

{UI_Panel_Building_Early_Advice_Basics_Text_01_Text1}
Manual construction can only take place when a governor is present in the
settlement, if there is no permanent governor in place you may wish to queue up
buildings for construction. Left click on a building's picture to add it to the
construction queue and again to remove it. You can move buildings in the queue to
change construction order by dragging and dropping within the queue. Right click on
a building's picture to view its description.

¬-------------------

{UI_Panel_Training_Early_Advice_Basics_Text_01_Title} Recruitment Basics

{UI_Panel_Training_Early_Advice_Basics_Text_01_Text1}
Manual recruitment can only take place when a governor is present in a settlement,
if there is no permanent governor in place you may wish to queue up units for
training. Left click on a unit to add it to the recruitment queue and again to
remove it. You can change the order of training by left clicking and dragging unit
icons in the queue. You will not be able to train any units if there are too few
men in the settlement to recruit.

¬-------------------

{Settlement_Help_Icons_Text_01_Title} Icons

{Settlement_Help_Icons_Text_01_Text1}
If your populace are close to rioting the unrest icon becomes visible.\n\nThe
breached wall icon indicates your settlement is under siege.\n\nThe skull icon
indicates that there is plague in your settlement.
¬-------------------

{Settlement_Riots_Check_Details_Scroll_Text_01_Title} Rioting Settlement!

{Settlement_Riots_Check_Details_Scroll_Text_01_Text1}
Low public order has triggered a riot here. For the factors that may have caused
this check the settlement details scroll. In the short term a riot can be quelled
by moving in troops, but often the construction of a particular building is
required. For instance, high levels of squalor require the building of sewers or
baths; recession requires improved trade routes to and from the settlement, etc. If
you do not deal with this situation you may soon face a revolt against your regime!

¬-------------------

{Public_Order_Low_Check_Details_Text_01_Title} Riot Risk!

{Public_Order_Low_Check_Details_Text_01_Text1}
Public order is becoming low here and without action there may be a riot! Check the
settlement details scroll for underlying causes. You may need to construct some new
buildings to avert trouble. In the short term increasing the garrison size should
improve law and order.

¬-------------------

{Settlement_Rebels_Take_Action_Text_01_Title} Revolting Settlement!

{Settlement_Rebels_Take_Action_Text_01_Text1}
These treacherous ingrates have rebelled against your authority and declared their
independence! It is time to bring the iron fist of state control down upon them and
crush this revolt once and for all!

¬-------------------

{SPQR_Script_Text_01_Title} SPQR Script

{SPQR_Script_Text_01_Text1}
Left click the Show Me How button to activate the SPQR scripts. You will need to
activate the script everytime you load a saved game.

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 12/08/2004 09:53:00
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 19/08/2004 16:05:00
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

¬**********************************************************************************
******
¬**********************************************************************************
******
¬*
¬***** Changes made after 01/09/2004 09:00:00
¬*
¬**********************************************************************************
******
¬**********************************************************************************
******

¬***********************************************************
¬* *
¬* BATTLE ADVICE *
¬* *
¬***********************************************************

¬-------------------

¬***********************************************************
¬* *
¬* CAMPAIGN ADVICE *
¬* *
¬***********************************************************

¬-------------------

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