Games PC LORDS III User Manual

Table of Contents
Part I: Getting Started
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2
Book I: Of the World and Its Denizens............................................................................2
Book II: Of Succor in Times of Need..............................................................................2
Book III: Herein You Create a Noble..............................................................................2
Book IV: Of the Scenarios You Can Play..........................................................................3
Part II: The Battle Level
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4
Book I: On the Main Window.......................................................................................4
Book II: Herein the Army Display is Revealed...................................................................5
Book III: Of the Mini-Map and Its Uses............................................................................5
Book IV: Valiant Actions and How They Are Performed........................................................5
Book V: Knights and the Companies Under Their Command.................................................6
Book VI: The Soldiers of the Realms.............................................................................7
Book VII: How a Noble Moves and Faces His Units............................................................15
Book VIII: The Wise Noble Organizes His Men..................................................................16
Book IX: On the Abilities of Soldiers............................................................................18
Book X: Wherein Men are Set to Battle Each Other...........................................................18
Book XI: How a Knight Shall Lead His Men.....................................................................19
Book XII: On the Breaching of Walls and Fortifications......................................................19
Book XIII: On Taking a Castle.....................................................................................21
Book XIV: On Defending Castles................................................................................21
Book XV: The Perils and Rewards of Doing Battle.............................................................22
Part III: Strategic Level
..............................................................
23
Book I: On the Interface..........................................................................................23
Book II: On Vassals and Their Duties............................................................................25
Book III: Regarding the Use of Armies..........................................................................30
Book IV: On the Feeding and Care of Armies...................................................................31
Book V: Herein Are Explained Mercenaries....................................................................32
Book VI: How Castles are Constructed and Repaired.........................................................34
Book VII: On Garrisons............................................................................................35
Part IV: Diplomacy
..................................................................
35
Book I: Wherein the Ratings are Explained....................................................................36
Book II: On War, Peace, Alliance, and Gifts...................................................................37
Book III: Regarding the Attitudes of Nobles....................................................................38
Part V: Multiplayer
.................................................................
38
Book I: Setting Up a LAN Game..................................................................................38
Book II: Setting Up an Internet Game..........................................................................39
Book III: Wherein In-Game Controls are Described...........................................................39
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Part I: Getting Started
G
reetings, noble lord. Herein begins a chronicle for deeds of arms and acts of chivalry with full and proper instruction in the arts of war and the training proper to a prince for the good governance of his lands. May the wise prince profit well from this so that he shall be
proclaimed as one of the Lords of the Realm!
BBooookk II:: OOff tthhee WWoorrlldd aanndd IIttss DDeenniizzeennss
As a newcomer to the Realm, you will encounter many new and wondrous things. As you explore your surroundings and build your kingdom, you should keep the following in mind:
The World Is Split in Two (or Three). Action in Lords III takes place primarily on two lev-
els: the Battle Level and the Strategic Level. On the Battle Level, you fight. On the Strategic Level, you move armies, grow food, earn money and manage your kingdom. There is also a Political Level. Here, you interact with other lords and review your ratings.
Time Never Stops. Time continues to pass on all levels no matter which level you are cur-
rently visiting. So, if you are fighting on the Battle Level, resources continue to be gath­ered and armies continue to march on the Strategic Level. Likewise, while you are moving armies and overseeing your lands on the Strategic Level, your armies keep fighting on the Battle Level. Visiting the Political Level doesn't stop time either: activities on the Strategic Level and Battle Level continue.
You might find that your attention becomes divided. Not only do you have to keep track of the Battle, Strategic and Political levels, you also may find yourself fighting more than one battle at a time. Luckily, you are not alone.
Vassals Live to Serve You. Vassals take care of the details so you can keep your mind
focused on strategy. The four types of vassals are Knights, Burghers, Serfs and Clergy. Knights act as generals on the Battle Level when you are not there to command the battle yourself. On the Strategic Level, Serfs grow food, Burghers earn crowns and the Clergy see to the health and well-being of your people. With willing vassals at your disposal, you can rest assured that you will never have to address little, everyday details.
BBooookk IIII:: OOff SSuuccccoorr iinn TTiimmeess ooff NNeeeedd
Use the Help command ("?" on the interface) for assistance while playing the game. Left-click this button and then select an item on screen to view additional information about that item.
BBooookk IIIIII:: HHeerreeiinn YYoouu CCrreeaattee aa NNoobbllee
When you start Lords III, you will be taken to the Scenario screen. Before playing a scenario, you must first select a Noble. You can use the default noble provided, or you can create a noble of your own by selecting the Create Noble button. On the Noble Creation screen, provide a name for your noble and adjust the portrait and heraldry to your liking. When you are ready, save your noble and you will be returned to the Scenario screen. Each Noble tracks its own campaign pro­gression and saved games.
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BBooookk IIVV:: OOff tthhee SScceennaarriiooss YYoouu CCaann PPllaayy
In single player mode, Lords III is organized into Campaigns and Battles. Campaigns - Irish, English, French, and German - are linked scenarios that recreate major events in each kingdom's history. The first time through, the scenarios in a campaign must be played in order; every time you win a scenario, the next one in the campaign is unlocked. Once you have unlocked a scenario, you can play it without going through the campaign progression.
Battle scenarios are not locked and are played entirely on the Battle Level of the game. Resource management, strategic movement, and politics are not used in battle games. These scenarios give you the chance to test your generalship on the field of combat.
Conquest scenarios include all aspects of Lords III - Battle Level, Strategic Level, and Political Level. In these games you must build a realm using all your skills. Conquest scenarios are listed under the various campaigns.
The Scenario screen provides a description of each scenario. The shields indicate the number of noble houses in the scenario. Selecting a shield replaces it with your heraldry and sets your start­ing position. The Victory Conditions tab displays the victory conditions for the position. The Start Game button launches the scenario with the settings you have chosen. Scenarios unlocked using one Noble are not unlocked for others.
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The Scenario Selection Screen
Part II: The Battle Level
K
ingdoms are won and lost on the battlefield, and the ability to lead your troops successfully is a boon to any leader. Heed the following advice and you may become the stuff of legends.
Battles take place on the Battle Level screen, which is made up of the Main Window, the Army Display, the Information Panel, the Action Buttons, and the Mini-Map.
BBooookk II:: OOnn tthhee MMaaiinn WWiinnddooww
You view the battlefield and the companies on it in the Main Window. You can change the loca­tion viewed by moving the cursor to the edge of the screen, causing the map to scroll in that direction. The mouse wheel can be used to zoom in and out. Holding down the “Z” key while moving the mouse allows you to rotate and tilt your view.
Your companies are composed of individual soldiers led by a Knight. You can select and give orders to companies using the cursor or through keyboard shortcuts. Companies function as groups, so selecting an individual soldier automatically selects all the soldiers, including the
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The Battle Level Screen
knight, of that company. You can also select multiple companies by lassoing them in this view. When a company is selected, the base of every soldier in the company is highlighted.
BBooookk IIII:: HHeerreeiinn tthhee AArrmmyy DDiissppllaayy iiss RReevveeaalleedd
The Army Display gives you a quick look at all the companies of your army. Each is represented by an icon that shows its troop type. Under each icon is a bar that shows the current health of the company, measured in men lost. The background color of your company icon indicates its cur­rent morale state. The color will shift from green to yellow to orange and into red as a company's morale shifts from good to shaken to broken. Other symbols over the company icon show when it is in combat, taking missile fire, ordered to hold, or routing.
You can select companies directly from the Army Display, either singly or in groups by shift-select­ing them. When a company is selected, its icon is highlighted. To select multiple companies via the Army Display, hold down the Shift key while left-clicking the company icons you wish to select. A selected company or groups of selected companies can be assigned a quick selection "hot key" by pressing Ctrl + a number key (0-9). Thereafter that group is instantly selected whenever the chosen number key is pressed.
Use the buttons on the left of the display to switch between your companies and your siege equipment. Siege equipment only appears on maps with fortifications (castles, fiefs, and cities); otherwise, your knights keep their siege trains safely away from the battlefield. Siege equipment can be selected and controlled like companies.
When a company or siege weapon is selected, the Information Window shows the name and pic­tures of the company's commander and the soldier type. Right-clicking the soldier picture replaces the commander's portrait with information on Offense, Defense, Morale, and Health for the company. Color dots indicate the relative effectiveness in each category, from green (Strong) to red (Weak) updating as the company’s fortunes change. A star indicates that rating is affected by a Special Ability. The display is closed by right-clicking the soldier portrait.
BBooookk IIIIII:: OOff tthhee MMiinnii-MMaapp aanndd IIttss UUsseess
The Mini-Map shows the entire field of battle: the location of friendly and enemy companies, cas­tles, rivers, and water. Selected friendly units can be given move orders on the Mini-Map. Right­click the Mini-Map at the location you wish the units to move to. Left-clicking any point on the Mini-Map changes your view in the Main Window to the selected location.
Adjacent to the Mini-Map are the Game Options and Go to Strategic Level/Victory Conditions but­tons. The Game Options button allows you to save/load games, exit to the main menu, quit, and adjust some of the game options. In single player mode, the game is paused while the Game Options are open. The Go to Strategic Level button is only available in conquest scenarios. In Battle Scenarios it is replaced by the Victory Conditions button. This lists the victory conditions that must be satisfied for the battle. The status of each victory condition is also listed.
BBooookk IIVV:: VVaalliiaanntt AAccttiioonnss aanndd HHooww TThheeyy AArree PPeerrffoorrmmeedd
Companies and siege equipment can perform a variety of orders. You can issue orders by using the Order Buttons or directly in the interface. Orders can only be given to a selected company, and some orders are only available to certain companies. When mixed company types are select­ed, orders available to some but not to all selected companies (such as Fire) cannot be given.
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When a company is selected, the cursor changes when it is over an appropriate target to indicate what command will be given.
Hand Move Sword Attack Glowing Sword In Charge Range Arrow Missile Fire Ladder Scale Wall Siege Tower Enter Siege Tower/Move to Wall Door Enter Castle Structure Boulder Attack Castle (Siege Engines)
BBooookk VV:: KKnniigghhttss aanndd tthhee CCoommppaanniieess UUnnddeerr TThheeiirr CCoommmmaanndd
Armies on the Battle Level are divided into Companies composed of Soldiers under the command of a Company Leader.
Soldiers and Companies
A soldier is a fighting man, grouped with others of identical abilities into companies. Soldiers come in a number of varieties, including melee soldiers, archers and mounted soldiers. While sol­diers follow the orders of their company, each one fights and dies as an individual. Companies range in size from as few as ten soldiers to as many as fifty, and companies can be grouped together to form armies. Morale is determined on a company, rather than an individual, basis.
Company Leaders
A company always has a leader. He is a powerful soldier, often with special abilities. You can order a company leader to fight at the front or the rear of their company. You should be careful with the company leader, though, since his loss has a strong negative impact on a company's morale. Types of company leaders include Knights, Garrison Captains and Mercenary Captains. All three perform the same function for their companies on the battle level.
Knights
Most of your companies are led by knights. Strong combatants, they carry the best arms and armor. Depending on their company, knights may or may not be mounted on a majestic steed. Each knight is different and often has Special Abilities that enhance the perform­ance of his company in battle. Knights come in a number of strengths, including Lesser Knights, Common Knights, Regional Knights and Kingdom Knights.
Lesser Knights are the weakest available knights, though still as tough as the most elite soldier in the field. Lesser knights may have a special ability but are just as likely to have offsetting penalties.
Common Knights are tough combatants, able to defend themselves against multiple com­mon soldiers and survive. They may have multiple special abilities.
Regional Knights are powerful fighters. They fight better and can endure more punish­ment than any common soldier. They always have multiple special abilities and rarely have any penalties.
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Kingdom Knights are amongst the best warriors of their day with more offensive ability and endurance than Regional knights. They typically have multiple special abilities.
Champions (dressed in silver) are heroes in battle, performing deeds of valor that belittle those of normal men and go down in history.
Grand Champions (armored in gold) are peers, the best of the best. They are the stuff of legends.
Garrison Captains are better fighters than typical Swordsman, but nowhere in the league of a knight. They are the strongest soldiers in a castle or city garrison.
Mercenary Captains are seasoned warriors, who, like knights, come in four levels of power: Irregular, Regular, Veteran and Elite. In combat, a Mercenary Captain fights as well as a Knight one level below them on the power scale. A regular Mercenary Captain, for example, is as good a fighter as a Lesser Knight.
BBooookk VVII:: TThhee SSoollddiieerrss ooff tthhee RReeaallmmss
There are a wide variety of soldiers available to you. Knowing the strengths and weaknesses of each is vital in achieving victory on the battlefield Each soldier type has unique skills, including offensive and defensive capabilities, mobility on the battlefield, morale strength and special abili­ties. Although lords of different nationalities may favor some soldier types more than others, any type of soldier could be encountered on the battlefield.
Troops fall into two basic groups: melee and missile. Melee troops are the core of any army. By engaging the enemy in hand-to-hand combat, they take ground, storm castles, and break the
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enemy. Missile troops - archers and crossbowmen - are an important adjunct to any army. They have the ability to attack the enemy at a distance and can weaken powerful enemy companies before they engage in hand-to-hand combat with your melee troops.
Soldier types are:
Peasants. Peasants are lightly armed, disposable melee troops that win by attacking en
masse and overwhelming the enemy. Their high casualty rates are offset by the ease with which they are replaced between battles, relative to better trained soldiers. Peasants wear little to no armor, carry farm implements or homemade weapons and would rather be anywhere than in the midst of battle, a feeling reflected by their low morale. Peasants can only perform the most rudimentary of formations.
Offense Melee Dismal Offense Ranged N/A Defense Low Morale Dismal Mobility Fast Formations Column
Line Skirmish
Special Abilities None
Footmen. The footman is the basic untrained soldier that forms the backbone of an army's
melee forces. Footmen are not well equipped, typically having only quilted or leather armor and perhaps a helm. They favor crushing weapons that give them an advantage over more heavily armored soldiers. They fight in basic formations that reflect their lack of training.
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Offense Melee Good Offense Ranged N/A Defense Low Morale Average Mobility Average Formations Column
Line Skirmish
Special Abilities Armor Piercing
Ranged Defense
Warriors. Fierce warriors are drawn from rural or barbarian tribes. They charge into bat-
tle with gusto, wielding large two-handed battle axes and wearing light armor that does not slow their advance. Their hard-hitting weapons are good for attack. They know few formations. Their morale is nearly unshakable, preferring to die to the man rather than flee the battlefield.
Offense Melee Average Offense Ranged N/A Defense Dismal Morale High Mobility Average Formations Column
Line Skirmish
Special Abilities Counter Strike
Mobile
Polearmsmen. Polearmsmen are the medieval army's answer to enemy cavalry. Though
lightly armored, Polearmsmen can be devastating on the attack, especially while holding their formation. Polearmsmen move quickly over most types of terrain. Most cavalry steer clear of Polearmsmen, not wishing to impale their mounts in a foolish charge against such an enemy. Enemy archers are the bane of Polearmsmen, against whose projectiles they have little to no defense.
Offense Melee Average Offense Ranged N/A Defense Low Morale Average Mobility Slow Formations Column
Line Phalanx Schiltrom
Special Abilities First Strike
Swordsmen. Swordsmen are heavy infantry. Better equipped than footmen, they can
bring their shields to bear to defend against volleys of arrows and bolts, or to form walls to
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repel charges. Though their heavier armor makes them slow afoot, they are a force to be reckoned with.
Offense Melee Average Offense Ranged N/A Defense High Morale High Mobility Very Slow Formations Column
Line Shield Wall Skirmish
Special Abilities Heavy Armor
Ranged Defense
Nobles. Nobles are elite soldiers, drawn from wealthy landholders in times of war. They
are highly trained in combat, wear only the best armor and carry heavy polearms that deal destructive blows. Unfortunately, nobles are few in number and are expensive to train and to replace. They should be used sparingly on the battlefield, usually to support an offen­sive thrust that must succeed. They are far too valuable to use as throwaway troops.
Offense Melee Exceptional Offense Ranged N/A Defense Exceptional Morale Exceptional Mobility Very Slow Formations Column
Line Schiltrom Phalanx
Special Abilities Heavy Armor
Armor Piercing First Strike
Crossbowmen. Crossbowmen are the untrained troops that make up
the bulk of many an army's ranged attack. Heavy crossbows, while slow to reload, can punch through even the heaviest of armor. While they wear heavier armor than bowmen, they are similarly at the mercy of the enemy should they be unfortunate enough to get involved in melee combat. Crossbowmen can deploy mantlets, large shields that provide them with extra protection from ranged attacks at the expense of their mobility.
Offense Melee Low Offense Ranged Low Defense Dismal Morale Dismal Mobility Slow Formations Line
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Column Mantlet Skirmish
Special Abilities Armor Piercing
Bowmen. Bowmen, unlike their crossbow wielding counterparts, are trained professionals
who have grown up firing the bow and training to use it in formations. Bowmen wear little armor, preferring to stay light and mobile. When forced to engage in melee combat, they drop their bows and pull out swords. Still, they are no match for trained men at arms or cavalry and try to avoid direct engagements whenever possible, often firing from behind the protection of a line of melee units. When holding position, Bowmen often plant stakes in the ground to dissuade enemy cavalry from charging.
Offense Melee Dismal Offense Ranged Average Defense Dismal Morale Average Mobility Average Formations Line
Column Skirmish Stakes
Special Abilities Flame Arrows
Light Cavalry. Light Cavalry are drawn from your poorer vassals. They own mounts and have
light but effective weapons and armor. Though they have not been trained as soldiers, a life­time of riding allows them to use their speed and maneuverability to their advantage. Light Cavalry are the ultimate skirmishers, and no other soldier moves faster. They can engage an enemy, do some damage and then move quickly away before they are overwhelmed.
Offense Melee Low Offense Ranged N/A Defense Low Morale Low Mobility Exceptional Formations Line
Column Skirmish
Special Abilities Mobile
Heavy Cavalry. The heavy cavalry is made up of wealthy vassals, their associates and will-
ing family members. To secure their services, the knight often provides horses, armor and weapons to these fighting men. Dressed in full chain hauberks and armed with war ham­mers for close combat, heavy cavalry is perfect for flanking an unwary enemy or charging into lightly armed peasants, archers or soldiers. Heavy cavalry is most wary of formations of Polearmsmen, who set their long weapons against its charge.
Offense Melee High Offense Ranged N/A Defense High Morale High Mobility Very Fast
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Formations Line
Column Skirmish
Special Abilities Heavy Armor
Armor Piercing
Welsh Longbowmen (England). Practitioners of the longbow spend years learning their
craft, and no place has the art of the bow been taken to greater heights than in Wales. It is the Welsh who are credited with first using the longbow in war and later perfecting the tactics. Welsh longbowmen are often found amongst the wealthiest of lords in England or as highly paid mercenary bands in other countries. They can shoot with more deadly power than any other archers of their time.
Offense Melee Low Offense Ranged Exceptional Defense Dismal Morale Average Mobility Average Formations Line
Column Skirmish Stakes
Special Abilities Armor Piercing
Flame Arrows
Chevaliers (France). The flower of French chivalry, Chevaliers charge headlong into battle
on their steeds with the best arms and armor their noble wealth can provide. They attack and defend better than typical heavy cavalry soldiers. A charge of chevaliers is a fearsome thing to behold, even for soldiers in formations designed to defeat cavalry.
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Offense Melee High Offense Ranged N/A Defense Exceptional Morale Exceptional Mobility Very Fast Formations Line
Column Skirmish
Special Abilities Armor Piercing
Masterpiece Armor
Highlanders (Scotland). The fierce highlanders of Scotland are rugged warriors, famous for
their large two-handed swords called claymores. Highlanders are experts in traveling quickly over rough terrain and making swift hit and run strikes. Possessed of nearly unshak­able morale, Highlanders use their claymores to launch devastating attacks on much larger enemy formations.
Offense Melee High Offense Ranged N/A Defense Average Morale Exceptional Mobility Fast Formations Columns
Line Skirmish
Special Abilities Counter Strike
Mobile
Gallowglass (Ireland). Descended from fierce Viking stock, the typical Gallowglass stands
more than a head taller than most they face on the battlefields of England, Ireland and Scotland. Known to be fearless and ruthless, they carry huge battle axes called sparths and charge into battle shouting warcries. Gallowglass are most often found in the employ of a powerful Irish king or chieftain, or working as mercenaries in the Scottish highlands.
Offense Melee Good Offense Ranged N/A Defense Good Morale High Mobility Average Formations Column
Line Skirmish
Special Abilities Armor Piercing
Counter Strike Heavy Armor
Teutonic Knights (N. Germany). Modeled after the Templars and the Hospitaliers, this
German order of knighthood consists of a mix of fighting men and priests. Well-funded and very professional, the Teutonic Knights are also well versed in the healing arts, and suffer far less from the pitfalls of a campaign.
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