Byg Grim Reality Manual | [PDF]

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All trademarks are property of their respective owners in the US and other countries. Inflation feature for generals' purchases 3 way economic balance. The leader taxes the nobles, the nobles tax the people. Balance the desires of the Leadership vs the nobles vs the people. Field Army leaders must be generals with supplies, not captains. Alterations to previous version features:- Easier to obtain War Councillors.One question.How can i tax the nobles, what do i need to do? The details of the benefits appear in the characters list of personality traits. It's quite a suble system but it is quite neat if you have patience and like details. All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames.org. The site may not work properly if you don't update your browser. If you do not update your browser, we suggest you visit old reddit. Press J to jump to the feed.A manual seems to exist, but all links are either dead or very annoying ( cough scribd cough ). Can anyone pass me the BGR-IV or BGR-V manual. I'd be perfectly willing to rehost the manual on my personal website, so it doesn't get lost again. Took a while to find it though. The only public link seems to be gone. Well, I've been thinking about registering at TWC anyway. All rights reserved Back to top. I have not made this fix for ss6.1 version as I consider it has been superceded. The instructions here will only deal with new additions. Then read the details here as some of those features have improved and changed. Please provide feedback on this thread or here: Or TWCenter BGR Thread. Some features in the instructions are illustrated in orange colour to indicate a BGRIV Enhanced version feature. Disobedience will be punished. Also the following minor changes: Added one more feature to prevent the 'snowball' effect further. Generals only need a minimum of 50 supplies. http://fainitelecommunication.com/public/editorfiles/crestron-tpmc-8t-ga-manual.xml


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Playing as a virtual novice to BGRIV myself, I would describe the difficulty of my first campaign as extreme. My faction was virtually destroyed by turn 20. My second campaign attempted an all out, no mercy blitz to see if the game was hard enough to stop me. It did, so hopefully you too will find that your wars in this game require advance planning. Please feedback on how your own campaigns progress. You are now going to be playing a new game unlike any you have played before and to some extent you will need to relearn how to play. The mod is now immensely complex, almost everything is connected to everything else as it should be, however you will find that the logic behind all the new systems should help to make a lot of the new functionality intuitive once you are used to it. Initially it may be a good idea to monitor the traits of your main characters to see how they alter as things happen. Anything important that happens is also announced in faction announcements. Having used BGRIV for a while I found that I can generally get by by only taking note of announcements and occasionally looking up a character's traits. I have rearranged traits so that you can now find important BGRIV trait usually at the end of your characters' traits lists and usually in the same order. This should make it much easier for you to quickly check on your characters recruitment ability, supply status or wealth for example. The Treasury Generals now have their own money, but there are the usual treasury costs as well for recruiting units and hiring mercenaries. Note that because generals now have their own money, the treasury will have less and treasury reports will not reflect the actual treasury amount in your projected treasury totals, but instead reflect the total coming in or going out of your faction. http://gooddentistguide.com/admin/FCKeditor/editor/filemanager/connectors/php/userfiles/crestron-tpmc-6x-manual.xml


Example: a general gets a ransom for some captives, your treasury will at first show the money come in, but as a significant portion belongs to the general it will go out again to him. Your projected treasury total for the next turn will be out by that amount. It works this way for all your general's earnings so remember that if your general earns a lot, the treasury will lose a lot. So tax them to the hilt by charging scutage etc (more on that later). To quickly see how much total treasury is coming from or going to your generals as a whole compare the faction report treasury total with the treasury total in the bottom right of your screen. For a more detailed report click the faction button. This gives 2 information sheets: Nobles' Expenses Summary and Nobles' Contributions Summary. AI In BGRIV I have made a return to the more aggressive and unpredictable ai from vanilla. These qualities are what really provide the challenge in an AI. I have repeatedly played the same scenarios with different AIs and this one proved the most damaging to a human player. It provides a good consistent level of high difficulty with more factions waging war on you as you expand and are more of a threat to them. If the situation changes with the release of a new ai then I'll recommend that instead. The Rebel factions have been freed up a little so that they may on occasion come for you. Other AI factions have been prevented from tearing themselves apart through mass rebellions so they now remain a challenge for you. Generals, with their ability to lead and command logistics, i.e. supplies, are now virtually essential if you are going to war. Captained armies are far more likely to just disperse and go home or rebel. Try always to lead troops with a general and even use supporting generals to bring new troops to your frontline generals. Generals can come of age earlier now and live a little longer to benefit role-play. https://www.airyachtnboat.com/en/article/elga-classic-manual


It also contains a dynamic religion based AOR (area of recruitment) These versions attempt to represent the effects of the faction's status on the individual and the individual's (your Leader's) effects on the faction. The general effect you perceive will be an increased depth of decision making, whilst making formerly easy, large factions as difficult to play as small factions. The idea of my mods in general is that you know about causes of effects and then use your skill either to avoid those causes or seek them out depending on their benefits or penalties. My idea is not to dump some terrible or great effect upon a player for no good reason or at random. The factors I have introduced are based on factors that were present in medieval times (and throughout most of history) and had to be dealt with by Leaders of that period. Obviously these factors have had to be tailored to the Total War game environment and made as generic as possible to all factions. You will see the extremes of the new effects when playing as a small or a large faction. There are graded levels in between. Playing a small faction A small faction is a tight, unified, cohesive population and fighting force. The nobles are great men themselves and may rival the faction leader in generalship and prestige. The population is easy to control in religious and military matters. Playing a large faction A large faction requires greater skill and determination to hold it together. Zeal, both military and religious are more desirable, yet less attainable. This lowers loyalty, command and piety for ordinary, non War Council generals. In a large empire the leader's grip on the reins of power must be firm. He increasingly relies upon fewer, trustworthy, selected professionals in both matters of governance and war. The following turn you will get a report on screen informing you of your faction's zeal level and how your king intends to rule, regarding his distribution of command within the armies. http://henrikedmark.com/images/canon-w8400-printer-service-manual.pdf


(This information is always viewable, after his first turn in power, in your faction leader's traits list.) Don't be put off by the apparent complexity. Much here is intuitive or will soon become so because everything is based on a logical system. Informative traits, ancillaries and messages keep you up to date as you progress. This core of this mod was based around my observations of Hannibal, Caesar and Napoleon. How do armies survive a long time in the field and remain an effective fighting force and when they don't, why don't they. Hannibal kept his army in hostile territory for 20 years. I believe he achieved this by continually winning battles thus keeping morale high. He also brought some cities round to his side to recuperate in or support his army. Napoleon had to retreat from Moscow because his enemy denied him battle and destroyed Moscow before him. Morale collapsed because there were no major victories, no supplies and no place to rest in such a harsh environment. In addition Napoleon suffered greatly from overconfidence and thus ignored all advice against the invasion. Caesar, rather like Hannibal, inspired great morale in his troops via many victories, but as he reached such heights his loyalty fell and he became a danger to his own people. Army Field Morale System aka Battle Readiness Traits I don't like awarding bonuses to human players because we don't need them (we learn), but we do like a reward to make things interesting. This set of traits indicates an army's condition. It runs through a series of levels increasing every 4 turns that an army is in action (i.e. away from any town or a castle with at least 50 compatible religious population) In essence, your troops become more weary the longer they are away from home.


The levels are: Ready for Action (default when born, adopted, recuperated etc) Troops Weary (4 turns away) Troops Despondent (8 turns) Troops Undisciplined (12) Troops Desperate (16) Troops Mutinous (20) Each level attained initially brings penalties to Command, Troop Morale, then later unrest, Loyalty and Influence too. The traits lists warnings to you to get the troops home to recuperate. And there's more. From Ready for Action or any other level, the battle readiness levels can move in the other direction. Any victory has the effect of reducing the effect of time away from a settlement i.e if your troops have just become Weary (4 turns away), but you fight and win a battle, you go back to Ready for Action (2 turns away) so in 2 more turns you will be weary again. So battles won temporarily regain morale before it starts to slip again. Heroic victories or Major victories and taking an enemy settlement will have 4 times the above effect so fighting and winning against large AI armies will do your men more good (morale wise) than fighting minor easy battles. Keep fighting and winning and you can stay in the field longer without having to recuperate in a settlement. Recuperation recovers morale at 4 times the rate at which you lose it. Major victories, Battle and Kills Counter Traits (aka Victory Monuments) 50 kills are required in a battle against greater odds to get a major victory. This trait counts and updates for every Major battle you fight up to about 150. It also takes an educated guess at your cumulative kills for each of your generals based on full stacks fighting each other. Obviously using 150 trait levels would be too much effort so I use a few traits a bit like an abacus. Major Victories are recorded on monuments erected in your generals’ honour. One two, three and four victories are announced and recorded as they come.


The fifth victory entitles you to a Great Monument, then whilst keeping this monument it counts one to four again, then you get Two Great monuments. Five of these gives a Spectacular Monument and so on. In this way you can easily reckon the total battles and by adding up the kill totals on the three types of monument you get your generals total kills during his lifetime (rough estimate). Major victories are counted for AI generals too. I liked the idea of spying a hugely successful general heading for your territory, fearing him and knowing his history. Now you will. Cohesive Fighting Unit Sadly because AI generals' armies do not retrain (as far as I've ever seen) they don't last too long, therefore I awarded AI generals this trait. It gives a Healing Increase for AI Armies. The idea being that they work well together and take good care of their injured. This massively heals AI armies if they win. The idea is to keep good AI armies going rather than fading away. They don't have the advantage of retraining as we humans do. This levels the playing field very slightly. Over Confidence Trait System changed from v2.1 onwards. Old Method:If you like reading historical accounts of ancient battles it becomes clear that overconfidence is probably the greatest cause of major lost battles. I use this description to give a trait to the human player only, which in a complicated way will prevent your generals from getting too many stars. If you do get too many you wont have them for long, so make use of any high star general whilst he's at his peak. New Method:Repeatedly fighting armies less powerful than your own will falsely boost your confidence making your army overconfident. Your general and his troops may not be up to an equally matched enemy when eventually they meet one. Fighting mighty armies reverses any overconfidence gained. Recruitment Ability This is an indicator of a generals ability to recruit certain levels of units. {-Variable.fc_1_url-


This does not tell you specifically why though and many factors may be responsible, directly or indirectly. This Trait shows either Full, Average or Minimal Recruiting ability: Full means all units, Average means no top tier units and Minimal represents militia level units only. Faction Zeal As your faction grows geographically your people are exposed to new ideas, beliefs, financial rewards and associated corruption. They become less insular, more cosmopolitan, more selfserving and less united. Zeal levels decrease as your faction grows at a maximum rate of one level per turn. Usually your War Council Members are immune to the personal effects of Zeal because they are the system. The religious support requirement for each region in order to recruit decent units will increase as zeal diminishes, meaning ever higher levels of religious support are required to recruit the best troops. You can determine this by clicking on a priest then hovering the mouse over the region you wish to check. High Zeal This is the default level at game start or when a new leader comes to power, the people being boosted by the inaugural pomp and ceremony. Expectations are high. Relatively good loyalty, command and piety are widespread. Religious support requirement 70 Moderate Zeal Good loyalty, command and piety are fading. You would be wise to favour your most loyal generals and your War Council generals. Religious support requirement 75 Low Zeal As with moderate zeal, but with more pronounced effects Religious support requirement 80 Very Low Zeal As with low zeal, but with more pronounced effects Religious support requirement 85 Abysmal Zeal You are now either the greatest existing faction or in close contest for that position.


Your leader would be extremely unwise to entrust a large army to any general outside of his own, elite war council Religious support requirement 90 The War Council Your Leader is always in the War Council (denoted by a trait rather than an ancillary) and most of the time you will also have two other WCs. WC appointments are based upon a number of factors. Each factor has a chance of influencing membership. Your Heir is often, but not always favoured for selection. Rich nobles are highly favoured. Other offices also have some influence e.g. Junior WC, those commanding PTS ancillaries, those in command of large armies and those with Major Victory monuments to their credit. War Council Membership (ancillary) may be passed on to any other general. Getting an ageing general to pass on his WC ancillary, nominating his own replacement, is a good idea. If a general dies holding a WC ancillary the King may take some time appointing a new one. War Council members receive advanced logistical support allowing them to resupply faster, carry emergency reserve stores and organise supplies in unfavourable settlements. A candidate for WC must not have the Negligent trait (acquired by generals who repeatedly allow their settlements to become besieged). Negligent shows in the traits list as either: Neglected Border Defences Negligent Completely Negligent To counter this trait the general must fight battles in the field, intercepting the enemy prior to becoming besieged. Professional Training Staff These ancillaries are awarded to each War Councillor, but he may elect to pass these officers (ancillary) to whosoever he chooses (but if not a WC then these can only be used in cities not castles). Castles are such centres of power that the leadership is loathe to allow non war Councillors to hold them for fear of rebellion. As you will see further on, nobles must now pay out of their own purse an additional charge for units they recruit.


However, if a noble has been assigned PTS then he is working with and for the Leader in a professional capacity. He will therefore be able to reclaim from the faction treasury all his military expenses (which include recruitment costs) and his supply costs (shown separately) once the units have completed their training. The general's portion of recruitment cost is paid on completion of training. If a general possessing PTS leaves a city or castle before recruitment is completed then whilst those units will still be trained, their training will be less efficient. More importantly they will cost much more and the treasury will bear the whole cost. If a general without PTS completes the training (or even initiates it) then the general's portion of recruitment cost will not be reclaimable. Whilst the faction is operating in full feudalism with a universal right to knight, all generals can purchase all units. However, as feudalism withers in favour of professional recruitment the WCs and their PTS will come into their own. If he is out of favour with the king then this authority will not be granted and the PTS will not work for the general who has them. So pass them to a favoured general, i.e. not an outlaw or criminal. This general has the authority to recruit and train units for the faction's armies when accompanied by Professional Training Staff. So they tell you what each general spent or claimed back on unit recruitment in the previous turn. Who Pays for Recruitment. The general in command of recruitment at the time of completion of training pays. If there is no general present then the completion of training is considered to be less efficient and thus costs more. These charges are x2 and are paid by the treasury, so don't let your general abandon your upcoming recruits before completion of training unless you need to. Original Supply System (This section refers to the supply system in BGRII. Resupply via settlements and Supply Ships. Marching along the coast being supplied from ships is now a reality. Conquered settlements will only provide supplies once their population is at least 50 supportive of your religion. A newly conquered settlement only supplies an initial resupply of 25 to 50 which you pillage from the population. Send in your priests, ideally in advance and build churches fast. Meanwhile your army can sustain itself by remaining in the city, it just can't get enough supplies to replenish its stores. Foraging Before you need to consume a portion of your army’s supplies you may live off the land by foraging. On the 2nd turn of foraging in a foreign region or the 4th turn in one of your own regions, foraging runs out and your army must consume some of its own supplies instead whilst the region recovers from foraging. As each region has a limit to how much continuous pillaging (foraging being the polite word) it can sustain. You may for example forage for 1 turn in a foreign region then move to another indefinitely and thereby avoid consuming your own supplies. A region will replenish its foraging capability either by the general leaving it for 1 turn or by consuming his own supplies for 1 turn (automatic) Sieging and long marches in the same region will cost you the most in supply terms. Capture enemy armies' supplies to sustain yourself longer in the field. Simply win a battle against an army of at least half your army's size and steal their supplies to top your own up. Realistic penalties for running out of supplies No one likes to go hungry. Your generals will get the blame if they run out of supplies. Your troops will become weaker, less loyal and undisciplined as they desperately forage for scraps to survive on. The enemy can prevent you foraging, causing you to use up your supplies. The enemy can do this on first contact with you, i.e. when he holds up your movement for a turn. If the enemy or any army prevents your movement, foraging will be prevented for a turn. You lose supplies to the enemy when you lose a battle. This is designed so that if you quit the battle in time then you may retreat with supplies intact. Some random factor is used here for how much you lose. Plan your supplies in advance. An enemy region with a vast hinterland could become your toughest target as was so often the case in history. Will you or can you use supply ships. Will your supply train last the distance. Poor Logistician A general will gain this trait if he does not take care of his supplies. It adversely affects his ability with supplies. He will be retrained in logistics on his return to a settlement. These costs vary with army size. There are optional files in your BGR Enhanced downloads to alter the rates of these costs to your liking or you can just use the defaults by doing nothing. Unlead Armies (no general) typically cause more damage). All you really need to know here is that smaller armies consume less forage and supplies. Read on for more detail to help with testing. In all previous versions of BGR, an army entering the field or a new region would forage for a turn whilst the vicinity was unforaged. The following turn the army would then expand their foraging range as nearby forage is consumed. A quarter size army obtains a similar benefit and is the smallest allowance for size. Army Consumption Rate is a guide to how fast foraging and supplies will last. Note that when not in the field the army consumption rate only displays that of your general, not his army. Despite his rate showing, he will not be consuming these supplies in a settlement, but rather living off the settlement. Though from the wrong period, a good example is when Napoleon ran away from Moscow leaving the rest of the army to starve en route. I think it is fair to say that he ensured that he had more than his own fair share of supplies and I doubt that situation has ever been different. Effect of Supplies on Movement A small army will have less carrying ability than a large one and will thus be slower when burdened with the same quantity of supplies. The Resupply Train will slow armies down even further depending on how much it contains. Resupply Train In addition to your usual army supplies there is also one supply train available to the faction. It takes the form of an ancillary and here is the ancillary description: Resupply Train The faction supports a single resupply train, intended to provide additional supplies for the Leader's main army. The Leader may delegate his resupply train to any other general. A support general may follow the main army with these extra supplies and transfer them when necessary to the main army general. The main army may also carry the resupply train, though it may slow it down. Restock the resupply train in settlements or supply ships. Resupply When Encamped in Forts or in the Open When an army is at rest for more than 1 turn in home territory it makes camp and camp followers and traders begin to establish themselves and a makeshift market in the vicinity. Provisions are then topped up as necessary whilst the camp is maintained with the general in unbroken occupation. If the general marches out the traders disappear and return when he again appears to be a long term resident in his camp. Supplies from traders are not cheap and will cost 50 more than regular supplies. In BGRIV Enhanced supplies from ships are also more expensive. The Leader's Orders In BGRIV Enhanced there are further order based on extremes of the Faction Leader's character. I'll say no more, but do pay attention to them. Always read Faction Announcements. You will notice that when the Leader issues orders restricting which generals may recruit certain unit classes there are some new restrictions. As your faction expands the leader will issue progressively more restictive recruitment orders as he attempts to control his expanding empire and increasingly centralise the army system. The right to knight is now concentrated into the hands of the War Council who may delegate their Professional Training Staff to another general to recruit in their stead. Attacks in foreign lands may now only be led by members of the War Council. Lesser generals may lead reinforcements, but when on foreign soil they may only fight if attacked. The right to knight and recruit anything other than militias and peasants is now the prerogative of the Leader and his War Council, unless they delegate their Professional Training Staff to another noble. The Centralisation levels often, but not always run in tandem with faction zeal and size, reflecting the movement of power from the provinces and the nobles to the Leader, his senior generals and the capital. The greater the faction's size and the lower the faction's zeal, the greater the grip on power required by the Leader and the centre. This is due to: Fear of loss of control to the enemy within. Desire and need for a more efficient, centralised command structure. Categories of units are closely based upon those defined by Point Blank's Real Recruitment mod. Both BGR and Real Recruitment mods are available for Stainless Steel Mod. Neither mod is essential to the other. It is your choice. I would personally install both. Recruitment Limit Reached Your empire cannot sustain a size of military force which is too great compared to the size of your empire. All recruitment for all generals, with the usual exception of militias (category C) is restricted. If you have only just been notified of this restriction and have only just exceeded your maximum recruitment level, yet you need a better army, disband as many weak units as you can spare. Next turn, if you disbanded enough and your recruiting generals are in position to recruit, then with all other factors being ok, recruit as many powerful units as you can muster before you again reach your limit. You have effectively promoted the old units. Mercenary units are your other option as they are always recruitable, subject to standard game conditions. There are a variety of punishments, which are as follows: Order: Warning This general has been warned and given a small fine for disobeying orders (-500). This spark of disobedience may ignite a fire of unrest and rebellion. Order: Fine This general has been fined heavily for disobeying orders (-2000). Order: Summons This general has been summoned to the Capital at once for disobeying orders. He must go to and remain in the Capital at the Leader's pleasure, following if the Capital is moved, but must always remain under the watchful eye of a superior general. Order: Banished This general has been banished for disobeying orders. He must remain on foreign soil until such time as he is recalled. There are pros and cons attached to issuing a general pardon. You can only issue a pardon whilst there is current unrest due to: Breaking orders and not having yet complied with the punishment order, i.e. your general is banished, but is currently on home territory for more than a turn or your general has been summoned to the capital, but is not there yet. This is because the pardon is an issue for the Leader's grip on power, so if a general has complied with his punishment the Leader has no need for a pardon. Pardoning generals has an effect on the strength of the leader's grip on power and he will subsequently find it hard to raise taxes from nobles. Not issuing a pardon leaves you at the mercy of the rebellions. The decision is yours. Individual Wealth System for nobles Individual generals now have their own money, please try to test that what they purchase or collect is correctly calculated.