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Powermonger FAQ
Version 0.8
Author: Forlornhope (Allan Curtis)

Why I wrote this FAQ

I wrote this FAQ because getting an instruction book is impossible and the other
FAQ's on this site doesn't go that far into the meat of this game so I through
id write a FAQ for of my fave games.

Contents

1. The basics
2. Command list
3. People
4. Food
5. Factions
6. Contact
7. Credits

1. The basics

Screen layout

The large window with the close up map and the people standing behind it is
called the captain window

The captain window is where you will execute orders, select captains and watch
things happen on the close up map.

Captains medallion/necklace click this to Choose that captain to give orders to.
Al orders you give will be carried out by that captain until you select another.
The currently selected captain will have an arrow bobbing up and down above his
head.

Captains medals: Click these to display the captain's status in the text box. In
order they are:

Name
Job: See commands
Heath: see health
Food Carried: See Food in the towns section
Speed: See work rate in the people section.
Equipment carried: See Invent in the commands section
Troops in army
Surplus items carried
Items troops are equipped with


Map Window

The four icons at the top Change between map display modes
From, the left

Contour mode: This uses colours to express elevation

Dark green is sea level land, then lighter green, light green, yellow, red then
white for the highest.

Controls

Dpad: Moves cursor in all windows and the highlight in the command bar.

A button
Captain window: Select targets for commands.
Command bar: selects highlighted command.
Map window snaps close-up map to the location under the cursor on the overhead
map
Textbox: nothing

B button
Switches between main windows, In command bar brings up online help about the
highlighted command in the text box.

C button
Switches to command bar


2. Command list

Starting from the top left column and going down

Posture buttons
These buttons let you tell your men how aggressive to be when carrying out your
orders. They affect most other commands, ill put the effects in order of command


Go Home

This sends the captain and his army back to their homes. Your original captain
and army return to the starting tower and any recruits return to their original
towns.

Use: simply click the icon once. Make SURE you don't do this by accident.

Transfer Men

This sends a portion of the selected captain's army to another captain.
Obviously this isn't instant as the troops have to march there. Also don't make
the troops march long distances to the other captain since they can easily get
stuck on lakes etc. Make sure the captain you're sending them to has food and
that your transferring captain is out of harms way.

Use: Select captain with troops, click icon and click on captain standing behind
map who needs troops.

Get food

This takes food from a friendly or allied settlement or a food cache in the
wilderness. The amount of food taken depends on the captain's posture:

Passive: 25%
Neutral: 50%
Aggressive: 100%

Taking food from a settlement repeatedly will make the people hate you and no
food will stop any inventing until there's is a large enough food supply built
up from the village's own fishing and farming.

Drop food

This drops your food right where your standing, with the same amounts according
to posture as above. Dropping all of your food so you have none will make your
troops desert. Dropping it outside a settlement turns it into a food cache which
is invisible to enemies. Enemies can't see your food caches and aren't capable
of stealing it. Dropping food in a settlement adds it to the settlements
supplies.

Supply food

This gets the captain to supply a place or town with food. He will go to a
settlement you own and take their food before coming back and dropping it in the
targeted settlement, before going to a different town you own and repeating the
process. He will continue this whenever the settlements he's going to actually
have food or not. This can be buggy and sometimes he will drop it outside the
town instead and it will make loyalty in your other settlements drop like a rock
while increasing the supplied settlements loyalty. Also since your dropping food
your troops will desert unless your doing it with another posture besides
aggressive which makes the command slow and somewhat useless.


Invent

This is a very involved command. See 6. Inventions for more info.

Move Captain

This command simply moves your captain and army to a point you specify. For some
reason if you want him to go to a random point in the wilderness and not a town
etc you can only use the overhead map to select it. If you want him to go to a
landmark such as a town or even a tree you can click it on the main map. Why
this is I don't know, but it's harder to accurately direct a captain using the
overhead map.

Sending a captain with only a tiny army or by himself isn't a good idea. If he
gets close to any town that isn't yours the townspeople will usually attack and
kill him even if he just tries to walk past. The captain will sometimes attack
by himself if he has an aggressive posture and will be slaughtered. You can
sometimes use this to retreat a captain and army away from a battle but he won't
always move for some reason and often the enemy will chase you all the way.
Sometimes there is a bug when after your stop marching and the troops sit around
the campfire the pursuing enemy will start attacking your troops and they won't
fight back but will just sit there and be killed unless you order them to fight.
Make sure you are watching when trying to retreat from a hopeless battle and if
you won't survive without help march straight to a friendly town and get men.

Query

Query is one of the most useful commands for everything. When used it brings up
info about the selected object. The type of info depends on what is queried.

Town

The type of building
The town it's in
What forest is nearest to the town. This doesn't necessarily mean that forest
can be used for inventions
The kingdom the settlement is in. See factions for more info.
Owners. These people are inside the building if there is nothing else for them
to do.
The total amount of food in the settlement
The total population of the settlement
Loyalty of the settlement
Unequipped items in the settlement.


These are explained in detail below.

Building: This is important mainly because only towns with workshops can invent
things. There are only a few different temples for towns tho and a workshop is
very easy to spot: It has a red light like structure on it. A farmhouse in town
means there will be fields and the town can farm its own food and a fishhut
means there are fishermen somewhere in town.

Town name: It's easy to tell what belongs to what since the buildings are always
close.

Forest: This isn't always accurate and can be a long way away from the village
or not even the one used for gathering wood.

Kingdom: The settlement will either be Jayne III's Jos XVIII's, Harold II's or
yours. Attacking it will draw the ire of whoever owns it, including you: if
you're close enough your army will automatically aid the settlement in battle.
See Factions for further details.

Owners: This isn't really important. The most fitting person from the settlement
will own each building like farmers for farmhouses or fishers in fishhuts.

Food: This is a big topic and is very, very important to everyone. See Towns for
more info.

Population: This obviously varies with each type of town. See Towns for more
info.

Loyalty: This can be important. Again see Towns for the description.

Items: This means items that nobody is using and they are just sitting outside
the workshop. These items can be equipped by anyone from the same kingdom as the
town. For inventing tips and what items can be created see the Invent command
earlier in this section. Item dropped by people who die in settlements are also
added to settlements items. When a settlement is attacked townsfolk will equip
any weapons the town owns before starting to fight.


Person

Name
Settlement
Health
Home
Who they live with
How hard they work
Job
Items
Age
Lord

Name: Names are always the same for each person in a land tho there are a
limited amount of names and you'll often see the same names. If you use your own
captain as a spy his name will always be Ctatand if you query him while spying.

Settlement: where they live duh

Health: See People for info

You can also query corpses or the sprits of the dead and it will say their age
with a different adjective and who they served in their life. Tender for under
30, young for under 50, mature for under 80 and great over 80.

Home: Usually relates to their job. Merchants almost always live in Squares or
ruins tho and often in hamlets or fishhuts. They can't be a very rich merchant
if they live in a square or ruin&

Partner: It's not said what relation they are and I've seen 13 year olds with 42
year olds (dad I hope) and teenagers together. (newlyweds)

Work rate: This is really speed. The faster they're moving or working the higher
this is. Just like armies people move slowly in rain or snow and farmers don't
work during winter as their crops are under snow.

Work rate from highest to lowest

Tirelessly
Endlessly
Slowly
Hardly

I.E. If you load a captain up with a ton of surplus items him and his army will
move very slowly at a speed of 2 (the lowest possible) and it will say he's
hardly working as will his soldiers.

Job: This is an in-depth topic and is discussed at the People section

Item: things that person has equipped like weapons. Each person can carry two
things: a weapon and a boat or plough. Townsfolk can equip anything.

Age: No matter how high this gets they can never die and it doesn't affect them
in anyway. I've seen ages over 200 years after leaving the game on for hours and
hours. People age one year every 5 mins or so. The youngest age possible,
besides Hoa, is 12 and they can be anything from soldiers to leaders.

Lord: People have the same loyally as their home settlement, when they can get
home to change to the corresponding colours. If they are stuck they will stay at
their old loyalty. If you query a captain, including your own captain on the map
you'll see you obey nobody (yay) and you are always 21 years old and don't age.

Trees

Type of tree
What season it is
If there are birds in it or not

Type: This doesn't matter any tree can be used for inventions except for stumps
since they have already been used or cut down.

Season: This is described in detail in the Towns section

Birds: Why this info is here I don't know. Doesn't affect anything.

Dropped equipment

Who it used to belong to and what it is

When somebody dies outside a settlement anything they had equipped is left after
their corpse disappears, it says who the previous owner was. If you keep the
information up and pick the item up with the equip command the description
changes to "This was (name)'s thing."

Mines

What town the mine belongs to
What it's currently being used for

Town: Only the town that owns the mine can use it.

Use: It either says swords or cannons. If they are trying to make cannons you'd
better conquer it quickly if it isn't yours.

Derank: This sends a portion of your army home 25% 50% or 100% depending on
posture. It leaves your captain where he is. As you can imagine this is a very
dangerous command if you accidentally activate it. Your original army goes back
to its base and recruits go back to their homes.

Spy: This interesting command is often a death sentence for whoever undertakes
it. It sends the selected captain to the settlement and causes him to join it as
a citizen. There's a small chance it won't work and he will be attacked (and
almost certainly killed) but usually it will work and he will live in the house
selected with the spy command and with a job of solider. At this point everyone
living in the settlement will show up on the map as the appropriately coloured
dot for the settlements kingdom. If the spying captain is recruited into a army
you can see them on the radar as dots. Trying to give a spying captain an order
instantly reveals him for who he really is to any enemies around and there a
very good chance he won't escape alive. The best time to escape is when the army
or settlement he's in is involved in fighting a battle then hopefully he can run
away while the population is too busy fighting the invaders.

An odd quirk with this is if you attack a settlement with a spying captain in he
will still act like anyone else and fight your army. Its possible to actually
kill your OWN captains, (including your first one, resulting in a game over!) if
you attack the settlement with another one and you can also recruit him as a
solider into one of your own armies which you can then see in brown on the map.

Alliance: this command makes a very tenuous alliance with one of your enemies.
Allying with any of the settlements allies you to that entire kingdom. During
this time you can take their food and inventions from their towns like you owned
them. You can not recruit men. Attacking an ally breaks the alliance and often
you allies armies won't hesitate to attack you. Allying will usually require you
to donate something from your surplus items if you have anything, tho sometimes
they might agree without that. Really this command is only useful for stealing
food from enemies when you really need it. Approaching an allied settlement with
a tiny army will still often result in them attacking you. There a funny message
when an alliance is broken too: May a million fleas infest your undergarments!

Get Men

This command recruits soldiers from the targeted settlement or tower. The
posture setting controls how many men you recruit:

Aggressive: 100%
Neutral: 50%
Passive 25%

You can only recruit men from settlements you own and not individual people
walking around. This only recruits those who are at the settlement. The people
first have to be recalled to the square, if they reach it while your troops are
still marching they will be recruited If you see people walking towards the
settlement execute the command again to recruit them also.

Equip Invention

This command equips your troops with inventions found in settlements or left
behind by casualties in battle. When somebody dies in battle their items will be
left on the ground and can be picked up. If you have a mixed army, your captain
is equipped first, his original followers second and other recruits from
settlements last. When troops have more than one item to choose from they will
pick bows first, then swords, then pikes. They will also pick boats before
ploughs. People in settlements will automatically equip items left in that
settlement, even items that normally cannot be equipped on troops such as pots
and catapults. Its fun to see a whole village with catapults, particularly if
you recruit them into your army and use them in an attack :D Also when you
attack the settlement's population will often equip themselves with any weapons
the settlement owns before fighting.

Drop Invention

This command simply drops surplus items right where your captain is standing.
Only surplus items are dropped you can never drop or unequip items equipped to
your captain or other people or troops. If you drop it outside a settlement it
turns into a stockpile and is hidden from enemies just like a food sack. If you
drop it inside a settlement, it's added to the settlements stores.

Trade

This command is almost useless. It trades either food from your carried amount
to the settlement for inventions or hands over your surplus (not equipped)
inventions for food. You can't really control what happens tho you can use
aggressive posture to make the captain trade food for weapons first rather than
items like ploughs or passive for vice versa. Really this command is useless and
you're better off just conquering the settlement and taking everything.


Attack

See 7. Combat for details.

Options

The final command is just for bringing up the in game menu with the following
options:

Continue: Back to the game

Retire: Leaves the current map. If you control enough of the population that the
Conquest scales are fully on your side you'll see a victory screen and get a
password before selecting the next land to conquer. If you retire and do not
control enough people you see the grisly "you have been defeated" screen and are
returned to the main menu with the land left unconquered.

Replay Map: Starts the map over from scratch.

Select Map: Returns you to the world select screen if you want to pick a
different land to conquer.

Random Map: Loads one of power mongers maps at random for you to play in a one
off game after which you are retuned to the main menu. The map isn't actually
randomly generated but one of a number of preset maps.

3. Towns

Towns or settlements are the building blocks of Power Monger's world. People
live there and you must conquer then to win each map and thus the game. Each
settlement is completely separate from each other and the people will not
combine to make armies unless there is a captain to recruit them from each
settlement. They can however share inventions with merchants.

Loyalty

This seems to have an effect on inventing. You can often only invent the big
weapons like cannons and catapults with a loyal settlement and they seem to stay
with you if you recruit them even if you have no food. They will also stay and
fight to the death with you even if you are losing instead of running if they
are loyal.

When loyalty dips too low the settlement will join another rulers kingdom. This
takes a very long time tho. Settlement loyalty is based on food. taking food
from a settlement leaving therm with none will decrease loyalty. Taking food and
leaving them with some doesn't seem to. Leaving a settlement with no food for
ages steadily decreases it. If a settlement has food you can actually keep
dropping food into it when you have zero food. Even though you are giving them
nothing you can still raise their loyalty. This is probably a bug though it only
works if the settlement actually has food to start with. Dropping no food into a
settlement with zero food will not work. If you keep dropping food into a loyal
settlement they will eventually go back to being zealous and their loyally will
never change again so stop when the settlement becomes loyal.

The loyalty levels are

Loyal: the best and often needed for making the best stuff. Keep giving a
settlement food and they will reach this.

Trusting: A few food drops into a conquered settlement will get you this

Zealous: The average but perfectly acceptable loyalty

Discontent: The normal loyalty a settlement has after just being conquered.
Still not really a problem but they won't be very useful.

Traitorous: Leave a settlement without food or keep taking it and you will get
this. You should make them more loyal to prevent losing the settlement

Rebellious: This is the worst loyalty. The settlement is on the brink of
converting to another kingdom. It takes a lot of abuse for a settlement to reach
this level and you should give them food right away before they convert. If they
do you can just conquer them again to set them back to discontent


Settlement templates

Each settlement in power monger has a template. This means there are a few
different sized towns with different pops the towns you will find are detailed
here from smallest to largest.

Hamlet: This is a single building off by itself, a fishhut. It can have 2 or 3
people and with two it will always be a male and female. They will sometimes be
fishers, farmers or sometimes merchants meaning they can't get any food for
themselves.

Tower: Armies home bases. See Armies for details.

Village: contains 5 buildings A ranch, farmhouse, ruin, workshop and a square in
the middle. Can have 10 or 15 people.

City: Has nine buildings including a Tavern, a farmhouse a ranch a barn a square
a workshop and a church. Has 17 people 18 if there is a captain and sometimes 25
people.

Capital

3. People

People unsurprisingly inhabit towns and are the tools you'll use, kill and
exploit to achieve dominance over the known world!

Health

There are 7 levels of this: Fit, Well, Weak, Very Weak, Sickly, Very Sickly
(Very Sick for captains) and Dead. People lose health as they are in a melee
depending on what the attacker is equipped with and hurt others at the same time
depending on what they have. Health comes back gradually if the person is
inactive. Injured townsfolk will always stay indoors until they are fully
healed. If they are in your army they can only heal when you're in camp. After a
battle you should stay in camp for a minute to let your troops have a chance to
heal up before the next fight.


There is a very odd thing with Powermonger than dead people eventually come
back. If you watch a carrier pigeon will leave from one of the town's buildings
and fly to another settlement. Once it gets there a person with the same name as
a dead person from the original town will appear from the building and walk to
the original town and start living there. Their health will be permanently stuck
at very sickly, so they are no use in an army and they will also have the same
age as the original person did. Even weirder if you query the pigeon it will
change to a query of a person called Hoa when it reaches the settlement the
replacement person comes from! This name exists nowhere else in game and Hoa
will always be 0 years old!

There is only one way to see somebody with a health of Dead and that is by
clicking a captains medals. If you keep the info up and the captain dies it will
say (name) is (whatever the last action he was preforming, usually fighting) and
dead with X units of food etc. Fighting and dead? Sounds like he's doing real
well.

Jobs

People in Power Monger each have a job as follows

Solider

Your original army and opposing armies have this job. People in settlements
never do except for captains that are spying. Soldiers fight and nothing else.
They have equal health to most people besides merchants.

Farmer

There are quite a few of these in most settlements. They harvest the settlements
fields moving across and down them. Once a farmer has finished harvesting he
takes the food to the nearest building before coming to harvest more. Farmers
make 2 food items for each field finished and 4 if equipped with a plough. They
cannot harvest during winter.

Fisher

Obviously only seen in coastal towns these are rarer than farmers. They always
have a boat sitting by the water taking their boat will stop them from fishing
even tho if queried it will say they have a boat. Fishers take their boats out
for a few seconds and then return to shore and go back to town generating 2 food
items per trip. There is no way to increase this. Fishers have lower than
average health like merchants their maximum is Well rather than Fit.

Shepard

These people herd sheep if the settlement owns any. They will go and get sheep
that have wandered away from the village and herd them all together close to the
settlement The settlement never seems to actually use these sheep for food but
the heard will slowly grow larger if sheep aren't killed.

Merchant

The most annoying job, merchants go from town to town swapping inventions for
inventions. They often just hang around towns without any inventions and then go
to others without any. Usually merchants are a waste of time and are the most
useless job. There must be a merchant in town to build a catapult and it must be
a merchant from another settlement. Their health maximum is only Well as opposed
to Fit. This makes them less useful in battles.

Captain

What you and your subordinates are. They lead armies into battle for all
factions.

Cities and capitals can have a Captain just like enemy armies. That Captain will
often get food from the city he's in and recruit the population to make a small
army. As these are made of villagers and are small they aren't much of a threat
unless the army conquers other villagers to get more recruits which they
sometimes do. It's a good idea to kill off any city armies quickly. Enemy
captains almost always need to be killed or converted to your side to win the
map as they count for a lot on the conquest scales.

4. Food

Food makes the world go round in power monger. Without food your army will
desert. Taking food form towns changes their loyalty. Most of the early part of
a game of power monger will revolve around getting enough food to maintain your
army long enough to conquer the land.

Food is produced in settlements. Farmers harvest their fields by slowly moving
down and across them. Each trip produces 2 units of food, which they add to the
settlement stock. If the farmer has a plough he creates 4 units instead, making
him much more effective. Ploughs can be made with the invent command and towns
will usually autonomously build ploughs, which farmers will equip if left to
their own devices. You can also recruit them and then equip them with ploughs.
Farmers do not harvest in winter.

Fishermen also create food. They take their boats out for a few second at a time
and when they return to town they will add 2 units of food to the stores. Unlike
farmers there is no way to increase this.

Enemy armies also carry a large amount of food which they will slowly use up.
Defeating enemy armies early on will usually net you enough food to finish the
land.

If you are suffering from a lack of food the best idea is to disband your entire
army with the derank command and return to a village you control. If you wait
for a while they will usually harvest enough food for you to keep your army long
enough to conquer another village where you can get more food. If you tell the
villagers to invent, which you don't need an army for you can have them create
ploughs to make this easier.

Leaving a village without food for a long time can lower their loyally and
repeatedly taking all food form a settlement also decreases it. If you drop food
in a settlement you can raise its loyalty, even if you don't have any food to
drop. The village must have some food already for this to work.



5. Factions

Besides your army three others are vying for dominance in the worlds of Power
Monger. The strength of each faction depends on the world. Some world's populace
will be made up of completely one faction. Some will have an army of a faction
conquering enemy villages and some will have multiple faction armies they won't
often fight each other. Power Monger's factions are as follows

Jayne III

The blue faction Jayne is by far the biggest. Almost every world will have
villages of Jayne and his armies are the most common. He tends to use small
armies quite a bit as well as large ones and is always very aggressive.

Jos XVII

Jos the red faction isn't as common as Jayne but when he's seen he usually has
large armies. He doesn't seem to be as aggressive as Jayne and won't always
attack, sometimes preferring to just camp out passively or come to the aid of
his own settlements.

Harold II

Harold, the yellow faction is usually confined to having villages His armies are
very uncommon and he's often the one just getting conquered by the other two.

Any time you see these captains they will always carry a bow like your captain
does and their troops will carry nothing just like yours. They will almost
always have a lot of food on them. Enemy armies can never run out of food tho
they do slowly use it up enemy armies seem to start with about 1000 food as they
tend to drop around the 900 mark if you kill them early. It can be handily to
wipe out enemy armies so you can claim their large food cache and not have to
worry about food for a long time. You should take their bow for one of your
troops to use too.

The posture of enemy armies is usually aggressive but sometimes they will be
passive to conquer villages for recruits. A handy tactic is to wait near a
village for the army to attack it then join in and fight them along with the
village so you can take advantage of the support and their possible passive
posture to wipe them out.

6. Inventions

The command Invent is oen of the most useful nd complicated in Power Monger.

Invent causes your troops and, If there's enough food the townsfolk to harvest
raw materials from the surrounding area and use them to create items at a
workshop which small and medium towns have. If you have no troops and try to
invent in a settlement, the population will start inventing until they run out
of food. If they run out of food they will start making it instead until they
have a decent supply and you will need to issue the Invent order again.

You cannot control what is created, but you can influence it by inventing in a
settlement with certain things in the area

Mud

Towns with nothing else near them always can get mud from the ground right near
the workshop. It can be used to make pots. Towns without forests nearby are
quite rare, so you will rarely be able to make pots.

Wood

Wood is obviously obtained from forests. Almost all towns have forests near
them. Wood can be used to make ploughs, boats, bows, pikes and catapults. It is
the most common resource in the game.

Steel

Steel is very uncommon. The only way to get steel is though mines. Mines are
usually found in settlements on high land, away from forests. The villagers will
first walk to the mine and start building it, which takes a while. Once built
they will start going back and forth, harvesting steel which can be used to make
swords and cannons.

Water

Though not a resource for inventing, a town must be near a lake and there must
be fishermen in the town to create boats. It's easy to tell if as town has
fishermen in it since there will be boats in the water near the town.

Inventible items

These are in order of technology from the simplest to the most advanced.

Pots

Pots are created when there are no raw materials around at all, which is
actually rather rare. The population will walk in circles around the workshop,
collecting mud and use it to create pots. Pots are only useful for trading with
other settlements or tributes for alliances, and as such aren't much use at all.
Pots are the only items in the game that doesn't slow your army down when you're
carrying them. You cannot equip them on your troops or captain, but if left in a
town the townspeople will eventually equip themselves with pots. This doesn't
actually do anything for them however. Pots look like black circles when they
are on the ground.


Ploughs

Ploughs are created in any town with a forest nearby and a captain with passive
posture. Almost any town can make these. Equipping them on troops or your
captain has no effect on them, but if you recruit farmers from a town and equip
them with ploughs they will collect 4 food items from the fields rather than 2
food each time they finish harvesting. This might not seem like much, but it
makes it MUCH easier for a town to take care of itself and to produce food for
you when you need it. Townspeople will automatically equip ploughs if they are
left in a settlement, but they are only of use to farmers. They look like small
yellow shapes and can be hard to see. Equipped ploughs are visible on people.

Pikes

Pikes are the simplest weapons that can be created in a town. They have a small
effect on troop's battle ability. When used in battle they make troops somewhat
more effective in battle over them having nothing at all. Pikes require wood and
a neutral posture. Pikes look like groups of brown vertical lines.

Boats

Boats are vital in some of Powermonger's worlds. They obviously allow passage
over water. Don't just give a few people boats or when you attack a town only
those troops and your captain will go and will be severely outnumbered. You also
shouldn't make boats for every person in your army, as they take a long time to
make and you'll be there for ages and use up all the wood. Instead make enough
boats so enough troops can come with you to easily conquer the town, while the
rest just stay on the other side of the lake. Then you can sail back and your
trapped troops will rejoin you. Don't steal fisherman's boats you see around or
the settlement they belong to won't be able to get food from fishing anymore.
The fishermen will just go to were his boat used to be and stand there. A query
will still say he has a boat but he can't use it.

Sometimes you don't even need to make boats. If you can get the conqueror scales
to tip all the way without conquering towns over the sea you can just resign and
not have to waste time making boats. Boats look like round black shapes with
brown rings around them.

Swords

Swords are very rare to have because steel is hard to find, but they have a
large effect on troop combat. An army equipped with swords will tear through an
army almost twice their size. If you're having trouble fighting an enemy army,
getting swords for your troops will defiantly help you out.  Swords need steel
and a passive or neutral posture. Swords look like groups of&well, swords: they
are easily recognizable.

Catapults

Though very rare indeed, a catapult is extremely useful in battle able to wipe
out people and also destroy buildings. A catapult will make virtually any battle
you fight one sided as long as you keep enemies away from your captain while he
blasts the snot out of them. You can only equip the captain with a catapult not
troops but if left in a settlement townspeople will actually equip them on
themselves, making the village a nightmare to take over if it isn't yours. I
once had a ten person settlement with eight catapults and they were all equipped
on people. Lucky it was mine.

Catapults are tough to make and need wood, an aggressive posture, usually high
settlement loyalty and most annoyingly there has to be a merchant in the
settlement. Merchants are always out at other settlements you can see them
walking around or hanging out at a settlements centre building. There must be
one in the settlement at the time of inventing or otherwise your troops will
make nothing and just waste food and wood. It's best to disband your army and
get the town itself to invent, they seem to make catapults themselves more
often. Make sure to give the settlement food repeatedly till they are loyal.
Catapults look like brown squares with a visible white throwing arm.

Cannons

Cannons are the ultimate weapon in Power Monger. They will just utterly
devastate anything you use them on. Think catapults but stronger and better.
They need what catapults need but steel instead of wood, making them even rarer.
They are completely worth it, as you'll just totally massacre anyone who dares
to stand against you. They look like brown squares with grey lines for the
barrels.

You shouldn't use cannons or catapults if you want to invent in the settlement
afterwards as any building hit will become a ruin and will be unusable for
anything until it is rebuilt which can take a very long time. There is no way to
rebuild buildings yourself: the town does it automatically very slowly. If the
workshop happens to be hit the town won't be useful for a long, long time.

7. Combat

Combat is the main way of expanding your power in Power Monger. Afer all the
object of the game is to conquer every single territory you set foot in!

You can attack many different things in PM:

Town: If you win you take the town over. If you lose, the townsfolk will always
kill you or follow you back to your tower and try to kill you.

Person: You can also attack single people wandering around, if they are far from
their village you won't incite combat with the population, but if they are close
enough so their village is visible on the close up map you'll have a fight on
your hands. When the person returns to their village if you don't kill them they
will remain loyal to their previous lord, not you.

Army: Attacking an enemy army simply kills that army and the survivors rout back
to their original homes. It's best to go to that army's tower and finish the
job. Towers count a lot on the Conqueror scales so you should always wipe out
towers and their garrisons when you see them. Sometimes an enemy army may be in
passive posture and will simply rout your army and you back to your home tower.

Trees: Attacking a tree chops it down. This makes it useless for making
inventions and is basically a dumb thing to do.

Sheep: If you attack a sheep you slaughter it and receive 180 food units. This
is a great source of food and you should kill sheep whenever you find them.


The manual says you can attack birds of your troops have bows but you actually
can't in game.


Passive: You bully the people into submission.
Neutral: You try to bully the people, but if they resist you kill them. About
half the settlement survives the battle. It's usually not a good idea to use
this as it's the worst of both worlds.

Aggressive: You butcher everyone you can find.
You should use this on enemy armies who are usually a lot tougher than
settlements and on large towns where it can be hard to subdue everyone at the
same time, making the fight go on and on until your troops are eventually worn
down.

If you attack a large town with equal or more people as you have troops with
passive or neutral posture chances are you'll lose. Townsfolk always try to kill
you and if you're not fighting back fully your troops will be massacred. Only
use passive posture when you easily outnumber the enemy by at least two to one.
Using passive posture is also a bad idea when the town has lots of merchants all
around the map your troops have to go and find. While you're doing that the rest
of the townsfolk will go back to their homes and restore their health and
sometimes will renew the fight meaning your tired and wounded troops will lose a
lot more than they would otherwise. If a town is taking a long time to conquer
and has a lot of merchants switch to aggressive and attack the town again to
slaughter the populace. You will have less people to recruit, but you will
suffer fewer losses.




6. Contact

If you have anything to add to this FAQ or  comments about it you can email me
at Proudnerd@hotmail.com.

7. Credits

EA games for making many good games, although nowdays they tend to make bad ones

My sisters and mum for beign awesome

Fin