This Manual will cover the new things that we have in RB ^^

RB CAMPAIGNS:
Rb has 3 main campiagns.

-Imperial_campaign_ : this campaign starts at the beginnings of the second
punic war.it will cover that period ending in the 100 ac

-Alexander_Campaign: this campaign starts with the battle of Marathon and ends with the alexander's conquest of the east.Before you are able to conquest the east you will need to make your way against thracians and greeks

-Italica_Campaign:this campaign starts with Rome being a little city,and will show its arise in the italic peninsula

All others are there to make the mod compatible with BI and ALEXANDER so don't use them for no reason

All those campaigns will feature historical events like reforms and such. they are date controlled so you will just have to play to get them.Historical events will bring you Caesar,alexander,Spartacus and such


SPECIAL REFORMS:
During the imperial_Campaign you can get 3 special reforms.

-Gladius Hispaniense:Conquer the capital or fight for a period iberians with Romans
Romans will get a +1 bonus on attack for their lighter units

-Parthian cataphracts:Conquer The capital or fight for a period Parthians with Seleucids
Seleucids will get cataphracts trainable

-Armour reform:Fight for a period civilised people with barbarians
A better armoured unit will be unlocked

MINOR KINGDOMS AND REPUBBLICS:
all the factions that were too small to be in the mod are depicted with this faction.This faction generals have a trait that indicates what kind of kingdom they are.So you can get "Pinaces of the bactrian kingodom" and you will know it's from Bactia.Each faction can form a particular subKingdom,plus some specific ones like Bactria and Judea

TRAITS:
Traits and ancillaries have been reworked a lot so check them to get valuable informations.If your general devotion is low and he has "STRONG SUPPORT BY MANY CITIES" you should get rid of him or you will risk a Civil War.
Supplies have also been implemented,so that your general has to come back to cities sometimes or risk a severe penalty on morale.

EXPLORERS:
Explorer is the old RTW spy.He can no longer infiltrate cities to open gate but has the ability(you gain it doing missions) to steal supplies from enemy generals while they are on your own lands.This can give you about 2000 denari and reduce their supplies, so be carefull.

HISTORICAL LEGIONS FOR ROMANS:
Romans can train their numbered legions.They have been recreate to the details so..time for some legion action


SIMULATION OF LOSE OF CONTROL DURING BATTLE:
When your general gives an order to attack the chaos tha follows will prevents him to give Orders for a TIME UNIT.You can get a TIME UNIT stop also if the enemy attacks you from rear,and even 2 if you are attack from the rear.
Also 2 TIME UNITS MALUS will arise if one of your units routs and even 3 if your general routs.

TIME UNIT malus can be quantified as 3 seconds in which you can't give orders(you will get 2 cinema-like bars in this period) and are cumulative to a limit of 5(giving attack orders to 10 units togheter will result in a 5 TIME LIMIT malus).If your general dies it will be 5 seconds so beware..


POST BATTLE ENEMY SPOILS
:
When you win a battle you will get a bonus according to how great it was,up to a limit of 2000.

BATTLE:
-Phalanxes can non more unphalanx and run.
-Sap Points are no more present.The script will randomly choose to destroy a section of the walls to simulate an excavation.
-Animations now have a more real effect on battlefield.javelin thrown is no more static and hoplites and pahlanxes tend to shift to the left .


AOR:
The area in which you can train units is limited to your home faction lands.
In other lands you can build some governaments to be able to train generals(not family members). With them you can hire local population units as mercenaries. But Beware of the fact that mercenaries are not so happy to fight in difficulties...morale is very low in general.

AUTOMERGE:
-if your supplies go very low or your army is lead by captains you will have to fight also against the automerger, a script that will merge automatically weakened units.Just use generals with high supplies and you will not have this problem.

NAVAL IMPORTANT POINTS:
in the sea there are a number of naval points to protect.If you succed in doing that with your fleets you will get 3000 denari each turn for naval point protected.

DESTRUCTION:
if an enemy general devastate one of your refion tiles you will lose 10000 denari...better bring him down fast...

POST BATTLE EXTERMINATION:
At the beginning of the battle you may hear a voice saying you can't withdraw.
if it happends and you lose the battle, all of you units still in the map will be wiped out.To Save some of your units in this situations you can order to withdraw and then use some of your men to hold the enemy while the others run from the field.Note that you must wait not only that they go out of the playable field but also from the grayed area around(you will not see them anymore in the radar once they escaped).

SCRIPT ACTIVATION:
To activate the script in campaign just click on a city and you will see the advisor appearing and desappearing.if you click on a city it will not popup anymore.If it stays there flashing just click on it (as you are asking to show the advise) and it will desappear.
To disable the script just just press "esc" and then click on the "?" symbol in the upper right corner.if it's done correctly the advisor will popup saying that the script is disabled.
Do that when you want to restart a campaign or load a previous one.
in other cases like if you want to exit to main menu you can just do that safely without warrying about hte script


This guide will be updated soon