First off, even though some of these may seem basic, I do use the search feature but haven't been able to find the answers I'm after.
Excuse the large amount of questions, don't feel obliged to answer all of them if you don't want to. Also, these questions are all related to the vanilla version of the game.
So:
1: Merchants. I still cannot understand why my merchants tend to make better money off of rebel-owned timbuktu and similar great trade regions than the same (but now higher leveled merchants) do when I capture (and occupy - nothing gets destroyed) these settlements. Frequently this is a difference as big as their income going from 3 figures down to less than 20 florins per turn. Can anyone explain?
2: Hit points.
If something has 1 hit point, does 1 fatal hit = dead, or does 1 fatal hit = no more hit points and will die next time it takes a fatal hit?
I assumed the former, but some stats have me a bit confused. Specifically on some random website I can't find, it lists 1 HP for the dude on the horse and 0 HP for the horse (it is possible I read it wrong). Kind of makes sense given the amount of hits some infantry take, and how cavalry pretty much fall over dead as soon as the horse gets struck (in my experience, anyway).
3: Crossbows on walls. Archers too I guess.
What is the best way to position them to get as many as possible firing in a straight line?
My issue here is mostly that they have a very small angle (even horizontally) in which they have a clear line of sight before the... what-do-you-call-'ems block their view (stone things on top of castle walls that are supposed to provide cover from in-coming arrows).
In other words, if the crossbow unit is looking dead forward, most of them have a clear line of sight. But if they have to look 45 degrees to the left or right, suddenly they've got a massive wall of what-do-you-call-'ems blocking their view, and they start shooting into the sky, apparently attemtpting to literally shoot themselves in the foot.
4: Fire arrows.
Does the arrow itself have to wound the enemy for the fire to take effect?
Example A:
Arrow bounces off armour or causes a minor flesh wound. Fire isn't taken into account at all.
Example B:
Arrow bounces off armour or causes a minor flesh wound. Fire still has a set probability of lighting bad guy on fire.
5: Quality of units training.
This appears to be a huge hidden factor in the game, some units are just very good fighters and don't take many hits, while others are just begging to get hit. So far, I just use this to assume that:
Militia shouldn't be used against professional soldiers, if you can avoid it. (there are other reasons for this too, such as morale)
Anything either wielding a sword or that has the word "professional" in it's description will perform very well.
6: Experience.
Does experience carry over from one fight to the next? Let's say your unit kills 40 enemies in a fight but gains no experience. Are they now closer to their next experience point, or is it as if the fight never happened?
Also, why do some unit types (typically, melee) gain experience much faster than others (typically, ranged)? - By this, I mean I've faught entire battles without letting melee troops join the fight, I've also at times had melee-capable ranged units get into melees, and they STILL seem to gain experience very slowly. I want some robin hood like snipers and some crack-shot trebuchets!![]()




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