Sword of Aragon
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Sword of Aragon | |
---|---|
Developer(s) | Strategic Simulations, Inc. |
Publisher(s) | Strategic Simulations, Inc. |
Platform(s) | DOS, Amiga |
Release date | NA 1989 |
Genre(s) | Computer role-playing game, Turn-Based Strategy Game |
Mode(s) | Single-player |
Media | Floppy disk |
System requirements | (DOS) IBM PC or Tandy 1000 or
compatible with at least 384K memory and a Graphics board. The program runs with a Hercules Graphics Card, Color Graphics Adapter, Tandy 16 Color or Enhanced Graphics Adapter (includes VGA). |
Input methods | Keyboard, Mouse |
Sword of Aragon is a turn-based strategy and roleplaying game designed and published by Strategic Simulations, Inc. in 1989. Set in the fictional land of Aragon (no relation to the Spanish kingdom), the protagonist of the game is duke of the city of Aladda and the game starts as he begins his reign of the city, following his father's death. Originally designed for DOS, the game was later ported to the Amiga, where it received a substantial boost to its graphics (particularly in the number of colours used) and sound.
Despite generally being very well received (including an overall score of 82% in Zzap! magazine in 1990) and even now receiving highly favourable reviews in classic game magazines and sites, Sword of Aragon spawned no sequals and to date has only one remake.
Contents |
[edit] Story
The Duke of Aladda has died and left his last will and testament to you, his only child and heir. The Duke's legacy is a gallant one, replete with deeds of valor in the defense of Aladda. By dint of his efforts, the former capital of the western realm of the Aragonian Empire has returned to a proud state. It is your father's deepest wish that you once again extend Aladda's dominion and eventually sit on the emperor's throne in the city of Tetrada. Executing your father's will properly means raising and equipping an army, then venturing forth to do battle against the dastardly foes threatening Aladda and its surroundings. You may be called upon to slay monsters, march against the demonic rulers of the Eastern realms - even to defend Aladda against the plundering appetites of Orcan armies. Fortunately, the rewards of success are great. So, assemble your army wisely, and campaign with vigor. May good fortune once again shine upon Aladda and the lands of Aragon. Your success in Sword of Aragon is determined by your allocation of precious resources, military planning and combat maneuvers. Knights, priests, warriors, mages, rangers, cavalry, infantry, and bowmen - plus the collected population of Aladda - await your commands.[1]
[edit] The History of Aladda
As told by the Court Historian...
Twenty years ago, Aladda was a miserably poor land, a pale reflection of its former glory as capital of the western half of the once-mighty Aragonian Empire. Its people were terror-stricken, though the land itself was rich in resources: fertile soils, abundant forests, and varied mineral assets graced the surrounding areas. In its weakened state, Aladda was also an easy mark for an array of monsters who periodically raided its territory, stripping the land of its sustenance. On the rare occasions that Aladdans resisted these incursions, bravery met evil and was overcome. Then one day the humiliations came to an end. A band of fiendish goblins ransacked the village with plunderers' glee. Pillaging and looting, publicly humiliating residents, the horde now prepared to take its leave. Suddenly, two riders appeared on a hill south of the village: a knight and his squire. The tall knight rode a giant warhorse and raised his lance high in the air. The knight and his horse were both draped in dusty, worn - and sturdy mail armor. For a few moments, the knight and his loyal squire sat motionless. Both raiders and peasants were transfixed by the sight. The knight lowered his lance and put spurs to his mount's flank. He charged down the slope directly at the startled mob.
At first, the Goblins did nothing, paralyzed at the sight of the attacker on his furious charger. Once they realized that this man was for real, they drew their weapons and scattered. The marauders' fate was already sealed. The villagers watched in amazed delight as their mysterious champion cut a swath through the fleeing Goblin horde. None was spared the knight's righteous wrath that day. In gratitude, the villagers cared for the knight's wounds and the needs of his squire. When the knight recovered, a delegation from the village approached him with a proposal. They offered their undying allegiance in return for the knight's pledge to lead and protect the village. The brave young knight accepted the villagers' proposal. Some say it was a sacred vow that he took to protect all who are weak. Others believed that the pretty young maid who nursed him back to health was truer inspiration for the knight's decision. The maid became his bride, and after a proper amount of time had passed, the noble pair were blessed with a child: You.
The knight began his work in earnest, but soon found that slaying a horde of goblins is easier than dealing with the multitude of daily problems that confound a land. There were many frustrations and many setbacks. There were more raids by creatures that roamed the wilderness, but the knight and his small but growing force of soldiers repulsed them. Under his leadership, Aladda moved towards a happier reality. Before long, the people began calling him "The Duke" of Aladda.
Throughout your childhood, Aladda prospered. As your father's prowess in battle grew, he gained knowledge of both nearby and faraway places. The Duke's scribes recorded bits and pieces of information about foreign lands brought by travelers to Aladda. His spies and scouts ranged far and wide, collecting information on all facets of these lands, from their customs and histories to their economies, politics, and military potential. As you approached adulthood, the Duke provided you with a formal, well-rounded education - along with intensive military training. He hired a number of teachers from distant lands to instruct you in the arts of diplomacy and leadership. Your father's personal example amply reinforced your scholar's diligent efforts.
Over time, the Duke's plans and dreams have gradually been revealed to you. It was his fondest hope that Aragon would one day regain the glory of bygone days when the blessings of civilization were known to all the people of the realm. Cities prospered, their residents free from the encroachment of marauding creatures. The citizens prospered through industriousness and individual initiative. Alas, your father will not fulfill his dream. An Orc raiding party surprised your father's forces, pressing into the village itself. At a critical moment, the Duke arose in fury, surpassing his previous martial deeds. Orc after orc fell before his blade. The battle was nearly won when a priest of some hideous, orcish deity managed to cast an evil enchantment upon the Duke and slew him! The remnants of the orcs then withdrew, presumably to find reinforcements for a final battle against Aladda and its people. And so the mantle of leadership has been literally thrust upon your shoulders, years before you'd planned. The hardwon gains of your father are in your hands. Your success depends on wise choices - and the element of chance. In this time of trial, your father's testament and journal - and a cast of able advisors - will guide you. You have 80 soldiers plus your father's wealth to help you realize your destiny!
Praise the Aladdan cause![2]
[edit] Last Testament of the Duke of Aladda
To my Heir and Successor: Now, my son, you should know of my origins. They are part of my personal legacy, part of our family history. I was once a knight in the service of Baron Strumberg of Sothold. One day, while riding alone, three men attacked me. Two I killed outright, the third I wounded. I questioned him and found to my chagrin that Lucinian III had put a price on my head of 5,000 gold pieces!
I immediately realized that I, a remnant of the ruling family of once-great Aladda, was the target of Lucinian's violent scheming. Already, Lucinian's program of assassination and intimidation against the descendants of the ancient royal families had swept through Tetrada. His malevolent reach extended southward as far as Sothold! Hoping to evade Lucinian's deadly assassins, I fled toward the mountains in the west. I was careful to watch my back as I went. My instincts proved correct, for two more of Lucinian's murderers descended upon me. I spared neither of their lives when we fought, but suffered a serious wound from a poisoned blade.
It took me many years to cross the rugged and perilous mountains to get to Aladda, the ancient capital of the Westrealm. My squire and I nearly succumbed to the numerous Orc patrols near Zarnix, but managed to evade their fortress in the pass. I tell you, without bravado, that I killed more than two hundred orcs in those years.
In the year 851 QJ, I finally arrived in Aladda and have ruled since, as you know. It has long been my desire to restore our family to its glory and station of centuries past.
A few short years after I was called upon to become the protector of this fair domain, I began to send scouts to neighboring lands. It was my desire to know and understand the dynamics of the area's political and economic systems. And I was particularly interested in the state of the region's military power. I instructed these emissaries to immerse themselves in the culture, politics, and religions of the foreign realms. I asked them to report their findings to me.
Now many of the scouts have completed their reports, some after many lonesome years away from home. I fervently hope that the delay of the remaining scouts does not portend ill tidings. Please express my gratitude to the families of those that, for whatever reason, have not returned. The findings of my trusted agents are herein recorded. Some of the information is vague, as certain lands evaded our most persistent inquiries. Some reports clash with others. I have added my own knowledge of the history of this part of the world. I trust that this journal will serve you in your efforts to advance Aladda's security and well-being. I have always dreamed of the day when a rebuilt Army of Aladda would venture forth to avenge our family and permanently loosen Lucinian's grip on Tetrada. As a young man I was vain enough to think that I would live to see the day. The fact that today you read this parchment page proves that I have not. With God's help, you will yet achieve what I have not.[3]
[edit] Notebook of the Duke of Aladda
The History of the lands of Aragon in centuries past The land of Aragon, which lies in the northeastern corner of the continent, is isolated by forbidding deserts, impassable mountains, and unfordable rivers. The vast majority of the land is lightly populated or completely uninhabited. Only a few population centers dot its imposing terrain. Most of the humans that dwell in the land of Aragon live in an uncivilized state. Such was not always the case. Almost nine centuries ago, Justinid I established the Aragonian Empire, uniting the existing Eastrealm and Westrealm, and forming treaties of alliance with the existing elves and dwarves of Aragon. The resultant Aragonian Empire flourished for centuries.
The rich lands provided bountiful harvests both to feed the large population and to export overseas. The lush forests provided materials for a great merchant Armada that conducted trade throughout the known world. The Luftgar Mountains that bisect the land from north to south contained vast mineral resources. An industrious populace learned how to exploit these resources effectively.
A succession of wise and gifted rulers continued the rich legacy of Justinid I. They utilized their governing skills and theland's natural resources to the peoples' benefit. The land thrived and the people were happy and contented. Alas, the abundance of Aragon attracted the notice of the fiendish monsters that inhabited the surrounding wilderness.
The soldiers of the empire were increasingly called upon to fend off raids by the hordes which attacked. Though it was noticed by few at the time, this frequent fighting drained the vitality of the nation.
As the invaders became more numerous and powerful, discord broke out among the ruling classes. Nobles turned against their Emperor as disputes arose over royal protection of vassal states. The authority of the Emperor waned, and in some areas he ruled in name only.
In 523 QJ, Emperor Thorivid was assassinated, leaving no heirs. Governor-General Brethon of Tetrada laid claim to the title of Emperor for himself. There was strong opposition from the southern provinces, the cities of the Westrealm seceded from the Empire, and civil war ensued. The cities in the west fought amongst themselves over petty disputes. Years of countless bloody battles in Eastrealm left the factions still at odds, but stalemated in their mutual hostility.
The fearsome Brethon initiated what were later called the "Years of Chaos." Rare is the leader who moves History according to his designs, yet so it was with Brethon. Luckily, the Tetradan despot met an unhappy end at the hands of his kinsmen.
Just as the conflicts were abating following Brethon's death, the "Year of Disaster" brought floods, and then, drought in 527 QJ. The resulting starvation and disease took the lives of thousands of the ancient Aragonians.
Matters further deteriorated with the advent of the "Years of Horror." First, the Justinid Pass fell to the Zarnix Orcs, a huge "harol" that swept down from the mountains and overwhelmed the weakened defenders clinging to their strategic fortress guarding the pass. Then, hordes of titans led by a charismatic mage joined with masses of goblins to form an invincible and hideous army, which rolled across the lands, engulfing and destroying everything in its way.
Tetrada fell to the horde in 531 QJ and the wealth of the Aragonian Empire was lost to the monsters. Thus, the ancient empire fell and was stripped of much of its accumulated riches. The lands of Aragon have been in darkness during the three centuries since the "Three Catastrophes." Only now are some cities returning to a semblance of the civilization known in ancient times.
Legend has it that the ancient emperors had always possessed three symbols of authority that signified the ruler of all Aragon. Two of these items, the Scepter of the East and the Crown of the West, were lost when the Goblins and Titans virtually destroyed ancient Tetrada in the final battle of the Year of Horror. The Amulet of Aladda had also vanished, but legend has it that before his painful death from an administered poison, Justinid XVI sent the Amulet away from traitorous Brethon's reach. The location of these items is today an intriguing mystery.[4]
[edit] Major Cities in Aragon
[edit] Aladda
RULER: You.
The inhabitants of Aladda are descendants of a highly industrious people who once possessed one of the highest standards of living in the Aragonian Empire. The resources of the area will provide a strong economic boost.
Agricultural potential is strong because of the fertile soil and a temperate climate. Aladda occupies the broad, fertile plain between the Luftgar Mountains and the Garroth River. The navigable Garrish river bisects Aladda into an eastern and western section. Rather than divide the region, the river serves to glue the area together politically and economically.
Beyond the plains in the east sit the luxuriant forests of the Tranavan Forest. The land to the west slopes up toward the hills, forming the margin of marshland tracts near the Garroth River.
[edit] Paritan
RULER: Pitlag, Lord Redux
Paritan sits beside a harbor protected from seaward invasion by the storms that blow out of the north. Though the land surrounding the harbor is not rich, there are bountiful forests to the south (the Tranavan forest.) The lay of the land is like other coastal areas - essentially flat with a few rolling hills and rough areas.
All discernable evidence suggests that Lord Pitlag is wily and crafty. Anyone dealing with him had better keep his eyes open and watch his back. His privateering ventures are prospering and he has created a more professional army than the rulers of other cities.
There are rumors that Pitlag has cast his covetous eye on new lands. The only question lies in the direction of Pitlag's next expansion, toward Nuralia or Brocada - a prime location from which to threaten Aladda.
[edit] Xafanta Mountains
RULER: The Grand Trow, Heben Stenthumble
Xafanta refers to the western spur of the Luftgar which surrounds the Lastrul Plateau. The Lastrul is a plateau only when contrasted with the mountainous land that surrounds it. It is very rugged and barren.
The ancient legends of dwarven wealth are apparently true, if the behavior of the Zarnix Orcs is evidence. Bands of Orcs attempting to seize the dwarven wealth are causing great harm to the economy. The dwarves, for their part, have come to conclude that wealth may be more of a curse than a blessing.
[edit] Zarnix, a fortress city
RULER: Gnardix, the "Great Hatred"
The fortress city known as Zarnix lies in the only real route through the Luftgar Mountains: the Justinid Pass, built by Justinid I. The terrain in this area is incredibly rugged in most places. Where the solid rock of the mountains leaves some soil, clusters of trees grow.
During the time of the "Year of Horror," this pass was attacked and overcome by a huge horde of Orcs - "harol" in the Orcan's own vile tongue. This harol was led by a huge orc affectionately known as Gnoraks, the "Huge Destroyer."
Today, they are said to be led by a direct descendant of Gnoraks, called Gnardix, the "Great Hatred." Charming.
[edit] Lucedia
RULER: Council of the Wise and Strong
Lucedia is a land of cool, green hills and plains. The name derives from the elven word for "green". The weather is not conducive to most crops, but husbandry is successful here. The Baudom River flows from the Dersh to the north of Lucedia where it empties into the ocean.
Lucedia is governed by a hierarchy of Priests, the "Ancient Wise Ones," and the "Theocratic Order of Frahali Knights." Together they form the "Council of the Wise and Strong."
Lucedians are intolerant of other beliefs and inhospitable to strangers. The two factions are also reliably said to be antagonistic to one another.
[edit] Tetrada
RULER: Lucinian III, Emperor
The land around Tetrada ranges from coastal plains to rocky hills. The northern peninsula is a rocky spine that juts deep into the sea. Both farmlands and forests are sparse and poor.
Lucinian III has been pursuing a policy of threat and intimidation since coming to power some thirty years ago.
All of his opponents have met their demise. His son, Lucinian IV, may be worse than his father. The family is likely to retain power in Tetrada for some time to come. Be very wary of these two.
[edit] Gameplay Features
You play Sword of Aragon on two different levels. The first level, with its World Map and City Status screens, is a ledger of economic, political, social and military affairs of a medieval era fantasy barony. At this level, you control the many facets of governing a peasant populace. The next level involves defending your lands and conquering other realms on a Tactical Battle map, pitting your own legions against those of various adversaries.
[edit] Exploring & Conquest
The primary objective of Sword of Aragon is to unite the realms of West and East Aragon and return peace to the land. You do this by liberating or successfully invading certain key cities, finding essential relics and discovering more about what it means to be the true heir to the realm of Aragon.
[edit] Side Quests
As well as the main plot, there are numerous non-essential but still worthwhile side quests, such as ousting a group of evil mages from their camp in the swamps, overthrowing a tyrannical leader in a city, slaying mighty monsters such as a Cyclops or minotaur or defeating entire cities of monsters like the giants of Dersh or the orcs of Zarnix. Some of these quests happen automatically when you move your army to the right hex, some happen on certain dates and yet others will happen if you move to the right hex at the right time. Completing all of the side quests is down to a large amount of exploration and more than a little good luck or timing.
[edit] Vassal States
As well as conquering cities, you can also assist some of the more peaceful cities in the lands and they might agree to become vassal states to you – you have no control over their development and cannot use their facilities but they will give you a steady monthly income and provide your troops with a place to rest or shelter.
[edit] Points
Conquering certain cities, defeating special monsters, finding relics of the land such as the fabled Sword of Aragon (or Bow of Aragon if you’re a Ranger, Lance of Aragon for a Knight and so on) and furthering the story of the game will all grant the player points. These points cannot be used for anything, they are merely a marker for the percentage of the game completed. Mighty deeds such as these are also listed in the game upon completion, in a list that extols the virtues of your mighty Duke of Aladda.
[edit] The Main Character
When starting a game, you can select your character from one of five classes – Warrior, Ranger, Knight, Priest or Mage. The class selected does not affect the storyline in any way but it will have an impact on the style of game you play and the strategies as each character has its strengths and weaknesses, as well as giving advantages to certain types of army.
[edit] Warrior
The warrior class is all about the close, personal side of combat and starts with the equipment and abilities to allow him to get into the thick of the fighting. Warriors can be equipped with heavy armour and some very heavy weapons, allowing them to absorb quite a lot of damage and give even more back. Players choosing the Warrior class for their main character will reduce the cost of purchasing, training and equipping Infantry and Mounted Infantry units by 50%.
[edit] Ranger
The Ranger class is designed to inflict attacks upon the enemy from afar, harassing them with missiles whilst taking advantage of his good movement speed to stay out of harm’s way. Rangers are also spellcasters and have access to a range of spells that boost friendly units and weaken enemy units. Rangers can be equipped with decent armour and weapons but their main strength is their ability to be given the most powerful bows available in Sword of Aragon. Selecting a Ranger as the main character’s class conveys a 25% reduction in the cost of Bowmen and Mounted Bowmen units.
[edit] Knight
Knights are heavily armed, heavily armoured and fast-moving fighters capable of inflicting impressive amounts of damage on enemy units when they charge. Knights have access to the game’s strongest armour and also some of the biggest-hitting weaponry. Selecting a Knight as your representative in the game makes purchasing, training and equipping Cavalry units 25% cheaper.
[edit] Priest
Priests are first and foremost the army’s healers but they also have access to a number of spells that hamper the enemy and, later on, they can learn some outright offensive spells to do direct damage to enemy units. Whilst not as tough as a Warrior or as good at attacking as a Knight, Priests are moderate fighters and have access to mid-level armour and equipment. Selecting a Priest as the main character does not give any bonuses to unit recruitment.
[edit] Mage
Mages are, as is to be expected, the game’s primary spellcasters. Whilst their initial magical arsenal is somewhat limited to minor cantrips, higher level spells can decimate even the strongest of opponents and can even call powerful Troll allies to battle. Predictably, Mage armour is very limited in selection and their weaponry even more so. In a battle, the Mage’s role is purely one of support as they have neither the equipment nor the abilities to get more directly involved in the fighting. As with Priests, Mages provide no unit cost reductions.
[edit] Your Army
After selecting the class of Aladda’s new leader, you are presented with the task of assembling his army. Players are given the option of either going along with the predefined army units – a good balance of Infantry, Bowmen, Cavalry and a handful of supporting Heroes – or of starting from scratch with the cost of the pre-defined army added back to starting resources.
[edit] Characters
The Characters classes available are exactly the same as those for the game’s main character. However, Characters offer no bonuses to unit costs.
[edit] Units
As with Characters, there are five classes to choose from and each performs a very different role on the battlefield.
[edit] Infantry
The mainstay of any army, Infantry are solid hitters with good armour and staying power. They can be equipped with the widest variety of weaponry and armour of any unit type and can be tailored to be defensive, anti-cavalry units; plate armour clad and two-hander wielding shock troops; more heavily armed and armoured but shorter ranged archers or just about anything in between. As well as the standard mêlée and ranged weaponry, Infantry also have access to polearms for resisting charges and short-range thrown weapons to soften enemies up before charging into hand-to-hand combat. Infantry are the cheapest units to recruit, train, equip and maintain and they also level faster than any other unit type but this flexibility and cost-efficiency comes at the cost of specialisation – until later levels when they gain access to plate armour and two-handed swords Infantry are jacks of all trades but masters of none.
[edit] Bowmen
Bowmen are weaker in mêlée than Infantry and don’t have as many hitpoints. They are, however, slightly faster and also much more effective with missile weapons, as would be expected. Once trained highly enough, Bowmen also gain access to the most powerful ranged weapons in the game – the longbow and compound bow – and can be devastating to an enemy force if used correctly. While they lack the staying power of their more heavily-armoured colleagues, they play a vital role in supporting close-combat troops with deadly volleys of arrows. Bowmen are more expensive than Infantry and level more slowly but they are considerably cheaper and quicker to level than Cavalry.
[edit] Cavalry
Very expensive, slow to level and with a high weight per individual due to their horses, Cavalry are nevertheless an important part of an attacking army. Though they can stack fewer to a hex than any other unit type, the lack of numbers is made up for by a huge amount of hitpoints, very heavy armour, good mêlée weapons and a devastating charge. Experienced, well-equipped cavalry can break an enemy force in a single, powerful charge.
[edit] Mounted Infantry
Rather than simply being a halfway between elite Cavalry and the common soldiery of Infantry units, Mounted Infantry fulfil the role of skirmishers and scouts. Noticeably faster even than Cavalry, they have less hits per man than Infantry and a weaker attack. As a result, they are best used to harry and harass enemy ranged units in close-combat or pursue broken and fleeing foes. Mounted Infantry are more expensive than regular Infantry and are slower to level but they are still faster to advance and cheaper to recruit, equip, maintain and train than any other units.
[edit] Mounted Bowmen
As fast as Mounted Infantry, Mounted Bowmen fulfil a similar role. They are less effective at range than dedicated Bowmen, have less hits than true Cavalry and a weaker close-combat attack than Infantry. They’re also the most expensive units after Cavalry and the slowest levellers of all the units.
[edit] Cities
Initially you start off with the ownership of just one city – Aladda – but over the course of the game, a successful player will come to control many more. Cities can have money spent on them to develop a variety of aspects, as detailed below. However, not every city can develop every area. A city in the middle of a mountain range, for instance, is unlikely to be able to develop its Lumber production and a city deep in the middle of a forest probably won’t have any Mining facilities. All cities have dynamic morale, loyalty and populations and the three are directly related – happy citizens are loyal citizens who will have more children and also attract other citizens into the city whereas a falling population will push morale and loyalty down, fast. Tax also has obvious impacts on morale, loyalty and population as well as your kingdom’s coffers – too high and people become unhappy and leave, too low and it will become more and more difficult to maintain your armies and cities. Each city’s tax rate can be set individually, so a very happy city in the heart of your empire might support a higher tax rate than a small border town that’s demoralised by being in a swamp and suffering regular attacks. Cities are also the place for building, equipping and training armies; more on that below.
[edit] Development
[edit] Agriculture
Agriculture is essential to the growth of any city. It provides food for current citizens, entices more citizens into the city and excess production is either stored ahead of the winter months or sold for a profit. It is especially important that cities have plenty of stores before winter creeps in as little grows in the colder months and without sufficient stored food the citizens will quickly start to perish, causing population, morale and commercial output to plummet.
[edit] Lumber
An unpopular activity if you live near any elves, lumbering is nevertheless important, boosting morale of your citizens – everyone loves a leader who spends money on them – and also increasing the city’s financial output.
[edit] Mining
As with Lumber, Mining has little purpose other than increasing the city’s economic growth and morale.
[edit] Commerce
Merchants, stores, businesses and so on. Spend money on them and you make your city more attractive and also more profitable.
[edit] Manufacturing
Another morale, loyalty and money booster, like Lumber, Mining and Commerce, Manufacturing is important to your cities’ wellbeing and economy.
[edit] Structure
Unlike the preceding five areas of improvement, Structure has no direct impact on a city’s economy or happiness. It does, however, allow more people to live in the city and also means that more Agriculture excess can be stored ahead of winter. More people and less starvation means more money for you.
[edit] Fortification
Spending money on Fortification grants no bonuses or advantages to your city’s economy and wellbeing, directly or otherwise. What it does do, however, is give you a more readily defendable area. A city with no fortifications is a hard place to defend and gives garrisoned troops little in the way of defensive bonuses during a battle. Conversely, a city with a lot of money spent on its defences could be a sprawling citadel with sturdy walls and towers that make defending units almost immune to missile attacks from the outside and drastically swing the balance of battle in the defenders’ favour. Fortifications can also include impassable walls that funnel an attacking army into a narrower area, both slowing them down and cancelling out any advantage they may have in numbers whilst drastically boosting any defensive numerical advantage.
[edit] Units
As well as developing a city’s economy and geography, money can also be spent on reinforcing your armies. In cities you can train, re-equip or reinforce existing units, hire heroes or make fresh units.
[edit] Recruits
Each city will have a pool of recruits, ready to join your army. The number of volunteers is greatly dependent on the city’s population, morale and loyalty rating. If you’ve just captured it off of an enemy then very few citizens will want to fight under your colours but if you’ve spent years building the place up into a blossoming utopia then there may well be a throng of citizens queuing up to fly your banner and fight by your side. If, however, there aren’t enough ready recruits to do what you want to be done then you can always conscript people into your army. This is, however, considerably more expensive and has a marked effect on the general happiness and loyalty of the remaining citizens – nobody likes to see their friends and families forced into going off to fight, especially if it’s for somebody they don’t even like.
[edit] Make
Units can be created from the pool of Recruits or Conscripts and formed into any of the five unit types detailed in the earlier section on Your Army. Units can be made and equipped up to the maximum stack size of the game of 200 (stack size is the highest “weight” that can be stacked in a single hex on the battle map). All non-mounted troops have a “weight” of two, meaning Bowmen or Infantry can have units of up to 100 men (less if they have a Character leading them), troops or characters on horses have a “weight” of 4, 5 or 6 depending on whether they’re riding a Light, Medium or Heavy horse. Thus the maximum size of a Cavalry unit led by a knight, if all troops and the Character are on Heavy horses, would be 32, plus the Character.
[edit] Train
Training units advances their levels more quickly than battles alone and is a good way to prepare your troops ahead of a major conflict, compensate for the loss of experience caused by reinforcing a unit and also allow troops to access the higher level equipment. Each units upgrades at a different rates – Infantry need to train twice to gain a level, for instance, whereas Bowmen need to train three times. Units cannot be a higher level than the main character.
[edit] Reinforce
Reinforcing a unit allows you to replace men lost in battle at the cost of some experience. The amount of experience lost depends on just how many new troops are being added. Units can also be expanded beyond their starting size. Reinforcing requires Recruits or Conscripts.
[edit] Equip
The equipment you can give your troops is dependent on the type of unit – Cavalry may never be given long bows and Bowmen cannot wear plate armour – as well as their level of experience and what other gear they already have as some things just are not compatible – a longbow and a kite shield, for example. The more experienced a unit, the better weapons and armour they can be given and the more effective with them they will be. The cost of equipment is dependent on the type of item, the type of unit and the size of the unit.
[edit] Hire
As well as regular units, you can also hire Characters to lead your armies at cities. The level of a hired Character depends on the size of the city and is also subject to fluctuation. Once hired, a Character can have their equipment changed but cannot be trained. A player is limited to a maximum of twenty characters in their army.
[edit] Decommission
Maybe a unit’s too expensive to keep, maybe it’s been so badly beaten up that it’s easier and cheaper to start again than to reinforce or maybe you just have no more need for it. Regardless of the reason, at a city you can Decommission any present unit and get a refund on the cost of the men and their equipment. Decommissioned troops are added to the city’s population. Decommissioning a Character does not generate a refund.
[edit] Name
Units and Characters can also be re-named at Cities. Names have no effect on the game and are purely an aesthetic item.
[edit] References
- The official Sword of Aragon game manual ((c) Strategic Simulations, Inc. (SSI))
- ^ Page 1 - Overview
- ^ Page 16 - The History of Aladda
- ^ Page 17
- ^ Page 18 - The Notebook of the Duke of Aladda
[edit] See also
[edit] Supercategories and relevant game design concepts
[edit] Related genres
[edit] External links
- Sword of Aragon at MobyGames
- Aragon Online - A free, online game that attempts to present a multi-player version of Sword of Aragon.