Everything the ? key shows in battle, and a little more.
Line is fire: every musket bears, but the line wheels slowly. Column is movement and the bayonet: faster, steadier in the charge, a third of the fire. Square is the only thing that stops a charge of horse — it cannot move and fires a quarter rate on every face.
Every man rolls his own ball and most of them miss. Range, veterancy, the target's density and cover, and high ground all tell. A battalion breaks when its nerve goes, not when the last man falls: losses, shelling, a flank or rear attack and neighbours breaking all bleed morale; left alone it recovers, and a broken battalion may rally.
Cavalry that finds an open flank, a broken battalion or an unguarded battery ends a battle; cavalry that meets a steady square or a whiff of canister ends itself. Villages give cover to the foot inside them and are worth gold at the end of the day.
Cartridges and the train. Every man carries forty rounds and every gun sixty; a volley spends one, and a company with an empty pouch stands mute (its card shows the count). The village is the depot: a company within a hundred and thirty paces of it refills from the coal. Beyond that, powder wagons fitted out at the village (village card) drive out on their own to whichever company is shortest, hand over their load and go back for more; a wagon caught by the enemy with none of yours near is theirs. Cut the road behind an army and it will run dry.
Fatigue. Marching tires a company, the double and the mêlée more so, and every volley a little; a tired company marches slower, loads slower and breaks sooner. It recovers standing still, and fast in camp. The card reads fresh, winded, tired, exhausted.
Camps. A company left holding for a minute and a half with no enemy in sight pitches camp: tents, a fire, the men scattered. In camp fatigue mends quickly and a wagon refills it twice as fast — but a camped company cannot fire, fights at a third of its weight, and needs twenty seconds to fall in before it can move or fire again. An enemy within a hundred and fifty paces sounds the alarm on its own. Catch the enemy in camp at dawn.
Cover and works. The ground shelters a line: a wood, standing corn, a hedge or fence, the houses of a village, and a breastwork a company digs for itself (⛏ Dig in, I: a minute and a half standing still, then an earthwork along its front that stays on the field for whoever holds it). The card names the ground and its cover; cover takes that share out of the enemy's fire and gives it back in the mêlée.
The ground. Beyond the border ridges the middle country now rolls in long downs — crests to hold and reverse slopes to hide behind — with dry hollows between, and sunken lanes worn into the lowland that shelter a line lying in them (cover 40%). Hedges and dry-stone walls are obstacles: a company scrambles over them at a third of its pace (the men climb), and a line standing behind one, facing it, is sheltered by it (wall 45%, hedge 35%, fence 25%) — the enemy coming over it is not. Between the bridges a river usually has a ford: a gravel bar wadeable at half pace with no cover at all, the second way across when the bridge is held.
Drill and officers. A new company is raw: it hits and loads worse than a drilled one. It learns its trade standing on the green by the village (fast) or anywhere it is not fighting (slowly), and the card reads raw, drilled, well drilled. Every company has an officer; each man lost may be him, and a company without one rallies at half the rate and barely learns until a new officer rides out from the village three minutes later.
Prisoners. A broken company caught in the mêlée gives up men rather than losing them all: half are taken prisoner. March them home and they join your people at the village.
The people. Hunger, a tax above 45% and conscription from the works stir unrest (village card). Past half, men desert the colours by night; past four-fifths the village riots and the treasury bleeds. War weariness climbs with the dead and the sacked; at 100% a people sue for peace and the war ends — on either side.
Smoke, scouts, guns. A line's own powder smoke builds with every volley and blows away with the wind; in the thick of it a company hits a third worse and is a little harder to hit. Cavalry see nearly twice as far as foot, so a squadron out in front is your eyes — and finds the enemy's camps. Foot that overrun a battery in the mêlée turn the guns round: eight men a gun leave the company and serve the captured pieces where they stand, raw and short of shot.
Hamlets. Three independent hamlets lie between the two villages. A company standing in one takes it and it pays tax to the treasury while it is held and not contested; the enemy can take it back the same way.
A company under fire closes its ranks as the drill has it: every man who still has his place keeps it, and only the men whose places are gone step up into the gaps — so the line stands and fires rather than shuffling about after every volley; it dresses itself properly once the firing stops. On a bridge a company is held between the parapets: a line folds into a column to cross.
The day and the weather. A day of the war is fourteen minutes: the sun climbs out of the east, shadows swing with it, and at night the lines see and hit a good deal less, though the moon gives light enough to read the field by, gas lamps stand round the green and at the bridges, and torches burn at every door; a company on the march carries torches of its own. Cloud, rain, storm and morning mist come and go (the hour and the weather stand beside the clock). Rain damps the powder — misfires and slow loading — and turns the ground to mud; a storm is worse; mist hides everything beyond a hundred paces; the wind carries the smoke, and on a still day it hangs over the field.
The enemy's commander reads your line, keeps his brigade in an order of march, swings a wing round your weaker flank, forms square when your horse comes on, and in Conquest holds the bridgehead or gathers to cross it together.
Reading a company. Over its head are its name, its number and a strength bar; the card at the bottom carries morale, fatigue and the reload with their readouts. Under an enemy building being put to the torch, a bar shows what is left of it.
Rallying. A broken company runs for the nearest refuge — your village, a barracks, a township or a hamlet you hold — and re-forms the moment it gets there, under your hand again.
Building. Nothing is raised, and no work goes on, within about 140 paces of an enemy body: stand a company on a burned farm and it stays burned.
Torching. Right-click an enemy building with foot or horse selected and they march to its yard; standing there with no defender near, they fire it — brands fly, it burns, and in half a minute it comes down. Guns lay only on what your side can see, and only within a gunner's eye (about 440 paces) unless you lay them by hand or bombard a point of ground.
Setting up a war. The Conquest page sets the country before it is built: the map style (open lowlands, highlands, riverlands, the pass, the forest, or a random draw), its size, a seed (the same seed, style and size give the same country again), the number of hamlets, both sides' colours, the enemy's difficulty and pace, the starting stores and the season.
Batteries lay their own pieces on whatever you point them at and correct on the fall of shot — or take the lay yourself: elevation and charge, straight ahead, so wheel the battery to bear. Delete returns the lay to the crews. Bombard ground (the button on the battery card, O, or Ctrl+right-click on the ground) lays the battery on a point of ground, seen or not, and it keeps shelling it until cleared — for a wood or a village you suspect is held. A battery that cannot bear wheels to face it. A moving battery limbers up and cannot fire.
Round shot ricochets through everything in its lane; canister shreds whatever comes inside a hundred paces; the howitzer's shell bursts among men behind walls. In Conquest every round burns coal.
A war is fought in one of two countries, chosen when it begins: the Low Countries — hedgerows and poplar lines, oak and beech woods, stone and half-timbered villages under red tile, a church spire — or the Eastern Seaboard — hardwood forest in autumn colour, split-rail fences, white clapboard farms and red barns, a steepled meeting house, rocky ridges. The farmed lowland is a patchwork of pasture, crop, plough and fallow either way.
Farms need fertile ground (the rich green lowland); lumber camps stand by a wood; iron mines and the foundry on iron outcrops in the hills; coal mines on coal seams higher up. Resource works may stand any distance from the village, so long as a road can reach them. Villagers fill the works on their own; the rest idle on the green. Enlisting takes men from the works when the green is empty — the newest works go short-handed first, and the ledger (J, or 📊) shows where the hands are. Recruits on the rolls and soldiers under arms still need housing. Farms, lumber camps and mines can be improved twice from their card: more hands, more out of each — and the building shows it.
Everyone eats. The village grows while it is fed and has room. The tax, set at the village, is your gold and slows growth; a market sells surplus food. Too much gold in the treasury for the people to spend and every gold price climbs — spend it or lower the tax.
Barracks, stables and the foundry enlist villagers one at a time (guns are cast one at a time with their crew). The first recruit forms a company in the yard that takes every order at once; every man after him joins the company of his kind standing in the yard. March it away and the next recruit starts a fresh one. M merges companies of one kind; K splits one. A unit beside its own buildings can be disbanded back into the village.
An enemy company beside a building with none of yours near burns it; a village so held for forty seconds falls, and the war with it. Cliffs are impassable; the bridges are the crossings, and the choke points.
The catalogue, at period strength. Prices are the campaign's; in Conquest men are enlisted one at a time.
Four presets — Low for a laptop with no graphics card, Medium for most machines, High for a gaming card, Ultra for a strong one — and every knob behind them. Far-off men are drawn as blocks and small ground detail is dropped as you zoom out; the two distance knobs set where.