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How to Play
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First Steps
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Once you enter the game, the map is centred over the central area of Italy; you are under
control of the dark-blue coloured civilization, also known as the Romans. There are a few
cultures in the vicinity of your empire, another civilization to the south, a purple colour, and
a much larger civilization to the north. The allegiance of the square is shown by a box in the
centre of the square which is coloured, it is also displays the population of the square,
because the larger the population, the larger the square. One of your units inside one of the
squares has a white border around the square where it is currently located; this is the unit
that is currently selected. To move a unit, simply press the arrow keys and it will move into
the desired square, to select a different unit, right click on the unit that you want to select.
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Battles
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Battles take place when units from two different civilizations, or the indigenous defensive
forces of a culture, meet in an individual square. Battles can only take place if the odds of
the attacker being victorious meet the civilizations minimum attack odds (this can be changed
with the 8 and 9 keys, increasing and reducing by 0.1 respectively). If the odds turn out to be
particularly bad for the defenders, they will try and flee (the odds rating before retreating
can be changed with the 6 and 7 keys, increasing and reducing by 0.1 respectively). The battle
is currently in three stages, allowing the attacker to call off the attack, or the defender to
flee, as the odds can change during the course of the battle. The reason behind having the 'odds
system' is because it allows a realistic combat system, for instance, in real life, a small
group of horsemen armed with primitive weapons would not attack a larger force of modern
riflemen, simply because they would have no in surviving. Currently, moving an attacking force
costs $2 per point of Military Power, and a defending force $1.
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Diplomacy
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Attacking another civilization automatically constitutes a declaration of war at the moment, and
only the other civilization can ask for a change of diplomatic stance. (Although this doesn't
greatly reduce player flexibility, since competing civs will usually propose any potential a
mutually agreeable deal.) Cultures, however, are different. Each culture is made up of lots of
smaller states, once an attack on a culture's square is launched there is a random chance that
the entire culture will declare war on a civilization.
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Movement, Combat, and Intelligence
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Movement
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Movement is simultaneous. Player TFs move in a fashion similar to that in Civilization 2, using
many of the same key shortcuts for now. You never know how many of the enemy will be in any
particular square, since you don't see its movement. For now AI military units simply teleport,
since the movement AI is not ready for prime time yet. The AI can only see, and attack, within
two squares of its controlled area. There is also no "fog of war" yet, you see all the
information as it was at the beginning of the turn.
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Combat
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Combat is only resolved after All movement has ended and the new turn button has been pushed.
The defender in a combat automatically receives a 50% bonus to its combat strength (also called
military power).
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Support in Combat
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Units will automatically support friendly units in combat in adjacent squares, provided enough
movement remains. This is to simulate detection of the enemy army nearing before the actual
combat, and the massing of any nearby forces available before combat. TFs on sentry duty will
automatically return to their post after supporting. This is one of the Many ways we are going
to reduce micromanagement in Clash through thoughtful design.
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