knights of honor faq

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knights of honor FAQ.txt Knights of Honor <http://pc.ign.com/objects/616/616555.html> FAQ/guide Share <http://www.addthis.com/bookmark.php?v=250&pub=xa-4a5f4ce63c90cdb3> | <#> <http://www.addthis.com/bookmark.php?v=250&winname=addthis&pub=xa-4a5f4ce63c90cd b3&source=tbx-250&lng=pt-PT&s=myspace&url=http%3A%2F%2Fuk.faqs.ign.com%2Farticle s%2F950%2F950460p1.html&title=Knights%20of%20Honor%20FAQ%2Fguide%20-%20IGN%20FAQ s&ate=AT-xa-4a5f4ce63c90cdb3/-/-/4f2c32ccc9000f4e/1&frommenu=1&uid=4f2c32cc87030 abe&ct=1&pre=http%3A%2F%2Fuk.faqs.ign.com%2Fobjects%2F616%2F616555.html&tt=0> <http://www.addthis.com/bookmark.php?v=250&winname=addthis&pub=xa-4a5f4ce63c90cd b3&source=tbx-250&lng=pt-PT&s=google&url=http%3A%2F%2Fuk.faqs.ign.com%2Farticles %2F950%2F950460p1.html&title=Knights%20of%20Honor%20FAQ%2Fguide%20-%20IGN%20FAQs &ate=AT-xa-4a5f4ce63c90cdb3/-/-/4f2c32ccc9000f4e/2&frommenu=1&uid=4f2c32cc9efe79 13&ct=1&pre=http%3A%2F%2Fuk.faqs.ign.com%2Fobjects%2F616%2F616555.html&tt=0> <#> Boards <http://boards.ign.com/board.asp?brd=7392> Guide Walkthroughs & FAQs <http://faqs.ign.com/objects/616/616555.html> Cheats <http://cheats.ign.com/ob2/068/616/616555.html> Proudly hosted by IGN Walkthroughs Direct-link it! Get Email Alerts Add to Wishlist Add to Collection Playing Now Oo===================================================================oO | KNIGHTS OF HONOR unpublished GUIDE by ME Copyright (c) 2004 - 9999 | Xx+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++xX | | |Table of Contents | | | |I. Getting Started | |II. Knight Professions | |III. Royal Dynasty | |IV. Economy and Construction | |V. Religion | |VI. Happiness, Diplomacy and Espionage | |VII. Military, Rebels, Quests | |VIII. Patch/Update changes, Cheat Codes | |IX. Modding | | | |===================================|---------------------------------| ++++++++++++++++++++++++++++++++++++\\_______________________________// o---------------------------------------------------------------------o This guide uses the 1.05 version of the game. o---------------------------------------------------------------------o ------------------- I. Getting Started ------------------- 1. So which kingdom should I choose? ------------------------------------- The difficulty of the game depends on the kingdom you choose to play with. For noobs, choose a large kingdom with lots of coastal provinces. Each kingdom also has its own special military units. In case you wonder, each kingdom has a capital. There are 3 ways to find out which province is your kingdom's capital: - It is the town where your first Knight stands by - It is at the top of the province list (when recruiting marshals) Página 1

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Page 1: Knights of Honor FAQ

knights of honor FAQ.txt Knights of Honor <http://pc.ign.com/objects/616/616555.html> FAQ/guide

Share<http://www.addthis.com/bookmark.php?v=250&pub=xa-4a5f4ce63c90cdb3> |<#><http://www.addthis.com/bookmark.php?v=250&winname=addthis&pub=xa-4a5f4ce63c90cdb3&source=tbx-250&lng=pt-PT&s=myspace&url=http%3A%2F%2Fuk.faqs.ign.com%2Farticles%2F950%2F950460p1.html&title=Knights%20of%20Honor%20FAQ%2Fguide%20-%20IGN%20FAQs&ate=AT-xa-4a5f4ce63c90cdb3/-/-/4f2c32ccc9000f4e/1&frommenu=1&uid=4f2c32cc87030abe&ct=1&pre=http%3A%2F%2Fuk.faqs.ign.com%2Fobjects%2F616%2F616555.html&tt=0><http://www.addthis.com/bookmark.php?v=250&winname=addthis&pub=xa-4a5f4ce63c90cdb3&source=tbx-250&lng=pt-PT&s=google&url=http%3A%2F%2Fuk.faqs.ign.com%2Farticles%2F950%2F950460p1.html&title=Knights%20of%20Honor%20FAQ%2Fguide%20-%20IGN%20FAQs&ate=AT-xa-4a5f4ce63c90cdb3/-/-/4f2c32ccc9000f4e/2&frommenu=1&uid=4f2c32cc9efe7913&ct=1&pre=http%3A%2F%2Fuk.faqs.ign.com%2Fobjects%2F616%2F616555.html&tt=0><#> Boards <http://boards.ign.com/board.asp?brd=7392> Guide Walkthroughs

& FAQs <http://faqs.ign.com/objects/616/616555.html> Cheats<http://cheats.ign.com/ob2/068/616/616555.html>

Proudly hosted by IGN Walkthroughs Direct-link it! Get Email Alerts Add to Wishlist Add to Collection Playing Now

Oo===================================================================oO| KNIGHTS OF HONOR unpublished GUIDE by ME Copyright (c) 2004 - 9999 | Xx+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++xX| ||Table of Contents | | ||I. Getting Started ||II. Knight Professions ||III. Royal Dynasty ||IV. Economy and Construction ||V. Religion ||VI. Happiness, Diplomacy and Espionage ||VII. Military, Rebels, Quests ||VIII. Patch/Update changes, Cheat Codes ||IX. Modding || ||===================================|---------------------------------|++++++++++++++++++++++++++++++++++++\\_______________________________//

o---------------------------------------------------------------------o This guide uses the 1.05 version of the game.o---------------------------------------------------------------------o

-------------------I. Getting Started-------------------

1. So which kingdom should I choose?-------------------------------------

The difficulty of the game depends on the kingdom you choose to play with. For noobs, choose a large kingdom with lots of coastalprovinces. Each kingdom also has its own special military units.

In case you wonder, each kingdom has a capital. There are 3 ways tofind out which province is your kingdom's capital:

- It is the town where your first Knight stands by- It is at the top of the province list (when recruiting marshals)

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knights of honor FAQ.txt- You can't offer it as a gift/tribute to another kingdom (you can'tdemand an enemy capital as a tribute either)

2. Easy, Normal, or Hard?--------------------------

On Hard, AI controlled kingdoms will be more aggressive, they'll send more/larger armies to invade your land. They will also get more hostile when your kingdom grows, and be more friendly to yourneighbours.

On Normal AI controlled kingdoms will get 125% income, while onHard they'll get 150% income.

On Normal, top 5 AI controlled kingdoms will have +10 defence bonuswhen fighting on their land. On Hard they'll have +20 defence bonus.

3. The basics--------------

At the top of the screen is the "Royal Court of [insert kingdom name]".You can click on each slot to promote a Knight (there are 9 slots sothat means you only have a limited number of 9 Knights).

On the right is the Kingdom Treasury bar. There are 3 icons for Piety,Books, and Gold. Piety and Books can only increase to 1000.

On the left is the Kingdom Power meter. The more to the right, thegreener it is, and the more powerful you are. Higher Kingdom Powermeans more gold, happier population, higher army morale, etc. You canincrease your Kingdom Power by clicking the icon left to it (cost Goldand Piety). Actions like declaring war to friendly kingdoms, breakingagreements, dishonouring Alliance Pacts, etc will lower Kingdom Power.

At the bottoms there are a mini map and 8 icons, from left to right:

- Menu (options, save, load, exit)- Royal Library (ingame FAQs and help)- Royal Dynasty (you can view your King's family and select heirs)- Kingdom Wealth (you can read the details of your resources)- Kingdom Advantages (you can see the Advantages and requirements)- Province Overview (a list of your provinces and their incomes)- Kingdom Rankings (current rankings of all kingdoms)- Political Maps (see what's happening all over Europe here)

While on Political Map, clicking on a kingdom will bring up a panel.You'll see that kingdom's King. Click on his ugly portrait to havean audience with him. On the left of the panel is a relationship barand 3 icons (economical info, rumours/spy report, and political info).On the right is their King's personality, and various informations showing kin/peace/trade/pacts status.

4. Governing provinces-----------------------

Click on a town to bring up the interface.

At the middle are what the province is producing (number of workers,piety, books, gold, foods), its population and food storage. A townwill fall if its food storage depletes to zero while being besieged.

On the left are 6 slots. Station your troops here to protect the town.On top of the garrisons are where you get to build Town Improvements and see the province's happiness.

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knights of honor FAQ.txtOn the right are the place for a Marshal's army if one is deployed inthe town. You can refill his food supply and recruit fresh men here.If the town has a governor, he will be at the opposite side.

Clicking on the icon of the soldier will open the list of unitsavailable for recruit in that town. In the unpatched version, thiscan only be done when there is a marshal deployed in town.

5. Annoying stuffs-------------------

On the top of the Town Improvement panel, you can see 3 slots. Theseare slots for the Province Features. They are requirements for somebuildings, like a Stud Farm needs the Pasture feature, without it youcan't build Stud Farms in the town, and can't have Horses.

The annoying thing is: Province Features are randomly assigned at thestart of the game (except for Fishery, which will be added to almost all coastal provinces). This means sometimes you will have 3 empty slots and can't produce any thing. So at the start, try restarting the game until you have access to some important Province Features.

6. Things to do first----------------------

Once you have started a campaign, you will be given have a Marshal.Keep him, because he is definitely not an enemy spy.

Then take a look at your Royal Dynasty, assign your King or a Princeas a Spy to give basic protection against enemy spies.

Take a look at the political map, find a big Kingdom that is in goodrelationship with you, hire a Merchant, sign a Trade Agreement and start trading with them.

Next, try to hire a Landlord or a Buider if you can afford it. Assignthe Landlord to govern the town where your Marshal is deployed. Thiswill increase the food and population growth rate. Build a Training Ground and recruit some units. Don't buy Peasants if possible, since they are useless anyway.

Fill the towns' garrisons ASAP, preferably with Archers. Try to buildPalisade if your town does not have it. A town without a Palisade canbe assaulted easily. Also try to get the Town Watch House, this will add some strong defensive units (Town Guards) to your town.

7. Tips--------

Make your life easier by adjusting the speed. With -, +, and * keys,you can change the game's speed from 0.3 to 10. This is very helpful.When you are flooded with many messages, slow it down to solve things.When you are watching your turtle army marching, speed up.

While browsing the Royal Library, the game will pause but you can stilluse menus, assign tasks, browse political maps, arranging audiences...

Exploit the Political Map system. Learn how to find which Provinces canproduce "Clothes", which can build "Horse Archers"; or which Provincesof yours do not have "Town Watch Tower", which are happy or not, etc.

You can also find out your relationship with other Kingdoms by a quickglance (the colours, red = hostile, green = friendly).Click "?" to see map legends.

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knights of honor FAQ.txtHave 3 rolling saves for each campaign.

o---------------------------------------------------------------------oo---------------------------------------------------------------------o

-----------------------II. Knight Professions-----------------------

Click on an empty slot on the Royal Court panel to promote a Knight(there are 9 slots so that means you only have a limited number of9 Knights).

There are 6 kinds of Knights: Marshal, Merchant, Cleric, Landlord,Builder, and Spy. Marshals and spies can be killed often, while theothers can only be killed if the towns they governing are invaded.

You can educate yout Knights with Books (cost 1000 Books each time),except for Marshals. Skilled Knights (more stars) will give better bonuses while governing provinces, and perform tasks better.

1. Marshal-----------

Marshasl are the only knights who can act on the map and and lead anarmy. Every kingdom needs armies so every royal court needs marshals.

A Marshal's job is to attack enemy provinces and defend yours. A newly recruited Marshal will have no soldiers except for his ownKnight Guard squad (10 men). You'll need to send him to the nearesttown and recruit troops there.

A Marshal can be killed in battle or captured alive. You can leaveyour captured marshal to rot in prison or pay a ransom. You can alsofree, ask for a ransom, or execute your prisoners (need free slotsto imprison enemy marshals).

A Marshal will gain experiences through battles whether he wins or loses (as long as he killed some foes and survives the battle). Once the experience bar below the Marshal's portrait is full, he will geta star which can be spent on a Skill.

A Marshal can learn up to 6 Skills. Each Skill has 3 levels. So themax stars for a Marshal is 18. (More on this in Military section)

2. Merchant------------

Merchants can either be assigned to govern a province or to trade withanother Kingdom (need a trade agreement with that kingdom).

As a Governor, a Merchant will increase the amount of Gold producedin that province. As a trader, a Merchant can trade with another Kingdom for Goods (like Horses, Wine, etc) or golds.

A Merchant can be educated by books. The more skilled a Merchant is,the more gold you'll get in that town and through trading.

Bonuses0 star: +1 gold1 star: +2 gold2 star: +3 gold3 star: +1 gold in all villages

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knights of honor FAQ.txt4 star: +4 gold5 star: +1 gold in all rural areas, +3 for each Goods made in town

3. Cleric----------

Clerics need to be assigned to govern a province, or else they willdo nothing except for writing books.

As a governor, a Cleric will increase the amount of Piety and Books produced by Monasteries in that province. A Cleric can also adopt population, and convert religions.

Adopting Population is erases the -10 Nostalgia unhappiness immediately (cost 1000 Books) instead of having to wait for a long time for people to forget their old cultures. Always assign a Clericto govern a newly taken province, and adopt the population there.

A Cleric can be educated by books. The more skilled a Cleric is, the more piety you'll get, and they will succeed their missions moreoften.

Bonuses0 star: +1 piety, +1 book1 star: +2 piety2 star: +3 piety, +3 books with library3 star: +1 piety in all monasteries4 star: +1 piety, +20 happiness (?)5 star: +2 piety in all monasteries, +10 books with university

If your Cleric is highly educated (5 stars), he can be elected as a Pope or made a Patriarch. (More on this in the Religion section)

4. Landlord------------

Landlords will need to be assigned to govern a province, or else they will do nothing at all.

As a governor, a Landlord will increase the amount of foods producedin that province. A Landlord also increases the growth of population,and rations the food consumption so a besieged town will last longer.

Landlords are best to govern Provinces in short of food, or townsthat are developing and have small population.

A Landlord can be educated by books. The more skilled a Landlord is,the more food you'll get in that town.

Bonuses0 star: +1 food1 star: +2 foods2 star: +3 foods3 star: +1 food in all farms, population birthrate increased by 200%4 star: +2 foods in all farms, max population increased by 150%5 star: can endure sieges twice longer

5. Builder-----------

Builders are responsible for constructions. A Builder will need tobe assigned to govern a province, or he will do absolutely nothing.

As a Governer, a Builder will speed up the progress of constructionsin town and add more workers.

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knights of honor FAQ.txt

A Builder can be educated by books. Builders are best to govern developing towns with lots of things under construction.

Bonuses0 star: +1 worker1 star: +2 workers2 star: +3 workers, upgrade 120% faster3 star: +1 worker in all villages, upgrade 150% faster4 star: +4 workers5 star: +2 workers in all villages

6. Spy-------

Spies can be either assigned to infiltrate enemy Royal Court, or to stay home defending your own Court against enemy spies.

You should always have a Spy protecting your Royal Court. Unassignedspies will automatically perform counter-espionage activities.Be careful when hiring your spy, as he may be an enemy spy.

A spy who has successfully infiltrated enemy court can perform many different espionage activities depending on what profession he is hired as. (More on this in Espionage section)

A Spy can be educated by books. The more skilled the Spy is, the higher chance he will succeed in espionage and counter-espionage.

Having an active trade route with another kingdom may affect the chance of spies being exposed. Sending your spy to spy on an enemyand read his reports (in the rumours) and you may find out that theyare having a dangerous spy in your court.

o---------------------------------------------------------------------oo---------------------------------------------------------------------o

-------------------III. Royal Dynasty-------------------

The Royal Family is called the Royal Dynasty in this game. Take care of them, or your supreme reign of terror could come to an abrupt, horrifying end.

1. King--------

The King is the head of a kingdom. His talents can affect your kingdomin several ways

"Economy" : Add some bonuses to income"Diplomacy": More respected, relationships improved over time"Warfare" : Higher army morale"Espionage": Espionage and counter-espionage activities more successful"Religion" : Religion conversions more successful

The King can be assigned to the court like normal knights, but he needsno upkeep cost and can be reassigned to other professions. When the king is working, he can be killed. Even when he is sitting safely inhis throne room, he may also be assassinated by enemy spies.

The most important job for your king is to produce some heirs.

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knights of honor FAQ.txtUnfortunately, he sometimes can't get it done. Occasionally you may get a message saying that your king "simply can't have children" = )or that he is "already too old to father any children".

The king's age is randomly decided when a prince becomes a new king.So try reloading if he started too middle aged.

Juvenile -> Very Young -> Young -> Aging -> Middle-Age -> Aged -> Old-> Venerable -> Death

Pay attention to your king's age. If he is old and still has no heir,his son will not be able to grow up in time, since a new born baby needone age period to grow up.

Enemy kings have personality which you can see on the right of theirportraits. Their personalities affect how they'll fare in diplomacy, like being a militarist means that he will go to wars all the time.Religious enemy pagan kings will quickly adopt a new religion.

Personalities are assigned randomly at the start of the game or whena new king appears. It's kinda funny to see Temujin (Genghis Khan)being a pacifist and Richard I being timid. What?

2. Queen---------

The Queen is... um... the King's wife. She can be either a princessor an ordinary noble woman. If you do not arrange your king to marry aprincess soon enough, he'll marry an ordinary noble woman instead.Doing this will keep your royal bloodline pure (keep your kings'nationality). If you marry foreign princesses, your royal family's nationality will be mixed after several generations (notice the names).

Once the queen's father died, she loses her "princess" status and isno longer considered a member of the royal court in her old kingdom.

The queen can only give birth to 3 princes and 3 princesses at most.There seems to be a glitch which make the queen's name change randomlyafter giving births.

3. Princes-----------

If you have more than one prince, you can choose one of them to be theheir. The rightful heir is always the eldest prince.

Once your king is venerable, he will soon die of old age and you'llget a message "your king died quite unexpectedly and the rightful heirbecame new king". If you chose a younger prince to be the heir, it'llsay "the chosen heir became new king", and the elder princes may rebel.

A prince's portrait can be changed if you reload the moment before hegrows up. But his talents seem to be decided when he was born.

If the king have no heir, one of your Knights will take over. Thereare some factors: experience level, the time he was in your court, being a governor or not, and royal blood.

As a fully trained Marshal has 18 stars and other knights have only 5,marshals will often become new kings if the king died without an heir.It sucks since training a marshal takes a lot of time, and as a king,he will eventually die.

To prevent this, when you have 2 or 3 princes, assign the unchosenones to be a Merchant or Spy/Cleric, educate them with books, and letthem govern some provinces. This is because even after a prince lost

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knights of honor FAQ.txthis prince title and is referred to as a normal knight, he still has his "former prince" status. A knight who is a former prince will be picked over a normal knight to succeed the throne.

When the king of a large kingdom dies without an heir, there is a high chance that the kingdom will be split up into smaller kingdoms,especially if the happiness levels were low and nostalgia were high.

4. Princesses--------------

Princesses can't become rulers in this game. They are used for royalmarriage arrangements. Try getting a foreign princess for your king orprinces if her father is older than your own king. This way her fatherwill die before your king and you'll be able to claim lands.

Marrying your princess to an enemy prince will vastly increase the chance to assassinate him, as your princess will help your spy killher husband.

Whether the newborn baby is a boy or a girl is decided randomlyat that moment, so reloading will change the child's gender. Reloadwhen you got a baby girl but are needing an heir.

5. Royal marriage------------------

Arranging a marriage for your Princess is more easier than arranginga marriage for your Prince or King. Marrying a foreign princess into your royal court will give you a chance to claim land when her fatherdies. Improve the relationship to united or harmonious to make themgladly accept your royal wedding proposals.

It seems that the decision to give up land or to decline is totally random, so reload if your kins decline to give up lands. If your kingdom is big and powerful, you may be able to claim several piecesof land on the border, give back 1 province and they'll be overjoyed.Yeah, the AI is that dumb.

6. Tile claiming-----------------

The game has some scheduled councils where the mightiest kings gatherto vote and choose an ultimate emperor to rule all Europe.

In the 1.05 patch, the nominees' votes nolonger count. People will vote for you when they are either your vassals or allies or kin (needgood relationships too). Most of the time it will end without a winner.

You can also attempt to claim the title by choosing that optionin the Royal Dynasty menu. Should you fail, you'll be in big troubles.

o---------------------------------------------------------------------oo---------------------------------------------------------------------o

-----------------------------IV. Economy and Construction -----------------------------

1. Resources-------------

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knights of honor FAQ.txtOn the top right of the screen is the Kingdom Treasury bar. Clicking on the Icons (Piety, Book, Gold) will bring up the respective menus.These resources are accumulated in towns.

* Gold

Gold can be earned mainly from taxes. Normal tax -> normal. Doubletax -> angry population. War tax -> instant rebelions.

Gold can be earned through trade routes. The amount of gold earneddepends on the skill of your Merchant, how developed the counterpartis, the relationship between you that country, what Trade Goods andExortic Goods they have, and the number of markets and merchant guilds built.

Gold can also be earn through towns' contribution, vassals tributes,the King's economic talent, religion bonuses, plundering, ransoms, tributes, and by typing "bskinti".

Gold is used to recruit troops, build town Improvements, pay knights' wage, import Exotic Goods, pay your overlord if you are a vassal.There is also inflation in this game, you can't save a lot of gold.

* Piety

Piety can be produced in Churchs, Cathedrals, Monasteries or Mosques.

Piety is needed when taking over a town's authority, to increase Kingdom Power, convert religions, donate golds to the Papacy.

Pagan kingdoms don't need Piety.

* Books

Books can be produced in Churchs, Libraries, Universities, or writtenby Clerics.

Books are used to educate Knights (except for Marshals) so they will serve you better.

Books are also needed to Adopt Population (basically by forcing your culture on the population of captured towns sothat they'll feel less nostalgic).

* Food

Food is produced in farms, coastal villages, Bakeries, Cattle Farms, Sheep Farms, Butchers, etc. Those all add to the town's food storage.

Food is needed to recruit troops. The amount of food stored in a townwill decide how long your town can last during siege, so build Granary and Bakery to increase the limit of food storage.

An army not deployed in a town will consume food at a rapid rate.When run outta food, your army will suffer low morale so go to nearesttown to refill the army's food wagon. But you can also go and raid enemy farms instead.

* Workers

Workers are needed for towns' growth and construction. Lacking of workers will make constructions take longer.

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knights of honor FAQ.txtYou can increase the number of workers in a town by assigning a Builder there.

* Population

When you recruit troops, population decreases. If the population ina town is too low, you won't be able to recruit troops there until itgoes up.

Landlords will make the Town grow faster and increase the populationlimit.

2. Province features---------------------

There are 8 Province Features that are ramdomly given to Provinces each time you start a new campaign.

* Fishery: most coastal provinces have this feature, except some likethe lowland (Frieseland). It is required to build Fishmonger/Harbour

* Game Land: this is required to build Hunter's Huts which produceHides and increase income in town

* Silver Ore: this is required to build Silver Mines which produceSilver and increase income in town, but make people unhappy

* Brine Deposites: this is required to build Salt Mines which produce Salt and increase food storage

* Marble Deposits: this brings you marbles, which can be used to makeColumns and Statues

* Mineral Deposits: this bring you Dyes, Inks, and are required to makeClothes

* Fertile Soil: this is required to build Vineyardes, Hemp Fields, andApiaries which produce Wine, Honey, Linen

* Pasture: this is a, important feature as you need at least 1 townwith Pasture in order to breed sheeps, cattles, and more importantly,Horses, which are required to make any mounted units.

Each Province has at most 3 Features. Some can have 1, a few have 3, and most have none. The Combination of Province Features is very important. For example, if none of the provinces of Europe has the combination of "Fertile Soil + Mineral Deposits + Marble Deposits",you will never be able to build a Cathedral.

3. Trade goods---------------

There are 2 kinds of goods: Trade Goods that can be produced in towns and traded with other kingdoms, and Exotic Goods that can only be imported. Goods are required for Town Improvements, recruiting troops,and Kingdom Advantages.

- Trade Goods include Wine, Wax, Honey, Linen, Ink, Dyes, Clothes, Silver, Parchment, Horses, Wool, Hides, Leather, Meat, Salt, Statues,Columns, Tackling, and Illustrated Books.

Some Trade Goods like Hides and Dyes, are easy to make but some are extremely hard and complex to get (like Clothes, Illustrated Books).

- Exotic Goods include Gemstones, Silk, Ebony, Ivory, Spices, Sugar,

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knights of honor FAQ.txtand Amber. These Goods can only be imported by building a Harbour andupgrade to Admiralty, then click on the town and its anchor icon(grayed out if there's no Admiralty) and choose one to import.

You will need at least 7 provinces with coastal villages in order to have all Exotic Goods. And importing these Goods costs money as well.

4. Kingdom advantages ----------------------

There are 10 advantages, each requires some certain Trade Goods in order to become active and grant bonuses.

* Glorious Conquest: increases all your armies' Morale by 3.Require: Leather, Horses, Silver, Dyes, Silk

* Secret Order: increases your Spies' chance of success by 10%.Require: Silver, Parchment, Ink, Wine, Clothes, Gemstones

* Grand Cathedral: doubless the bonuses of all CathedralsRequire: Illustrated Books, Statues, Silver, Wax, Dyes, Amber, Gemstones

* Silk Route: doubles the income of all MerchantsRequire: Horses, Wool, Hides, Honey, Wax, Linen, Silk, Ivory

* Age of Discoveries: adds 5 golds to all Coastal Villages' incomeRequire: Meat, Salt, Tackling, Linen, Wax, Clothes

* Age of Enlightenment: doubles number of books written in UniversityRequire: Illustrated Books, Ink, Parchment, Ivory, Silk

* Grand Fotress: makes your towns last 30% longer in siegesRequire: Columns, Statues, Silver, Dyes, Ebony, Ivory

* Crop Rotation: +1 food to all farms, +100 food storage in all townsRequire: Leather, Wax, Salt, Horses

* Urbanisation: increases the population of all towns by 30%Require: Meat, Clothes, Wax, Linen, Salt, Spices

* Spring Festival: boost happiness bonus of Inns by 2 and Hostels by 5Require: Wine, Honey, Meat, Silver, Statues, Sugar

Aim to meet the requirements of these Advantages. If you only need Clothes to have Urbanisation, open the map, find the nearest town thatcan potentially make Clothes, then plan to take it.

Once you have activated all Kingdom Advantages (possess all the Goods) you will have a chance to claim a minor victory.

5. Town improvements---------------------

The level of your Castles depends on how many Town Improvements you have in them. You can tell the level of towns easily by looking at themap (click on Rebelion risk while on political view). Towns with 2 redtowers are at top level.

There are 3 kinds of buildings: Military Buildings, Civilian Buildings, and Advanced Structures.

- Military Buildings are required to build units other than peasants, they can also add defence bonuses to the town. Build all the defensivebuildings and the Town Guards and garrisoned troops can defend towns

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knights of honor FAQ.txtby themselves.

- Civilian Buildings are required to produce goods and enhance the town's economy. Unlike Military Buildings, some of these require certain Province Features in order to be built. For example, "Stud Farm" produces "Horses", but it requires the feature "Pasture".

- Advanced Structures often require more than one Civilian Buildingsin order to be built. The ones with hardest-to-meet requirements are "Univeristy", "Merchant Guild", and "Coast Guard".

Building Town Improvements takes quite some time. You can force them to complete immediately, but it costs HUGE amount of gold which can'tbe done without cheating.

Some Buildings are upgrades of others and will override the old ones, but the effect/bonus of the old building remains and will be added tothe upgrade. For example, if you upgrade (click the small Up arrow on the low left of the buildings) "Sword Smith", you will have "Sword Mastersmithy".

The slots available in each Town are limited, so have a plan before building. But never forget to build Town Watch House, Hostel,Granary, and Bakery. And avoid buildings which make people unhappy.You can also demolish any unwanted buildings.

List of Town Improvements:

[Town Watch]cost = 100 work, 300 goldspecial effect = add Town Guard squads who will help defend town

[Granary]cost = 200 work, 300 goldfood storage bonus = 100base bonus = 1f

[Inn]cost = 100 work, 300 gold base bonus = 1shappiness = 2

[Taxcollector's Office]cost = 200 work, 800 goldbase bonus = 1ghappiness = -1

[Toolsmithy]cost = 200 work, 500 gold group = 0index = 3base bonus = 1s

[Fishmonger]req = fishcost = 200 work, 300 gold group = 0index = 8harbours bonus = 1f

[Hunters Huts]req = gamecost = 200 work, 300 gold produce = hidesbase bonus = 1ggroup = 0index = 9

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knights of honor FAQ.txt[Sheep Farm]req = pasturecost = 200 work, 800 gold farms bonus = 1f

[Cattle Farm]req = pasturecost = 200 work, 1000 gold produce = meatbase bonus= 1f

[Stud Farm]req = pasturecost = 200 work, 1000 gold produce = horsesbase bonus = 1s

[Quarry]req = marble deposits, toolsmithcost = 200 work, 1000 gold villages bonus = 1shappiness = -2

[Silver Mine]req = silver deposits, toolsmithcost = 400 work, 3000 gold produce = silverhappiness = -2base bonus = 5g

[Salt Mine]req = brine deposits, toolsmithcost = 200 work, 500 gold produce = saltfoodstoragebonus = 100

[Hemp field]req = fertile soilcost = 200 work, 2000 gold

[Vineyard]req = fertile soilcost = 200 work, 2000 gold farms bonus = 1f

[Apiary]req = fertile soilcost = 200 work, 1000 gold produce = honey

[Training Grounds]cost = 200 work, 500 gold

[Bakery]req = granarycost = 500 work, 2000 gold food storage bonus = 200base bonus = 1ffarms bonus = 1f

[Fletcher]req = training groundscost = 300 work, 1000 gold

[Swordsmith]req = training groundscost = 300 work, 1000 gold

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knights of honor FAQ.txt[Spear Maker]req = training groundscost = 300 work, 1000 gold

[Chain Mail Workshop]req = armorycost = 300 work, 2000 gold

[Armory]req = training groundscost = 300 work, 2000 gold

[Axe Smith]req = training groundscost = 300 work, 1000 gold base bonus = 1s

[Palisade]cost = 600s, 4000 goldspecial effect = towns can not be invaded instantly

[Hostel]req = innoverride = inncost = 500 work, 2000 gold villages bonus = 2shappiness = 3

[Market]req = taxcollector's officecost = 400 work, 3000 gold villages bonus = 1gbase bonus = 1g

[Library]req = parchment makercost = 1500 work, 5000 gold base bonus = 1w

[Siege Workshop]req = training grounds, toolsmithycost = 700 work, 3000 gold

[Church]cost = 700 work, 3000 gold monasteries bonus = 1a base bonus = 1wrelreq = catholic, orthodox

[Mosque]cost = 500 work, 3000 gold monasteries bonus = 1abase bonus = 1wrelreq = muslim

[Docks]req = fishermanoverride = fishermancost = 500 work, 2000 gold harbours bonus = 1g, 2f

[Harbour]req = dockscost = 800 work, 3000 goldharbours bonus = 3g

[Pickler]req = fisherman, salt mine

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knights of honor FAQ.txtcost = 500 work, 1000 gold food storage bonus = 100harbours bonus = 3f

[Parchment Maker]req = sheep farmcost = 500 work, 1000 gold produce = parchment

[Spinning Mill]req = sheep farmcost = 500 work, 1000 gold produce = wool

[Butcher]req = salt mine, cattle farmcost = 500 work, 2000 gold food storage bonus = 200base bonus = 1ffarms bonus =2f

[Tannery]req = cattle farm, toolsmithycost = 500 work, 2000 gold produce = leather

[Sculptors Guild]req = quarrycost = 500 work, 3000 goldproduce = statueshappiness= 2

[Stonemason]req = quarrycost = 500 work, 3000 gold produce = columnssiege defence bonus = 10base bonus = 1s

[Weaver]req = hemp field, toolsmithycost = 500 work, 3000 gold produce = linen

[Rigger's Store]req = hemp field, wax maker, toolsmithycost = 500 work, 3000 gold produce = tacklingharbours_bonus = 2ggroup = 1index = 6

[Dyes Workshop]req = minerals, toolsmithycost = 500 work, 2000 gold produce = dyes

[Ink Maker]req = mineralscost = 500 work, 2000 gold produce = ink

[Winery]req = vineyardcost = 500 work, 3000 gold produce = winehappiness = 5

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knights of honor FAQ.txt[Wax Maker]req = apiarycost = 500 work, 2000 goldproduce = wax

[Stable]req = granarycost = 500 work, 2000 gold

[Sword Mastersmithy]req = swordsmithcost = 500 work, 5000 gold override = swordsmithsiege defenc ebonus = 5

[Halberd Mastersmithy]req = spear makercost = 500 work, 5000 gold override = spear mastersiege defence bonus = 5

[Scale Armoury]req = armorycost = 500 work, 3000 gold siege defence bonus = 5

[Plate Armoury]req = armorycost = 500 work, 5000 gold group = 2index = 9siegedefencebonus = 5

[Stone Wall]req = palisadeoverride = palisadecost = 1500 work, 5000 gold siege defence bonus = 10

[Corner Towers]req = stone wallcost = 1200 work, 8000 gold attrition bonus = 700

[Ballista Towers]req = stone wallcost = 1200 work, 5000 gold attritionbonus = 1000

[Gate Towers]req = stone wallcost = 1500 work, 8000 gold attrition bonus = 500

[Drum Towers]req = stone wallcost = 1200 work, 3000 gold siege defence bonus = 5

[Moat]cost = 1000 work, 3000 goldsiege defence bonus = 20

[Admiralty]req = harbourcost = 1500 work, 6000 gold override = harbourharbours bonus = 5g

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[Tailor]req = weaver, dyes workshopcost = 500 work, 3000 goldproduce = clothes

[Scribe Office]req = ink maker, parchment makercost = 800 work, 3000 gold

[Bulwark]req = stone walloverride = stone wallcost = 3000 work, 8000 gold siege defence bonus = 20

[Merchant guild]req = market, tailor, wineryoverride = marketbase bonus = 2gzones bonus = 2gcost = 3000 work, 10000 gold

[Cauldrons]req = gate towers, toolsmithyoverride = gate towerscost = 1000 work, 3000 gold siege defence bonus = 5

[Catapults]req = drum towers, toolsmithyoverride = drum towerscost = 1000 work, 8000 gold attrition bonus = 2000

[University]req = library, scribe officeoverride = librarycost = 2000 work, 10000g produce = booksbase bonus = 1wmonasteries bonus = 3w

[Cathedral]req = church, wax maker, dyes workshop, sculptors guildoverride = churchcost = 3000 work, 10000gmonasteries bonus = 3a, 3gbase bonus = 2ahappiness = 10siege defence bonus = 20

[Coast Guard]req = admiralty, town watch, stonemasonoverride = admiraltycost = 2000 work, 5000 goldharbours bonus = 5g

[Grand Mosque]req = mosque, wax maker, dyes workshop, sculptors guildoverride = mosquecost = 3000 work, 10000 goldmonasteries bonus = 3a, 3gbase bonus = 2ahappiness = 10siege defence bonus = 20

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o---------------------------------------------------------------------oo---------------------------------------------------------------------o

-------------V. Religions-------------

- You can change your Kingdom's main Religion if you have enough provinces following another religion. But beware, it can cause some major unrests and may split up your kingdom.

- Provinces with religions different from the main Religion will feel unhappy, and you'll need to send an experienced Cleric there to convert it. Before doing so, remember to demolish any Churchs orMosques in town, as those buildings make it harder to convert religion.Your clerics may get killed because these religious conversions areoften bloody, historically, and involve demonizing other people's godsand stuffs.

1. Roman Catholic------------------

Catholic Bonus/Penalty

gold +30%books 0piety 0morale 0

Excommunicated Bonus/Penalty

gold 0books 0piety 0morale -2

Special option: Donate. You can donate money to the Pope and improve your relationship with all other catholic kingdoms. To do so, bring up the Religion menu by clicking the Piety icon on Kingdom Treasurybar, then click the image of the hand with the money bag (cost 1000 piety and lots of gold).

If your kingdom was excommunicated, you can ask the Pope forforgiveness (same as donate).

The Pope will often call for crusades against kingdoms of different religions who attack catholic lands. Even when you are playing acatholic kingdom, aggressively attacking many pious catholic kingdoms will get you excommunicated and crusaders can attack your kingdom as well. Once excommunicated, you can ask the Pope for forgiveness (cost alot of golds and Piety). You can avoid this by giving healthydonations now and then.

The Pope can ask one of your marshal to lead a crusader (in 1.05 patchyour marshal's army will be left in a camp and you can retake them in for free). And if you decline the Pope (when the marshal is highlyskilled) there is a chance that the Pope will excommunicate your kingdom from the catholic church.

If the crusade is successful and your marshal captured a town, you canchoose to sack the city and go to the next, or make it a new kingdomand it'll be your vassal. You can also call off the crusade anytime.

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If you have a highly educated Cleric (5 stars), he can be elected as the new Pope when the old one dies. He then will eventually die of old age. Once you control the Pope, you can excommunicate other catholic kingdoms and call for your own marshal to lead a crusade against your enemies.

The Papal state (Papacy) is located at Rome. There was a bug that madePapacy able to expand, but the 1.05 patch fixed it, and they are nowconfined within Rome. If Rome is captured, Papacy will be destroyed and the Pope terminated (if he's in your court you'll see him vanish).There will be no more crusade, and no more donations. All catholic kingdoms will declare war on the "infidel" invader.

If you are playing a catholic kingdom, you can recapture Rome and restore the Papacy (one of your cleric will be new Pope), or justleave it as it was and add the province to your own kingdom.

2. Orthodox------------

Independent Bonus/Penalty

gold 0books +30%piety 0morale 0

Dependent Bonus/Penalty

gold +10%books 0piety +30%morale -3

Special option: Claim Independency. To do so, bring up the Religion menu, then click the image of a fist. You'll get an instant message from the Byzantine Empire declaring war.

If you can nolonger endure the threat from Byzantia, kneel down beforethem once again. Then you get peace, but your patriarch will vanish.

Orthodox Kingdoms are all dependent to the church in Constantinople(Istanbul). To avoid the army morale penalty, you must have a 5 starCleric, make him a Patriarch and choose the "Claim Independency" option to make your kingdom's orthodox church independent (note that he must not be a member of the royal family).

The Patriarch works just like a normal cleric. That means you can assign him to govern a province. Once became the Patriarch, he will lose his immortality, begin to age, and eventually will die. If you want to continue as an independent Church, have another 5 star Cleric ready.

3. Muslim----------

Muslim Bonus/Penalty

gold 0books 0piety 0morale +3

Special option: Call for a Jihad. Soldiers from mosques in all over

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knights of honor FAQ.txtyour kingdom will continueously come out to attack invaders of a different religion. To do so, bring up the religion menu then clickon the image of 2 scimitars. You can end the jihad anytime using the same way.

Jihads are actually fairly weak, and will lower your Kingdom power.

4. Pagan---------

Pagan Bonus/Penalty

gold -30%books 0piety 0morale +2

Pagan kingdoms gain no Piety at all, and can not hire a Cleric. Provinces with a different religion will be automatically reverted to Paganism after some time.

If an AI controlled pagan kingdom has a "religious" king, they willsoon officially accept a new religion.

o---------------------------------------------------------------------oo---------------------------------------------------------------------o

---------------------------------------VI. Happiness, Diplomacy and Espionage---------------------------------------

1. Happiness-------------

The population's level of happiness in each province depends on:

* Kingdom Power: The higher it is, the happier people are. At level 5, you get +15 happiness.

* Royal Dynasty: dead king makes people unhappy, royal weddings andoffsprings make them happy.

* Famous Rebels: - 10 happiness for each famous rebel in province

* Town Development: Tax Collectors' Office, Silver Mines, Quarry- happiness; while Inns, Wineries, and Hostels + happiness.

* Religion: different religion and religious conversions make peopleunhappy.

* Taxes: no taxes -> +5 happiness; doubled taxes -> -5 happiness.

* Wars:

Battles in Province (plundering, lost battles -> - happiness, but triumphs -> + happiness)

Nostalgia -> - happiness (if you don't use a cleric to adopt thepopulation in provinces which you've just invaded people there will miss their old kingdom and feel unhappy)

Exhausted by war -> - happiness (if wars last too long people willbe very unhappy)

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2. Diplomacy-------------

On political map click on a kingdom, or click on a kingdom's banneranywhere to bring up the political panel. Click on the king's portraitto arrange an audience with him.

- When currently at war, the only choice is to Offer peace treaty:

White peace (draw)Offer tribute (losing) -> gold/land, royal wedding, vassalageDemmand tribute (winning) -> gold/land, royal wedding, vassalage, attack or break agreements with another kingdom

- When in peace, you will have some more options:

Offer -> gift (gold/land)Offer -> trade agreement -> non aggression pact -> alliance pactOffer -> royal weddingDemmand -> gold/landDemmand -> break agreements with another kingdomDemmand -> attack another kingdomInvoke alliance (must have an existing alliance pact)Break agreements (break all signed agreements), Delace war

Cease trading, break agreements, claim lands will ruin relationships.Attacking a kingdom will make their allies hate you and their enemieslike you.

After signing an alliance pact, if you decline when your ally asks youto attack another kingdom, the pact will be broken. Any unfavourable acts against your kin and allies will be considered unhonourable andyour Kingdom Power will drop, therefore think before signing alliancepacts or arranging royal weddings.

3. Espionage-------------

To perform espionage activities, first hire a Spy, then command him to infiltrate an enemy court. The more skilful he is and the higher the king's espionage talent is, the shorter it will take to successfullyinfiltrate enemy court. Still, it will take forever if the enemy courtis full and they don't hire any more knights. While having a Spy spyingon another kingdom, you can click on the Rumours icon of that kingdomand read some spy reports. They can be more accurate than rumours.

Your Spy will then be hired as either a Marshal, Cleric, Merchant, Landlord, Builder, or even a Spy. There are many situations:

- Spy -> Marshal: your spy is hired as a marshal (highest chance sincemarshals die often and they recruit new guys). He can sign peace treaty with enemy or try to cause an army revolt (turn all enemy marshals into rebels).

- Spy -> Merchant: your spy is hired as a Merchant. He can steal enemy's treasury, sabotage their trade route, arrange annexation (mustbe really powerful and share borders), or hand over town (need to be assigned governor).

- Spy -> Cleric: your spy is hired as a cleric. He can propagate your culture (make enemy population hate their own kingdom), spread heresy,spread your religion, or hand over town (need to be assigned governor).

- Spy -> Farmer: your spy is hired as a farmer. He can claimindependence or hand over town (need to be assigned governor).

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- Spy -> Builder: your spy is hired as a builder. He can claim independence or hand over town (need to be assigned governor).

- Spy -> Spy: your spy is hired as a spy! He can spread nasty gossips (ruin relationships), kill king, prince or princess. Assassinating a king is harder than assassinating a prince/princess.

- Spy -> Crusader: your spy was hired as a marshal and he was sent on acrusade! You can divert the crusade anywhere.

- Spy > Rebel: your spy was hired as a marshal and he was invoved inan army revolt started by another spy! You can order him to invade atown with his army.

- Spy -> Pope: your spy was hired as a cleric and he is highly educated, he was elected a new Pope after the pope died of old age! Now you can excommunicate and call for crusades as if the pope is inyour court.

- Spy -> King: your spy was highly influential, the enemy king died with no heir and your spy took the opotunity to become new king! You can make him declare war on other kingdoms, or just simply hand overthe crown (you'll get all the lands).

The chance to successfully carry out a plan depends on your spy'sskill level, your king's espionage talent, and whether the enemycourt has a spy or not. Trading merchants and foreign princessesmarried into both courts may also affect the results. Note: Don't sendyour spy to infiltrate back to an enemy court from which he had just returned after commiting a crime, he will be caught right away "forprevious crimes".

Always have a 5 stars spy portect your court. If you captured an enemy spies of unknown origin, you can torture him to make him spillout who sent him (this act lowers your kingdom power), after that,you can officially declare war on the spy' kingdom.

o---------------------------------------------------------------------oo---------------------------------------------------------------------o

--------------VII. Military--------------

1. An army-----------

You need a Marshal to build an army, The Marshal has his own KnightGuards squad which has 10 men (do not count toward your army's number).You can recruit 9 more squads and 4 Siege machines.

The speed of an army is decided by the slowest squad. So an army with8 squads of Light Cavalry and 1 squad of Spearmen will march at the speed of Spearmen.

Clicking on a marshal will bring up his army's panel. On the left isthe marshal's portrait and his 6 skill slots. Below the portrait isthe experience bar. When the bar is full, the marshal gets 1 star andyou can click on the slots to grant him a skill.

On the right is the army's food wagon. Always keep an eye on the food wagon. Starving men won't fight well, but somehow they are still very good at running away. You can see the squads' Experience (3 stars max),

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knights of honor FAQ.txtStamina, Arrows, Men Count, and Morale by clicking the icon above the food wagon.

You can refill a squad which lost men in battles by entering a town,then select a squad and click on the * icon, even if that squad has only 1 survivor and the town can't build that unit.

How well an army fight will depend on many aspects: the type of units,the skills of the marshals, the squads' experience, the king's warfaretalent, your Kingdom Power, the kingdom Advantages, current morale,current stamina, arrow stock, etc.

2. Marshal's skills--------------------

A Marshal learns skills through battles, not books. There are totally23 Skills, but a Marshal can only learn 6 at most. The max level of each Skill is 3. These Skills will affect the army that the marshal is commanding. Other knights governing a province can also join intown defending battles, but they do not have military Skills (and theirguard squad will be town guards, not knight guards).

Below are the skill's name and effects per each level

* Leadership: friendly morale up (+1,2,3)

* Dread: enemy morale down (-1,2,3)

* Sword Mastery: experience bonus for ranged units (50,100,200%),experience penalty when refilling decreased

* Archery Mastery: experience bonus for sword units (50,100,200%),experience penalty when refilling decreased, more arrows (20,30,50%),at level 3 friendly fire damages halved

* Spear Mastery: experience bonus for spear units (50,100,200%),experience penalty when refilling decreased

* Cavalry Mastery: experience bonus for mounted units (50,100,200%),experience penalty when refilling decreased

* Learning: faster gaining experience for the marshal (50,100,200%)

* Ballistics: siege machines damage up (10,20,40%)

* Strategist: marching speed up on land (10,20,50%)

* Healer: units lost during battle recovered if victorious (20,40,70%)

* Conqueror: morale bonus on enemy territory (+1,+2,+3)

* Admiral: ability to build ships (camp near the sea), morale bonuswhen in sea (+2,3,4), speed up in sea (10,20,50%), sea battles bonus(25,50,100%)

* Enforcer: plundering speed up (20,50,100%), plundering gold up (+700,1000,2000)

* Tactics: ability to make fortified camp which can shoot arrows at enemy, attack/defence bonuses for camp or forified camp assault, landing and river crossing battles (50,100,200%)

* Logistics: food rationing, consume less food (10,20,50%)

* Siegecraft: reduces siege attrition damage (10,20,50%)

* Engineering: can build and carry siege machines

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* Jousting: attack Bonus for the knight squad only (10,30,50%)

* Endurance: more stamina for all squads (10,20,30%)

* Night Stalker: attack bonus during night (10,30,50%)

* Iron Fist: attack bonus against rebels (10,30,50%)

* Manoeuvre: movement up in 2D battles (+5,8,12)

* Fanatic: morale bonus when fight against differnet religion (+1,3,6)

Note: you can't unlearn skills.

3. Military units------------------

You can recruit military units by deploying a marshal into a town orclicking on an empty slot in the town garrison. Each town has its owntypes of Units.

On the top of the recruit menu are your kingdom's special units, whichyou can recuit anywhere at cheap price. At the middle is the local units, which are usually basic units with normal price. At the bottom are local special units which you can buy at an increased price.

You can also buy units at mercenary camps which are spawned randomlyin provinces.

The type of units available in a pronvince is fixed (kinda), so if a pronvince does not have Axemen, building an Axe Smith won't make themavailable. For example, if you play with England, and want to have Steppe Cavalry (which is the Golden Horde and Cuman's special unit);you will have to recruit them at one of the Mongol or Cuman lands where they are available as local special units. Because there is obviously no steppe horsemen in England.

Units are divided into many dirrent groups which have bonus and penaltywhen fighting different groups.For example We have basic groups like MELEE, RANGED, MOUNTEDand also SWORD, SPEAR, ARROW.But Infantry Melee = MELEE x INFANTRYand Infantry Melee No Spear = Infantry Melee - SPEAR.Knights = knight, knight guardand Cavalry = MOUNTED - Knights.Bolt = crossbowman, heavy crossbowmanReal Arrow = ARROW - BoltHeavy Armour = feudal knight, teutonic champion, cataphract

So SPEAR with have 200 melee bonus against MOUNTED, but -150 melee penalty against Infantry Melee No Spear. And Infantry Melee No Spearhave -150 melee penalty against MOUNTED.Arrows have -50 ranged penalty against Heavy Armour but Bolt have +100ranged bonus against Heavy Armour.Camel Riders have 300 melee bonus against Cavalry but not Knights.

There are some special Units that can not be hired: Knight Guards,Crusader Infantry, Crusader Crossbowmen, Crusader Cavalry, MongolCavalry (only hireable when you play as the Golden Horde), Town Guards (you can have them in any towns by building Town Watch House,but they only join in town defending battles).

You can always get Units that you can't access thanks to mercenaries.To hire mrcernaries, send a Marshal to their camp. They only costgold. Mercenary camps are spawned randomly across the land.

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knights of honor FAQ.txtAttrition is important during sieges. Units have different defendand attack attrition stats. Place ranged units, which often havehigh defensive attrition, in town garrisons to defend a towneffectively during sieges.

Units list

NAME: Peasantmorale: -2defence: 0squad size: 40attack (melee/ranged): 20/0attrition (atk/def): 0/10cost (gold/food): 50/20range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: none

NAME: Slavonic Bowmanmorale: -2defence: 0squad size: 30attack (melee/ranged): 30/30attrition (atk/def): 200/200cost (gold/food): 80/20range (min/max) : 250/600speed (walk/run): 30/60march speed: 40reqirements: fletcher

NAME: Slavonic Axemanmorale: -2defence: 0squad size: 30attack (melee/ranged): 50/0attrition (atk/def): 0/30cost (gold/food): 100/20range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: axe smith

NAME: Bowmanmorale: -2defence: 0squad size: 20attack (melee/ranged): 30/30attrition (atk/def): 200/200cost (gold/food): 80/20range (min/max) : 250/600speed (walk/run): 30/60march speed: 40reqirements: fletcher

NAME: Axemanmorale: -2defence: 0squad size: 20attack (melee/ranged): 50/0attrition (atk/def): 0/30cost (gold/food): 100/20range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: axe smith

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knights of honor FAQ.txtNAME: Swordmanmorale: 0defence: 0squad size: 30attack (melee/ranged): 60/0attrition (atk/def): 0/20cost (gold/food): 300/50range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: swordsmith

NAME: Spearmanmorale: 0defence: 0squad size: 30attack (melee/ranged): 45/0attrition (atk/def): 0/20cost (gold/food): 300/50range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: spear maker

NAME: Archermorale: 0defence: 0squad size: 20attack (melee/ranged): 30/50attrition (atk/def): 100/200cost (gold/food): 500/50range (min/max) : 250/700speed (walk/run): 30/60march speed: 40reqirements: fletcher

NAME: Longbowmanmorale: 0defence: 0squad size: 20attack (melee/ranged): 30/60attrition (atk/def): 300/500cost (gold/food): 1000/50range (min/max) : 300/800speed (walk/run): 30/60march speed: 40reqirements: fletcher

NAME: Crossbowmanmorale: 0defence: 0squad size: 20attack (melee/ranged): 35/70attrition (atk/def): 150/300cost (gold/food): 800/50range (min/max) : 200/600speed (walk/run): 30/60march speed: 40reqirements: fletcher, armory

NAME: Heavy Swordmanmorale: 0defence: 5squad size: 30attack (melee/ranged): 65/0attrition (atk/def): 0/20cost (gold/food): 500/50range (min/max) : -

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knights of honor FAQ.txtspeed (walk/run): 30/60march speed: 40reqirements: chain mail, swordsmith

NAME: Heavy Archermorale: 0defence: 5squad size: 20attack (melee/ranged): 30/60attrition (atk/def): 300/400cost (gold/food): 700/50range (min/max) : 250/700speed (walk/run): 30/60march speed: 40reqirements: fletcher, chain mail

NAME: Heavy Crossbowmanmorale: 0defence: 20squad size: 20attack (melee/ranged): 35/70attrition (atk/def): 100/400cost (gold/food): 800/50range (min/max) : 200/600speed (walk/run): 30/60march speed: 40reqirements: fletcher, plate armory

NAME: Halberdiermorale: 0defence: 20squad size: 30attack (melee/ranged): 55/0attrition (atk/def): 0/50cost (gold/food): 500/50range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: halberd mastersmithy, plate armory

NAME: Highlandermorale: 0defence: 0squad size: 30attack (melee/ranged): 80/0attrition (atk/def): 0/20cost (gold/food): 300/50range (min/max) : -speed (walk/run): 40/70march speed: 40reqirements: swordsmith

NAME: Vikingmorale: 3defence: 0squad size: 30attack (melee/ranged): 70/0attrition (atk/def): 0/20cost (gold/food): 300/70range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: axe smith

NAME: Normanmorale: 3defence: 0squad size: 40

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knights of honor FAQ.txtattack (melee/ranged): 65/0attrition (atk/def): 0/20cost (gold/food): 500/50range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: chain mail, swordsmith

NAME: Varangianmorale: 0defence: 40squad size: 25attack (melee/ranged): 100/0attrition (atk/def): 0/20cost (gold/food): 800/100range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: town watch house, chain mail, axe smith

NAME: Roman Infantrymorale: 0defence: 20squad size: 40attack (melee/ranged): 60/0attrition (atk/def): 0/20cost (gold/food): 600/70range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: chain mail, swordsmith

NAME: Man at Armmorale: 0defence: 5squad size: 30attack (melee/ranged): 70/0attrition (atk/def): 0/20cost (gold/food): 500/50range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: chain mail, swordsmith

NAME: Templarmorale: 5defence: 30squad size: 20attack (melee/ranged): 160/0attrition (atk/def): 0/50cost (gold/food): 1000/50range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: church, chain mail, sword mastersmithy, catholic

NAME: Teutonic Knightmorale: 3defence: 40squad size: 25attack (melee/ranged): 140/0attrition (atk/def): 0/50cost (gold/food): 1000/50range (min/max) : -speed (walk/run): 30/60march speed: 30reqirements: church, plate armor, sword mastersmithy, catholic

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knights of honor FAQ.txtNAME: Light Cavalrymorale: 0defence: 0squad size: 15attack (melee/ranged): 120/0attrition (atk/def): 0/10cost (gold/food): 800/100range (min/max) : -speed (walk/run): 70/120march speed: 40reqirements: stable, horses, swordsmith

NAME: Hobilarmorale: 0defence: 0squad size: 15attack (melee/ranged): 140/0attrition (atk/def): 0/10cost (gold/food): 800/70range (min/max) : -speed (walk/run): 70/120march speed: 40reqirements: stable, horses, spear maker

NAME: Jinetesmorale: 0defence: 0squad size: 15attack (melee/ranged): 140/0attrition (atk/def): 0/20cost (gold/food): 900/70range (min/max) : -speed (walk/run): 70/120march speed: 40reqirements: stable, horses, spear maker, armory

NAME: Pronoiasmorale: 0defence: 0squad size: 15attack (melee/ranged): 150/0attrition (atk/def): 0/40cost (gold/food): 900/70range (min/max) : -speed (walk/run): 70/120march speed: 100reqirements: stable, horses, scale armory, spear maker

NAME: Cataphractmorale: 0defence: 30squad size: 10attack (melee/ranged): 240/0attrition (atk/def): 0/20cost (gold/food): 1500/200range (min/max) : -speed (walk/run): 60/110march speed: 100reqirements: stable, horses, scale armory, sword mastersmithy,spear maker

NAME: Boyarmorale: 0defence: 20squad size: 15attack (melee/ranged): 170/0attrition (atk/def): 0/30cost (gold/food): 1200/100

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knights of honor FAQ.txtrange (min/max) : -speed (walk/run): 70/120march speed: 40reqirements: stable, horses, scale armory, spear maker

NAME: Feudal Knightmorale: 3defence: 50squad size: 10attack (melee/ranged): 220/0attrition (atk/def): 0/50cost (gold/food): 1800/150range (min/max) : -speed (walk/run): 70/1260march speed: 80reqirements: stable, horses, plate armory, sword mastersmithy

NAME: Horse Archermorale: 0defence: 0squad size: 15attack (melee/ranged): 80/50attrition (atk/def): 40/100cost (gold/food): 900/100range (min/max) : -speed (walk/run): 70/120march speed: 100reqirements: stable, horses, fletcher

NAME: Mongol Cavalrymorale: 0defence: 0squad size: 20attack (melee/ranged): 100/80attrition (atk/def): 80/200cost (gold/food): 900/100range (min/max) : 300/700speed (walk/run): 70/140march speed: 120reqirements: stable, horses, swordsmith, fletcher

NAME: Steppe Cavalrymorale: 0defence: 0squad size: 20attack (melee/ranged): 120/70attrition (atk/def): 120/200cost (gold/food): 800/100range (min/max) : 250/700speed (walk/run): 70/140march speed: 120reqirements: stable, horses, fletcher, chain mail, swordsmith

NAME: Akyndjiamorale: 0defence: 0squad size: 30attack (melee/ranged): 30/0attrition (atk/def): 0/20cost (gold/food): 300/50range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: spear maker

NAME: Janissarymorale: 0defence: 0

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knights of honor FAQ.txtsquad size: 30attack (melee/ranged): 80/50attrition (atk/def): 200/300cost (gold/food): 400/50range (min/max) : -speed (walk/run): 40/60march speed: 40reqirements: fletcher, swordsmith

NAME: Saphiasmorale: 0defence: 20squad size: 15attack (melee/ranged): 160/0attrition (atk/def): 0/20cost (gold/food): 800/200range (min/max) : -speed (walk/run): 70/120march speed: 40reqirements: stable, horses, chain mail, spear master

NAME: Ghulam Cavalrymorale: 0defence: 20squad size: 10attack (melee/ranged): 200/0attrition (atk/def): 0/20cost (gold/food): 1000/200range (min/max) : -speed (walk/run): 70/120march speed: 100reqirements: stable, horses, scale armory, halberd mastersmithy

NAME: Saracenmorale: 0defence: 0squad size: 30attack (melee/ranged): 60/0attrition (atk/def): 0/20cost (gold/food): 200/50range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: swordsmith, muslim

NAME: Desert Archermorale: 0defence: 0squad size: 20attack (melee/ranged): 30/50attrition (atk/def): 150/200cost (gold/food): 500/50range (min/max) : 250/700speed (walk/run): 30/60march speed: 40reqirements: fletcher

NAME: Desert Spearmanmorale: 0defence: 0squad size: 30attack (melee/ranged): 45/0attrition (atk/def): 0/20cost (gold/food): 300/50range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: spear maker

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knights of honor FAQ.txt

NAME: Desert Cavalrymorale: 0defence: 0squad size: 20attack (melee/ranged): 120/0attrition (atk/def): 0/30cost (gold/food): 700/100range (min/max) : -speed (walk/run): 70/140march speed: 40reqirements: stable, horses, armory, spear maker

NAME: Mamelukmorale: 0defence: 20squad size: 15attack (melee/ranged): 140/0attrition (atk/def): 0/60cost (gold/food): 500/50range (min/max) : -speed (walk/run): 70/120march speed: 40reqirements: stable, horses, chain mail, sword mastersmithy

NAME: Camel Ridermorale: 0defence: 0squad size: 15attack (melee/ranged): 80/0attrition (atk/def): 0/10cost (gold/food): 700/70range (min/max) : -speed (walk/run): 60/110march speed: 70reqirements: stable, swordsmith, armory

NAME: Town Guardmorale: 0defence: 0squad size: 20attack (melee/ranged): 120/0attrition (atk/def): 0/0cost (gold/food): 0/0range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: town watch house

NAME: Knight Guardmorale: 0defence: 30squad size: 10attack (melee/ranged): 250/0attrition (atk/def): 0/0cost (gold/food): 00/0range (min/max) : -speed (walk/run): 70/120march speed: 100reqirements: none

NAME: Knightmorale: 5defence: 30squad size: 10attack (melee/ranged): 250/0attrition (atk/def): 0/0cost (gold/food): 00/0

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knights of honor FAQ.txtrange (min/max) : -speed (walk/run): 70/120march speed: 100reqirements: none

NAME: Crusader Cavalrymorale: 3defence: 30squad size: 15attack (melee/ranged): 240/0attrition (atk/def): 0/60cost (gold/food): 2000/150range (min/max) : -speed (walk/run): 70/120march speed: 100reqirements: stable, horses, plate armor, sword mastersmithy

NAME: Crusader Infantrymorale: 3defence: 10squad size: 20attack (melee/ranged): 120/0attrition (atk/def): 0/80cost (gold/food): 1000/50range (min/max) : -speed (walk/run): 30/60march speed: 40reqirements: church, chain mail, swords master

NAME: Crusader Crossbowmanmorale: 3defence: 20squad size: 20attack (melee/ranged): 35/80attrition (atk/def): 400/500cost (gold/food): 800/50range (min/max) : 200/700speed (walk/run): 30/60march speed: 40reqirements: fletcher, chain mail

NAME: Laddermanmorale: 0defence: 80squad size: 8attack (melee/ranged): 0/0attrition (atk/def): 0/0cost (gold/food): 800/50range (min/max) : -speed (walk/run): 30/50march speed: 40reqirements: siege workshop

NAME: Battering Rammorale: 0defence: 0squad size: 1attack (melee/ranged): 0/0attrition (atk/def): 0/0cost (gold/food): 1000/0range (min/max) : -speed (walk/run): 0/0march speed: 30reqirements: siege workshop, engineer skill lv1

NAME: Balistamorale: 0defence: 0

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knights of honor FAQ.txtsquad size: 1attack (melee/ranged): 0/700attrition (atk/def): 80/100cost (gold/food): 1200/0range (min/max) : 300/700speed (walk/run): 0/0march speed: 30reqirements: siege workshop, engineer skill lv1

NAME: Catapultmorale: 0defence: 0squad size: 1attack (melee/ranged): 0/400attrition (atk/def): 300/200cost (gold/food): 2000/0range (min/max) : 400/850speed (walk/run): 0/0march speed: 30reqirements: siege workshop, engineer skill lv2

NAME: Trebuchetmorale: 0defence: 0squad size: 1attack (melee/ranged): 0/200attrition (atk/def): 800/500cost (gold/food): 5000/0range (min/max) : 400/1100speed (walk/run): 30/60march speed: 30reqirements: siege workshop, engineer skill lv3

5. Rebels----------

If you do not take care of your people well, they will be rebelious.Rebels from other kingdoms can also come and attack your provinces. While these rebels are not strong enough to attack your towns, they will plunder nonstop. This can be really annoying when you do not have any marshals nearby.

Normal rebels will appear in provinces where the population is unhappy. There will also be loyalists in newly taken Provinces when Nostalgia level is high (-10). Try adopting the population there. Normal rebels are only peasants, but loyalists have better squads andmore units may occasionally join them.

If rebels live long enough, they will become famous. The appearance of famous rebels in a province will make people even more unhappy. Famous rebels can also be marshals who became rebels in an army revolt. These rebels roam around the land and burn villages. Oncethey gained enough stars, they can attack towns and form new kingdoms.

Famous rebels also get refills. Upon gaining a star an elite squad(usually the best units which your kingdom can build) will join therebel army (so they become more dangerous). Rebels also do not learnskills, instead they gain more attack bonus per star.

6. Quests----------

List of unite quests

Unite Scotland

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knights of honor FAQ.txt- Count for kingdoms: Highlands or Lothian- Periods: EarlyConditions- Has realms: Highlands, Strathclyde- Kingdoms not existing: Highlands, Lothian

Unite Ireland- Count for kingdoms: Ulster, Leinster, Munster- Periods: Early, LateConditions- Has realms: Ulster, Leinster, Munster- Kingdoms not existing: Ulster, Leinster, Munster

Unite England- Count for kingdoms: Normandy- Periods: EarlyConditions- Has realms: Kent, Cornwall, Anglia, Mercia- Required religion: Catholic- Kingdoms not existing: Wessex, Anglia- Relationship change: War with France

Unite France- Count for kingdoms: France- Periods: LateConditions- Has realms: Acquitaine, Burgundy, Flanders- Kingdoms not existing: Burgundy- Required religion: Catholic- Realms will join: Bretagne, Provence

Unite Spain- Count for kingdoms: Castilia, Navarra, Leon, Aragon- Periods: High, LateConditions- Has realms: Leon, Castilia, Navarra, Catalonia, Saragossa,Toledo, Valencia- Kingdoms not existing: Spain, Pamplona, Leon- Required religion: Catholic- Realms will join: Andalucia- Relationship change: War with Almohads

Unite Germany- Count for kingdoms: Germany- Periods: LateConditions- Has realms: Frieseland, Tyrolia, Franconia- Required religion: Catholic- Realms will join: Hannover, Brandenburg, Pfalz

Unite Italy- Count for kingdoms: Tuscany, Savoy, Lombardy- Periods: LateConditions- Has realms: Tuscany, Savoy, Lombardy- Kingdoms not existing: Tuscany, Savoy, Lombardy- Required religion: Catholic- Realms will join: Corsica- Relationship change: War with Genoa

Unite Byzantia- Count for kingdoms: Epir, Nicaea, Trebizond- Periods: HighConditions- Has realms: Epirus, Hellas, Solun, Thrace, Nicaea, Anatolia, Antalya, Trebizond- Kingdoms not existing: Saloniki, Athens, Latins- Required religion: Orthodox

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knights of honor FAQ.txt- Realms will join: Cyprus, Cappadocia, Rum, Kilikia, Crete

Unite Otomans- Count for kingdoms: Seljuks- Periods: HighConditions- Has realms: Kilikia, Trebizond, Antioch- Required religion: Muslim- Realms will join: Sinope, Anatolia, Antalya

Unite Golden Horde- Count for kingdoms: Khazars- Periods: EarlyConditions- Has realms: Perjaslavl, Voronezh, Yedisan, Crimea

Unite Aragon- Count for kingdoms: Spain- Periods: EarlyConditions- Has realms: Sardenia, Valencia- Required religion: Catholic- Realms will join: Sicily- Relationship change: War with Cordoba

Unite Almohads- Count for kingdoms: Zenata, Zirid, Cordoba- Periods: EarlyConditions- Has realms: Fez, Oran, Al Djazair, Tunisia, Tangiers, Granada,Andalucia- Kingdoms not existing: Zenata, Zirid, Cordoba- Required religion: Muslim- Realms will join: Marakesh, Toledo, Valencia

Unite Serbia- Count for kingdoms: Zeta- Periods: EarlyConditions- Has realms: Raska, Macedonia- Required religion: Orthodox- Realms will join: Epirus- Relationship change: War with Bulgaria

Unite Bulgaria- Count for kingdoms: Bdin, Dobrudzha, Turnovo- Periods: AnyConditions- Has realms: Bdin, Moesia, Karvuna- Kingdoms not existing: Bulgaria, Dobrudzha, Turnovo, Bdin, Moesia,Karvuna- Required religion: Orthodox, Catholic- Must be vassal of: Byzantia

Unite Russia- Count for kingdoms: Novgorod, Suzdal, Kazan, Muscovy, Kiev, Ryazan,Ukraine- Periods: Early, High, LateConditions- Has realms: Novgorod, Tver, Vladimir, Kazan, Muscovy, Ryazan, Chernigov, Kiev, Voronezh, Saratov, Smolensk- Required religion: Ortodox, Communism- Realms will join: Nyland, Olonets, Karelia, Vladimir, Polotsk, Volgograd, Lugansk, Perjaslavl, Yedisan, Lviv, Turov, Novgorod,Suzdal, Kazan, Muscovy, Kiev, Ryazan, Ukraine, Poop

7. Misc

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knights of honor FAQ.txt--------

New kingdoms often emerge and old kingdoms are sometimes revived whenrebels capture provinces or spies claim independence or a king dies without an heir and his kingdom spit up. These things may cause you tolose territories. For example, if Leon is somehow revived and you havethe province Castilia, you may get a message saying that there were some big riots in neighbouring country and your people joint the rebelsnearby so you had to give up the province.Unfortunately, there's nothing you can do to prevent these things as itwas scripted that certain provinces will join when a kingdom is formed.

o---------------------------------------------------------------------oo---------------------------------------------------------------------o

---------------------------VIII. Patch/Update changes---------------------------

Patch 1.05 will update the 1.03 version to 1.05.

Merchants' income reduced. King's bonus reduced.

Ranged units' power all reduced. Balistic skill bonus decreased from200% to 40%. Longbowman's ranged decreased, CTK reduced from 140 to 60.Archer Mastery skill now does not prevent friendly fire.

Marching at night no longer decreases morale. Naval battles can't bereinforced. Merenary camps are now visible on mini map.

AI now can use royal members, can buy siege machines, can import exortic goods. AI kingdoms now have income bonus on Normal and Hard.Top 5 AI kingdoms now have defence bonus on Normal and Hard.

The 1.05 version also fixed some lame stuffs. In the old version, the game claims that horses are afraid of camels and even the mostelite cavalries are easy preys for Camel Riders, but the truth is that they forgot to add it. In the update, Camel Riders now have300 melee bonus over normal Cavalries.Cavalries now also get attack/defence penalties while fighting in woods. And units like vikings now have attack bonuses in woods. Heavy Crossbowmen are now actually using bolts. In 1.03 version, theyadded Crossbowmen to the Bolt group, but forgot Heavy Crossbowmen.

Cheats-------

While playing, press start, then copy and paste the cheat you want

* bskinti: add 100000 gold

* bsnoai: turn AI off for all kingdoms, select a kingdom on map to turnonly its AI off

* bsai: turn AI on for all kingdoms, select a kingdom on map to turnonly its AI on

* bsadvantages: unlock all kingdom advantages (type again to turn off)

* bsswitch: switch to the currently selected kingdom (remember to turnits AI off afterward and turn the AI of your previous side on)

* showspies: enemy spies are shown in the royal court (type again to notshow enemy spies)

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knights of honor FAQ.txt

* bsnofog: remove fog (can see what happening in distant enemy territories)

* bsdestroyer: increase structure damage

* bsrai: no money mode

* bsnorebels: no rebels mode

o---------------------------------------------------------------------oo---------------------------------------------------------------------o

-------------IX. Moddings-------------

Firstly, if you are using Windows Vista, make sure you do not installthe game in the default path (in the Program Files folder). If you usethis folder, windows will ask for permission for any smallest changesand you'll have to confirm pop ups numerous times. Furthermore, the game won't read any changes you made no matter what.

Install the game somewhere else, likeC:\Knights Of Honor\

The saves will be inC:\Users\[your username]\AppData\Roaming\Black Sea Studios

To change settings and use windowed mode, find the KoH.in2 file inthe path above, change fullscreen = 1 to 0.

To use the ingame map editor, open "properties" of the shortcut and add"-debug" to the end of the target path, or add "debugmode = 1" to [app]in the KoH.in2 file. Then start the game and click on the Credits section on the main menu of the title screen to enter the official mapeditor which is normally hidden.

To mod, you need a tool to extract the .pak files which you can findin the Knights Of Honor\packs folder. You can get the PakMan tool madeby Tempest in the official forum of Knight of Honor:http://forums.blackseastudios.com

Once you had the PakMan tool, open .pak files, select the files youwanna mod and extract them to the original directories. It should beC:\Knights Of Honor\ or wherever you installed the game.

The game will check the main folder first and will read the files therebefore using the files in paks, so you only need to edit the extracted files and don't have to put them back into the paks. This way, the gamewill still read your changes and you can delete your mods any time bysimply delete all folders in the original folder except for the pakand system folders.

But there are some exceptions.

The folder defs\Units\Military must have all files or the game won'tstart. This means even when you only need to edit 1 file in this folderyou will have to extract all files there (around 108 files, 470kb).Or you can just put the edited files back into the defs.pak.

Any files from the texts.pak needs to be put back into the pak afterediting. If a def\texts folder exists and ther are some files in therethe game will not display the text ingame correctly.

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knights of honor FAQ.txtThe maps\europe\map folder holds the files for the first maps where you can choose kingdoms to play with. You can extract them to changethe innitial maps of 3 periods. But all maps for 3 periods need tobe there or the game will not display the map correctly. So you needto extract all kingdoms_800.ini , kingdoms_1000.ini, kingdoms_1200.ini.

Now, what do you wanna mod? Which files should you edit?

1. Edit/Add new buildings--------------------------

For Town Improvements, if you want to change the cost or requirementsfor any Buildings, or even add a new Town Improvement, use PakMan,open defs.pak, search for defs\economy\buildings.in2Select it and extract it to original directory. Now openC:\Knights Of Honor\defs\economyand edit the buildings.in2 file with Notepad or Wordpad. Change anything you want.For example, I added at the end of the file 3 new buildings:

[grocery]req = bakery, market, fertile soil, pastureoverride = bakerycost = 50000s, 200000g foodstoragebonus = 500base_bonus = 100fzones_bonus = 1f

[hospital]req = hostel, groceryoverride = hostelcost = 50000s, 200000g base_bonus = 10shappiness = 20

[public house]req = winery, hospitaloverride = winerycost = 50000s, 200000gvillages_bonus = 3shappiness = 13

This means the Grocery requires the province features "fertile soiland pasture", also requires the town improvements "bakery andmarket" to be built first. And Gorcery will be an upgrade of Bakery(this means Grocery will have all the bonus of Bakery plus its own,but you don't need another slot to build it). It costs 50000 worksand 200000 gold to build, and it will add 500 food storage, 100 foodsto the town and 1 food to all farms/villages/monasteries. Likewise,Hospital will add 10 workers in town, 20 happiness and Pub will add3 workers in villages and 13 happiness.

Now we need the graphics for those new buildings. If you want theGrocery to look like the Bakery, use PakMan to open screens.pak, findimages\screens\PlayWnd\economy\icons\buildingsExtract 3 files: bakery.bmp, bakery_l.bmp, and bakery_s.rle intooriginal directory. Now open those files inC:\Knights Of Honor\images\screens\PlayWnd\economy\icons\buildingsand change the file names from "bakery" to "grocery". You can alsochange the look of your new building by editing the top part of thegrocery.bmp file.

It's almost done. Next, use PakMan to open Texts.pak, findTexts\economy\buildings.iniExtract it into the original directory, then add to the end of thefile the descriptions for your new buildings, for examples:

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knights of honor FAQ.txt

[grocery]

1 = Grocery

[grocery_desc]

1 = The %1Grocery% is a place where all kinds of foods are sold.

[hospital]

1 = Hospital

[hospital_desc]

1 = The %1Hospital% is a charitable place providing shelter and carefor people.

[public house]

1 = Public House

[public house_desc]

1 = The %1Public House% is a place where people can gather, drink andhave fun.

Finally, add the new buildings.ini back into the Texts.pak, replacethe old file using PakMan, and delete the Texts folder.

All done. You can make up any new buildings you want just like that.

2. Edit/Add new units----------------------

Use PakMan to open defs.pak, extract all Units\Military files tooriginal directory. Now open folderC:\Knights Of Honor\defs\Units\MilitaryFind the Units.txt and Units.xls files. Open Units.xls with MS Excel.Edit anything you want in it. For example, I will add a new unit:Guardians, which look and fight coolly like Templars, but also canshoot fire bolts and have 900 men per unit.

Copy line 5 (templar) to line 58 and rename it "guardian".Now change guardian's stats, make defence 30, CTK (chance to kill)melee 200, CTK ranged 150, attrition d/a 500/300, squad size 100, range 200->800, speed 70/120, morale +5, and requirements"knight tower, plate armor, swords master, fletcher" (this knighttower is my new building).

Now hit CTR+Alt twice and copy all the sheet. Open Units.txt file,delete everything there and paste the new contents in. Save it. Then reopen the Units.txt, delete the blank lines at the top and theblank spaces at the end. The game will read the .txt file, not the.xls file so don't mess up Units.txt.

Next, open folder C:\Knights Of Honor\defs\Units\MilitaryCopy templar.unit file to desktop. Rename it "guardian". Open it andchange

class = CRangedUnitDef <-- this makes guardian able to shootid = guardian <-- change namename = units;guardian <-- change nameselradius = 16selimage = images/units/selection/sel.img

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knights of honor FAQ.txtwalk_speed = 70 <-- change march speedminrange = 200 <-- add range of shootingmaxrange = 800 maxforce = 128shootdispersion = 32projectileid = arrow_archer_fire <-- shoot fire arrowsfire_projectileid = arrow_archer_fire

capture = 0canattack = 1attackable = 1mounted = 0groundonly = 0nomorale = 0nocommand = 0noselect = 0noplace = 0hashealth = 0archer = 1 <-- add archerspear = 0siege = 0

spawn = CRangedUnit <-- change to ranged unit

After that, save it and copy the new guardian.unit file to thedefs\Units\Military folder

If you want to make the your guardian units invincible, openbonuses.ini, add a new group: Super = guardian.

Add

[Super]MELEE = 300m, 300rRANGED = 300m, 300rMOUNTED = 300m, 300r

this makes Guardians have 300 melee and ranged bonuses againstall other units.

Add

[SPEAR]Super = -150m

[SWORD]Super = -150m

[ARROW]Super = -150r

this makes almost all other units have penalties against Guardians.Be careful, mistakes in this bonuses.ini file can make your new units get instant killed by some other units, like bolt using group.

Next we need the graphics for Guardians. To make them look andfight like Templars, use PakMan to open units.pak, findimages\units\Army\smalland extract 6 files named "templar_***" into original directoryNext findimages\units\Icons\battle_view\big_sizeimages\units\Icons\battle_view\middle_sizeimages\units\Icons\battle_view\small_sizeand extract 2 templar.bmp and templar.rle from each path(you will need 6 files in total)

Now go to C:\Knights Of Honor\images\units\Iconsand change the name "templar" to "guardian" for 6 files mentioned

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knights of honor FAQ.txtabove.

Next, use PakMan to open Texts.pak and extract fileui_help;01unitdescr.iniAdd to the end of the file the description for Guardians

[guardian]

1 = Dragoon Guardians

[guardian_d]

1 = %1Dragoon Guardians% are well armoured infantry units.They are armed with sharp swords, shield, and crossbows whichcan shoot fire bolts.

Add the ui_help;01unitdescr.ini file back to the Texts.pak

Finally, you need to make the new unit available for recruits.Use Pakman to open europe.pak, find in maps\europe\mapthe files TrainUnits.txt and TrainUnits.xls.Open the .xls file with MS Excel. If you want to play Englandand want the Guardian unit to be England's special unit, findthe kingdom England in the B row and add "guardian" into theL row of line 114 (England), that is the cell L114.Now hit CTL+Alt and copy everything in the sheet, paste itinto the TrainUnits.txt file. Save, reopen the text fileand delete the blank lines that the top and the bottom.

Start a new game as England, and only you will be able torecruit Guardian units. But enemy can still get it if theyappear randomly in mercenary camps. And English famous rebelswill most likely get this unit to join them whenever they gaina star. So don't let English rebels live long, or you can alwaysuse the fortified camps trick to kill them (camp near them butout of their marching way and shoot them to near death, thenfinish them off).

All done. You can make up any new units you wantor double the size of all units to make battles more epic.

Note that if you use the Crusader Cavalry as the look of yournew unit, it won't have your kingdom's colour, and will alwayswear white outfit with red crosses.

3. Changing the maps---------------------

Use Pakman to open europe.pak, find in maps\europe\mapthe fileskingdoms_800.inikingdoms_1000.inikingdoms_1200.iniand extract all 3 of them.800 = early period map1000 = high period map1200 = late period map

For example I wanna change England to have all Great Britainin the High period, open file kingdoms_1000.inifind England, delete Wales, Scotland, Britany, and Ireland.Add their realms to England's. I also changed the capital to Anglia (London), which is realm number 81.

name = Englandcapital = 81

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knights of honor FAQ.txtcolor1 = 4color2 = 15ornament = 10polit_color = 1human = 1team = 0fame = 1000king_h = 0king_id = 0heir_id = 0reputation = 0religion = 1,6realms = 99;31;91;35;96;104;70;71;87;50;95;97;81

For example, I also made Holy Roman Empire, reunited ByzantineEmpire, united Spain, changed Sweden's religion from 1,6 to3,6 to make them pagan.

Extract file vassals.ini from maps\europe\mapto make who is a vassal of who at the beginning.

For example, I changed

[1000_vassal_of]Teuton order = GermanyPapacy = GermanyPoland = GermanyHungary = GermanyCroatia = GermanyDanemark = GermanyMuscovy = Golden HordeSerbia = ByzantiaBulgaria = ByzantiaGeorgia = Byzantia

So at the start, Germany and Byzantia have lots of vassals.

Now to make Holy Roman Empire. I'll have to create a fileOpen defs\Quests folderCreate unite_britain.ini and unite_holy rome.ini

add into unite_britain.ini

[info]

event_id = event_uniteaffect = AI, playerreward = AI, playerperiods = high, latecalc_for_kingdoms = England

[/info]

[conditions]

has_realms = Kent, Cornwall, Anglia, Mercia, York, Ulster,Leinster, Munster, Highlands, Strathclydekingdoms_not_exist = Ireland, Scotland, Walesreligion_is = Catholic

[/conditions]

[answer_1]

rename_kingdom = Great Britainadd_gold = 100000add_power = 5

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knights of honor FAQ.txt[/answer_1]

At the start England will be renamed Great Britain and get100000 gold, and its kingdom power will be set to max.Do the same to Germany, make it rename to Holy Roman Empire.

Finally, in order to make the game use the adjective ofGreat Britain correctly (a British loyalist, for example),use PakMan to open Texts.pak and find eu_realms.tsvAdd this line:Great Britain Great Britain British(use tabs to make spaces)Then add the eu_realms file back to the Texts.pak

If you want to change the starting religion of a certainprovince like Valencia, trymaps\europe\knightsand find files like regions_1000 (for high period)Then move Valencia from arabic to spain. So its religionwill be changed to catholic, and the nationality of themarshals you hire there will be spanish.

4. Initial royal family and town developing levels---------------------------------------------------

For kings, use Pakman to open europe.pak, findmaps\europe\kingsFor example, I wanna change the name of the first England kingin the High period, find england;1000.txtYou can add 3 princes to the dynasty sothat there will be noprince shortage at the beginning of your campaign.

[king]name = Dick the First <-- change names_1 = 2,conqueror <-- talents_2 = 2,strategists_k = 2,dread <-- personalityicon = 36 <-- portrait

[queen]name = Charlotteicon = 3

[princess_1]name = Adilicia <-- add princessicon = 3

[prince_1]name = William <-- add princes_1 = 2,conquerors_k = 2,dreadicon = 36

[prince_2]name = Edward <-- add princes_1 = 2,conquerors_k = 2,dreadicon = 36

[prince_3]name = Robert <-- add princes_1 = 2,archers_k = 2,dreadicon = 36

Sorry to say this, but the talent and personality seem to be

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knights of honor FAQ.txtobsolete and won't really do anything.

For town developments at the start, use PakMan toopen \defs\economy and extract town templates.iniYou should have noticed how Rome and Constantinopleare always well developed at the start of anycampaigns.

[rome] <-- province nameweight = 0structures = 8,9,10 <-- number of improvements already builtadd = bulwark, gate towers, drum towers, town watch,training grounds, swordsmith, church, tax office

^| what improvements will be added at the start

So, add the towns you want to be developed at the starthere. For example

[franconia]weight = 0structures = 6add = bulwark, gate towers, drum towers, town watch,training grounds, swordsmith

[norrland]weight = 0template = small pooradd = training grounds, axes master

5. Religion bonuses/penalties and difficulty---------------------------------------------

Use PakMan to open defs.pak, finddefs and extract difficulty.in2defs\religionand extract modifiers.in2

You can tweak many difficulty settings for Easy, Normal, and Hardmodes by editing difficulty.in2

And tweak any religion setting in modifiers.in2

o---------------------------------------------------------------------o My email: Bakaboy@email.como---------------------------------------------------------------------o

Anyone can post this guide anywhere, except for GameFAQs. The modsand admins of GameFAQs are idiots. They actually thought that talkingabout Big Mama / EVA (a MGS4 character) on the MGS4 forum is OFF-TOPICand modded me.Ridiculous.And when I talked about to other users about this, everyone laughed attheir idiocy so they quickly banned my account to shut me up.Arseholes.

o---------------------------------------------------------------------oo---------------------------------------------------------------------o

------------------------------------------------------------------------Submitted by *TheBaka123* - Created 2/3/09See All *Knights of Honor Walkthroughs<http://faqs.ign.com/objects/616/616555.html> and FAQs

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