Forge of Freedom

Game Manual

 
Basic Game	12
1. Starting a Game and the Main Screen	13
1.1. Introduction	13
1.1.1 Manual Overview and Game Options	13
1.1.2 The Load Screen	14
1.2 Main Menu	14
1.2.1 Local Game	14
1.2.2 Load Local Game	15
1.2.3 Start/Load PBEM	15
1.2.4 Remote Game	15
1.2.5 Credits/Exit	15
1.3 Main Screen	16
1.3.1 Layout Overview	16
1.3.2 The Strategic Map	17
1.4 Turn Structure	19
1.4.1 Order Phase	20
1.4.2 Movement Phase	20
1.5 Basic Controls	20
1.5.1 Examining Units and Provinces	20
1.5.2 Selecting Units and Provinces	21
1.5.3 De-selecting Units and Provinces	22
1.5.4 Moving Units	22
1.5.5 Rail Movement	25
1.5.7 Attachment Boxes	26
1.5.8 Attaching Units	28
1.5.9 Moving Units out of an Attachment Box	30
1.5.10 Naval Transportation	31
1.5.11 Undo Unit Orders	31
1.6 Unit Information and Detailed Controls	32
1.6.1 Unit Info for Troop Units	32
1.6.2 Controls and Details for Brigades	33
1.6.3 Legendary Units	34
1.6.4 Raiders and Partisans	35
1.6.5 Controls and Details for Armies, Corps, and Divisions	35
1.6.6 Unit Info for Ships and Fleets	37
1.6.7 Controls and Details for Ships	38
1.6.8 Controls and Details for Fleets	38
1.7 Unit Information and Detailed Controls	39
1.8 Province Information and Detailed Controls	40
1.8.1 Unit Info for Forts	40
1.8.2 Controls and Details for Forts	41
1.8.3 Controls and Details for Cities and Provinces	42
1.8.4 Weather	44
1.9 Bottom of the Screen	44
1.9.1 Game Turn	44
1.9.2 Resource Production Bar	45
1.9.3 RR Points	45
1.9.4 National Will	45
1.9.5 Victory Points	45
1.10 Map Controls	45
1.10.1 Moving the Main Map	45
1.10.2 Toggling the Control Box On/Off	46
1.10.3 Map Overlays	46
1.11 Reports and Report Controls	46
1.12 Game and Advisor Buttons	47
1.12.1 Preferences	47
1.12.2 Events Report	47
1.12.3 Game (End/Save/Open Game)	47
1.12.4 End Turn	48
2. Military Matters	48
2.1 Movement	48
2.1.1 Rail Movement	48
2.1.2 River Movement	49
2.2 Military Units	49
2.2.1 Building Units and Construction Cost	50
2.2.2 Unit Resource Costs and Other Information	50
2.2.3 Special Units	51
2.2.4 Unit Construction of Forts	53
2.2.5  Group Limits	54
2.3 Reinforcements	54
2.4 Ship Repair	54
2.5 Plunder	54
2.6 Raids	55
2.7 Sieges	56
2.7.1 The Siegeworks Unit	56
2.7.2 Engineer and Artillery Advantages	57
2.7.3 Siege Options	58
2.7.4 Siege Procedure	59
2.7.5 Forts and Fort Sieges	60
2.7.6 Remaining Units Destroyed	60
3. Combat Preliminaries	60
3.1 Seek/Avoid Battle and Support	61
3.1.1 Units Seeking and Avoiding Battle	61
3.1.2 Ships and Fleets Seeking and Avoiding Battle	61
3.1.3 Support Movement	62
3.1.4 Bringing Garrisons to Battle	62
3.2 Blockades and Harbor Attacks	63
4. Quick Combat	63
4.1 How Quick Combat is Set Up	64
4.1.1 The Quick Combat Grid	64
4.1.2 Terrain in Quick Combat	66
4.2 How Quick Combat is Resolved	66
4.3 Post-Combat and Decisive Battles	71
4.3.1 Post-Combat: Retreat and Quality Gain	71
4.3.2 Decisive Battles	72
4.4 Naval Combat	72
4.4.1 Harbor Attacks	74
5. Politics and Relations	74
5.1 Nations, States and Capitals	74
5.1.1 Nations, States, Provinces, Cities, and Forts	74
5.1.2 Capital Cities and Capital Provinces	74
5.2 Province and State Control	75
5.2.1 Controlling a Province	75
5.2.2 Controlling States	75
5.2.3 Kentucky	75
5.2.4 Canada and Indian Territory	76
5.3 Governors	76
5.4 National Will	76
5.5 Unrest	76
6. Economy	77
6.1 Resources	77
6.1.1 Primary Resources	78
6.1.2 Secondary Resources	78
6.2 Buildings	78
6.3 Unit Production	80
6.4 Blockade Runners	80
6.5 Economic Effects of State Control	81
6.5.1 Controlling the Mississippi	81
7. Advisors and Reports	81
7.1 Overview Advisor	82
7.1.1 Military Units	82
7.1.2 Statistics	82
7.2 Military Advisor	82
7.3 Governors	83
7.4 Nation Advisor	84
7.4.1 Income and Expenses	84
7.4.2 Victory	85
7.4.3 National Will	85
7.4.4 Emancipation	85
7.5 City Detail	86
7.5.1 Buildings	86
7.5.2 Units	87
7.5.3 Resource Production	88
7.6 City List	89
8. Reports and Preferences	90
8.1 Reports	90
8.1.1 Economy	90
8.1.2 Supply	90
8.1.3 Production	91
8.1.4 Battles	91
8.1.5 Chat	91
8.1.6 Rumor	91
8.2 Events Report	91
8.3 Preferences	92
8.3.1 View Options	93
9. Victory Points and Winning the Game	93
I. Intermediate Game: Intermediate Options	94
I.1 Staff Ratings	94
I.1.1 Logistical Staff	94
I.1.2 Command Staff	95
I.1.3 Staff Ratings on Battles Report	96
I.2 Special Abilities	96
I.3 Disposition	96
I.3.1 Hospital Overlay	97
I.4 Changes to the Strategic Map	97
I.5 Initiative Checks and Force March	98
I.5.1 Force March and Quick Combat	99
I.6 Upkeep (and Surveil Chance)	100
I.6.1 Upkeep Costs and the Nation Advisor	100
I.7 Upgrades	101
I.7.1 Upgrade Upkeep	102
I.7.2 Upgrades and Combat	102
I.8 Intermediate Advisors	102
I.8.1 Military Advisor--Disposition	102
I.8.2 Nation Advisor—Upkeep and Diplomacy	102
I.8.3 City Details—Research Upgrades, Diplomacy, and Disposition	103
I.9 European Diplomacy	104
I.10 Reports and Preferences (Intermediate)	106
I.10.1 Economy Report—Upgrade Research	106
I.10.2 Supply Report--Disposition	106
I.10.3 Battles Report—Upgrade Research	107
I.10.4 Events Report—Upgrades Research and European Diplomacy	107
I.10.5 Preferences	107
I.11 Detailed Combat Preliminaries	108
I.11.1 New Siege Option--Attack	108
I.11.2 Choosing the Type of Combat	108
I.DC. Intermediate Game: Detailed Combat	109
I.DC.1 Pre-Battle Setup	109
I.DC.1.1 Scouting Check and Scouting Options	109
I.DC.2 Detailed Combat Map	111
I.DC.2.1 Will to Fight (Victory vs. Defeat)	112
I.DC.2.2 Victory Locations	112
I.DC.2.3 Sighting	112
I.DC.2.4 Detailed Combat Terrain	113
I.DC.2.5 Smoke	114
I.DC.2.6 Units	114
I.DC.2.7 Unit Chit View	115
I.DC.2.8 Initial Positions	115
I.DC.2.9 Fort Attacks	115
I.DC.2.10 Supply and Supply Caissons	115
I.DC.3 Unit Movement	116
I.DC.3.1 Movement Sequence and Movement Points	116
I.DC.3.2 Group Placement	117
I.DC.3.3 Threat Zones	118
I.DC.3.4 Group Movement	118
I.DC.4 Formation, Facing and Skirmishers	119
I.DC.5 Unit Properties	120
I.DC.5.1 Name, Group Assignment, and Nation	120
I.DC.5.2 Strength, Morale, and Supply	120
I.DC.5.3 Movement Points and Status	121
I.DC.5.4 Freshness and Fatigue/Tangledness	121
I.DC.5.5 Weapon	122
I.DC.5.6 Special Abilities	122
I.DC.6 Other Properties	122
I.DC.6.1 Disorder and Shakenness	122
I.DC.6.2 Brokenness and Routing	123
I.DC.6.3 Supply	124
I.DC.6.4 Surrendered Units	124
I.DC.7 Unit Commands	125
I.DC.7.1 Change Formation and Facing	125
I.DC.7.2 Move Commands	126
I.DC.7.3 Offensive Options	126
I.DC.7.4 Re-Supply Units, Entrenchment	127
I.DC.7.5 Other Unit Commands	128
I.DC.7.6 Display Options	129
I.DC.7.7 Positioning the Screen	130
I.DC.7.8 Battle-Wide Commands	130
I.DC.7.9 Game Menu	131
I.DC.7.10 Advanced Menu	131
I.DC.8 Turn Sequence	132
I.DC.8.1 Movement Sequence	132
I.DC.8.2 Reinforcement	133
I.DC.8.3 Units Surrender	133
I.DC.8.4 Local Supply	133
I.DC.8.5 Will to Fight (Victory and Retreat)	133
I.DC.8.6 Unit Turns	134
I.DC.9 Changing Formation	134
I.DC.9.1 Change Formation Chances	134
I.DC.9.2 Deploying and Recalling Skirmishers	135
I.DC.9.3 Flanking	135
I.DC.10. Movement	136
I.DC.10.1 Base Movement Points per Unit Type	136
I.DC.10.2 Terrain and Weather Modifiers	136
I.DC.10.3 Unit Condition Modifiers	137
I.DC.10.4 Roads, Rivers, and Entrenchment Modifiers	138
I.DC.10.5 Facing and Formation Modifiers	138
I.DC.10.6 Zones of Control and Adjacent Units	139
I.DC.10.7 Minimum Movement Points	139
I.DC.10.8 Pinned Units	140
I.DC.10.9 Misinterpreting Movement Orders	140
I.DC.10.10 Routed Units and Morale Drain	140
I.DC.11 Rallying	141
I.DC.12 Fire-Combat	141
I.DC.12.1 Casualties	142
I.DC.12.2 Morale Loss	146
I.DC.12.3 Losing Supply	146
I.DC.12.4 Counter-Fire	147
I.DC.12.5 Morale Check and Morale Collapse	147
I.DC.12.6 Freshness and Fatigue	147
I.DC.13 Charge-combat	147
I.DC.13.1 Casualties	148
I.DC.13.2 Panic	150
I.DC.14 Forts	151
I.DC.15 Ending the Turn	152
I.DC.16 End of Combat	152
I.DC.16.1 Military Group Experience	152
I.DC.16.2 Auto-Resolve	152
I.DC.17 Weather and Night	152
I.DC.17.1 Weather	152
I.DC.17.2 Night	153
I.DC.18 Winter Combat	153
A. Advanced Game: Advanced Options	153
A.1 Weapons	153
A.1.1 New Secondary Resource—Gun	153
A.1.2 Weapons—Unit Information	153
A.1.3 Weapons and Sieges	156
A.1.4 Dropping and Picking Up Weapons	156
A.2 Attributes	157
A.2.1 Attributes and Sieges	158
A.3 Hide Enemy Strength	158
A.4 Advanced Supply and Reinforcement	158
A.4.1 Supply—Unit Information	159
A.4.2 Supply Costs	159
A.4.3 Re-Supply and Supply Priority	160
A.4.3 Supply Averaging	161
A.4.5 Forage	161
A.4.6 Out-of-Supply	162
A.4.7 Supply and Forage Overlays	162
A.4.8 Advanced Reinforcement	163
A.5 Advanced Advisors I	164
A.5.1 Overview—Weapons and Governors	165
A.5.2 Governors List	165
A.6 Governors	165
A.6.1 Governor Overlays	165
A.6.2 Political Parties and Elections	166
A.6.3 Attitude	166
A.6.4 Wants and Actions	167
A.6.5 Effects of Wants and Actions	168
A.6.6 Political Power and Temper	169
A.6.7 Governors, Generals, and Military Staff	169
A.7 Requisitions	169
A.7.1 Muster	170
A.7.2 Conscript	171
A.7.3 Impress	172
A.8 Advanced Advisors II	172
A.8.1 Population Modifiers	173
A.8.2 City Advisor: Advanced Buildings	173
A.8.3 City Advisor: Requisition Options	174
A.8.4 City List: Requisition and Governor Info	174
A.9 Unit Attrition and Disease	175
A.9.1 March Attrition	175
A.9.2 Supply Shortage Attrition	175
A.9.3 Disease	176
A.10 Generals	176
A.10.1 Generals—Unit Info	176
A.10.2 Generals—Details	176
A.10.3 Generals and Special Abilities	180
A.10.4 Generals and Disposition	181
A.10.5 Promoting and Demoting Generals	182
A.10.6 Generals and Sieges	183
A.10.7 Generals and Quick Combat	183
A.10.8 Generals and Detailed Combat	183
A.11 Advanced Advisors III	184
A.11.1 Military Advisor—Generals, Weapons, and Special Abilities	184
A.11.2 Nation Advisor—Requisitions and Governors	184
A.12 Reports and Preferences (Advanced)	185
A.12.1 Economy Report--Weapons	185
A.12.2 Supply Report—Advanced Supply	185
A.12.3 Battles Report—Upgrades Research and Advanced Supply	185
A.12.4 Events Report—Generals and Governors	185
A.12.5 Preferences	185
A.13 Raid and Siege Options—Governors, Weapons, Advanced Supply	186
A.DC. Advanced Game: Detailed Combat	186
A.DC.1 Advanced Setup—Generals	187
A.DC.1.1 Terrain Choice	187
A.DC.1.2 Initial Positions	187
A.DC.1.3 Assignment of Generals	187
A.DC.1.4 New Commands (Re-Attach Generals, Return to In-Command, Entrenchments)	187
A.DC.2 Unit Properties: Generals and Attributes	188
A.DC.2.1 In-Command and Out-of-Command	188
A.DC.2.2 Attributes: Scouts and Signal Corps	189
A.DC.3 Generals in Detailed Combat	190
A.DC.3.1 Modifiers and Bonuses for Generals	190
A.DC.3.2 Ranks for Generals	193
A.DC.3.3 Wounding/Killing Generals	194
A.DC.4 Movement Modifiers: Generals, Attributes, and Weapons	194
A.DC.4.1 Generals Modify Movement	194
A.DC.4.2 Attributes Modify Movement	195
A.DC.4.3 Weapons Modify Movement	195
A.DC.5 Fire-Combat Modifiers: Attributes and Weapons	195
A.DC.5.1 Indirect Fire	195
A.DC.5.2 Modifiers to Casualties	195
A.DC.6 Charge-Combat Modifiers: Weapons	196
Appendix	196
Game Options	197
Mouse Controls	200
Keyboard Shortcuts	200
Main Screen	200
Detailed Combat	201
Combined Unit List (Cost and Supply Cost)	204
Upgrades	204
Weaponry	205
Engineering	206
Logistics	207
Training	208
Naval	209
Unit Weapons	210
Brigade Attributes	221
Brigade Special Abilities	224
Governor Attitude	226
Governor Actions	227
Movement Phase Sequence	228
Combined Tables: Raid Options	229
Combined Tables: Buildings	230
Technical Appendix	231
Technical Info: Initiative	231
Unit Initiatives	231
Modifiers to Unit Initiative	231
Terrain Modifiers to Initiative	232
Weather Modifiers to Initiative	232
Weather Modifiers in Detailed Combat	233
Technical Info: Multiple Support Orders for a Unit	233
Technical Info: Calculating Engineering and Artillery Advantages	234
Technical Info: Calculating Reinforcement Quality	235
PBEM	235
Start PBEM	235
Load PBEM	236
Converting PBEM Games to Local/Remote Games	236
Remote Game	236
Load Remote Game	237
Glossary	237




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