$MainHelp <FONT=Georgia19,C,255,255,255>Take Command - 2nd Manassas
Main Menu Help

<FONT=Georgia19,C,255,255,0>BATTLES SCREEN

<FONT=Georgia16,L,255,255,255>The Battles screen lists the historical scenarios that cover the 2nd Manassas Campaign.  The screen reads from left to right and follows a time-line starting with Cedar Mountain, continuing thru the 3 days of fighting at 2nd Manassas, and culminating in the battle at Chantilly/Ox Hill.

Along the top of the screen are the battle dates and in the column below are the primary scenarios (boxes with flags).   Some scenarios have our new carry-over feature whereby a player plays a general and leads the same command thru a series of connected battles with losses that carryover into the next battle.  The carry-over battles are connected by lines to buttons of the same name to the right of the starting battle.  Carryover scenarios require a previous scenario to be completed before the carryover scenario can be loaded.  You will notice that if you try to select a carryover scenario (any scenario without a flag next to the name), nothing will happen until you have successfully completed the intro scenario.  The carryover scenarios are locked/grayed-out until the player plays the first battle and gets a passing score to unlock the next battle in the connected set.  

Clicking on the arrow at the top of the screen (by the Battles title) cycles thru the 2nd Manassas Campaign and allows the player to play any battle at any time (the carry-over battles must be unlocked).  Another way to quickly access all the screens is to use the four bottom right map buttons that allow the player to jump/skip to any screen. 

Clicking on any active scenario box will show the name of the general the player is for that scenario.   The Scenario Description section in the bottom left of the screen allows the player to scroll thru the details of the scenario to get more information. 

High scores will be shown below the scenarios that have already been played.  The Service Record button is a high score screen and shows more detail. 

Press START to begin.

<FONT=Georgia19,C,255,255,0>CUSTOM SCENARIOS

<FONT=Georgia16,L,255,255,255>The Take Command engine was designed with the modder in mind.  The Custom Scenario list will show all the scenarios that are not part of the main game.  As people create scenarios and you copy them to your scenarios directory, you will use this screen to launch them.  As a scenario designer, you can choose to have your scenario written around a specific character or allow the player to choose which officer they want to play.  The officer list will show either the one officer highlighted, or a list of all of the officers in the scenario, in this case, choose who you want to Take Command of.  Then choose your difficulty and press start to begin.

<FONT=Georgia19,C,255,255,0>OPEN PLAY

<FONT=Georgia16,L,255,255,255>If you want to hone your skills as a military tactician without battling through the historic scenarios, Open Play is for you. These battles can be played over and over because every one is different and completely unscripted!  

Players can make any number of new OBs (Orders of Battle) and add it to the Open Play Folder.  The OB will then show up on the list.  Note: The OB format must be like the existing styles or it will not work.

To start an Open Play scenario, follow these steps:

1. Choose to play as the Confederate or Union army by clicking on the appropriate flag.
2. Choose a battlefield to play on from the list.
3. Choose an OB (Order of Battle) to play from.
4. Choose the Leader/rank you’d like to command for the game.
5. Choose one of 6 Engagement Types to play.
6. Choose the size of the battle.
7. Choose the length of the game you want to play. 

Random Battle will automatically select the Side, Battlefield, OB, Leader,
Engagement Type, Size, and Length.  

Then hit the Start button to Take Command!

<FONT=Georgia19,C,255,255,0>Options

<FONT=Georgia16,L,255,255,255>Selecting the Options button from the main menu accesses the options.  These options are provided to increase the game performance on your machine.

<FONT=Georgia16,L,255,255,0>Video options
<FONT=Georgia16,L,255,255,255>HIGH RESOLUTION UNITS:
This setting displays high-resolution units in the game.  This puts a very heavy burden on a computer’s video card and is recommended for high performance computers with a lot of video RAM (2 gigs).

HIGH RESOLUTION FLAGS:
This setting displays high-resolution flags in the game.  This puts a heavy burden on a computer’s video card and is recommended for high performance computers with a lot of video RAM (2 gigs).

USE MINIMUM UNIFORMS:
This setting will use one uniform type per side.  It can be used with either the Hi-Res or Low-Res uniform settings so that a player can choose only one uniform per side but use Hi-Res units for that one uniform.

LOW RESOLUTION MAPS:
This setting removes many of the 3D terrain models (mostly fences and corn) that can slow down the performance of low-end machines.

LOW DENSITY TERRAIN FOLIAGE:
This setting reduces the percentage of foliage that the game draws.  Reducing the percentage of terrain foliage displayed can increase CPU performance for low-end computers.

WRAP TREES OFF MAP:
This setting displays trees on the map that is beyond the bounds of the game. Reducing the percentage of trees displayed can increase CPU performance for low-end computers.

SHOW ROAD PATHS:
This shows small gray icons for a selected unit that is using a road path so the player can see what road the unit will take.  This setting is for looks only and does not affect CPU performance.
	 
KEEP ALL DEAD BODIES:
These setting toggles on/off showing ALL dead bodies that accumulate over the course of the game.  Since the dead bodies can reach a large number for big battles, reducing the percentage of dead displayed can increase CPU performance for low-end computers.

NO FLAG EFFECTS:
This toggles on/off the info icons that appear over unit flags.  If players do not like to see these they can turn them off.  This setting is for looks only and does not affect CPU performance.

MAX DRAWING DISTANCE:
This sets the distance the game draws terrain and units. It can help reduce the CPU strain for lower end computers.

MAX TRANSPARENT FORREST:
This sets the transparency radius for displaying woods (only).  This distance is set in yards from the position of the camera.


<FONT=Georgia16,L,255,255,0>Sound Options
<FONT=Georgia16,L,255,255,255>SOUND OPTIONS:
Allows ambient sounds to be turned on or off.  Ambient sounds are large files that loop throughout the game and can slow some low-end computers down.


<FONT=Georgia16,L,255,255,0>Game Play Options
<FONT=Georgia16,L,255,255,255>DIFFICULTY:
1.Easy - easier renditions of the battles of 2nd Manassas - for beginning strategists
2.Normal - The most accurate representations of the historic battles for seasoned strategists
3.Hard - More challenging versions of the battles for strategic giants
4.Grognard - Very difficult!  'Grognard' is slang for war game fanatics (it means “Grumblers” – named after Napoleon’s veteran troops).

AI   PERFORMANCE:
This setting determines how many times the AI runs it’s “think” loops per second.  The higher the setting, the faster the AI thinks but at the cost of a player’s frame rate.  The lower the setting, the easier it is on a CPU but it delays the AI’s processing rate.  The low setting is not that noticeable a difference and is recommended for low-end machines.

FAIL GRADE SETTINGS:
(This affects Open Play only)
The player sets his fail grade level for ending the game based on the rank he has chosen for himself in the Open Play game.  
The ranks are:
ARMY
CORPS
DIVISION
BRIGADE
REGIMENT

SHOW TARGET LIST:
Displays the target list for a selected unit in the upper left part of the game screen.  This can be turned on or off.

AUTOSAVE:
Displays the time interval a player wants to automatically save the game while playing.  Setting it to 0 will disable autosave.



<FONT=Georgia19,C,255,255,0>Load Screen

<FONT=Georgia16,L,255,255,255>If you’ve saved one of your games mid-battle, this is where you go to load that game and continue the fight!

Select your saved game from the list on the left and hop back into the fray.

*Take Command: 2nd Manassas automatically creates a save game at the start of each battle in case you want to restart that battle with the same battle criteria at a later date.

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$DoQuit <FONT=Georgia19,C,0,0,0>Are you sure you want to quit?

$DoEndBattle <FONT=Georgia19,C,0,0,0>Press yes to confirm your resignation.

$Delete <FONT=Georgia19,C,255,255,255>Are you sure you want to delete this saved game?

$ConfirmExit <FONT=Georgia19,C,255,255,255>Resigning your commission already?

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//MOVEHELP
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$MoveHelp <FONT=Georgia16,C,0,0,0>Movement/Navigation/Keyboard

<FONT=Georgia16,L,64,0,255>Hold W <FONT=Georgia14,L,0,0,0> - Move forward in the direction you are facing. (forwards)
<FONT=Georgia16,L,64,0,255>Hold S <FONT=Georgia14,L,0,0,0> - Move backward from the direction that you are facing. (backwards)
<FONT=Georgia16,L,64,0,255>Hold A <FONT=Georgia14,L,0,0,0> - Move to the left of the direction that you are facing. (sidestep left)
<FONT=Georgia16,L,64,0,255>Hold D <FONT=Georgia14,L,0,0,0> - Move to the right of the direction that you are facing. (sidestep right)
<FONT=Georgia16,L,64,0,255>Hold Q <FONT=Georgia14,L,0,0,0> - Rotate Left
<FONT=Georgia16,L,64,0,255>Hold E <FONT=Georgia14,L,0,0,0> - Rotate Right

<FONT=Georgia14,L,0,0,0>Also by moving the mouse to the screen edges you can move:
<FONT=Georgia16,L,64,0,255>TOP <FONT=Georgia14,L,0,0,0> - Move forward in the direction you are facing. (forwards)
<FONT=Georgia16,L,64,0,255>BOTTOM <FONT=Georgia14,L,0,0,0> - Move backward from the direction that you are facing. (backwards)
<FONT=Georgia16,L,64,0,255>LEFT <FONT=Georgia14,L,0,0,0> - Move to the left of the direction that you are facing. (sidestep left)
<FONT=Georgia16,L,64,0,255>RIGHT <FONT=Georgia14,L,0,0,0> - Move to the right of the direction that you are facing. (sidestep right)

Hold SPACE or Roll Mouse Wheel - Move up. (up)
Hold Left SHIFT or Roll Mouse Wheel - Move down. (down)

<FONT=Georgia16,L,64,0,255>P <FONT=Georgia14,L,0,0,0> - Pauses game and allows player to move around map.  Player cannot issues orders while game is paused.
<FONT=Georgia16,L,64,0,255>T <FONT=Georgia14,L,0,0,0> - Toggle Trees On and Off, this helps with finding your units.
<FONT=Georgia16,L,64,0,255>F <FONT=Georgia14,L,0,0,0> - Follow selected unit
<FONT=Georgia16,L,64,0,255>U <FONT=Georgia14,L,0,0,0> - This will toggle the tool bar on and off (U for the U in HUD since we use the H below)
<FONT=Georgia16,L,64,0,255>H <FONT=Georgia14,L,0,0,0> - Show Help
<FONT=Georgia16,L,64,0,255>M <FONT=Georgia14,L,0,0,0> - Show the Map
<FONT=Georgia16,L,64,0,255>+ <FONT=Georgia14,L,0,0,0> - Speed up game
<FONT=Georgia16,L,64,0,255>- <FONT=Georgia14,L,0,0,0> - Return game to normal speed
<FONT=Georgia16,L,64,0,255>C <FONT=Georgia14,L,0,0,0> - Bring up the send courier screen in open play
<FONT=Georgia16,L,64,0,255>Z <FONT=Georgia14,L,0,0,0> - Use Binoculars (toggle zoom view) 

<FONT=Georgia16,L,64,0,255>Enter <FONT=Georgia14,L,0,0,0> - OK on most screens
<FONT=Georgia16,L,64,0,255>Esc   <FONT=Georgia14,L,0,0,0> - Cancel on most screens

<FONT=Georgia16,L,64,0,255>F3 <FONT=Georgia14,L,0,0,0> - Highlights Window
<FONT=Georgia16,L,64,0,255>F4 <FONT=Georgia14,L,0,0,0> - Screenshot

<FONT=Georgia16,L,64,0,255>NUMPAD + <FONT=Georgia14,L,0,0,0> - This will bring up the save dialog.
<FONT=Georgia16,L,64,0,255>NUMPAD / <FONT=Georgia14,L,0,0,0> - This will bring up the load dialog.

<FONT=Georgia16,L,64,0,255>UP   Arrow <FONT=Georgia14,L,0,0,0> - Jump to immediate superior
<FONT=Georgia16,L,64,0,255>DOWN Arrow <FONT=Georgia14,L,0,0,0> - Jump to immediate subordinate

<FONT=Georgia16,L,64,0,255>LEFT/RIGHT Arrow <FONT=Georgia14,L,0,0,0> - Navigate through all commanders under current superior commander

<FONT=Georgia16,L,64,0,255>Mouse Commands
<FONT=Georgia14,L,0,0,0>Left Mouse click - select unit/click button
Mouse Wheel - move up or down/scroll text
Left Mouse double-click - move selected unit to location
Right Mouse (hold down) - look around
Move Mouse to Edge of Screen - move around

<FONT=Georgia16,L,64,0,255>Looking Around
<FONT=Georgia14,L,0,0,0>The Take Command Series takes place in a fully 3D world.  You can look and move just about anywhere. To look around hold down your right mouse button while moving your mouse.  You’ll notice that the mouse cursor has disappeared to signify that you are in viewing mode.  Move the mouse forward and backward to look up and down.  Move the mouse side to side to turn.

<FONT=Georgia16,L,64,0,255>Moving
<FONT=Georgia14,L,0,0,0>In order to make moving around as easy as possible we have adopted a typical keyboard system for 3D worlds.  Hopefully those unfamiliar with the system will not have too many problems adapting to it.  Use WSAD to move around, or move your mouse to the screen edges.  Use the SPACEBAR and the L-SHIFT or use the mouse wheel to move up and down.

None of these keys will change the direction that you are facing, you must use the mouse for that.  These keys do not affect any of the soldiers or officers in your army.  They only change your point of view, or they move the camera, as it is often referred to.

There are some restrictions on where you can move.  You cannot move off of the map.  The map does have edges, though they are hard to see since it wraps to create a more realistic view.  You can also not move too far away from your character in the game.  This adds a little to the realism of the game, you are not a bird who can fly anywhere, you most move your units there first.

When you are looking around you cannot see nor hear any enemy that is not seen by someone that is a member of your army.  Enemy units that are hidden from your armies eyes will remain hidden to you as well.

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$SelHelp <FONT=Georgia16,C,0,0,0>SELECTION

<FONT=Georgia14,L,64,0,255>Left Click on Flag to select unit.
Double Left click on terrain to move currently selected unit.

<FONT=Georgia16,L,64,0,255>Selecting Units
<FONT=Georgia14,L,0,0,0>To select a unit left click on their flag.  This will display their toolbar.  If the unit is under your command you will see all of their information in the toolbar.  If they are a friendly unit you will see some of the information, if they are an enemy you will see very little information.  If the unit is under your command, all button presses will now correspond to the selected unit.

<FONT=Georgia16,L,64,0,255>Moving Selected Units
<FONT=Georgia14,L,0,0,0>To move the selected unit, just double left click on the ground where you want them to go.  Their flag will appear at the destination as well as an arrow symbolizing the direction that they will be facing when they arrive.  The flags of all their immediate subordinates with also appear with green arrows. Whenever you select a unit under your command, if they are moving to a destination, their destination flag, and the destination flag of all of their immediate subordinates will appear showing you where they are heading.

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$MenuHelp <FONT=Georgia16,C,64,0,255>IN GAME MENU

<FONT=Georgia14,L,0,0,0>To access the in game menu, press the menu button on the toolbar.  To close the menu without leaving the game, press the X in the upper right hand corner or hit the esc key.

<FONT=Georgia14,L,64,0,255>BATTLE INFO
<FONT=Georgia14,L,0,0,0>Displays the scenarios basic information.

<FONT=Georgia14,L,64,0,255>SAVE BATTLE
<FONT=Georgia14,L,0,0,0>Saves the current battle.  To access the Save Game screen hit the menu button on the toolbar and then select save or press the ‘+’ on the numpad.  To save a game, either type a new name in the list or select a previous saved game to overwrite.  There is no confirmation for overwriting previously saved games.  Hit save to save the game or hit cancel to leave this screen without saving.

<FONT=Georgia14,L,64,0,255>LOAD BATTLE
<FONT=Georgia14,L,0,0,0>Loads a game from the Saved Games list or restarts the same scenario at the beginning.  To access the Load Game screen hit the menu button on the toolbar and then select load or press the ‘/’ on the numpad.  Loading is very fast when in the game.  It will take much longer to exit the game and load from the Main Menu.  Select the game you want to load from the list, the name will appear below the list, and hit load.  

To leave this screen without loading a game press the cancel button.  Only those games saved using the current scenario will appear on the list.  To load a game from another scenario, you must exit to the main menu.  Notice that every time you start a new scenario, an automatic save is created so that you can restart without going back to the main menu.

<FONT=Georgia14,L,64,0,255>END BATTLE
<FONT=Georgia14,L,0,0,0>Ends a battle and displays the End-Game screen for the player to review all the grades and data for both sides.  There is no player penalty for ending a battle.

<FONT=Georgia14,L,64,0,255>HELP
<FONT=Georgia14,L,0,0,0>Displays all the available in-game help.  To access the help system hit the help button on the in game menu or press the ‘H’ key on the keyboard.  This will bring up a scrollable list of help topics.  Select the topic that you want to read about and hit the Show Help button, or hit cancel to leave this screen.

<FONT=Georgia14,L,64,0,255>QUIT
<FONT=Georgia14,L,0,0,0>Quits the game and goes straight to the Main Menu.


<FONT=Georgia14,L,64,0,255>LOADING GAMES
<FONT=Georgia14,L,0,0,0>To access the Load Game screen hit the menu button on the toolbar and then select load or press the ‘/’ on the numpad.  Loading is very fast when in the game.  It will take much longer to exit the game and load from the Main Menu.  Select the game you want to load from the list, the name will appear below the list, and hit load.  To leave this screen without loading a game press the cancel button.  Only those games saved using the current scenario will appear on the list.  To load a game from another scenario, you must exit to the main menu.  Notice that every time you start a new scenario, an automatc save is created so that you can restart without going back to the main menu.

<FONT=Georgia14,L,64,0,255>SAVING GAMES
<FONT=Georgia14,L,0,0,0>To access the Save Game screen hit the menu button on the toolbar and then select save or press the ‘+’ on the numpad.  To save a game, either type a new name in the list or select a previous saved game to overwrite.  There is no confirmation for overwriting previously saved games.  Hit save to save the game or hit cancel to leave this screen without saving.

<FONT=Georgia14,L,64,0,255>ACCESSING MAP
<FONT=Georgia14,L,0,0,0>To access the help system hit the help button on the in game menu or press the ‘H’ key on the keyboard.  This will bring up a scrollable list of help topics.  Select the topic that you want to read about and hit the Show Help button, or hit cancel to leave this screen.

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// HELPMAP
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$HelpMap <FONT=Georgia16,C,0,0,0>MAP SCREEN

<FONT=Georgia14,L,0,0,0>To access the map screen, press the Map button on the left side of the toolbar.  The map may be the most useful screen in the game, as it’s very easy to get lost in a 3D world.  The map displays a live update of all known units in the game.  You can see every unit that is a member of your army on this screen.  You can also see every enemy unit that is visible to any unit of your army.  If an enemy unit was visible, but now is not, you can see their last known position. Your own units are very easily picked out on the map, as they have a yellow border around them.  

Every unit with a yellow border is directly under your command and you can control them.  You cannot control any unit that does not have a yellow border.  Other useful items on the map are any objectives that you have achieved or are currently assigned to you.  You can also see if a courier is moving towards you to give you orders from your superior as well as the location of the ammo wagon if your regiments are getting low on ammo.  By moving your mouse cursor over a map symbol you can read the name of the unit that the symbol represents.  Use the legend at the side of the map to identify the different symbols and what they mean.  

It is very useful to check the map after you have received new orders, because if the orders contain any objectives the new objective will be shown.  Also the map will help you make sure that you are moving in the correct direction to fulfill your orders.  The top of the map is north, by using this along with your compass that appears in the upper right hand portion of the game screen you will be able to easily get your bearing.

The map screen also acts as a jump map, by clicking on a location your view is immediately brought there.  Unless their are restrictions on your movement as defined by the scenario.

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$HelpOB <FONT=Georgia16,C,0,0,0>ORDER OF BATTLE

<FONT=Georgia14,L,0,0,0>The Order of Battle screen can be accessed by pressing the photograph or the sword.  The Order of Battle screen shows a complete summary of your current state as well as the state of any units under your command.  This is a good place to go in order to get an overall picture of your progress in the game.  You can see your grade as well, which is a summation of the grades of all the units under your command.  You can use this screen to see if any of your units are getting low on ammo or if their morale, fatigue or grade is falling.  
You can easily see which of your regiments are doing well and which need to rest. This screen is very useful to see where you should move your Brigade Commander in order to give a regiment a much needed morale boost inspired by your presence. You can also look at the positioning of your regiments by viewing which are on defensive terrain (which lowers their chances of taking enemy fire), as well as seeing which are on movement terrain (which is easiest to move across by increasing speed and decreasing the fatigue penalty of marching or running).

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$HelpSend <FONT=Georgia16,L,0,0,0>Send Courier Screen (Open Play Only)

<FONT=Georgia14,L,0,0,0>This screen is accessed by pressing the 'C' key while in an "Open Play" scenario.

When you play a Division or Brigade Commander in Open Play, you may receive couriers with orders from your superior officer.  These orders come in 3 major types:

Secure An Area
Secure A Location
Take An Objective Site

The location of the order will be marked on your map.  It is up to you to follow through with those orders.  When you have completed the assigned task.  You can use the Send Courier screen to tell your commander that you are done and that you need new orders.  A courier will be dispatched and it will go to your commander, if he has new orders, he will then dispatch a courier with your new orders.

If you select the wrong button, no courier will be dispatched.  For example if you have been told to take an objective site and you try to send a courier saying that you have secured an area.  The courier will not respond.  No sending fake dispatches to your commander!

The other order that you could receive is to hold in reserves.  In this case you will have to wait around until one of the engaged forces requests help.  Of course you don't have to follow your orders, that choice is up to you.

If you are in trouble, there is one more button that you can use: Request Support.  This button will send a dispatch to your commanding officer and tell him to send any reserves that he has available.  Do not use this button lightly, sometimes there are no reserves or minimal reserves, so don't use this button unless you really need to.

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$HelpTComm <FONT=Georgia16,C,0,0,0>Take Command Button

<FONT=Georgia14,L,0,0,0>The "Take Command" button gives you absolute power over the selected unit.  As an officer during the Civil War, you may have many men under your command.  The are all thinking and moving on their own.  You give them orders and they execute those orders and they best see fit.  Sometimes you may get upset at your commanders, not agreeing with their decisions.  So you have the option of assuming full control over them at any time.

THIS CAN BE VERY DANGEROUS!

Unless you are constantly watching your TC units, they may get killed while your head is turned.  They are no longer thinking on their own.  But this button can be very effective as well.  For example, if you want your artillery to only target other artillery and you don't want them changing their mind and starting to shoot at another threat.  You can TC them and select "Target Artillery".  But be warned, if you don't assign them the correct ammo, they may not be able to reach the enemy artillery, or if an enemy unit charges them, they won't switch to canister to wipe them out.

If you TC a regiment, they will not respond to formation commands of their officer.  They will not look to protect themselves.  So use it wisely.

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$HelpLog <FONT=Georgia16,C,0,0,0>MESSAGE LOG

<FONT=Georgia14,L,0,0,0>The Message Log is accessed by pressing the documents on the toolbar.  This will list all of the messages that you have received while playing the game.  There are two types of messages that you will receive, courier and advisor.  To access these messages, click on the scrollable list over the message that you want to read, and then press the Display button.  This will close the message log and display the selected message.

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$HelpAdvisor <FONT=Georgia16,C,0,0,0>ADVISOR MESSAGES

<FONT=Georgia14,L,0,0,0>During the course of the game, your top military advisor will contact you to give you advice.  These are very important game play tips.  It is highly suggested that you read through the entire messages from your Advisor.  He can quickly analyze the situation and offer the best course of action.  He will also point out game play aspects that will help you achieve your goals and follow your orders quickly.

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$HelpCourier <FONT=Georgia16,C,0,0,0>COURIER MESSAGES

<FONT=Georgia14,L,0,0,0>Your commander will give his orders to a courier and that courier will come and find you.  When the courier reaches you he will give you the orders.  It is suggested that you follow those orders if you ever want a promotion in the future.  If the orders pertain to a destination, an objective identifier will appear above the terrain over the destination.  This will also appear on your map in order to aid you in reaching the destination and fulfilling your orders.

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$HelpOfficer <FONT=Georgia16,C,0,0,0>OFFICER ATTRIBUTES

<FONT=Georgia14,L,0,0,0>Every officer has a unique personality including you.  By selecting the patch on the toolbar you can see how you are doing in the game and find out a little bit about yourself.  Here you can see your different traits and how you fare in each of them.  These traits affect how the men under your command fight and react to your orders.  

Close this dialog by hitting the small X in the upper right hand corner.  Although the game is still running you can not interact with it while this screen is open.  The list of all active and completed objectives is shown at the top of this screen.

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$HelpRegt <FONT=Georgia16,C,0,0,0>UNIT SKILLS

<FONT=Georgia14,L,0,0,0>Each regiment has it’s own special training, experience, and abilities.  By clicking on the patch on the toolbar while a regiments is selected you can view these skills.  Close this dialog by hitting the small X in the upper right hand corner.  Although the game is still running you can not interact with it while this screen is open.

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// HELPCOMBAT
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$HelpCombat <FONT=Georgia16,C,0,0,0>COMBAT REPORT

<FONT=Georgia14,L,0,0,0>While a regiment is selected, press the bullet shown on the toolbar to bring up the Combat Report.  This is a summary of how many enemies you've killed vs. how many casualties this regiment has taken.  You can also view weapon information on this screen.  By using the weapon information showing the maximum and optimal range of the rifle this regiment is using, you can make smarter moves in placing your men within range of the enemy.  

When an enemy is in firing range of the regiment's rifles, they will appear in the upper left hand portion of the screen with their current distance in yards.  For increased firepower move the regiment forward until they have reached optimal range. Close this dialog by hitting the small X in the upper right hand corner.  Although the game is still running you can not interact with it while this screen is open.

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// HELPOBJS
//
//

$HelpObjs <FONT=Georgia16,C,0,0,0>WINNING OBJECTIVES

<FONT=Georgia14,L,0,0,0>Objectives show up on the map as a Star floating above the terrain.  When an army is in control, the Star will change color to represent the army that is holding it.  To win an objective an officer as well as a regiment must be within a certain radius of the Star.  Also, if there are enemy troops within the radius as well, you must have a majority.  To see the radius view the mini map and put your mouse over the objective.  When you have control of the objective it will either disappear or start a countdown showing the time remaining in which you must maintain control of the objective.

<FONT=Georgia14,L,64,0,255>
Objective Timer<FONT=Georgia14,L,0,0,0> - Shows how long the player has to hold that objective. Counts down time until objective is won and points are awarded.  
<FONT=Georgia14,L,64,0,255>Objective Distance(yards)<FONT=Georgia14,L,0,0,0> - Displays next to the timer.  The first number shows how far you are from the objective and the second number shows the maximum distance away that you can get before you lose the objective and it gets reset.

By moving your mouse cursor over a map symbol you can read the name of the unit that the symbol represents.  Use the legend at the side of the map to identify the different symbols and what they mean.  When going over a VP site the informatio displayed is as follows:

<FONT=Georgia14,L,64,0,255>VP site name

<FONT=Georgia14,L,64,0,255>VP assigned: <FONT=Georgia14,L,0,0,0>  VPs can be assigned to the player only or a side, or everyone.

<FONT=Georgia16,L,64,0,255>VP Type: 
<FONT=Georgia14,L,64,0,255>Waypoint <FONT=Georgia14,L,0,0,0> – Means the site MUST be held for the time specified
<FONT=Georgia14,L,64,0,255>Hold <FONT=Georgia14,L,0,0,0> – Means the VP site must be held by the end of the scenario to win the game.

<FONT=Georgia16,L,64,0,255>RAD: <FONT=Georgia14,L,0,0,0> The radius needed to activate site.  If enemy is within the radius, the site will be open and remain contested until one drives the other away.

<FONT=Georgia16,L,64,0,255>HOLD: <FONT=Georgia14,L,0,0,0> The time needed to hold the site. 
 
<FONT=Georgia16,L,64,0,255>P: <FONT=Georgia14,L,0,0,0> The points awarded for holding the site for the allotted time.

<FONT=Georgia16,L,64,0,255>M: <FONT=Georgia14,L,0,0,0> Morale bonus to units for holding the site.

<FONT=Georgia16,L,64,0,255>F: <FONT=Georgia14,L,0,0,0> Fatigue bonus to units for holding the site.

<FONT=Georgia16,L,64,0,255>A: <FONT=Georgia14,L,0,0,0> Ammo bonus to units for holding the site

//
// HELPREAL
//
//

$HelpReal <FONT=Georgia16,C,0,0,0>REALISM

<FONT=Georgia14,L,0,0,0>Take Command - 2nd Manassas was designed to be as realistic as possible.  To play the game is to get a chance to experience what it was like to command troops during the Civil War.  For this reason, men do not always do what you want them to do.  Each officer has many factors that affect his decisions on the battlefield.  You may see reinforcements come up, but not engage.  All the while your being pounded.  This is not a bug, it simulates that officers sometimes did that in the Civil War.  

The AI looks at the officers personality mixed with his orders and there is a chance that the officer will deem the attacking force too powerful for his men and choose to stand fast.  Waiting for the enemy to come to him.  In these cases the officer will not commit his men until he is attacked or an enemy comes to within rifle range of his guns. This adds a lot of re-playability to the scenarios.  Because officers may act slightly differently every time you play.

//
// HELPTERR
//
//

$HelpTerr <FONT=Georgia16,C,0,0,0>TERRAIN HELP

<FONT=Georgia14,L,0,0,0>Terrain types greatly affect gameplay.  The outcome of a battle can be determined by which officer uses terrain to their best advantage. You can read which terrain the currently selected unit is on by looking at the location section of the toolbar.

The following terrain types give you defensive bonuses.  This means that the enemy has a reduced chance of hitting you while you are in that terrain.  

<FONT=Georgia14,L,64,0,255>DEFENSIVE BONUS:
Walls and Fences
Forests and Orchards
Sunken Roads
Rocky
Rough
Brush
Thickets
Boulders
Cemetary
Forts
Redoubts
Breastworks
Rifle Pits
Abatis


<FONT=Georgia14,L,0,0,0>The following terrain types give you a movement rate bonus, meaning that your men will march and run faster while they are on these terrain types:

<FONT=Georgia14,L,64,0,255>MOVEMENT BONUS:
Roads
Fords
Trails
Turnpikes
Sunken Roads

<FONT=Georgia14,L,0,0,0>The following terrain types have decreased visibily, meaning that you can hide from the enemy if you are deep enough in them.  Of course that means that the enemy can hide there too:

<FONT=Georgia14,L,64,0,255>DECREASED VISIBILITY:
All Woods types

<FONT=Georgia14,L,0,0,0>The following terrain types have a high fatigue penalty, meaning that if you march your soldiers through these terrain types they are going to tire much faster, if your soldiers get too tired they cannot run or charge and their fighting effectiveness will start to decrease:

<FONT=Georgia14,L,64,0,255>HIGH FATIGUE PENALTY:
Stream
Creek
Pond
Swamp
Marsh
Pine Trees
Heavy Woods
Light Woods
Orchard
Rough
Slope
Boulders
Cemetary
Rail Fence
Picket Fence
Stonewall
Camp
Town
Corn
HQ



//
//
//  End Screens
//

$EndFail <FONT=Newspaper_Col_Header,C,0,0,0>Defeat!

<FONT=NewspaperText,L,0,0,0>A poor effort was witnessed on the battlefield today. A major blow was dealt to our forces. Anonymous sources were quoted as saying "Some officers belong on the lines, not hiding behind them on a horse."  We'll let the reader decide.

$EndMajFail <FONT=Newspaper_Col_Header,C,0,0,0>Call for Demotion!

<FONT=NewspaperText,L,0,0,0>"Like throwing men in the slaughterhouse!"  That's what the other officers were saying in response to the horrendous performance on the battlefield today.  Sources said that they "walked through the blood of our men."

$EndObjs <FONT=Newspaper_Col_Header,C,0,0,0>Promotion Forthcoming!

<FONT=NewspaperText,L,0,0,0>After an amazing performance on the field of honor, the men rallied behind their officer cheering and chanting as the enemy fled the scene.  This is one officer that we'll be reading about again soon.

$EndNoObjs <FONT=Newspaper_Col_Header,C,0,0,0>Victory!

<FONT=NewspaperText,L,0,0,0>Another victory for our side.  Although, sources say, not all objectives were achieved, any day you can watch the enemy flee is a good day.

$EndKilled <FONT=Newspaper_Col_Header,C,0,0,0>Obituary

<FONT=NewspaperText,L,0,0,0>Today our side lost another valiant officer.  Who are we going to get to fill all these positions left vacant by officers that just wandered too close to the enemy's fire.  This reporter does not know.

//
// Open Play End Screens
//

$OPEndRouted <FONT=Newspaper_Col_Header,C,0,0,0>Army Routed

<FONT=NewspaperText,L,0,0,0>The army was completely routed from the field.  There was massive incompetence at the highest level.  The public is demanding the President make to remove the senior commander in charge and promote one of his subordinates.

$OPEndPlayerDie <FONT=Newspaper_Col_Header,C,0,0,0>Obituary

<FONT=NewspaperText,L,0,0,0>While leading his men valiantly from the front lines <VAR=$playername> was mortally wounded.  He survived for 20 minutes with his personal physician trying desperately to stop the bleeding but he eventually succumbed.  After hearing <VAR=$playername> had died, all his men panicked fled the field.  His retreating troops caused a chain reaction which led to the entire army’s eventual collapse.  <VAR=$playername>’s replacement has yet to be named.

$OPEndGiveUp <FONT=Newspaper_Col_Header,C,0,0,0>Call for Demotion!

<FONT=NewspaperText,L,0,0,0>Everyone knows that <VAR=$playername> was  politically appointed and given a command when there was plenty of other better qualified commanders.  <VAR=$playername>’s incompetence was obvious in combat and his complete lack of understanding of tactics led to the virtual annihilation of his command.  He will be removed from command if there is any justice in the world.

$OPEndWonVP <FONT=Newspaper_Col_Header,C,0,0,0>Location Secured!

<FONT=NewspaperText,L,0,0,0>Our glorious army took and held a key position on the battlefield against repeated assaults from a determined enemy.  Our forces inflicted considerable losses for the enemy and severely reduced their ability to continue the fight.  This war should end within months now!

$OPEndLostVP <FONT=Newspaper_Col_Header,C,0,0,0>Location Lost!

<FONT=NewspaperText,L,0,0,0>After repeated assaults on the enemy defensive position our army could not break the enemy lines and was forced to yield the battle against a much stronger enemy force.  Our army is not disheartened and will regroup to fight again.

$OPEndRoutedEnemy <FONT=Newspaper_Col_Header,C,0,0,0>Enemy Routed!

<FONT=NewspaperText,L,0,0,0>Victorious!  Our army, led by our magnificent army commander has driven the enemy forces from the field.  A brilliant strategy was carried out by our glorious forces and inflicted tremendous casualties against the enemy with several of the enemy commanders being killed.  The enemy is on the run and the war should be over in a matter of weeks the President says.

$OPBrigMajFail <FONT=Newspaper_Col_Header,C,0,0,0>Major Failure

<FONT=NewspaperText,L,0,0,0><VAR=$playername> had little understanding of what it takes to operate a brigade in the field.  He repeatedly put his men in unnecessary danger because of his unsound tactical training and taking numerous losses to his command.  Brigade commanders must be depended on to carry out the orders of their superiors without taking their own initiative to the detriment of the division.  Unless he can show a better understanding of battlefield tactics, <VAR=$playername> will be replaced and sent to guard railroad bridges.

$OPBrigFail <FONT=Newspaper_Col_Header,C,0,0,0>Failure

<FONT=NewspaperText,L,0,0,0><VAR=$playername> is still learning what it means to command a brigade.  Several times during the battle <VAR=$playername> showed indecisiveness and confusion in responding to enemy movements.  ADC’s constantly could not find <VAR=$playername> anywhere near the front lines instead leaving dispatches with his staff.  There are rumblings that his men are a little unsure of his ability to lead.  Only the future will tell.

$OPBrigTie <FONT=Newspaper_Col_Header,C,0,0,0>Average

<FONT=NewspaperText,L,0,0,0><VAR=$playername> led his troops admirably and performed his duty. During the battle, <VAR=$playername> showed relatively sound tactical judgment and maneuvered his brigade with skill.  This officer’s future looks bright if he can build on this experience and continue to be a dependable commander.

$OPBrigWin <FONT=Newspaper_Col_Header,C,0,0,0>Victory

<FONT=NewspaperText,L,0,0,0><VAR=$playername> was a blur on the battlefield galloping amongst his regiments and inspiring his men from the front.  His men responded by driving back the enemy troops to their front time and time again.  <VAR=$playername> shows a real grasp on commanding a brigade in the field using solid military tactics and doctrine to outfight the enemy.  

$OPBrigMajWin <FONT=Newspaper_Col_Header,C,0,0,0>Major Victory

<FONT=NewspaperText,L,0,0,0><VAR=$playername> commanded his troops courageously and was central to the battle.  Showing a great understanding of tactics and use of terrain, <VAR=$playername> displayed superb command skills over his brigade.  His men always seemed to be in the right place, at the right time.  After the official report comes out, <VAR=$playername> will be a natural for a promotion and seems poised for the next logical step in his career commanding a division. 

$OPDivMajFail <FONT=Newspaper_Col_Header,C,0,0,0>Major Failure

<FONT=NewspaperText,L,0,0,0><VAR=$playername> had little understanding of what it takes to operate a division in the field.  He repeatedly put his men in unnecessary danger because of his unsound tactical training and taking numerous losses to his command.  Division commanders must be depended on to carry out the orders of their superiors without taking their own initiative to the detriment of the corps.  Unless he can show a better understanding of battlefield tactics, <VAR=$playername> will be replaced and sent to command a commissary brigade.

$OPDivFail <FONT=Newspaper_Col_Header,C,0,0,0>Failure

<FONT=NewspaperText,L,0,0,0><VAR=$playername> is still learning what it means to command a division.  Several times during the battle <VAR=$playername> showed indecisiveness and confusion in responding to enemy movements.  ADC’s constantly could not find <VAR=$playername> anywhere near the front lines instead leaving important dispatches with his staff.  There are rumblings that his men are a little unsure of his ability to lead.  Only the time will tell.

$OPDivTie <FONT=Newspaper_Col_Header,C,0,0,0>Average

<FONT=NewspaperText,L,0,0,0><VAR=$playername> led his troops admirably and performed his duty. During the battle, <VAR=$playername> showed relatively sound tactical judgment and maneuvered his division with skill.  This officer’s future looks bright if he can build on this experience and continue to be a dependable division commander.
 
$OPDivWin <FONT=Newspaper_Col_Header,C,0,0,0>Victory

<FONT=NewspaperText,L,0,0,0><VAR=$playername> was a blur on the battlefield galloping amongst his brigades inspiring and rallying his men from the front.  His men responded by driving back the enemy troops to their front time and time again.  <VAR=$playername> shows a real grasp on commanding a division in the field using solid military tactics and doctrine to outfight the enemy.
  
$OPDivMajWin <FONT=Newspaper_Col_Header,C,0,0,0>Major Victory

<FONT=NewspaperText,L,0,0,0><VAR=$playername> commanded his troops courageously and was central to the battle.  Showing a great understanding of tactics and use of terrain, <VAR=$playername> displayed superb command skills over his division.  His divisions always seemed to be in the right place, at the right time.  After the official report comes out, <VAR=$playername> will be a natural for a promotion and seems poised for the next logical step in his career commanding a Corps.

$OPCorpMajFail <FONT=Newspaper_Col_Header,C,0,0,0>Major Failure

<FONT=NewspaperText,L,0,0,0><VAR=$playername> had little understanding of what it takes to operate a Corps in the field.  He repeatedly put his men in unnecessary danger because of his unsound strategic decisions and taking numerous losses to his command.  Corps commanders must be depended on to carry out the Army commander’s battle plan without taking their own initiative to the detriment of the army.  Unless he can show a better understanding of battlefield strategy, <VAR=$playername> will be replaced and sent to command a commissary brigade.
 
$OPCorpFail <FONT=Newspaper_Col_Header,C,0,0,0>Failure

<FONT=NewspaperText,L,0,0,0><VAR=$playername> is still learning what it means to command a Corps.  Several times during the battle <VAR=$playername> showed indecisiveness and confusion in responding to enemy movements.  ADC’s constantly could not find <VAR=$playername> anywhere near the front lines instead leaving important dispatches with his staff.  There are rumblings that his division commanders are a little unsure of his ability to lead.  Only the time will tell.

$OPCorpTie <FONT=Newspaper_Col_Header,C,0,0,0>Average

<FONT=NewspaperText,L,0,0,0><VAR=$playername> commanded his divisions admirably and performed his duty. During the battle, <VAR=$playername> showed relatively sound strategic judgment and maneuvered his divisions with skill.  This officer’s future looks bright if he can build on this experience and continue to be a dependable Corps commander.

$OPCorpWin <FONT=Newspaper_Col_Header,C,0,0,0>Victory

<FONT=NewspaperText,L,0,0,0><VAR=$playername> was a blur on the battlefield galloping amongst his brigades inspiring and rallying his men from the front.  His men responded by driving back the enemy troops to their front time and time again.  <VAR=$playername> shows a real grasp on commanding a Corps in the field using solid military strategy and doctrine to outfight the enemy.

$OPCorpMajWin <FONT=Newspaper_Col_Header,C,0,0,0>Major Victory

<FONT=NewspaperText,L,0,0,0><VAR=$playername> commanded his troops courageously and was central to the battle.  Showing a great understanding of strategy and use of terrain, <VAR=$playername> displayed superb command skills over his Corps.  His divisions always seemed to be in the right place, at the right time.  After the official report comes out, <VAR=$playername> will be a natural for a promotion and seems poised for the next logical step in his career commanding an Army.
 
$OPArmyMajFail <FONT=Newspaper_Col_Header,C,0,0,0>Major Failure

<FONT=NewspaperText,L,0,0,0><VAR=$playername> has little understanding of what it takes to operate an army on the battlefield.  He repeatedly put his men in unnecessary danger because of his unsound strategies and taking numerous losses to his command.  Army commanders must have the ability to think one step ahead of their enemies or they will fail.  Unless he can show a better understanding of battlefield strategy, <VAR=$playername> will be replaced and sent to command a brigade.

$OPArmyFail <FONT=Newspaper_Col_Header,C,0,0,0>Failure

<FONT=NewspaperText,L,0,0,0><VAR=$playername> is still learning what it means to command an Army.  Several times during the battle <VAR=$playername> was indecisive and confused in responding to enemy movements.  <VAR=$playername> was often found muttering to himself and aloof to even the closest members of his staff.  His Corps commanders are very concerned about his leadership.  There are rumblings that the President is a little unsure of his ability and may seek to remove him unless there is a victory.  Only the time will tell.

$OPArmyTie <FONT=Newspaper_Col_Header,C,0,0,0>Average

<FONT=NewspaperText,L,0,0,0><VAR=$playername> managed the battle admirably and displayed good use of his forces to counter the enemy. During the battle, <VAR=$playername> showed sound strategic judgment and maneuvered his Army with skill.  This officer’s future looks bright if he can build on this experience and continue to be a dependable Army commander.

$OPArmyWin <FONT=Newspaper_Col_Header,C,0,0,0>Victory

<FONT=NewspaperText,L,0,0,0><VAR=$playername> showed very good anticipation of enemy movements during the battle.  His battle plan worked well and kept the enemy off balance.  <VAR=$playername>‘s men responded by driving back the enemy time and time again.  <VAR=$playername> shows a real understanding for commanding an Army in the field using solid military strategy and doctrine to outfight the enemy.

$OPArmyMajWin <FONT=Newspaper_Col_Header,C,0,0,0>Major Victory

<FONT=NewspaperText,L,0,0,0><VAR=$playername> commanded his troops courageously and was central to the battle.  Showing a great understanding of strategy and use of terrain, <VAR=$playername> displayed superb command skills over his entire Army.  His forces always seemed to be in the right place, at the right time. After the war, <VAR=$playername> will be a natural for a politics and seems poised for the next logical step in his career… the Presidency.

//
// OpenPlay Descriptions
//

$OpenAtt <FONT=Georgia16,C,112,3,23>ATTACK Engagement

<FONT=Georgia14,L,0,0,0>The enemy holds the VP site.  The clock is running.  Get your forces close enough to the VP site to contest it and stop the VP timer.  Then, take and hold the site against counterattacks.

$OpenDef <FONT=Georgia16,C,112,3,23>DEFENSIVE Engagement

<FONT=Georgia14,L,0,0,0>You own the VP site.  The enemy wants to take your position.  Fortify your lines and wait for the attack that is sure to come.

$OpenMeetVP <FONT=Georgia16,C,112,3,23>MEETING Engagement (with VPs)

<FONT=Georgia14,L,0,0,0>There are anywhere from 1 to 3 VP sites that must be taken and held to win the day.  Be the first to get your forces under the VP sites.  Start the clocks and keep the enemy away, otherwise the countdown will have to begin again.

$OpenMeet <FONT=Georgia16,C,112,3,23>MEETING Engagement

<FONT=Georgia14,L,0,0,0>  There are no VP sites. The enemy is out there...somewhere. Send out cavalry scouts to find the enemy and then plan your strategy.   The goal is to find the enemy and kill him by gaining as many grade points to win.

$OpenStratVP <FONT=Georgia16,C,112,3,23>STRATEGIC Engagement (with VPs)

<FONT=Georgia14,L,0,0,0>There is 1 Major VP site on the map that you must take and hold to win the day.   Can you get your troops there first?

$OpenStrat <FONT=Georgia16,C,112,3,23>STRATEGIC Engagement

<FONT=Georgia14,L,0,0,0>There are no VP sites, just your side against theirs. The enemy can be anywhere on the map.  Send out cavalry scouts to find the enemy and then plan your strategy.  Gain as many grade points to win.

$OpenMajorVP <FONT=Georgia16,L,0,0,0> Major VP Site

<FONT=Georgia16,L,112,3,23>Major VP: <FONT=Georgia14,L,64,0,255> <NVAR=$vpname>
<FONT=Georgia14,L,0,0,0>A Major VP site must be controlled to win the day.  If the enemy captures or contests it (makes the site neutral), the timer will restart.  Whichever side holds it for the specified time will win the game.

Status:<FONT=Georgia14,L,64,0,255> <NVAR=$vpdone>

<FONT=Georgia14,L,0,0,0>Keep <FONT=Georgia14,L,64,0,255> <NVAR=$vpnummen> <FONT=Georgia14,L,0,0,0> men and at least 1 officer in the VP radius of <FONT=Georgia14,L,64,0,255> <NVAR=$vpradyards> <FONT=Georgia14,L,0,0,0> yards.
You must also have at least twice as many men within the radius as the enemy army.  
If any of the above conditions are not met during any time, the countdown clock on the VP will reset.

This site must be held for <FONT=Georgia14,L,64,0,255> <NVAR=$vpholdmin> <FONT=Georgia14,L,0,0,0> minutes.
Your army will receive <FONT=Georgia14,L,64,0,255> <NVAR=$vppoints> <FONT=Georgia14,L,0,0,0> points when the site has been held the entire duration.
The holding troops will receive <FONT=Georgia14,L,64,0,255> <NVAR=$vpbonfat> <FONT=Georgia14,L,0,0,0> Fatigue, <FONT=Georgia14,L,64,0,255> <NVAR=$vpbonmor> <FONT=Georgia14,L,0,0,0> Morale, and <FONT=Georgia14,L,64,0,255> <NVAR=$vpbonammo> <FONT=Georgia14,L,0,0,0> Ammo when the site has been held the entire duration.

$OpenMinorVP <FONT=Georgia16,C,112,3,23>Minor VP Site

<FONT=Georgia16,L,112,3,23>Minor VP: <FONT=Georgia14,L,64,0,255> <NVAR=$vpname>
<FONT=Georgia14,L,0,0,0>Minor VP sites are optional and do not have to be won or even attempted.

Status:<FONT=Georgia14,L,64,0,255> <NVAR=$vpdone>

<FONT=Georgia14,L,0,0,0>Keep <FONT=Georgia14,L,64,0,255> <NVAR=$vpnummen><FONT=Georgia14,L,0,0,0> men and at least 1 officer in the VP radius of <FONT=Georgia14,L,64,0,255> <NVAR=$vpradyards> <FONT=Georgia14,L,0,0,0> yards.
You must also have at least twice as many men within the radius as the enemy army.  
If any of the above conditions are not met during any time, the countdown clock on the VP will reset.

This site must be held for <FONT=Georgia14,L,64,0,255> <NVAR=$vpholdmin> <FONT=Georgia14,L,0,0,0> minutes.
Your army will receive <FONT=Georgia14,L,64,0,255> <NVAR=$vppoints> <FONT=Georgia14,L,0,0,0> points when the site has been held the entire duration.
The holding troops will receive <FONT=Georgia14,L,64,0,255> <NVAR=$vpbonfat> <FONT=Georgia14,L,0,0,0> Fatigue, <FONT=Georgia14,L,64,0,255> <NVAR=$vpbonmor> <FONT=Georgia14,L,0,0,0> Morale, and <FONT=Georgia14,L,64,0,255> <NVAR=$vpbonammo> <FONT=Georgia14,L,0,0,0> Ammo when the site has been held the entire duration.

//
// Courier Messages
//

$CTacVP <FONT=Georgia14,L,0,0,0>
Your objective is to move your forces into good positions to take and hold the VP objective marked on your map.

$CTacQuadVP <FONT=Georgia14,L,0,0,0>
You must march your troops into the area and support our other forces there until the area is secured. 


$CTacQuad <FONT=Georgia14,L,0,0,0>
You must move your troops into position and secure the area I have marked on your map.  Once you have accomplished this, send your courier and I will give you new orders. 

$CTacReserve <FONT=Georgia14,L,0,0,0>
Sir you have been ordered to hold here as reserves and wait for further orders.  The enemy is expected to attack in strength which necessitates that we keep a fresh force on hand to counterattack. 

$CTacLoc <FONT=Georgia14,L,0,0,0>
Move your men to the position I have designated on the map.  We must make sure we get the good ground...the high ground...and make the enemy have to attack across open ground.

$CTacQuadLoc <FONT=Georgia14,L,0,0,0>
You have been ordered to take the location marked on your map. Then secure the outlined area.

$CTacHold <FONT=Georgia14,L,0,0,0>
I need you to move your command to this new position marked on your map and hold that location until further orders.

$COrdersHold <FONT=Georgia14,L,0,0,0>Hold Orders
When you get to your destination, set up defensive positions and hold it.  You must not let your position be overrun by the enemy!  Remember, hold at all hazards!

$COrdersHold_D <FONT=Georgia14,L,0,0,0>Hold Orders
When you get to your destination, set up defensive positions and hold it.  You must not let your position be overrun by the enemy!  Remember, hold at all costs!

$COrdersDefend <FONT=Georgia14,L,0,0,0>Defend Orders
If you encounter the enemy, you may engage them...but only lightly.  If you feel you are outnumbered, send your courier to me at once and I'll send any reinforcements that are at my disposal.

$COrdersDefend_D <FONT=Georgia14,L,0,0,0>Defend Orders
If you encounter the enemy, you may engage them...but only lightly.  If you feel you are outnumbered, send your courier to me at once and I'll send any reinforcements that are at my disposal.

$COrdersProbe <FONT=Georgia14,L,0,0,0>Probe Orders
If you encounter the enemy, you may engage them.  But do not let the situation get out of hand.  I do not want you to get into a major fight without support. 

$COrdersProbe_D <FONT=Georgia14,L,0,0,0>Probe Orders
If you encounter the enemy, you may engage them.  But do not let the situation get out of hand.  I do not want you to get into a major fight without support. 

$COrdersAttack <FONT=Georgia14,L,0,0,0>Attack Orders
You are to attack any enemy that you encounter.  If, at anytime, you find yourself facing overwhelming odds dispatch your courier and I will send what support I can.

$COrdersAttack_D <FONT=Georgia14,L,0,0,0>Attack Orders
You are to attack any enemy that you encounter.  If, at anytime, you find yourself facing overwhelming odds dispatch your courier and I will send what support I can.

$CDoneQuad <FONT=Georgia14,L,0,0,0>I have secured the area and see no enemy. Requesting new orders.

$CDoneVP <FONT=Georgia14,L,0,0,0>I have secured the objective and see no enemy. Requesting new orders.

$CDoneLoc <FONT=Georgia14,L,0,0,0>I have secured my position and see no enemy. Requesting new orders.

$CDoneHelp <FONT=Georgia14,L,0,0,0>
We are being overrun! Our troops are retreating and the whole command is in shambles.  You must send reinforcements or all will be lost!

$CUseRoads <FONT=Georgia14,L,0,0,0>
Use the roads and secure them.  We must keep them open for our couriers and supply trains.

$CHighGround <FONT=Georgia14,L,0,0,0>
Position your artillery on the high ground, if possible, with a good field of fire. We need your batteries to protect our flank!

$CMoveTo <FONT=Georgia14,L,0,0,0>
I need you to move your force to the location marked on your map and deploy into battle line.  Use roads, when appropriate, to get to your position as fast as possible.  We must try and keep the roads open to keep our lines of supply and communications operating smoothly.  Use any cavalry you may have to scout your approach so the enemy will not catch your forces in road column.

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//Splash_2ndManassas
//
$Splash_2ndManassas <FONT=SplashText,L,255,255,255> After the Austro-Prussian War the neighbouring powers, escpecially France, would not allow the southern states to join the new confederation under the leadership of Prussia. Instead Prussia made secret mutual assistance pacts with them. In 1870 the Spanish throne was vacant and offered to Leopold of Hohenzollern-Sigmaringen. A Hohenzollern as King of Spain would have put France in a two-front situation and therefore insisted that King Wilhelm would not allow Leopold to accept the offer. Because Leopold wasn't really interested anyway, the Prussians backed down quickly. Encouraged by this success, the French demanded now that a guarantee is given that never again a Hohenzollern would candidate for the Spanish throne. This time Wilhelm declined and informed his prime minister Otto von Bismarck of this incident in a dispatch. Bismarck edited this dispatch, gave it a more sharp tone and released it to the press. France interpreted this as a diplomatic insult and on July 19, 1870 declared war on Prussia. Now the secret mutual assistance pacts were activated and thus whole Germany went to war with France. The victorious campaign against France caused a new wave of patriotism in Germany and demands of unification came up once  again. This time no foreign power could intervene and on Janurary 18, 1871 the "Deutsches Reich" (German Empire) was founded and Wilhelm proclaimed "Deutscher Kaiser" (German Emperor).

<FONT=InGame_HelpText,R,255,255,255>Source: http://en.wikipedia.org/wiki/Franco-Prussian_War
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//Splash_CedarMt
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$Splash_CedarMt <FONT=SplashText,L,255,255,255>
In the middle of the 19th century a new weapon was introduced in the prussian military, the "Zündnadelgewehr" or needle-gun invented by gunsmith Johann Nikolaus Dreyse. The needle-gun was a breechloading rifle instead of a muzzle-loader. It allowed the soldier to load the gun in other positions than standing upright and load it a lot faster than the old muzzle-loading muskets. However the "Dreyse needle-gun" had it's limitations. The range was quite short compared to other military rifles, due to the escaping gas at the breech, which was corrected in later models. The needle-gun was one of the reasons for the victory of the prussian military over it's adversaries in 1864 and 1866. However in 1870 / 1871 the french "Chassepot" breechloading rifle was superior to the "Dreyse needle-gun". The warfare in europe was not only influenced by new weapons, but as well by new strategies and tactics. Many european powers sent military observers to America, to watch the warfare in the American civil war. One of the most important inventions copied from the civil war theater was the transporting of troops by railway. However, prussian chief-of-staff Helmuth von Moltke quipped that the American civil war offered only the spectacle of “two armed mobs chasing each other . . .from which nothing can be learned.” Although, Gen. William T. Sherman, who visited Moltke in 1872, doubted that Moltke “was such an ass as to say that.” And actually Moltke had a quite high opinion of General "Stonewall" Jackson.
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//Splash_Chantilly
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$Splash_Chantilly <FONT=SplashText,L,255,255,255>

In 1874 Helmuth von Moltke said to the members of the parliament: "Since our fortunate wars we have gained respect everywhere, but love nowhere!". Actually the german chancellor Otto von Bismarck tried now to keep peace in europe and to convince the neighbouring powers that the German Empire had no further expansionistic intentions. Bismarck had reached his goal in 1871 - a unified Germany under Prussias leadership - and attempted now to preserve the status quo. For 43 years middle europe remained peaceful, but in the end history went a different way. The course to the catastrophe of 1914 was already set by fate in 1888, when Emperor Wilhelm I. died at the age of 90. He was succeded by his son crown prince Friedrich Wilhelm as Emperor Friedrich III. who was the big hope of the liberals at this time. Friedrich was married to the eldest daughter of Queen Victoria and influenced by the british way of life. Although considered a war hero due to his role at the battle of Königgrätz, he was rather a peaceful and even pacifistic character. However Friedrich was suffering from cancer of the larynx and already terminally ill when he became Emperor. He died only 99 days later. Would Emperor Friedrich III. have ruled longer instead of his son Wilhelm II. who provoked the British Empire and set an aggressive foreign policy, the german history and with it the history of europe would probably have taken another line....

                                                        

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//Splash_Troiani
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$Splash_Troiani <FONT=Battle_Dates,L,255,255,255>
After the "Holy Roman Empire" had ceased to exist in 1806, as consequence of the Napolenic Wars, the "German Confederation" was founded in 1815. However the "German Confederation" wasn't a nation state, but a supranational union.
It's most powerful members, the Kingdom of Prussia and the Empire of Austria constantly struggled for more power within the confederation. Although most german citizens desired a nation state, neither prussia nor austria would accept a nation state not under their control. In 1866 the differences between these two major powers over the administration of Schlewswig and Holstein (occupied in 1864) culminated in the Austro-Prussian War or the so called "Deutscher Krieg" (the "German War"). Austria was defeatet, the "German Confederation" dissolved and the "North German Confederation" was founded in 1867 under the leadership of prussia and under exclusion of austria and the southern states (Bavaria, Württemberg, Baden, etc.)

<FONT=InGame_HelpText,R,255,255,255>Source: http://en.wikipedia.org/wiki/German_Confederation                              http://en.wikipedia.org/wiki/Austro-Prussian_War
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//SPLASH_Tactics
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$SPLASH_Tactics <FONT=SplashText,L,255,255,255>
Since the middle ages the King of Denmark was also in personal union the Duke of Schleswig and Holstein. The latter being also a part of the "Holy Roman Empire" and therefore since 1815 part of the "German Confederation".
While in Holstein the population was almost completely of german culture, the people in Schleswig were some german, some danish. The Danes there desired the incorporation of Schleswig into the Kingdom of Denmark, the Germans to join the Confederation. In addition a treaty of 1460 guaranteed that the duchies Schleswig and Holstein shall be "forever undivided" (which they're actually until today!).
These differences lead already to war in 1848 - the 1st Schleswig War.
In 1864 a new danish constitution was signed, which regarded Schleswig as a part of the Kingdom of Denmark. After severe political differences lead to the (relatively peaceful) occupation of Holstein by Saxon and Hanoverian troops in late 1863, the Prussians and Austrians reacted to the violation of the peace treaty of 1852 by the Danish King Christian IX, with the invasion of Schleswig. The 2nd Schleswig War had begun. 
While the Danes were superior at the sea, they were severely outnumbered by the allied Prussian and Austrian land forces.
The 2nd Schleswig War also caused a wave of patriotism rolling over Germany and new voices called for a common nation state, like they did in 1848 and once after the Napoleonic Wars. Because of this inflammation of the national spirit and the further political consequences of the 2nd Schleswig War, it is regarded as the first of the so called "Unification Wars".
$SPLASH_Tactics2 <FONT=SplashText,L,255,255,255>

$SPLASH_Tactics3 <FONT=SplashText,L,255,255,255>
<FONT=InGame_HelpText,R,255,255,255>Source: http://en.wikipedia.org/wiki/Second_Schleswig_War

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//SPLASH_Hotkeys
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$SPLASH_Hotkeys <FONT=SplashText,L,0,0,0> 
By moving the mouse cursor to the edges of the screen you can move:

<FONT=SplashText,L,112,3,23>TOP<FONT=SplashText,L,0,0,0> - Forward in the direction you are facing.

<FONT=SplashText,L,112,3,23>BOTTOM<FONT=SplashText,L,0,0,0> - Backwards from the direction you are facing.

<FONT=SplashText,L,112,3,23>LEFT<FONT=SplashText,L,0,0,0> - Slide to the left.

<FONT=SplashText,L,112,3,23>RIGHT<FONT=SplashText,L,0,0,0> - Slide to the right.

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//Tut_Brig
//
$Tut_Brig <FONT=Georgia14,L,255,255,255>
Teaches the basic movement, formation, tactical commands, etc for fighting with infantry.  A regiment can have anywhere from 100 to 1,000 men.  But, generally, regiments will have around 350 men.  A brigade is made up of 2 to 7 regiments and is the basic force for taking and holding a position.  Near the end of the tutorial, the player will bring his brigade into a small battle.

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//Tut_Arty
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$Tut_Arty <FONT=Georgia14,L,255,255,255>
Teaches the basic movement, formation, tactics, etc for using artillery.  Batteries are made up of 4-6 cannons.  Cannons or guns can be devasting on the battlefield  if used wisely.  Open, elevated terrain is the perfect place for a battery or many batteries.  Artillery moves slow and takes time to set up (limber) and break down it’s gun (unlimber) so a good general knows and anticipates their use in combat.
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//Tut_Div
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$Tut_Div <FONT=Georgia14,L,255,255,255>
Teaches the basic movement, formation, tactics, etc for controlling a division.  A division is made up of 2 to 8 brigades.  A division is often an “All Arms” force (meaning it has infantry, artillery, and cavalry).  A good general must know how to use all 3 branches in an effective way during a battle.  This tutorial introduces the player to giving orders (“Stances”) to his subordinates and using the “Take Command” button.
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//Tut_Corps
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$Tut_Corps <FONT=Georgia14,L,255,255,255>
This tutorial teaches some concepts of coordinating divisions and conducting a larger scale battle.  A Corps is made up of 2 to 5 divisions.  It is a large, sprawling force and moves slowly but it is powerful.  Do you attack with all divisions? Do you hold some divisions back as a reserve and wait for the enemy to commit it’s forces before you?  History will judge your decision on the battlefield.
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$OP_Attack <FONT=Georgia14,L,255,255,255>
Assault and try to take an enemy position.
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$OP_Defend <FONT=Georgia14,L,255,255,255>
Hold a position from an enemy attack.
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$OP_Meeting <FONT=Georgia14,L,255,255,255>
Beat the enemy to the VPs and try to hold them for the duration of the game.
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$OP_Meeting_NoVPs <FONT=Georgia14,L,255,255,255>
There are no VPs to go after.  The side with the highest combat grade wins.
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$OP_Strategic <FONT=Georgia14,L,255,255,255>
Start farther away from the enemy.  Find them and destroy them while capturing and holding VP sites.
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$OP_Strategic_NoVPs <FONT=Georgia14,L,255,255,255>
There are no VPs to go after.  Starting farther from the enemy, find them...and destroy them.  The side with the highest combat grade wins.
//
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// 
//HELP_Infantry_Buttons
//
$HELP_Infantry_Buttons <FONT=LegendText,L,112,3,23>
Line<FONT=InGame_HelpText,L,0,0,0> - This is the basic fighting formation that brings maximum firepower to bear on the enemy.  Units in line formation move at a slower rate than those in column formation.
<FONT=LegendText,L,112,3,23>Skirmish<FONT=InGame_HelpText,L,0,0,0> - While in skirmish formation, the men of the selected infantry unit spread out to minimize the amount of damage they can take from enemy fire.  Units deployed in skirmish formation can be used to slow down the advance of enemy forces by causing them to deploy from column into line.
<FONT=LegendText,L,112,3,23>Column<FONT=InGame_HelpText,L,0,0,0> - This formation gives the unit a movement bonus when marching and is much faster than moving in line.
<FONT=LegendText,L,112,3,23>Retreat<FONT=InGame_HelpText,L,0,0,0> - This command orders a unit to withdraw 300 yards to the rear.  Once initiated, the unit cannot be stopped until they have withdrawn 300 yards. 
<FONT=LegendText,L,112,3,23>Fall back<FONT=InGame_HelpText,L,0,0,0> - Selecting this button orders the unit to fire at the enemy as it slowly withdraws 50 yards.
<FONT=LegendText,L,112,3,23>Advance<FONT=InGame_HelpText,L,0,0,0> - Allows a unit to move forward while still firing--but at a much slower rate than marching in line. The unit fires as it moves forward in 25 yard increments.
<FONT=LegendText,L,112,3,23>Charge<FONT=InGame_HelpText,L,0,0,0> - Selecting this button will order the unit to charge the closest enemy unit and engage in Melee Combat.  Once this command is initiated, the men cannot  be stopped until they have reached they're target.  They will engage in Melee Combat until they either win the fight or are defeated and retreat.  A unit  with a fatigue level of "exhausted" will not charge.
<FONT=LegendText,L,112,3,23>Re-supply<FONT=InGame_HelpText,L,0,0,0> - A unit will march to find it’s division ammunition wagon.  After replenishing it’s ammo, the unit will move back to its commander or destination.
<FONT=LegendText,L,112,3,23>Attach / Detach<FONT=InGame_HelpText,L,0,0,0> - This allows a player to detach a unit and move it individually without it being included in the AI commander orders.
<FONT=LegendText,L,112,3,23>Double Quick<FONT=InGame_HelpText,L,0,0,0> - This makes the unit run which gets them to their destination twice as fast.  However, it also loses fatigue points twice as fast.
<FONT=LegendText,L,112,3,23>Lie Down<FONT=InGame_HelpText,L,0,0,0> - This makes a unit lie down (take cover) and thus reduces the damage taken from enemy artillery fire.  The drawback is that it takes time for a regiment   to get back on its feet and into line to return fire; so use this command when enemy infantry is out of range.
<FONT=LegendText,L,112,3,23>Take Command<FONT=InGame_HelpText,L,0,0,0> - This is the ultimate micro-management button!  Activating the Take Command button takes “total” control of a unit and overrides the friendly  unit AI.  A player is completely responsible for everything the unit does or does not do—even wheeling!  If you ever want to hand control back    to the AI just toggle the Take Command button off and the AI will take over the basic controls again.

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//HELP_Artillery_Buttons
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$HELP_Artillery_Buttons <FONT=LegendText,L,112,3,23>
Solid Shot<FONT=InGame_HelpText,L,0,0,0> - Select this button to order a gun to fire solid shot.  This artillery round is a solid iron projectile that is used for long distance shooting.  It shoots the  same distance as shell and shrapnel but has a better chance at hitting its target.  However, less damage is done because it's a single projectile.
<FONT=LegendText,L,112,3,23>Shell<FONT=InGame_HelpText,L,0,0,0> - Select this button to order a gun to fire shell.  A shell projectile is just that...a hollow "shell" filled with gunpowder.  This projectile incorporates a fuse mechanism that explodes on the ground sending shell fragments into the enemy.
<FONT=LegendText,L,112,3,23>Cannister<FONT=InGame_HelpText,L,0,0,0> - Select this button to order a gun to fire cannister.  Cannister is a hollow cylinder projectile packed with sawdust and iron balls.  This ammunition is for firing  at close range—approximately 200 yards or less.  The closer the better!  At less than 75 yards, the gun will automatically fire double cannister.  Cannister was extremely deadly and was the main cause of artillery inflicted casualties during the Civil War.  If a gun runs out of cannister it will retreat automatically if approached by enemy infantry.  It does this to protect itself since it can not shoot at close range without cannister. If an ammo wagon is brought to the gun it will replenish it’s cannister supply (and all other ammo types). 
<FONT=LegendText,L,112,3,23>Shrapnel<FONT=InGame_HelpText,L,0,0,0> - Select this button to order a gun to fire shrapnel.  Shrapnel is a hollow, spherical projectile filled with small iron balls that spray out when the charge detonates.  It has a timed fuse that causes it to explode in mid-air and send the contents all over the enemy. 
<FONT=LegendText,L,112,3,23>Limber / Unlimber<FONT=InGame_HelpText,L,0,0,0> - The Limber command orders a gun to prepare to move by hooking up to its limber and horses.  The Unlimber command orders a gun to prepare to fire by unhooking from its limber and horses.
<FONT=LegendText,L,112,3,23>Retreat by Recoil<FONT=InGame_HelpText,L,0,0,0> - This command orders the battery to fall back 25 yards while continuing to fire.  The guns will not limber to execute this movement command.
<FONT=LegendText,L,112,3,23>Retreat<FONT=InGame_HelpText,L,0,0,0> - This command orders the guns of a battery to limber to the horses and withdraw 300 yards to the rear.
<FONT=LegendText,L,112,3,23>Target Troops<FONT=InGame_HelpText,L,0,0,0> - This command instructs the AI to only shoot at infantry and cavalry units and ignore artillery.
<FONT=LegendText,L,112,3,23>Target Artillery<FONT=InGame_HelpText,L,0,0,0> - This command instructs the AI to only shoot at enemy cannons/batteries and ignore infantry and cavalry (unless these unit types get within 250yds).
<FONT=LegendText,L,112,3,23>Auto Target<FONT=InGame_HelpText,L,0,0,0> - This command instructs the AI to choose whatever target it thinks is best to engage.
<FONT=LegendText,L,112,3,23>Conserve Ammo<FONT=InGame_HelpText,L,0,0,0> - Issue this order when the ammunition levels are getting low and you don't want the gun to waste its remaining ammunition on targets that are too distant.  The gun will always switch to canister and protect itself if threatened by enemy infantry or cavalry.  
<FONT=LegendText,L,112,3,23>Take Command<FONT=InGame_HelpText,L,0,0,0> - This is the ultimate micro-management button!  Activating the Take Command button takes “total” control of a unit and overrides the friendly  unit AI.  A player is completely responsible for everything the unit does or does not do—even wheeling!  If you ever want to hand control back    to the AI just toggle the Take Command button off and the AI will take over the basic controls again.

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//HELP_Cavalry_Buttons
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$HELP_Cavalry_Buttons <FONT=LegendText,L,112,3,23>
Mount / Dismount<FONT=InGame_HelpText,L,0,0,0> - This toggles cavalry units between mounted and dismounted modes.  Cavalry can only melee while mounted, and can only fire while dismounted.
<FONT=LegendText,L,112,3,23>Line<FONT=InGame_HelpText,L,0,0,0> - This formation brings maximum firepower to bear on the enemy.  However, a unit in line moves at a slower rate than a unit in column.
<FONT=LegendText,L,112,3,23>Skirmish<FONT=InGame_HelpText,L,0,0,0> - While in skirmish formation, the men of the selected cavalry unit spread out to minimize the amount of damage they can take from enemy fire.  Units in skirmish formation can be used to slow down the advance of enemy forces by causing them to deploy from column to line. 
<FONT=LegendText,L,112,3,23>Double Quick<FONT=InGame_HelpText,L,0,0,0> - Selecting this button orders a cavalry unit to gallop.  This allows a unit to get to its destination twice as fast and lose fatigue points twice as fast.
<FONT=LegendText,L,112,3,23>Charge<FONT=InGame_HelpText,L,0,0,0> -  Cavalry can only charge while mounted.  Once initiated, the charge cannot be stopped until the unit reaches its target.  Exhausted units will not charge. 
<FONT=LegendText,L,112,3,23>Re-Supply<FONT=InGame_HelpText,L,0,0,0> - A unit will march to find its division ammunition wagon.  After replenishing its ammo, the unit will move back to its commander’s location or destination.
<FONT=LegendText,L,112,3,23>Fall Back<FONT=InGame_HelpText,L,0,0,0> - Selecting this button orders the cavalry unit to fire at the enemy as it slowly withdraws 50 yards.
<FONT=LegendText,L,112,3,23>Retreat<FONT=InGame_HelpText,L,0,0,0> - This command orders cavalry unit to withdraw 300 yards to the rear; the men cannot be stopped until they have withdrawn/galloped 300 yards.
<FONT=LegendText,L,112,3,23>Attach / Detach<FONT=InGame_HelpText,L,0,0,0> - Detaches a company and move the unit individually without being called included in the AI leader orders.
<FONT=LegendText,L,112,3,23>Screen<FONT=InGame_HelpText,L,0,0,0> - Detaches the cavalry unit and sends it out on a mission (under AI control) to find the enemy and engage in long range skirmishing.
<FONT=LegendText,L,112,3,23>Raid<FONT=InGame_HelpText,L,0,0,0> - Detaches the cavalry unit and sends it out on a mission (under AI control) to find and attack or capture weakened or unprotected enemy targets. 
<FONT=LegendText,L,112,3,23>Guard<FONT=InGame_HelpText,L,0,0,0> - Attaches the cavalry unit to another friendly unit (e.g. wagons, artillery, leaders, etc.).  If the guarded unit moves, then the cavalry unit will move with it.
<FONT=LegendText,L,112,3,23>Scout<FONT=InGame_HelpText,L,0,0,0> - Detaches the cavalry unit and sends it out on a mission (under AI control) to find enemy units and follow them while staying beyond enemy rifle range..
<FONT=LegendText,L,112,3,23>Take Command<FONT=InGame_HelpText,L,0,0,0> - This is the ultimate micro-management button!  Activating the Take Command button takes “total” control of a unit and overrides the friendly  unit AI.  A player is completely responsible for everything the unit does or does not do—even wheeling!  If you ever want to hand control back    to the AI just toggle the Take Command button off and the AI will take over the basic controls again.

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//HELP_Leader_Status
//
$HELP_Leader_Status 
<FONT=LegendText,L,112,3,23>STYLE<FONT=InGame_HelpText,L,0,0,0> - A commander's personality affects the way he interprets the orders\stance issued to him.

<FONT=LegendText,L,112,3,23>STRENGTH<FONT=InGame_HelpText,L,0,0,0> - Total number of active men in the leader's command.  

<FONT=LegendText,L,112,3,23>ORDERS<FONT=InGame_HelpText,L,0,0,0> - The aggression level ordered by the leader's commanding officer (AI)...Attack, Probe, Defend, Hold, None (Reserves).

<FONT=LegendText,L,112,3,23>STATUS<FONT=InGame_HelpText,L,0,0,0> - The current status of your troops (ie. rallying, fighting, moving, retreating, etc.).

<FONT=LegendText,L,112,3,23>GRADE<FONT=InGame_HelpText,L,0,0,0> - This is the most important category for a commander as it directly affects the chances for a promotion and, quite possibly, a new command. A commander's grade is affected by achieving objectives, following orders, and the cumulative grades for all units in a leader's command. 
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//HELP_Stances
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$HELP_Stances <FONT=SplashText,L,0,0,0>
There are 4 types of orders that can be given.  These orders dictate the response or level of aggression towards any visible enemy.  Many factors go into determining the extent to which a brigade will carry out these orders (ie. leader personality, enemy strength, etc).  If you want to take complete control of the brigade...set the orders to TAKE COMMAND.  This turns the AI off (except for regiment wheeling), so the player needs to micro-manage much more.  If you want to turn command back over to the AI turn off the Take Command button...so it de-selects.

$HELP_Stances2 <FONT=LegendText,L,112,3,23>
ATTACK<FONT=InGame_HelpText,L,0,0,0>  -  A brigade is more likely to attack an enemy target that is larger in strength and at a greater distance.  Also, it will attempt to get closer to the enemy to improve it’s firing effectiveness.  This order is used if a player wants it’s brigade to attack...with extreme prejudice!

$HELP_Stances3 <FONT=LegendText,L,112,3,23>
PROBE<FONT=InGame_HelpText,L,0,0,0>  -  A brigade will attack an enemy of roughly the same strength, closer in distance than the attack order, and will only advance to the outer ranges of it’s firing effectiveness.  This order is good to keep the enemy occupied without the potential for heavy losses.

$HELP_Stances4 <FONT=LegendText,L,112,3,23>
DEFEND<FONT=InGame_HelpText,L,0,0,0>  - A brigade will only attack a unit that is weaker,  at a closer range than “probe”, and not drive the attack home.  This is a defensive  order that keeps the brigade in a smaller area.

$HELP_Stances5 <FONT=LegendText,L,112,3,23>
HOLD<FONT=InGame_HelpText,L,0,0,0>  -  A brigade will only defend itself and not venture out beyond a 50yd radius.  This order is for holding a specific location.

$HELP_Stances6 <FONT=LegendText,L,112,3,23>
TAKE COMMAND<FONT=InGame_HelpText,L,0,0,0>  -  This is the ultimate micro-management button!   Activating the Take Command button takes “total” control of a regiment and override the friendly unit AI.  A player is completely responsible for the unit...even wheeling!  If you ever want to hand control back to the AI just click the Take Command button off and the AI will take over the basic controls again. 
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//HELP_Tactics
//
$HELP_Tactics <FONT=LegendText,L,112,3,23>Combat (firefight)
<FONT=InGame_HelpText,L,0,0,0>Regiments in the Civil War generally fought in a line(two ranks deep) and standing, literally, shoulder to shoulder.  Even though muskets  became much more accurate in the Civil War, actually hitting the enemy during combat was still very hard to do unless the officers kept their troop formation as tight as possible  (touching elbows) .  Close battle lines meant that even if the soldiers couldn’t shoot accurately, they could still put forth a great deal of firepower.  The drawback was that they were only effective in the direction they were facing.  That is why forming a regiment into line and "wheeling" (facing) them to engage the enemy at a perpendicular angle is the most effective way to fight during the 19th century.  The best attack a regt could hope to make on the enemy was to attack from the side (flank) or rear.  This would mean a regiment could have all it's guns firing against an with little or no return of enemy fire.  They could fire with impunity until the enemy broke & ran.

$HELP_Tactics2 <FONT=LegendText,L,112,3,23>Danger Zones (flanks)
<FONT=InGame_HelpText,L,0,0,0>The diagram to the right, shows the danger zones for a regiment during combat.  Flanking fire (from the sides - yellow zones) has a very damaging affect on a regiment's morale....while fire from the rear (red zones) is even more devastating.  Remember this diagram during a battle, don't let your regiment’s take too much enemy fire from these zones or they will eventually wilt under the pressure, break and run.... or even worse...rout (be lost for the rest of the day).  Always attempt to maneuver your units to try and flank the enemy whenever possible.  Units get attack bonuses for flank & rear attacks.  Even small strength units can wreak havoc on larger bodies of troops if they are positioned to attack flanks.  A great method to use in combat, is to use a regiment to keep an enemy unit engaged and then try and flank it with another of your regiments.  But remember the enemy will try and do the same to your forces so always try and protect your flanks while trying to gain theirs! 

<FONT=LegendText,L,112,3,23>Melee Combat (hand to hand)
<FONT=InGame_HelpText,L,0,0,0>This type of combat can be useful for delivering the decisive blow and forcing an enemy to retreat.  However, it is very exhausting for a regt and can limit their roll in the rest of the battle unless they are given a chance to rest.  If a unit loses a melee, it may take longer for a regiment  to recover it’s morale.  

$HELP_Tactics3 <FONT=LegendText,L,112,3,23>Brothers in Arms
<FONT=InGame_HelpText,L,0,0,0>Regiments in the civil war were often times composed of men from the same state (that is why a regiment’s name had the # and the state it was organized in: ex. 9th New York Volunteers). The fact that these men would march, eat, sleep, drill, and live together for sometimes years on end meant that they were a fiercely loyal group.  Regiments carried flags to help the men find their regiment’s during the smoke of combat.  These flags were regarded as the soul of a regiment...and were highly prized trophies if captured from the enemy.  Sometimes a regiment would carry two flags into battle...a national flag...and a state flag.  The state flag was generally a state seal or coat-of-arms that was hand painted and given as a gift to the regiment from the people in the town that the unit was formed in.   

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//HELP_Unit_Status
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$HELP_Unit_Status <FONT=LegendText,L,112,3,23>
STRENGTH<FONT=InGame_HelpText,L,0,0,0> - The number in this box shows the available number of men who are still fit for duty.  A progress bar is displayed for quick visual reference.

<FONT=LegendText,L,112,3,23>MORALE<FONT=InGame_HelpText,L,0,0,0> -  This is an indicator of a unit’s willingness to fight.  As they fight, this will rise and fall.  The lower it is the more likely they are to break and run.  By keeping a commander and other units nearby (see icons), the player will give the unit morale bonuses which will help in it's willingness to fight. A progress bar is displayed for quick visual reference. 

<FONT=LegendText,L,112,3,23>FATIGUE<FONT=InGame_HelpText,L,0,0,0> -  This greatly affects a units movement speed the lower it goes.  When a unit reaches “Exhausted” it can no longer "Double Quick" or Charge, and will have to be rested (remain stationary) for a period of time.  The rate at which a unit regains fatigue points is based on the immediate commander’s grade. A progress bar is displayed for quick visual reference.

<FONT=LegendText,L,112,3,23>GRADE<FONT=InGame_HelpText,L,0,0,0> - TC2M uses a tactical grading system that awards/subtracts points based on a unit's battle experiences.  Points are added when the unit makes an enemy unit fallback, retreat, rout, etc., and when it causes enemy casualties.

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// AboutUs
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$AboutUs <FONT=Georgia19,C,255,255,0>MadMinute Games
www.madminutegames.com

<FONT=Georgia16,L,255,255,255>MadMinute Games is our dream of making our own games. Some time ago two guys got together and decided that instead of watching TV at night we were going to write our own computer game. So we've been spending our nights and our weekends/vacations/holidays, writing the War3D engine.

<FONT=Georgia16,L,255,255,255>MadMinute Games is:
<FONT=Georgia16,L,255,255,0>Adam Bryant - Designer
R. Norb Timpko - Coder

<FONT=Georgia16,L,255,255,255>Take Command - 2nd Manassas Team
<FONT=Georgia16,L,255,255,0>Mike (Dr. Mike) Dickman - Tester
LTC John N. Duquette, USA Retired (aka Wrangler) - Scenario Lead/Manual/Tester
Ed "Meagher of the Sword" Mallon - Tester
Rod "Ivanmoe" Moore - Lead Tester
George "James L Henry" Morrison - Beta Tester
Dennis "140th PA" Patterson - Beta Tester
Mike Peyrot - Mapper/Tester
Ray "Lava" Rivers - CWBR Tester
Brett Schulte - Tester
David "Davinci" Scruggs - Beta Tester
Ron "Beagler" Stakelbeck - Team Lead/Scenario Designer/Tester
Jim "6th Vermont" Weaver - Scenario Designer/Manual/Munitions Designer/Tester
Charles "Shirkon" Wood, ICC/SS USN Retired - Beta Tester

<FONT=Georgia16,L,255,255,255>Artwork
<FONT=Georgia16,L,255,255,0>CreativeSpring
www.creativespring.net

<FONT=Georgia16,L,255,255,255>Muscial Score
<FONT=Georgia16,L,255,255,0>Chris Rickwood
chris@rickwoodmusic.com
www.rickwoodmusic.com

<FONT=Georgia16,L,255,255,255>Business
<FONT=Georgia16,L,255,255,0>Slitherine Software
www.slitherine.com

<FONT=Georgia16,L,255,255,255>Main Screen "The Die Hards" painting by
<FONT=Georgia16,L,255,255,0>Don Troiani
www.historicalartprints.com

<FONT=Georgia16,L,255,255,255>Beta Testers
<FONT=Georgia16,L,255,255,0>Peter Wilkerson
Jeff Hatfield
Dave Hawken
Bob Ritchmoney
Zach Stephens
Mike Elward
Mark Jones
Mark Kratzer

<FONT=Georgia16,L,255,255,0>Special thanks to all the people that helped along the way:

<FONT=Georgia16,L,255,255,255>The MMG Team, where would we be without them.  They put in the late nights with us, all for the love of the game.

Chris Rickwood for writing some amazing music.

Thanks to Amy Weaver for testing the revised Brigade Tutorial

Ron would like to thank his wife Barbara for putting up with all the long hours and his dad for igniting the spark that has become his passion for the Civil War. Most of all, he thanks God for giving him what little talent he possesses, along with the incredible opportunity to contribute to this game.

Norb would like to thank God for his abilities, his wife Mary Lou for all of her support and faith, and his nuggets Rhiannon, Joscelin, and Aaron for putting up with Daddy sitting in front of the computer most of their waking hours.

All of the great war gamer sites and general game sites that gave us some notice.  The great community from our boards that really let us know what they were looking for from this type of game.

MMG would like to thank the team at Paradox for sharing our vision and helping us bring it all over the globe.

MadMinute Games acknowledges and thanks Slitherine Software UK Ltd for their help and assistance in the final stages of this project. Their advice on business management and in assisting us to bring TC2M to a wider international market has proved invaluable.

<FONT=Georgia16,L,255,255,255>The Paradox Team
<FONT=Georgia16,L,255,255,0>President and CEO: Theodore Bergquist
Executive Producer: Fredrik W. Lindgren
Producer: Johan Andersson
Financial Controller: Lena Eriksson
Art Director: Stefan Thulin
Marketing & PR Director: Susana Meza
Product Manager: Jeanette Bauer
Quality Assurance: Florian Santer
Editing: Ryan Newman, Nick Stewart
Testing and evaluation: Thomas Johansson, Pontus Åberg, Dick Sjöström.
Translation: European Localization Center
Additional art: Vance Kovacs
Additional content and web: Simon Aistleitner
 
<FONT=Georgia16,L,255,255,255>Market coordination
<FONT=Georgia16,L,255,255,0>USA: Reena Miranda
Germany, Austria and Switzerland: Mario Gerhold, Susanna Mittermaier, Ute Palmer 
UK: Stuart Chiplin, Deane Punter, Holly Groves
PR UK: Simon Callaghan 
Italy: Marco Viciani, 
Scandinavia: Niklas Molin
France: Susana Meza
 
<FONT=Georgia16,L,255,255,255>Thanks to Norb Timpko and Adam Bryant at MadMinute Games for giving us the opportunity to work together.
 
Also thanks to our partners Atari (USA), Snowball (Russia), Friendware (Spain), Cenega (Poland)and Koch Media (UK, Germany, Italy).
 
Special thanks to all our forum members, partners and supporters, who are integral for our success.

<FONT=Georgia16,L,255,255,0>TC2M is written using the Power Render 3D engine.  www.powerrender.com
