Achaea Help Files
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10.4.2.1 Territory Control
For a full detailing refer to Announce news posts 4592 and 4593. First, a couple of notes. - Attacking troops with hunting attacks will go badly for you. Use troops to attack troops. - Using battlefields to escape PK is a breach of honour and is severely frowned upon. - Factions who cannot yet request beacon stones (due to the staggered starts) can still defend, they just cannot instigate attacks until they gain access to the stones. FOR GENERALS ------------- Some Terminology: Reserves: troops in an organisation's army that are not yet assigned to a division. Troops can not be moved into the reserves, only out of them. All newly recruited troops start out in the reserves. Division: A division is a large group of companies. When a battle is initiated, one division participates in said battle. Company: A company is a small group of up to eight troops of the same class. Each company is controlled by a player. Troop: A troop is a single member of a company. Troops aren't handled on an individual basis for the most part. Troop classes: Assault: assault troops are much faster at securing a location. They also have fairly balanced stats, though they lean towards the offensive. Saboteurs: Saboteur troops are able to sabotage tower fortifications, disabling them for as long as they're carrying out the task. They are also the most balanced when it comes to stats: not being particularly inclined to either attack or defence, but having a fairly substantial health pool. Demolitionists: Demolitionists are able to damage fortifications, eventually destroying them. Demolitionists also have the highest attack stat of any troop class, although their low health and defence offsets this. Scouts: Scouts are able to scout a location before entering, potentially picking up any fortifications or troops that may be present there. Scouts also are the fastest to secure a location after assault class troops, and have the highest defensive stats of any troop. This is offset by the fact that they have a very low attack stat. Managing troops: Each city has a standing army, split up into divisions. Each division is split up into companies; these are the units that players control. A company is composed of up to eight troops of a given class. Having a diverse array of troop types in each division is vitally important for a balanced army. Commands: Troops: FACTION TROOPS LIST - List what troops you can recruit and their costs. FACTION TROOPS SHOW <trooptype> - More detailed information about a given troop type. FACTION TROOPS RECRUIT <number> <trooptype> - Recruit troops into your faction's reserves. Reserves: FACTION RESERVES LIST - List what troops your faction has ready for assigning. FACTION RESERVES DISMISS <number> <trooptype> - Dismiss a given number of troops from your faction's reserves, permanently. Divisions: FACTION DIVISION MUSTER <division name> - Create a division. FACTION DIVISION LIST - List all your factions created divisions. FACTION DIVISION RENAME <division> TO <division> - Change the name of a division. FACTION DIVISION SHOW <division> - Show what companies currently make up a division. FACTION DIVISION ASSIGN <number of troop> <troop type> TO <division> - Assign a number of troops from your faction's reserves to a division. Beacons: To attack an area, you will need a beacon stone. These beacons allow a division to traverse to an area's location. You do not need a beacon to defend an area that is claimed by your faction. REQUEST BEACON - From your faction leader. PLANT BEACON - To open up access to the battlefield! CALL DIVISION - You can only call one division per battle, choose wisely. ENTER BATTLEFIELD - Enter a battlefield. When a division is successfully called, one of two things will happen: 1) If a battle for the area is already in progress, you shall join it. or 2) If no battle is currently in progress, one shall be initiated. If a faction attacks an area that you have already claimed, you may call a division to that area without need for a beacon stone or waiting period. Once a battle starts, anyone in the area may ENTER BATTLEFIELD. This requires that you be at both full health and mana and able to move normally. FOR EVERYONE ------------- TERRITORY STATUS - Get a breakdown of who has currently captured what, as well as some other battle specific information. Controlling Companies: There are several commands restricted to specific types of troops. COMPANY COMMAND <company> FOLLOW - Order a company you are commanding to begin following you. COMPANY COMMAND <company> UNFOLLOW|WAIT - Order a company to stop following you. You still retain command, however. COMPANY COMMAND <company> ATTACK|KILL <company> - Command a company you are leading to initiate combat with a hostile company. COMPANY COMMAND <company> SECURE PERIMETER - Begin the process of securing a location for your faction. Scouts Only: COMPANY COMMAND <company> SCOUT <direction> - Receive intelligence based on what fortifications or troops lie in the next location. Saboteurs Only: COMPANY COMMAND <company> SABOTAGE [fortification] - Have the company actively interfere with the function of a fortified tower, preventing it from attacking other troops in the location. Omitting a fortification shall cause it to pick one at random to sabotage. Demolitionists Only: COMPANY COMMAND <company> DEMOLISH [fortification] - Begin the process of destroying a fortification. If none is specified, one will be picked at random. (Towers are given priority.) Fortifications --------------- Fortifications are a large tactical advantage in territory contestations. Fortifications may be built in a room and serve various purposes, from blocking off an exit to causing periodic damage to all hostiles (players and troops both) in a location. Removing fortifications is often crucial in successfully capturing an area. When a battle resolves, all non temporary fortifications in said location will become loyal to the victor, so it is often advantageous to retain some amount of infrastructure where possible. Note that during a battle, temporary fortifications may only be built. Permanent fortifications take time to construct and cost more; temporary fortifications are built immediately, but are easier to destroy and will degrade over time. FORTIFICATIONS - See what fortifications are built in a room. FORTIFICATION LIST - See what fortifications are available to build. FORTIFICATION SHOW <fortification> - See more information about a fortification, such as build costs. FORTIFICATION BUILD <fortification> [TEMPORARY] - Build a fortification at your location.