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Oo===================================================================oO | KNIGHTS OF HONOR unpublished GUIDE by ME Copyright (c) 2004 - 9999 | Xx+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++xX | | |Table of Contents | | | |I. Getting Started | |II. Knight Professions | |III. Royal Dynasty | |IV. Economy and Construction | |V. Religion | |VI. Happiness, Diplomacy and Espionage | |VII. Military, Rebels, Quests | |VIII. Patch/Update changes, Cheat Codes | |IX. Modding | | | |===================================|---------------------------------| ++++++++++++++++++++++++++++++++++++\\_______________________________// o---------------------------------------------------------------------o This guide uses the 1.05 version of the game. o---------------------------------------------------------------------o ------------------I. Getting Started ------------------1. So which kingdom should I choose? ------------------------------------The difficulty of the game depends on the kingdom you choose to play with. For noobs, choose a large kingdom with lots of coastal provinces. Each kingdom also has its own special military units. In case you wonder, each kingdom has a capital. There are 3 ways to find out which province is your kingdom's capital: - It is the town where your first Knight stands by - It is at the top of the province list (when recruiting marshals) Pgina 1

knights of honor FAQ.txt - You can't offer it as a gift/tribute to another kingdom (you can't demand an enemy capital as a tribute either) 2. Easy, Normal, or Hard? -------------------------On Hard, AI controlled kingdoms will be more aggressive, they'll send more/larger armies to invade your land. They will also get more hostile when your kingdom grows, and be more friendly to your neighbours. On Normal AI controlled kingdoms will get 125% income, while on Hard they'll get 150% income. On Normal, top 5 AI controlled kingdoms will have +10 defence bonus when fighting on their land. On Hard they'll have +20 defence bonus. 3. The basics -------------At the top of the screen is the "Royal Court of [insert kingdom name]". You can click on each slot to promote a Knight (there are 9 slots so that means you only have a limited number of 9 Knights). On the right is the Kingdom Treasury bar. There are 3 icons for Piety, Books, and Gold. Piety and Books can only increase to 1000. On the left is the Kingdom Power meter. The more to the right, the greener it is, and the more powerful you are. Higher Kingdom Power means more gold, happier population, higher army morale, etc. You can increase your Kingdom Power by clicking the icon left to it (cost Gold and Piety). Actions like declaring war to friendly kingdoms, breaking agreements, dishonouring Alliance Pacts, etc will lower Kingdom Power. At the bottoms there are a mini map and 8 icons, from left to right: Menu (options, save, load, exit) Royal Library (ingame FAQs and help) Royal Dynasty (you can view your King's family and select heirs) Kingdom Wealth (you can read the details of your resources) Kingdom Advantages (you can see the Advantages and requirements) Province Overview (a list of your provinces and their incomes) Kingdom Rankings (current rankings of all kingdoms) Political Maps (see what's happening all over Europe here)

While on Political Map, clicking on a kingdom will bring up a panel. You'll see that kingdom's King. Click on his ugly portrait to have an audience with him. On the left of the panel is a relationship bar and 3 icons (economical info, rumours/spy report, and political info). On the right is their King's personality, and various informations showing kin/peace/trade/pacts status. 4. Governing provinces ----------------------Click on a town to bring up the interface. At the middle are what the province is producing (number of workers, piety, books, gold, foods), its population and food storage. A town will fall if its food storage depletes to zero while being besieged. On the left are 6 slots. Station your troops here to protect the town. On top of the garrisons are where you get to build Town Improvements and see the province's happiness. Pgina 2

knights of honor FAQ.txt On the right are the place for a Marshal's army if one is deployed in the town. You can refill his food supply and recruit fresh men here. If the town has a governor, he will be at the opposite side. Clicking on the icon of the soldier will open the list of units available for recruit in that town. In the unpatched version, this can only be done when there is a marshal deployed in town. 5. Annoying stuffs ------------------On the top of the Town Improvement panel, you are slots for the Province Features. They are buildings, like a Stud Farm needs the Pasture can't build Stud Farms in the town, and can't can see 3 slots. These requirements for some feature, without it you have Horses.

The annoying thing is: Province Features are randomly assigned at the start of the game (except for Fishery, which will be added to almost all coastal provinces). This means sometimes you will have 3 empty slots and can't produce any thing. So at the start, try restarting the game until you have access to some important Province Features. 6. Things to do first ---------------------Once you have started a campaign, you will be given have a Marshal. Keep him, because he is definitely not an enemy spy. Then take a look at your Royal Dynasty, assign your King or a Prince as a Spy to give basic protection against enemy spies. Take a look at the political map, find a big Kingdom that is in good relationship with you, hire a Merchant, sign a Trade Agreement and start trading with them. Next, try to hire a Landlord or a Buider if you can afford it. Assign the Landlord to govern the town where your Marshal is deployed. This will increase the food and population growth rate. Build a Training Ground and recruit some units. Don't buy Peasants if possible, since they are useless anyway. Fill the towns' garrisons ASAP, preferably with Archers. Try to build Palisade if your town does not have it. A town without a Palisade can be assaulted easily. Also try to get the Town Watch House, this will add some strong defensive units (Town Guards) to your town. 7. Tips -------Make your life easier by adjusting the speed. With -, +, and * keys, you can change the game's speed from 0.3 to 10. This is very helpful. When you are flooded with many messages, slow it down to solve things. When you are watching your turtle army marching, speed up. While browsing the Royal Library, the game will pause but you can still use menus, assign tasks, browse political maps, arranging audiences... Exploit the Political Map system. Learn how to find which Provinces can produce "Clothes", which can build "Horse Archers"; or which Provinces of yours do not have "Town Watch Tower", which are happy or not, etc. You can also find out your relationship with other Kingdoms by a quick glance (the colours, red = hostile, green = friendly). Click "?" to see map legends. Pgina 3

knights of honor FAQ.txt Have 3 rolling saves for each campaign.

o---------------------------------------------------------------------o o---------------------------------------------------------------------o ----------------------II. Knight Professions ----------------------Click on an empty slot on the Royal Court panel to promote a Knight (there are 9 slots so that means you only have a limited number of 9 Knights). There are 6 kinds of Knights: Marshal, Merchant, Cleric, Landlord, Builder, and Spy. Marshals and spies can be killed often, while the others can only be killed if the towns they governing are invaded. You can educate yout Knights with Books (cost 1000 Books each time), except for Marshals. Skilled Knights (more stars) will give better bonuses while governing provinces, and perform tasks better. 1. Marshal ----------Marshasl are the only knights who can act on the map and and lead an army. Every kingdom needs armies so every royal court needs marshals. A Marshal's job is to attack enemy provinces and defend yours. A newly recruited Marshal will have no soldiers except for his own Knight Guard squad (10 men). You'll need to send him to the nearest town and recruit troops there. A Marshal can be killed in battle or captured alive. You can leave your captured marshal to rot in prison or pay a ransom. You can also free, ask for a ransom, or execute your prisoners (need free slots to imprison enemy marshals). A Marshal will gain experiences through battles whether he wins or loses (as long as he killed some foes and survives the battle). Once the experience bar below the Marshal's portrait is full, he will get a star which can be spent on a Skill. A Marshal can learn up to 6 Skills. Each Skill has 3 levels. So the max stars for a Marshal is 18. (More on this in Military section) 2. Merchant -----------Merchants can either be assigned to govern a province or to trade with another Kingdom (need a trade agreement with that kingdom). As a Governor, a Merchant will increase the amount of Gold produced in that province. As a trader, a Merchant can trade with another Kingdom for Goods (like Horses, Wine, etc) or golds. A Merchant can be educated by books. The more skilled a Merchant is, the more gold you'll get in that town and through trading. Bonuses 0 star: 1 star: 2 star: 3 star: +1 +2 +3 +1 gold gold gold gold in all villages Pgina 4

knights of honor FAQ.txt 4 star: +4 gold 5 star: +1 gold in all rural areas, +3 for each Goods made in town 3. Cleric ---------Clerics need to be assigned to govern a province, or else they will do nothing except for writing books. As a governor, a Cleric will increase the amount of Piety and Books produced by Monasteries in that province. A Cleric can also adopt population, and convert religions. Adopting Population is erases the -10 Nostalgia unhappiness immediately (cost 1000 Books) instead of having to wait for a long time for people to forget their old cultures. Always assign a Cleric to govern a newly taken province, and adopt the population there. A Cleric can be educated by books. The more skilled a Cleric is, the more piety you'll get, and they will succeed their missions more often. Bonuses 0 star: 1 star: 2 star: 3 star: 4 star: 5 star: +1 +2 +3 +1 +1 +2 piety, +1 book piety piety, +3 books with library piety in all monasteries piety, +20 happiness (?) piety in all monasteries, +10 books with university

If your Cleric is highly educated (5 stars), he can be elected as a Pope or made a Patriarch. (More on this in the Religion section) 4. Landlord -----------Landlords will need to be assigned to govern a province, or else they will do nothing at all. As a governor, a Landlord will increase the amount of foods produced in that province. A Landlord also increases the growth of population, and rations the food consumption so a besieged town will last longer. Landlords are best to govern Provinces in short of food, or towns that are developing and have small population. A Landlord can be educated by books. The more skilled a Landlord is, the more food you'll get in that town. Bonuses 0 star: 1 star: 2 star: 3 star: 4 star: 5 star: +1 food +2 foods +3 foods +1 food in all farms, population birthrate increased by 200% +2 foods in all farms, max population increased by 150% can endure sieges twice longer

5. Builder ----------Builders are responsible for constructions. A Builder will need to be assigned to govern a province, or he will do absolutely nothing. As a Governer, a Builder will speed up the progress of constructions in town and add more workers. Pgina 5

knights of honor FAQ.txt A Builder can be educated by books. Builders are best to govern developing towns with lots of things under construction. Bonuses 0 star: 1 star: 2 star: 3 star: 4 star: 5 star: 6. Spy ------Spies can be either assigned to infiltrate enemy Royal Court, or to stay home defending your own Court against enemy spies. You should always have a Spy protecting your Royal Court. Unassigned spies will automatically perform counter-espionage activities. Be careful when hiring your spy, as he may be an enemy spy. A spy who has successfully infiltrated enemy court can perform many different espionage activities depending on what profession he is hired as. (More on this in Espionage section) A Spy can be educated by books. The more skilled the Spy is, the higher chance he will succeed in espionage and counter-espionage. Having an active trade route with another kingdom may affect the chance of spies being exposed. Sending your spy to spy on an enemy and read his reports (in the rumours) and you may find out that they are having a dangerous spy in your court. +1 +2 +3 +1 +4 +2 worker workers workers, upgrade 120% faster worker in all villages, upgrade 150% faster workers workers in all villages

o---------------------------------------------------------------------o o---------------------------------------------------------------------o ------------------III. Royal Dynasty ------------------The Royal Family is called the Royal Dynasty in this game. Take care of them, or your supreme reign of terror could come to an abrupt, horrifying end. 1. King -------The King is the head of a kingdom. His talents can affect your kingdom in several ways "Economy" : "Diplomacy": "Warfare" : "Espionage": "Religion" : Add some bonuses to income More respected, relationships improved over time Higher army morale Espionage and counter-espionage activities more successful Religion conversions more successful

The King can be assigned to the court like normal knights, but he needs no upkeep cost and can be reassigned to other professions. When the king is working, he can be killed. Even when he is sitting safely in his throne room, he may also be assassinated by enemy spies. The most important job for your king is to produce some heirs. Pgina 6

knights of honor FAQ.txt Unfortunately, he sometimes can't get it done. Occasionally you may get a message saying that your king "simply can't have children" = ) or that he is "already too old to father any children". The king's age is randomly decided when a prince becomes a new king. So try reloading if he started too middle aged. Juvenile -> Very Young -> Young -> Aging -> Middle-Age -> Aged -> Old -> Venerable -> Death Pay attention to your king's age. If he is old and still has no heir, his son will not be able to grow up in time, since a new born baby need one age period to grow up. Enemy kings have personality which you can see on the right of their portraits. Their personalities affect how they'll fare in diplomacy, like being a militarist means that he will go to wars all the time. Religious enemy pagan kings will quickly adopt a new religion. Personalities are assigned randomly at the start of the game or when a new king appears. It's kinda funny to see Temujin (Genghis Khan) being a pacifist and Richard I being timid. What? 2. Queen --------The Queen is... um... the King's wife. She can be either a princess or an ordinary noble woman. If you do not arrange your king to marry a princess soon enough, he'll marry an ordinary noble woman instead. Doing this will keep your royal bloodline pure (keep your kings' nationality). If you marry foreign princesses, your royal family's nationality will be mixed after several generations (notice the names). Once the queen's father died, she loses her "princess" status and is no longer considered a member of the royal court in her old kingdom. The queen can only give birth to 3 princes and 3 princesses at most. There seems to be a glitch which make the queen's name change randomly after giving births. 3. Princes ----------If you have more than one prince, you can choose one of them to be the heir. The rightful heir is always the eldest prince. Once your king is venerable, he will soon die of old age and you'll get a message "your king died quite unexpectedly and the rightful heir became new king". If you chose a younger prince to be the heir, it'll say "the chosen heir became new king", and the elder princes may rebel. A prince's portrait can be changed if you reload the moment before he grows up. But his talents seem to be decided when he was born. If the king have no heir, one of your Knights will take over. There are some factors: experience level, the time he was in your court, being a governor or not, and royal blood. As a fully trained Marshal has 18 stars and other knights have only 5, marshals will often become new kings if the king died without an heir. It sucks since training a marshal takes a lot of time, and as a king, he will eventually die. To prevent this, when you have 2 or 3 princes, assign the unchosen ones to be a Merchant or Spy/Cleric, educate them with books, and let them govern some provinces. This is because even after a prince lost Pgina 7

knights of honor FAQ.txt his prince title and is referred to as a normal knight, he still has his "former prince" status. A knight who is a former prince will be picked over a normal knight to succeed the throne. When the king of a large kingdom dies without an heir, there is a high chance that the kingdom will be split up into smaller kingdoms, especially if the happiness levels were low and nostalgia were high. 4. Princesses -------------Princesses can't become rulers in this game. marriage arrangements. Try getting a foreign princes if her father is older than your own will die before your king and you'll be able They are used for royal princess for your king or king. This way her father to claim lands.

Marrying your princess to an enemy prince will vastly increase the chance to assassinate him, as your princess will help your spy kill her husband. Whether the newborn baby is a boy or a girl is decided randomly at that moment, so reloading will change the child's gender. Reload when you got a baby girl but are needing an heir. 5. Royal marriage -----------------Arranging a marriage for your Princess is more easier than arranging a marriage for your Prince or King. Marrying a foreign princess into your royal court will give you a chance to claim land when her father dies. Improve the relationship to united or harmonious to make them gladly accept your royal wedding proposals. It seems that the decision to give up land or to decline is totally random, so reload if your kins decline to give up lands. If your kingdom is big and powerful, you may be able to claim several pieces of land on the border, give back 1 province and they'll be overjoyed. Yeah, the AI is that dumb. 6. Tile claiming ----------------The game has some scheduled councils where the mightiest kings gather to vote and choose an ultimate emperor to rule all Europe. In the 1.05 patch, the nominees' votes nolonger count. People will vote for you when they are either your vassals or allies or kin (need good relationships too). Most of the time it will end without a winner. You can also attempt to claim the title by choosing that option in the Royal Dynasty menu. Should you fail, you'll be in big troubles.

o---------------------------------------------------------------------o o---------------------------------------------------------------------o ----------------------------IV. Economy and Construction ----------------------------1. Resources ------------Pgina 8

knights of honor FAQ.txt On the top right of the screen is the Kingdom Treasury bar. Clicking on the Icons (Piety, Book, Gold) will bring up the respective menus. These resources are accumulated in towns. * Gold Gold can be earned mainly from taxes. Normal tax -> normal. Double tax -> angry population. War tax -> instant rebelions. Gold can be earned through trade routes. The amount of gold earned depends on the skill of your Merchant, how developed the counterpart is, the relationship between you that country, what Trade Goods and Exortic Goods they have, and the number of markets and merchant guilds built. Gold can also be earn through towns' contribution, vassals tributes, the King's economic talent, religion bonuses, plundering, ransoms, tributes, and by typing "bskinti". Gold is used to recruit troops, build town Improvements, pay knights' wage, import Exotic Goods, pay your overlord if you are a vassal. There is also inflation in this game, you can't save a lot of gold. * Piety Piety can be produced in Churchs, Cathedrals, Monasteries or Mosques. Piety is needed when taking over a town's authority, to increase Kingdom Power, convert religions, donate golds to the Papacy. Pagan kingdoms don't need Piety. * Books Books can be produced in Churchs, Libraries, Universities, or written by Clerics. Books are used to educate Knights (except for Marshals) so they will serve you better. Books are also needed to Adopt Population (basically by forcing your culture on the population of captured towns sothat they'll feel less nostalgic). * Food Food is produced in farms, coastal villages, Bakeries, Cattle Farms, Sheep Farms, Butchers, etc. Those all add to the town's food storage. Food is needed to recruit troops. The amount of food stored in a town will decide how long your town can last during siege, so build Granary and Bakery to increase the limit of food storage. An army not deployed in a town will consume food at a rapid rate. When run outta food, your army will suffer low morale so go to nearest town to refill the army's food wagon. But you can also go and raid enemy farms instead. * Workers Workers are needed for towns' growth and construction. Lacking of workers will make constructions take longer. Pgina 9

knights of honor FAQ.txt You can increase the number of workers in a town by assigning a Builder there. * Population When you recruit troops, population decreases. If the population in a town is too low, you won't be able to recruit troops there until it goes up. Landlords will make the Town grow faster and increase the population limit. 2. Province features --------------------There are 8 Province Features that are ramdomly given to Provinces each time you start a new campaign. * Fishery: most coastal provinces have this feature, except some like the lowland (Frieseland). It is required to build Fishmonger/Harbour * Game Land: this is required to build Hunter's Huts which produce Hides and increase income in town * Silver Ore: this is required to build Silver Mines which produce Silver and increase income in town, but make people unhappy * Brine Deposites: this is required to build Salt Mines which produce Salt and increase food storage * Marble Deposits: this brings you marbles, which can be used to make Columns and Statues * Mineral Deposits: this bring you Dyes, Inks, and are required to make Clothes * Fertile Soil: this is required to build Vineyardes, Hemp Fields, and Apiaries which produce Wine, Honey, Linen * Pasture: this is a, important feature as you need at least 1 town with Pasture in order to breed sheeps, cattles, and more importantly, Horses, which are required to make any mounted units. Each Province has at most 3 Features. Some can have 1, a few have 3, and most have none. The Combination of Province Features is very important. For example, if none of the provinces of Europe has the combination of "Fertile Soil + Mineral Deposits + Marble Deposits", you will never be able to build a Cathedral. 3. Trade goods --------------There are 2 kinds of goods: Trade Goods that can be produced in towns and traded with other kingdoms, and Exotic Goods that can only be imported. Goods are required for Town Improvements, recruiting troops, and Kingdom Advantages. - Trade Goods include Wine, Wax, Honey, Linen, Ink, Dyes, Clothes, Silver, Parchment, Horses, Wool, Hides, Leather, Meat, Salt, Statues, Columns, Tackling, and Illustrated Books. Some Trade Goods like Hides and Dyes, are easy to make but some are extremely hard and complex to get (like Clothes, Illustrated Books). - Exotic Goods include Gemstones, Silk, Ebony, Ivory, Spices, Sugar, Pgina 10

knights of honor FAQ.txt and Amber. These Goods can only be imported by building a Harbour and upgrade to Admiralty, then click on the town and its anchor icon (grayed out if there's no Admiralty) and choose one to import. You will need at least 7 provinces with coastal villages in order to have all Exotic Goods. And importing these Goods costs money as well. 4. Kingdom advantages ---------------------There are 10 advantages, each requires some certain Trade Goods in order to become active and grant bonuses. * Glorious Conquest: increases all your armies' Morale by 3. Require: Leather, Horses, Silver, Dyes, Silk * Secret Order: increases your Spies' chance of success by 10%. Require: Silver, Parchment, Ink, Wine, Clothes, Gemstones * Grand Cathedral: doubless the bonuses of all Cathedrals Require: Illustrated Books, Statues, Silver, Wax, Dyes, Amber, Gemstones * Silk Route: doubles the income of all Merchants Require: Horses, Wool, Hides, Honey, Wax, Linen, Silk, Ivory * Age of Discoveries: adds 5 golds to all Coastal Villages' income Require: Meat, Salt, Tackling, Linen, Wax, Clothes * Age of Enlightenment: doubles number of books written in University Require: Illustrated Books, Ink, Parchment, Ivory, Silk * Grand Fotress: makes your towns last 30% longer in sieges Require: Columns, Statues, Silver, Dyes, Ebony, Ivory * Crop Rotation: +1 food to all farms, +100 food storage in all towns Require: Leather, Wax, Salt, Horses * Urbanisation: increases the population of all towns by 30% Require: Meat, Clothes, Wax, Linen, Salt, Spices * Spring Festival: boost happiness bonus of Inns by 2 and Hostels by 5 Require: Wine, Honey, Meat, Silver, Statues, Sugar Aim to meet the requirements of these Advantages. If you only need Clothes to have Urbanisation, open the map, find the nearest town that can potentially make Clothes, then plan to take it. Once you have activated all Kingdom Advantages (possess all the Goods) you will have a chance to claim a minor victory. 5. Town improvements --------------------The level of your Castles depends on how many Town Improvements you have in them. You can tell the level of towns easily by looking at the map (click on Rebelion risk while on political view). Towns with 2 red towers are at top level. There are 3 kinds of buildings: Military Buildings, Civilian Buildings, and Advanced Structures. - Military Buildings are required to build units other than peasants, they can also add defence bonuses to the town. Build all the defensive buildings and the Town Guards and garrisoned troops can defend towns Pgina 11

knights of honor FAQ.txt by themselves. - Civilian Buildings are required to produce goods and enhance the town's economy. Unlike Military Buildings, some of these require certain Province Features in order to be built. For example, "Stud Farm" produces "Horses", but it requires the feature "Pasture". - Advanced Structures often require more than one Civilian Buildings in order to be built. The ones with hardest-to-meet requirements are "Univeristy", "Merchant Guild", and "Coast Guard". Building Town Improvements takes quite some time. You can force them to complete immediately, but it costs HUGE amount of gold which can't be done without cheating. Some Buildings are upgrades of others and will override the old ones, but the effect/bonus of the old building remains and will be added to the upgrade. For example, if you upgrade (click the small Up arrow on the low left of the buildings) "Sword Smith", you will have "Sword Mastersmithy". The slots available in each Town are limited, so have a plan before building. But never forget to build Town Watch House, Hostel, Granary, and Bakery. And avoid buildings which make people unhappy. You can also demolish any unwanted buildings. List of Town Improvements: [Town Watch] cost = 100 work, 300 gold special effect = add Town Guard squads who will help defend town [Granary] cost = 200 work, 300 gold food storage bonus = 100 base bonus = 1f [Inn] cost = 100 work, 300 gold base bonus = 1s happiness = 2 [Taxcollector's Office] cost = 200 work, 800 gold base bonus = 1g happiness = -1 [Toolsmithy] cost = 200 work, 500 gold group = 0 index = 3 base bonus = 1s [Fishmonger] req = fish cost = 200 work, 300 gold group = 0 index = 8 harbours bonus = 1f [Hunters Huts] req = game cost = 200 work, 300 gold produce = hides base bonus = 1g group = 0 index = 9 Pgina 12

knights of honor FAQ.txt [Sheep Farm] req = pasture cost = 200 work, 800 gold farms bonus = 1f [Cattle Farm] req = pasture cost = 200 work, 1000 gold produce = meat base bonus= 1f [Stud Farm] req = pasture cost = 200 work, 1000 gold produce = horses base bonus = 1s [Quarry] req = marble deposits, toolsmith cost = 200 work, 1000 gold villages bonus = 1s happiness = -2 [Silver Mine] req = silver deposits, toolsmith cost = 400 work, 3000 gold produce = silver happiness = -2 base bonus = 5g [Salt Mine] req = brine deposits, toolsmith cost = 200 work, 500 gold produce = salt foodstoragebonus = 100 [Hemp field] req = fertile soil cost = 200 work, 2000 gold [Vineyard] req = fertile soil cost = 200 work, 2000 gold farms bonus = 1f [Apiary] req = fertile soil cost = 200 work, 1000 gold produce = honey [Training Grounds] cost = 200 work, 500 gold [Bakery] req = granary cost = 500 work, 2000 gold food storage bonus = 200 base bonus = 1f farms bonus = 1f [Fletcher] req = training grounds cost = 300 work, 1000 gold [Swordsmith] req = training grounds cost = 300 work, 1000 gold Pgina 13

knights of honor FAQ.txt [Spear Maker] req = training grounds cost = 300 work, 1000 gold [Chain Mail Workshop] req = armory cost = 300 work, 2000 gold [Armory] req = training grounds cost = 300 work, 2000 gold [Axe Smith] req = training grounds cost = 300 work, 1000 gold base bonus = 1s [Palisade] cost = 600s, 4000 gold special effect = towns can not be invaded instantly [Hostel] req = inn override = inn cost = 500 work, 2000 gold villages bonus = 2s happiness = 3 [Market] req = taxcollector's office cost = 400 work, 3000 gold villages bonus = 1g base bonus = 1g [Library] req = parchment maker cost = 1500 work, 5000 gold base bonus = 1w [Siege Workshop] req = training grounds, toolsmithy cost = 700 work, 3000 gold [Church] cost = 700 work, 3000 gold monasteries bonus = 1a base bonus = 1w relreq = catholic, orthodox [Mosque] cost = 500 work, 3000 gold monasteries bonus = 1a base bonus = 1w relreq = muslim [Docks] req = fisherman override = fisherman cost = 500 work, 2000 gold harbours bonus = 1g, 2f [Harbour] req = docks cost = 800 work, 3000 gold harbours bonus = 3g [Pickler] req = fisherman, salt mine Pgina 14

knights of honor FAQ.txt cost = 500 work, 1000 gold food storage bonus = 100 harbours bonus = 3f [Parchment Maker] req = sheep farm cost = 500 work, 1000 gold produce = parchment [Spinning Mill] req = sheep farm cost = 500 work, 1000 gold produce = wool [Butcher] req = salt mine, cattle farm cost = 500 work, 2000 gold food storage bonus = 200 base bonus = 1f farms bonus =2f [Tannery] req = cattle farm, toolsmithy cost = 500 work, 2000 gold produce = leather [Sculptors Guild] req = quarry cost = 500 work, 3000 gold produce = statues happiness= 2 [Stonemason] req = quarry cost = 500 work, 3000 gold produce = columns siege defence bonus = 10 base bonus = 1s [Weaver] req = hemp field, toolsmithy cost = 500 work, 3000 gold produce = linen [Rigger's Store] req = hemp field, wax maker, toolsmithy cost = 500 work, 3000 gold produce = tackling harbours_bonus = 2g group = 1 index = 6 [Dyes Workshop] req = minerals, toolsmithy cost = 500 work, 2000 gold produce = dyes [Ink Maker] req = minerals cost = 500 work, 2000 gold produce = ink [Winery] req = vineyard cost = 500 work, 3000 gold produce = wine happiness = 5 Pgina 15

knights of honor FAQ.txt [Wax Maker] req = apiary cost = 500 work, 2000 gold produce = wax [Stable] req = granary cost = 500 work, 2000 gold [Sword Mastersmithy] req = swordsmith cost = 500 work, 5000 gold override = swordsmith siege defenc ebonus = 5 [Halberd Mastersmithy] req = spear maker cost = 500 work, 5000 gold override = spear master siege defence bonus = 5 [Scale Armoury] req = armory cost = 500 work, 3000 gold siege defence bonus = 5 [Plate Armoury] req = armory cost = 500 work, 5000 gold group = 2 index = 9 siegedefencebonus = 5 [Stone Wall] req = palisade override = palisade cost = 1500 work, 5000 gold siege defence bonus = 10 [Corner Towers] req = stone wall cost = 1200 work, 8000 gold attrition bonus = 700 [Ballista Towers] req = stone wall cost = 1200 work, 5000 gold attritionbonus = 1000 [Gate Towers] req = stone wall cost = 1500 work, 8000 gold attrition bonus = 500 [Drum Towers] req = stone wall cost = 1200 work, 3000 gold siege defence bonus = 5 [Moat] cost = 1000 work, 3000 gold siege defence bonus = 20 [Admiralty] req = harbour cost = 1500 work, 6000 gold override = harbour harbours bonus = 5g Pgina 16

knights of honor FAQ.txt [Tailor] req = weaver, dyes workshop cost = 500 work, 3000 gold produce = clothes [Scribe Office] req = ink maker, parchment maker cost = 800 work, 3000 gold [Bulwark] req = stone wall override = stone wall cost = 3000 work, 8000 gold siege defence bonus = 20 [Merchant guild] req = market, tailor, winery override = market base bonus = 2g zones bonus = 2g cost = 3000 work, 10000 gold [Cauldrons] req = gate towers, toolsmithy override = gate towers cost = 1000 work, 3000 gold siege defence bonus = 5 [Catapults] req = drum towers, toolsmithy override = drum towers cost = 1000 work, 8000 gold attrition bonus = 2000 [University] req = library, scribe office override = library cost = 2000 work, 10000g produce = books base bonus = 1w monasteries bonus = 3w [Cathedral] req = church, wax maker, dyes workshop, sculptors guild override = church cost = 3000 work, 10000g monasteries bonus = 3a, 3g base bonus = 2a happiness = 10 siege defence bonus = 20 [Coast Guard] req = admiralty, town watch, stonemason override = admiralty cost = 2000 work, 5000 gold harbours bonus = 5g [Grand Mosque] req = mosque, wax maker, dyes workshop, sculptors guild override = mosque cost = 3000 work, 10000 gold monasteries bonus = 3a, 3g base bonus = 2a happiness = 10 siege defence bonus = 20 Pgina 17

knights of honor FAQ.txt o---------------------------------------------------------------------o o---------------------------------------------------------------------o ------------V. Religions ------------- You can change your Kingdom's main Religion if you have enough provinces following another religion. But beware, it can cause some major unrests and may split up your kingdom. - Provinces with religions different from the main Religion will feel unhappy, and you'll need to send an experienced Cleric there to convert it. Before doing so, remember to demolish any Churchs or Mosques in town, as those buildings make it harder to convert religion. Your clerics may get killed because these religious conversions are often bloody, historically, and involve demonizing other people's gods and stuffs. 1. Roman Catholic -----------------Catholic Bonus/Penalty gold +30% books 0 piety 0 morale 0 Excommunicated Bonus/Penalty gold 0 books 0 piety 0 morale -2 Special option: Donate. You can donate money to the Pope and improve your relationship with all other catholic kingdoms. To do so, bring up the Religion menu by clicking the Piety icon on Kingdom Treasury bar, then click the image of the hand with the money bag (cost 1000 piety and lots of gold). If your kingdom was excommunicated, you can ask the Pope for forgiveness (same as donate). The Pope will often call for crusades against kingdoms of different religions who attack catholic lands. Even when you are playing a catholic kingdom, aggressively attacking many pious catholic kingdoms will get you excommunicated and crusaders can attack your kingdom as well. Once excommunicated, you can ask the Pope for forgiveness (cost alot of golds and Piety). You can avoid this by giving healthy donations now and then. The Pope can ask one of your marshal to lead a crusader (in 1.05 patch your marshal's army will be left in a camp and you can retake them in for free). And if you decline the Pope (when the marshal is highly skilled) there is a chance that the Pope will excommunicate your kingdom from the catholic church. If the crusade is successful and your marshal captured a town, you can choose to sack the city and go to the next, or make it a new kingdom and it'll be your vassal. You can also call off the crusade anytime. Pgina 18

knights of honor FAQ.txt If you have a highly educated Cleric (5 stars), he can be elected as the new Pope when the old one dies. He then will eventually die of old age. Once you control the Pope, you can excommunicate other catholic kingdoms and call for your own marshal to lead a crusade against your enemies. The Papal state (Papacy) is located at Rome. There was a bug that made Papacy able to expand, but the 1.05 patch fixed it, and they are now confined within Rome. If Rome is captured, Papacy will be destroyed and the Pope terminated (if he's in your court you'll see him vanish). There will be no more crusade, and no more donations. All catholic kingdoms will declare war on the "infidel" invader. If you are playing a catholic kingdom, you can recapture Rome and restore the Papacy (one of your cleric will be new Pope), or just leave it as it was and add the province to your own kingdom. 2. Orthodox -----------Independent Bonus/Penalty gold 0 books +30% piety 0 morale 0 Dependent Bonus/Penalty gold +10% books 0 piety +30% morale -3 Special option: Claim Independency. To do so, bring up the Religion menu, then click the image of a fist. You'll get an instant message from the Byzantine Empire declaring war. If you can nolonger endure the threat from Byzantia, kneel down before them once again. Then you get peace, but your patriarch will vanish. Orthodox Kingdoms are all dependent to the church in Constantinople (Istanbul). To avoid the army morale penalty, you must have a 5 star Cleric, make him a Patriarch and choose the "Claim Independency" option to make your kingdom's orthodox church independent (note that he must not be a member of the royal family). The Patriarch works just like a normal cleric. That means you can assign him to govern a province. Once became the Patriarch, he will lose his immortality, begin to age, and eventually will die. If you want to continue as an independent Church, have another 5 star Cleric ready. 3. Muslim ---------Muslim Bonus/Penalty gold 0 books 0 piety 0 morale +3 Special option: Call for a Jihad. Soldiers from mosques in all over Pgina 19

knights of honor FAQ.txt your kingdom will continueously come out to attack invaders of a different religion. To do so, bring up the religion menu then click on the image of 2 scimitars. You can end the jihad anytime using the same way. Jihads are actually fairly weak, and will lower your Kingdom power. 4. Pagan --------Pagan Bonus/Penalty gold -30% books 0 piety 0 morale +2 Pagan kingdoms gain no Piety at all, and can not hire a Cleric. Provinces with a different religion will be automatically reverted to Paganism after some time. If an AI controlled pagan kingdom has a "religious" king, they will soon officially accept a new religion.

o---------------------------------------------------------------------o o---------------------------------------------------------------------o --------------------------------------VI. Happiness, Diplomacy and Espionage --------------------------------------1. Happiness ------------The population's level of happiness in each province depends on: * Kingdom Power: The higher it is, the happier people are. At level 5, you get +15 happiness. * Royal Dynasty: dead king makes people unhappy, royal weddings and offsprings make them happy. * Famous Rebels: - 10 happiness for each famous rebel in province * Town Development: Tax Collectors' Office, Silver Mines, Quarry - happiness; while Inns, Wineries, and Hostels + happiness. * Religion: different religion and religious conversions make people unhappy. * Taxes: no taxes -> +5 happiness; doubled taxes -> -5 happiness. * Wars: Battles in Province (plundering, lost battles -> - happiness, but triumphs -> + happiness) Nostalgia -> - happiness (if you don't use a cleric to adopt the population in provinces which you've just invaded people there will miss their old kingdom and feel unhappy) Exhausted by war -> - happiness (if wars last too long people will be very unhappy) Pgina 20

knights of honor FAQ.txt 2. Diplomacy ------------On political map click on a kingdom, or click on a kingdom's banner anywhere to bring up the political panel. Click on the king's portrait to arrange an audience with him. - When currently at war, the only choice is to Offer peace treaty: White peace (draw) Offer tribute (losing) -> gold/land, royal wedding, vassalage Demmand tribute (winning) -> gold/land, royal wedding, vassalage, attack or break agreements with another kingdom - When in peace, you will have some more options: Offer -> gift (gold/land) Offer -> trade agreement -> non aggression pact -> alliance pact Offer -> royal wedding Demmand -> gold/land Demmand -> break agreements with another kingdom Demmand -> attack another kingdom Invoke alliance (must have an existing alliance pact) Break agreements (break all signed agreements), Delace war Cease trading, break agreements, claim lands will ruin relationships. Attacking a kingdom will make their allies hate you and their enemies like you. After signing an alliance pact, if you decline when your ally asks you to attack another kingdom, the pact will be broken. Any unfavourable acts against your kin and allies will be considered unhonourable and your Kingdom Power will drop, therefore think before signing alliance pacts or arranging royal weddings. 3. Espionage ------------To perform espionage activities, first hire a Spy, then command him to infiltrate an enemy court. The more skilful he is and the higher the king's espionage talent is, the shorter it will take to successfully infiltrate enemy court. Still, it will take forever if the enemy court is full and they don't hire any more knights. While having a Spy spying on another kingdom, you can click on the Rumours icon of that kingdom and read some spy reports. They can be more accurate than rumours. Your Spy will then be hired as either a Marshal, Cleric, Merchant, Landlord, Builder, or even a Spy. There are many situations: - Spy -> Marshal: your spy is hired as a marshal (highest chance since marshals die often and they recruit new guys). He can sign peace treaty with enemy or try to cause an army revolt (turn all enemy marshals into rebels). - Spy -> Merchant: your spy is hired as a Merchant. He can steal enemy's treasury, sabotage their trade route, arrange annexation (must be really powerful and share borders), or hand over town (need to be assigned governor). - Spy -> Cleric: your spy is hired as a cleric. He can propagate your culture (make enemy population hate their own kingdom), spread heresy, spread your religion, or hand over town (need to be assigned governor). - Spy -> Farmer: your spy is hired as a farmer. He can claim independence or hand over town (need to be assigned governor). Pgina 21

knights of honor FAQ.txt - Spy -> Builder: your spy is hired as a builder. He can claim independence or hand over town (need to be assigned governor). - Spy -> Spy: your spy is hired as a spy! He can spread nasty gossips (ruin relationships), kill king, prince or princess. Assassinating a king is harder than assassinating a prince/princess. - Spy -> Crusader: your spy was hired as a marshal and he was sent on a crusade! You can divert the crusade anywhere. - Spy > Rebel: your spy was hired as a marshal and he was invoved in an army revolt started by another spy! You can order him to invade a town with his army. - Spy -> Pope: your spy was hired as a cleric and he is highly educated, he was elected a new Pope after the pope died of old age! Now you can excommunicate and call for crusades as if the pope is in your court. - Spy -> King: your spy was highly influential, the enemy king died with no heir and your spy took the opotunity to become new king! You can make him declare war on other kingdoms, or just simply hand over the crown (you'll get all the lands). The chance to successfully carry out a plan depends on your spy's skill level, your king's espionage talent, and whether the enemy court has a spy or not. Trading merchants and foreign princesses married into both courts may also affect the results. Note: Don't send your spy to infiltrate back to an enemy court from which he had just returned after commiting a crime, he will be caught right away "for previous crimes". Always have a 5 stars spy portect your court. If you captured an enemy spies of unknown origin, you can torture him to make him spill out who sent him (this act lowers your kingdom power), after that, you can officially declare war on the spy' kingdom.

o---------------------------------------------------------------------o o---------------------------------------------------------------------o -------------VII. Military -------------1. An army ----------You need a Marshal to build an army, The Marshal has his own Knight Guards squad which has 10 men (do not count toward your army's number). You can recruit 9 more squads and 4 Siege machines. The speed of an army is decided by the slowest squad. So an army with 8 squads of Light Cavalry and 1 squad of Spearmen will march at the speed of Spearmen. Clicking on a marshal will bring up his army's panel. On the left is the marshal's portrait and his 6 skill slots. Below the portrait is the experience bar. When the bar is full, the marshal gets 1 star and you can click on the slots to grant him a skill. On the right is the army's food wagon. Always keep an eye on the food wagon. Starving men won't fight well, but somehow they are still very good at running away. You can see the squads' Experience (3 stars max), Pgina 22

knights of honor FAQ.txt Stamina, Arrows, Men Count, and Morale by clicking the icon above the food wagon. You can refill a squad which lost men in battles by entering a town, then select a squad and click on the * icon, even if that squad has only 1 survivor and the town can't build that unit. How well an army fight will depend on many aspects: the type of units, the skills of the marshals, the squads' experience, the king's warfare talent, your Kingdom Power, the kingdom Advantages, current morale, current stamina, arrow stock, etc. 2. Marshal's skills -------------------A Marshal learns skills through battles, not books. There are totally 23 Skills, but a Marshal can only learn 6 at most. The max level of each Skill is 3. These Skills will affect the army that the marshal is commanding. Other knights governing a province can also join in town defending battles, but they do not have military Skills (and their guard squad will be town guards, not knight guards). Below are the skill's name and effects per each level * Leadership: friendly morale up (+1,2,3) * Dread: enemy morale down (-1,2,3) * Sword Mastery: experience bonus for ranged units (50,100,200%), experience penalty when refilling decreased * Archery Mastery: experience bonus for sword units (50,100,200%), experience penalty when refilling decreased, more arrows (20,30,50%), at level 3 friendly fire damages halved * Spear Mastery: experience bonus for spear units (50,100,200%), experience penalty when refilling decreased * Cavalry Mastery: experience bonus for mounted units (50,100,200%), experience penalty when refilling decreased * Learning: faster gaining experience for the marshal (50,100,200%) * Ballistics: siege machines damage up (10,20,40%) * Strategist: marching speed up on land (10,20,50%) * Healer: units lost during battle recovered if victorious (20,40,70%) * Conqueror: morale bonus on enemy territory (+1,+2,+3) * Admiral: ability to build ships (camp near the sea), morale bonus when in sea (+2,3,4), speed up in sea (10,20,50%), sea battles bonus (25,50,100%) * Enforcer: plundering speed up (20,50,100%), plundering gold up (+700,1000,2000) * Tactics: ability to make fortified camp which can shoot arrows at enemy, attack/defence bonuses for camp or forified camp assault, landing and river crossing battles (50,100,200%) * Logistics: food rationing, consume less food (10,20,50%) * Siegecraft: reduces siege attrition damage (10,20,50%) * Engineering: can build and carry siege machines Pgina 23

knights of honor FAQ.txt * Jousting: attack Bonus for the knight squad only (10,30,50%) * Endurance: more stamina for all squads (10,20,30%) * Night Stalker: attack bonus during night (10,30,50%) * Iron Fist: attack bonus against rebels (10,30,50%) * Manoeuvre: movement up in 2D battles (+5,8,12) * Fanatic: morale bonus when fight against differnet religion (+1,3,6) Note: you can't unlearn skills. 3. Military units -----------------You can recruit military units by deploying a marshal into a town or clicking on an empty slot in the town garrison. Each town has its own types of Units. On the top of the recruit menu are your kingdom's special units, which you can recuit anywhere at cheap price. At the middle is the local units, which are usually basic units with normal price. At the bottom are local special units which you can buy at an increased price. You can also buy units at mercenary camps which are spawned randomly in provinces. The type of units available in a pronvince is fixed (kinda), so if a pronvince does not have Axemen, building an Axe Smith won't make them available. For example, if you play with England, and want to have Steppe Cavalry (which is the Golden Horde and Cuman's special unit); you will have to recruit them at one of the Mongol or Cuman lands where they are available as local special units. Because there is obviously no steppe horsemen in England. Units are divided into many dirrent groups which have bonus and penalty when fighting different groups. For example We have basic groups like MELEE, RANGED, MOUNTED and also SWORD, SPEAR, ARROW. But Infantry Melee = MELEE x INFANTRY and Infantry Melee No Spear = Infantry Melee - SPEAR. Knights = knight, knight guard and Cavalry = MOUNTED - Knights. Bolt = crossbowman, heavy crossbowman Real Arrow = ARROW - Bolt Heavy Armour = feudal knight, teutonic champion, cataphract So SPEAR with have 200 melee bonus against MOUNTED, but -150 melee penalty against Infantry Melee No Spear. And Infantry Melee No Spear have -150 melee penalty against MOUNTED. Arrows have -50 ranged penalty against Heavy Armour but Bolt have +100 ranged bonus against Heavy Armour. Camel Riders have 300 melee bonus against Cavalry but not Knights. There are some special Units that can not be hired: Knight Guards, Crusader Infantry, Crusader Crossbowmen, Crusader Cavalry, Mongol Cavalry (only hireable when you play as the Golden Horde), Town Guards (you can have them in any towns by building Town Watch House, but they only join in town defending battles). You can always get Units that you can't access thanks to mercenaries. To hire mrcernaries, send a Marshal to their camp. They only cost gold. Mercenary camps are spawned randomly across the land. Pgina 24

knights of honor FAQ.txt Attrition is important during sieges. Units have different defend and attack attrition stats. Place ranged units, which often have high defensive attrition, in town garrisons to defend a town effectively during sieges. Units list NAME: Peasant morale: -2 defence: 0 squad size: 40 attack (melee/ranged): 20/0 attrition (atk/def): 0/10 cost (gold/food): 50/20 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: none NAME: Slavonic Bowman morale: -2 defence: 0 squad size: 30 attack (melee/ranged): 30/30 attrition (atk/def): 200/200 cost (gold/food): 80/20 range (min/max) : 250/600 speed (walk/run): 30/60 march speed: 40 reqirements: fletcher NAME: Slavonic Axeman morale: -2 defence: 0 squad size: 30 attack (melee/ranged): 50/0 attrition (atk/def): 0/30 cost (gold/food): 100/20 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: axe smith NAME: Bowman morale: -2 defence: 0 squad size: 20 attack (melee/ranged): 30/30 attrition (atk/def): 200/200 cost (gold/food): 80/20 range (min/max) : 250/600 speed (walk/run): 30/60 march speed: 40 reqirements: fletcher NAME: Axeman morale: -2 defence: 0 squad size: 20 attack (melee/ranged): 50/0 attrition (atk/def): 0/30 cost (gold/food): 100/20 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: axe smith Pgina 25

knights of honor FAQ.txt NAME: Swordman morale: 0 defence: 0 squad size: 30 attack (melee/ranged): 60/0 attrition (atk/def): 0/20 cost (gold/food): 300/50 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: swordsmith NAME: Spearman morale: 0 defence: 0 squad size: 30 attack (melee/ranged): 45/0 attrition (atk/def): 0/20 cost (gold/food): 300/50 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: spear maker NAME: Archer morale: 0 defence: 0 squad size: 20 attack (melee/ranged): 30/50 attrition (atk/def): 100/200 cost (gold/food): 500/50 range (min/max) : 250/700 speed (walk/run): 30/60 march speed: 40 reqirements: fletcher NAME: Longbowman morale: 0 defence: 0 squad size: 20 attack (melee/ranged): 30/60 attrition (atk/def): 300/500 cost (gold/food): 1000/50 range (min/max) : 300/800 speed (walk/run): 30/60 march speed: 40 reqirements: fletcher NAME: Crossbowman morale: 0 defence: 0 squad size: 20 attack (melee/ranged): 35/70 attrition (atk/def): 150/300 cost (gold/food): 800/50 range (min/max) : 200/600 speed (walk/run): 30/60 march speed: 40 reqirements: fletcher, armory NAME: Heavy Swordman morale: 0 defence: 5 squad size: 30 attack (melee/ranged): 65/0 attrition (atk/def): 0/20 cost (gold/food): 500/50 range (min/max) : Pgina 26

knights of honor FAQ.txt speed (walk/run): 30/60 march speed: 40 reqirements: chain mail, swordsmith NAME: Heavy Archer morale: 0 defence: 5 squad size: 20 attack (melee/ranged): 30/60 attrition (atk/def): 300/400 cost (gold/food): 700/50 range (min/max) : 250/700 speed (walk/run): 30/60 march speed: 40 reqirements: fletcher, chain mail NAME: Heavy Crossbowman morale: 0 defence: 20 squad size: 20 attack (melee/ranged): 35/70 attrition (atk/def): 100/400 cost (gold/food): 800/50 range (min/max) : 200/600 speed (walk/run): 30/60 march speed: 40 reqirements: fletcher, plate armory NAME: Halberdier morale: 0 defence: 20 squad size: 30 attack (melee/ranged): 55/0 attrition (atk/def): 0/50 cost (gold/food): 500/50 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: halberd mastersmithy, plate armory NAME: Highlander morale: 0 defence: 0 squad size: 30 attack (melee/ranged): 80/0 attrition (atk/def): 0/20 cost (gold/food): 300/50 range (min/max) : speed (walk/run): 40/70 march speed: 40 reqirements: swordsmith NAME: Viking morale: 3 defence: 0 squad size: 30 attack (melee/ranged): 70/0 attrition (atk/def): 0/20 cost (gold/food): 300/70 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: axe smith NAME: Norman morale: 3 defence: 0 squad size: 40 Pgina 27

knights of honor FAQ.txt attack (melee/ranged): 65/0 attrition (atk/def): 0/20 cost (gold/food): 500/50 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: chain mail, swordsmith NAME: Varangian morale: 0 defence: 40 squad size: 25 attack (melee/ranged): 100/0 attrition (atk/def): 0/20 cost (gold/food): 800/100 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: town watch house, chain mail, axe smith NAME: Roman Infantry morale: 0 defence: 20 squad size: 40 attack (melee/ranged): 60/0 attrition (atk/def): 0/20 cost (gold/food): 600/70 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: chain mail, swordsmith NAME: Man at Arm morale: 0 defence: 5 squad size: 30 attack (melee/ranged): 70/0 attrition (atk/def): 0/20 cost (gold/food): 500/50 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: chain mail, swordsmith NAME: Templar morale: 5 defence: 30 squad size: 20 attack (melee/ranged): 160/0 attrition (atk/def): 0/50 cost (gold/food): 1000/50 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: church, chain mail, sword mastersmithy, catholic NAME: Teutonic Knight morale: 3 defence: 40 squad size: 25 attack (melee/ranged): 140/0 attrition (atk/def): 0/50 cost (gold/food): 1000/50 range (min/max) : speed (walk/run): 30/60 march speed: 30 reqirements: church, plate armor, sword mastersmithy, catholic Pgina 28

knights of honor FAQ.txt NAME: Light Cavalry morale: 0 defence: 0 squad size: 15 attack (melee/ranged): 120/0 attrition (atk/def): 0/10 cost (gold/food): 800/100 range (min/max) : speed (walk/run): 70/120 march speed: 40 reqirements: stable, horses, swordsmith NAME: Hobilar morale: 0 defence: 0 squad size: 15 attack (melee/ranged): 140/0 attrition (atk/def): 0/10 cost (gold/food): 800/70 range (min/max) : speed (walk/run): 70/120 march speed: 40 reqirements: stable, horses, spear maker NAME: Jinetes morale: 0 defence: 0 squad size: 15 attack (melee/ranged): 140/0 attrition (atk/def): 0/20 cost (gold/food): 900/70 range (min/max) : speed (walk/run): 70/120 march speed: 40 reqirements: stable, horses, spear maker, armory NAME: Pronoias morale: 0 defence: 0 squad size: 15 attack (melee/ranged): 150/0 attrition (atk/def): 0/40 cost (gold/food): 900/70 range (min/max) : speed (walk/run): 70/120 march speed: 100 reqirements: stable, horses, scale armory, spear maker NAME: Cataphract morale: 0 defence: 30 squad size: 10 attack (melee/ranged): 240/0 attrition (atk/def): 0/20 cost (gold/food): 1500/200 range (min/max) : speed (walk/run): 60/110 march speed: 100 reqirements: stable, horses, scale armory, sword mastersmithy, spear maker NAME: Boyar morale: 0 defence: 20 squad size: 15 attack (melee/ranged): 170/0 attrition (atk/def): 0/30 cost (gold/food): 1200/100 Pgina 29

knights of honor FAQ.txt range (min/max) : speed (walk/run): 70/120 march speed: 40 reqirements: stable, horses, scale armory, spear maker NAME: Feudal Knight morale: 3 defence: 50 squad size: 10 attack (melee/ranged): 220/0 attrition (atk/def): 0/50 cost (gold/food): 1800/150 range (min/max) : speed (walk/run): 70/1260 march speed: 80 reqirements: stable, horses, plate armory, sword mastersmithy NAME: Horse Archer morale: 0 defence: 0 squad size: 15 attack (melee/ranged): 80/50 attrition (atk/def): 40/100 cost (gold/food): 900/100 range (min/max) : speed (walk/run): 70/120 march speed: 100 reqirements: stable, horses, fletcher NAME: Mongol Cavalry morale: 0 defence: 0 squad size: 20 attack (melee/ranged): 100/80 attrition (atk/def): 80/200 cost (gold/food): 900/100 range (min/max) : 300/700 speed (walk/run): 70/140 march speed: 120 reqirements: stable, horses, swordsmith, fletcher NAME: Steppe Cavalry morale: 0 defence: 0 squad size: 20 attack (melee/ranged): 120/70 attrition (atk/def): 120/200 cost (gold/food): 800/100 range (min/max) : 250/700 speed (walk/run): 70/140 march speed: 120 reqirements: stable, horses, fletcher, chain mail, swordsmith NAME: Akyndjia morale: 0 defence: 0 squad size: 30 attack (melee/ranged): 30/0 attrition (atk/def): 0/20 cost (gold/food): 300/50 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: spear maker NAME: Janissary morale: 0 defence: 0 Pgina 30

knights of honor FAQ.txt squad size: 30 attack (melee/ranged): 80/50 attrition (atk/def): 200/300 cost (gold/food): 400/50 range (min/max) : speed (walk/run): 40/60 march speed: 40 reqirements: fletcher, swordsmith NAME: Saphias morale: 0 defence: 20 squad size: 15 attack (melee/ranged): 160/0 attrition (atk/def): 0/20 cost (gold/food): 800/200 range (min/max) : speed (walk/run): 70/120 march speed: 40 reqirements: stable, horses, chain mail, spear master NAME: Ghulam Cavalry morale: 0 defence: 20 squad size: 10 attack (melee/ranged): 200/0 attrition (atk/def): 0/20 cost (gold/food): 1000/200 range (min/max) : speed (walk/run): 70/120 march speed: 100 reqirements: stable, horses, scale armory, halberd mastersmithy NAME: Saracen morale: 0 defence: 0 squad size: 30 attack (melee/ranged): 60/0 attrition (atk/def): 0/20 cost (gold/food): 200/50 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: swordsmith, muslim NAME: Desert Archer morale: 0 defence: 0 squad size: 20 attack (melee/ranged): 30/50 attrition (atk/def): 150/200 cost (gold/food): 500/50 range (min/max) : 250/700 speed (walk/run): 30/60 march speed: 40 reqirements: fletcher NAME: Desert Spearman morale: 0 defence: 0 squad size: 30 attack (melee/ranged): 45/0 attrition (atk/def): 0/20 cost (gold/food): 300/50 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: spear maker Pgina 31

knights of honor FAQ.txt NAME: Desert Cavalry morale: 0 defence: 0 squad size: 20 attack (melee/ranged): 120/0 attrition (atk/def): 0/30 cost (gold/food): 700/100 range (min/max) : speed (walk/run): 70/140 march speed: 40 reqirements: stable, horses, armory, spear maker NAME: Mameluk morale: 0 defence: 20 squad size: 15 attack (melee/ranged): 140/0 attrition (atk/def): 0/60 cost (gold/food): 500/50 range (min/max) : speed (walk/run): 70/120 march speed: 40 reqirements: stable, horses, chain mail, sword mastersmithy NAME: Camel Rider morale: 0 defence: 0 squad size: 15 attack (melee/ranged): 80/0 attrition (atk/def): 0/10 cost (gold/food): 700/70 range (min/max) : speed (walk/run): 60/110 march speed: 70 reqirements: stable, swordsmith, armory NAME: Town Guard morale: 0 defence: 0 squad size: 20 attack (melee/ranged): 120/0 attrition (atk/def): 0/0 cost (gold/food): 0/0 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: town watch house NAME: Knight Guard morale: 0 defence: 30 squad size: 10 attack (melee/ranged): 250/0 attrition (atk/def): 0/0 cost (gold/food): 00/0 range (min/max) : speed (walk/run): 70/120 march speed: 100 reqirements: none NAME: Knight morale: 5 defence: 30 squad size: 10 attack (melee/ranged): 250/0 attrition (atk/def): 0/0 cost (gold/food): 00/0 Pgina 32

knights of honor FAQ.txt range (min/max) : speed (walk/run): 70/120 march speed: 100 reqirements: none NAME: Crusader Cavalry morale: 3 defence: 30 squad size: 15 attack (melee/ranged): 240/0 attrition (atk/def): 0/60 cost (gold/food): 2000/150 range (min/max) : speed (walk/run): 70/120 march speed: 100 reqirements: stable, horses, plate armor, sword mastersmithy NAME: Crusader Infantry morale: 3 defence: 10 squad size: 20 attack (melee/ranged): 120/0 attrition (atk/def): 0/80 cost (gold/food): 1000/50 range (min/max) : speed (walk/run): 30/60 march speed: 40 reqirements: church, chain mail, swords master NAME: Crusader Crossbowman morale: 3 defence: 20 squad size: 20 attack (melee/ranged): 35/80 attrition (atk/def): 400/500 cost (gold/food): 800/50 range (min/max) : 200/700 speed (walk/run): 30/60 march speed: 40 reqirements: fletcher, chain mail NAME: Ladderman morale: 0 defence: 80 squad size: 8 attack (melee/ranged): 0/0 attrition (atk/def): 0/0 cost (gold/food): 800/50 range (min/max) : speed (walk/run): 30/50 march speed: 40 reqirements: siege workshop NAME: Battering Ram morale: 0 defence: 0 squad size: 1 attack (melee/ranged): 0/0 attrition (atk/def): 0/0 cost (gold/food): 1000/0 range (min/max) : speed (walk/run): 0/0 march speed: 30 reqirements: siege workshop, engineer skill lv1 NAME: Balista morale: 0 defence: 0 Pgina 33

knights of honor FAQ.txt squad size: 1 attack (melee/ranged): 0/700 attrition (atk/def): 80/100 cost (gold/food): 1200/0 range (min/max) : 300/700 speed (walk/run): 0/0 march speed: 30 reqirements: siege workshop, engineer skill lv1 NAME: Catapult morale: 0 defence: 0 squad size: 1 attack (melee/ranged): 0/400 attrition (atk/def): 300/200 cost (gold/food): 2000/0 range (min/max) : 400/850 speed (walk/run): 0/0 march speed: 30 reqirements: siege workshop, engineer skill lv2 NAME: Trebuchet morale: 0 defence: 0 squad size: 1 attack (melee/ranged): 0/200 attrition (atk/def): 800/500 cost (gold/food): 5000/0 range (min/max) : 400/1100 speed (walk/run): 30/60 march speed: 30 reqirements: siege workshop, engineer skill lv3

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

Normal rebels will appear in provinces where the population is unhappy. There will also be loyalists in newly taken Provinces when Nostalgia level is high (-10). Try adopting the population there. Normal rebels are only peasants, but loyalists have better squads and more units may occasionally join them. If rebels live long enough, they will become famous. The appearance of famous rebels in a province will make people even more unhappy. Famous rebels can also be marshals who became rebels in an army revolt. These rebels roam around the land and burn villages. Once they gained enough stars, they can attack towns and form new kingdoms. Famous rebels also get refills. Upon gaining a star an elite squad (usually the best units which your kingdom can build) will join the rebel army (so they become more dangerous). Rebels also do not learn skills, instead they gain more attack bonus per star. 6. Quests ---------List of unite quests Unite Scotland Pgina 34

knights of honor FAQ.txt - Count for kingdoms: Highlands or Lothian - Periods: Early Conditions - Has realms: Highlands, Strathclyde - Kingdoms not existing: Highlands, Lothian Unite Ireland - Count for kingdoms: Ulster, Leinster, Munster - Periods: Early, Late Conditions - Has realms: Ulster, Leinster, Munster - Kingdoms not existing: Ulster, Leinster, Munster Unite England - Count for kingdoms: Normandy - Periods: Early Conditions - Has realms: Kent, Cornwall, Anglia, Mercia - Required religion: Catholic - Kingdoms not existing: Wessex, Anglia - Relationship change: War with France Unite France - Count for kingdoms: France - Periods: Late Conditions - Has realms: Acquitaine, Burgundy, Flanders - Kingdoms not existing: Burgundy - Required religion: Catholic - Realms will join: Bretagne, Provence Unite Spain - Count for kingdoms: Castilia, Navarra, Leon, Aragon - Periods: High, Late Conditions - Has realms: Leon, Castilia, Navarra, Catalonia, Saragossa, Toledo, Valencia - Kingdoms not existing: Spain, Pamplona, Leon - Required religion: Catholic - Realms will join: Andalucia - Relationship change: War with Almohads Unite Germany - Count for kingdoms: Germany - Periods: Late Conditions - Has realms: Frieseland, Tyrolia, Franconia - Required religion: Catholic - Realms will join: Hannover, Brandenburg, Pfalz Unite Italy - Count for kingdoms: Tuscany, Savoy, Lombardy - Periods: Late Conditions - Has realms: Tuscany, Savoy, Lombardy - Kingdoms not existing: Tuscany, Savoy, Lombardy - Required religion: Catholic - Realms will join: Corsica - Relationship change: War with Genoa Unite Byzantia - Count for kingdoms: Epir, Nicaea, Trebizond - Periods: High Conditions - Has realms: Epirus, Hellas, Solun, Thrace, Nicaea, Anatolia, Antalya, Trebizond - Kingdoms not existing: Saloniki, Athens, Latins - Required religion: Orthodox Pgina 35

knights of honor FAQ.txt - Realms will join: Cyprus, Cappadocia, Rum, Kilikia, Crete Unite Otomans - Count for kingdoms: Seljuks - Periods: High Conditions - Has realms: Kilikia, Trebizond, Antioch - Required religion: Muslim - Realms will join: Sinope, Anatolia, Antalya Unite Golden Horde - Count for kingdoms: Khazars - Periods: Early Conditions - Has realms: Perjaslavl, Voronezh, Yedisan, Crimea Unite Aragon - Count for kingdoms: Spain - Periods: Early Conditions - Has realms: Sardenia, Valencia - Required religion: Catholic - Realms will join: Sicily - Relationship change: War with Cordoba Unite Almohads - Count for kingdoms: Zenata, Zirid, Cordoba - Periods: Early Conditions - Has realms: Fez, Oran, Al Djazair, Tunisia, Tangiers, Granada, Andalucia - Kingdoms not existing: Zenata, Zirid, Cordoba - Required religion: Muslim - Realms will join: Marakesh, Toledo, Valencia Unite Serbia - Count for kingdoms: Zeta - Periods: Early Conditions - Has realms: Raska, Macedonia - Required religion: Orthodox - Realms will join: Epirus - Relationship change: War with Bulgaria Unite Bulgaria - Count for kingdoms: Bdin, Dobrudzha, Turnovo - Periods: Any Conditions - Has realms: Bdin, Moesia, Karvuna - Kingdoms not existing: Bulgaria, Dobrudzha, Turnovo, Bdin, Moesia, Karvuna - Required religion: Orthodox, Catholic - Must be vassal of: Byzantia Unite Russia - Count for kingdoms: Novgorod, Suzdal, Kazan, Muscovy, Kiev, Ryazan, Ukraine - Periods: Early, High, Late Conditions - Has realms: Novgorod, Tver, Vladimir, Kazan, Muscovy, Ryazan, Chernigov, Kiev, Voronezh, Saratov, Smolensk - Required religion: Ortodox, Communism - Realms will join: Nyland, Olonets, Karelia, Vladimir, Polotsk, Volgograd, Lugansk, Perjaslavl, Yedisan, Lviv, Turov, Novgorod, Suzdal, Kazan, Muscovy, Kiev, Ryazan, Ukraine, Poop 7. Misc Pgina 36

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

o---------------------------------------------------------------------o o---------------------------------------------------------------------o --------------------------VIII. Patch/Update changes --------------------------Patch 1.05 will update the 1.03 version to 1.05. Merchants' income reduced. King's bonus reduced. Ranged units' power all reduced. Balistic skill bonus decreased from 200% to 40%. Longbowman's ranged decreased, CTK reduced from 140 to 60. Archer Mastery skill now does not prevent friendly fire. Marching at night no longer decreases morale. Naval battles can't be reinforced. Merenary camps are now visible on mini map. AI now can use royal members, can buy siege machines, can import exortic goods. AI kingdoms now have income bonus on Normal and Hard. Top 5 AI kingdoms now have defence bonus on Normal and Hard. The 1.05 version also fixed some lame stuffs. In the old version, the game claims that horses are afraid of camels and even the most elite cavalries are easy preys for Camel Riders, but the truth is that they forgot to add it. In the update, Camel Riders now have 300 melee bonus over normal Cavalries. Cavalries now also get attack/defence penalties while fighting in woods. And units like vikings now have attack bonuses in woods. Heavy Crossbowmen are now actually using bolts. In 1.03 version, they added Crossbowmen to the Bolt group, but forgot Heavy Crossbowmen. Cheats ------While playing, press start, then copy and paste the cheat you want * bskinti: add 100000 gold * bsnoai: turn AI off for all kingdoms, select a kingdom on map to turn only its AI off * bsai: turn AI on for all kingdoms, select a kingdom on map to turn only its AI on * bsadvantages: unlock all kingdom advantages (type again to turn off) * bsswitch: switch to the currently selected kingdom (remember to turn its AI off afterward and turn the AI of your previous side on) * showspies: enemy spies are shown in the royal court (type again to not show enemy spies) Pgina 37

knights of honor FAQ.txt * bsnofog: remove fog (can see what happening in distant enemy territories) * bsdestroyer: increase structure damage * bsrai: no money mode * bsnorebels: no rebels mode

o---------------------------------------------------------------------o o---------------------------------------------------------------------o ------------IX. Moddings ------------Firstly, if you are using Windows Vista, make sure you do not install the game in the default path (in the Program Files folder). If you use this folder, windows will ask for permission for any smallest changes and you'll have to confirm pop ups numerous times. Furthermore, the game won't read any changes you made no matter what. Install the game somewhere else, like C:\Knights Of Honor\ The saves will be in C:\Users\[your username]\AppData\Roaming\Black Sea Studios To change settings and use windowed mode, find the KoH.in2 file in the path above, change fullscreen = 1 to 0. To use the ingame map editor, open "properties" of the shortcut and add "-debug" to the end of the target path, or add "debugmode = 1" to [app] in the KoH.in2 file. Then start the game and click on the Credits section on the main menu of the title screen to enter the official map editor which is normally hidden. To mod, you need a tool to extract the .pak files which you can find in the Knights Of Honor\packs folder. You can get the PakMan tool made by Tempest in the official forum of Knight of Honor: http://forums.blackseastudios.com Once you had the PakMan tool, open .pak files, select the files you wanna mod and extract them to the original directories. It should be C:\Knights Of Honor\ or wherever you installed the game. The game will check the main folder first and will read the files there before using the files in paks, so you only need to edit the extracted files and don't have to put them back into the paks. This way, the game will still read your changes and you can delete your mods any time by simply delete all folders in the original folder except for the pak and system folders. But there are some exceptions. The folder defs\Units\Military must have all files or the game won't start. This means even when you only need to edit 1 file in this folder you will have to extract all files there (around 108 files, 470kb). Or you can just put the edited files back into the defs.pak. Any files from the texts.pak needs to be put back into the pak after editing. If a def\texts folder exists and ther are some files in there the game will not display the text ingame correctly. Pgina 38

knights of honor FAQ.txt The maps\europe\map folder holds the files for the first maps where you can choose kingdoms to play with. You can extract them to change the innitial maps of 3 periods. But all maps for 3 periods need to be there or the game will not display the map correctly. So you need to extract all kingdoms_800.ini , kingdoms_1000.ini, kingdoms_1200.ini. Now, what do you wanna mod? Which files should you edit? 1. Edit/Add new buildings -------------------------For Town Improvements, if you want to change the cost or requirements for any Buildings, or even add a new Town Improvement, use PakMan, open defs.pak, search for defs\economy\buildings.in2 Select it and extract it to original directory. Now open C:\Knights Of Honor\defs\economy and edit the buildings.in2 file with Notepad or Wordpad. Change anything you want. For example, I added at the end of the file 3 new buildings: [grocery] req = bakery, market, fertile soil, pasture override = bakery cost = 50000s, 200000g foodstoragebonus = 500 base_bonus = 100f zones_bonus = 1f [hospital] req = hostel, grocery override = hostel cost = 50000s, 200000g base_bonus = 10s happiness = 20 [public house] req = winery, hospital override = winery cost = 50000s, 200000g villages_bonus = 3s happiness = 13 This means the Grocery requires the province features "fertile soil and pasture", also requires the town improvements "bakery and market" to be built first. And Gorcery will be an upgrade of Bakery (this means Grocery will have all the bonus of Bakery plus its own, but you don't need another slot to build it). It costs 50000 works and 200000 gold to build, and it will add 500 food storage, 100 foods to the town and 1 food to all farms/villages/monasteries. Likewise, Hospital will add 10 workers in town, 20 happiness and Pub will add 3 workers in villages and 13 happiness. Now we need the graphics for those new buildings. If you want the Grocery to look like the Bakery, use PakMan to open screens.pak, find images\screens\PlayWnd\economy\icons\buildings Extract 3 files: bakery.bmp, bakery_l.bmp, and bakery_s.rle into original directory. Now open those files in C:\Knights Of Honor\images\screens\PlayWnd\economy\icons\buildings and change the file names from "bakery" to "grocery". You can also change the look of your new building by editing the top part of the grocery.bmp file. It's almost done. Next, use PakMan to open Texts.pak, find Texts\economy\buildings.ini Extract it into the original directory, then add to the end of the file the descriptions for your new buildings, for examples: Pgina 39

knights of honor FAQ.txt [grocery] 1 = Grocery [grocery_desc] 1 = The %1Grocery% is a place where all kinds of foods are sold. [hospital] 1 = Hospital [hospital_desc] 1 = The %1Hospital% is a charitable place providing shelter and care for people. [public house] 1 = Public House [public house_desc] 1 = The %1Public House% is a place where people can gather, drink and have fun. Finally, add the new buildings.ini back into the Texts.pak, replace the old file using PakMan, and delete the Texts folder. All done. You can make up any new buildings you want just like that. 2. Edit/Add new units ---------------------Use PakMan to open defs.pak, extract all Units\Military files to original directory. Now open folder C:\Knights Of Honor\defs\Units\Military Find the Units.txt and Units.xls files. Open Units.xls with MS Excel. Edit anything you want in it. For example, I will add a new unit: Guardians, which look and fight coolly like Templars, but also can shoot fire bolts and have 900 men per unit. Copy line 5 (templar) to line 58 and rename it "guardian". Now change guardian's stats, make defence 30, CTK (chance to kill) melee 200, CTK ranged 150, attrition d/a 500/300, squad size 100, range 200->800, speed 70/120, morale +5, and requirements "knight tower, plate armor, swords master, fletcher" (this knight tower is my new building). Now hit CTR+Alt twice and copy all the sheet. Open Units.txt file, delete everything there and paste the new contents in. Save it. Then reopen the Units.txt, delete the blank lines at the top and the blank spaces at the end. The game will read the .txt file, not the .xls file so don't mess up Units.txt. Next, open folder C:\Knights Of Honor\defs\Units\Military Copy templar.unit file to desktop. Rename it "guardian". Open it and change class = CRangedUnitDef <-- this makes guardian able to shoot id = guardian <-- change name name = units;guardian <-- change name selradius = 16 selimage = images/units/selection/sel.img Pgina 40

knights of honor FAQ.txt walk_speed = 70 <-- change march speed minrange = 200 <-- add range of shooting maxrange = 800 maxforce = 128 shootdispersion = 32 projectileid = arrow_archer_fire <-- shoot fire arrows fire_projectileid = arrow_archer_fire capture = 0 canattack = 1 attackable = 1 mounted = 0 groundonly = 0 nomorale = 0 nocommand = 0 noselect = 0 noplace = 0 hashealth = 0 archer = 1 <-- add archer spear = 0 siege = 0 spawn = CRangedUnit <-- change to ranged unit After that, save it and copy the new guardian.unit file to the defs\Units\Military folder If you want to make the your guardian units invincible, open bonuses.ini, add a new group: Super = guardian. Add [Super] MELEE = 300m, 300r RANGED = 300m, 300r MOUNTED = 300m, 300r this makes Guardians have 300 melee and ranged bonuses against all other units. Add [SPEAR] Super = -150m [SWORD] Super = -150m [ARROW] Super = -150r this makes almost all other units have penalties against Guardians. Be careful, mistakes in this bonuses.ini file can make your new units get instant killed by some other units, like bolt using group. Next we need the graphics for Guardians. To make them look and fight like Templars, use PakMan to open units.pak, find images\units\Army\small and extract 6 files named "templar_***" into original directory Next find images\units\Icons\battle_view\big_size images\units\Icons\battle_view\middle_size images\units\Icons\battle_view\small_size and extract 2 templar.bmp and templar.rle from each path (you will need 6 files in total) Now go to C:\Knights Of Honor\images\units\Icons and change the name "templar" to "guardian" for 6 files mentioned Pgina 41

knights of honor FAQ.txt above. Next, use PakMan to open Texts.pak and extract file ui_help;01unitdescr.ini Add to the end of the file the description for Guardians [guardian] 1 = Dragoon Guardians [guardian_d] 1 = %1Dragoon Guardians% are well armoured infantry units. They are armed with sharp swords, shield, and crossbows which can shoot fire bolts. Add the ui_help;01unitdescr.ini file back to the Texts.pak Finally, you need to make the new unit available for recruits. Use Pakman to open europe.pak, find in maps\europe\map the files TrainUnits.txt and TrainUnits.xls. Open the .xls file with MS Excel. If you want to play England and want the Guardian unit to be England's special unit, find the kingdom England in the B row and add "guardian" into the L row of line 114 (England), that is the cell L114. Now hit CTL+Alt and copy everything in the sheet, paste it into the TrainUnits.txt file. Save, reopen the text file and delete the blank lines that the top and the bottom. Start a new game as England, and only you will be able to recruit Guardian units. But enemy can still get it if they appear randomly in mercenary camps. And English famous rebels will most likely get this unit to join them whenever they gain a star. So don't let English rebels live long, or you can always use the fortified camps trick to kill them (camp near them but out of their marching way and shoot them to near death, then finish them off). All done. You can make up any new units you want or double the size of all units to make battles more epic. Note that if you use the Crusader Cavalry as the look of your new unit, it won't have your kingdom's colour, and will always wear white outfit with red crosses. 3. Changing the maps --------------------Use Pakman to open europe.pak, find in maps\europe\map the files kingdoms_800.ini kingdoms_1000.ini kingdoms_1200.ini and extract all 3 of them. 800 = early period map 1000 = high period map 1200 = late period map For example I wanna change England to have all Great Britain in the High period, open file kingdoms_1000.ini find England, delete Wales, Scotland, Britany, and Ireland. Add their realms to England's. I also changed the capital to Anglia (London), which is realm number 81. name = England capital = 81 Pgina 42

knights of honor FAQ.txt color1 = 4 color2 = 15 ornament = 10 polit_color = 1 human = 1 team = 0 fame = 1000 king_h = 0 king_id = 0 heir_id = 0 reputation = 0 religion = 1,6 realms = 99;31;91;35;96;104;70;71;87;50;95;97;81 For example, I also made Holy Roman Empire, reunited Byzantine Empire, united Spain, changed Sweden's religion from 1,6 to 3,6 to make them pagan. Extract file vassals.ini from maps\europe\map to make who is a vassal of who at the beginning. For example, I changed [1000_vassal_of] Teuton order = Germany Papacy = Germany Poland = Germany Hungary = Germany Croatia = Germany Danemark = Germany Muscovy = Golden Horde Serbia = Byzantia Bulgaria = Byzantia Georgia = Byzantia So at the start, Germany and Byzantia have lots of vassals. Now to make Holy Roman Empire. I'll have to create a file Open defs\Quests folder Create unite_britain.ini and unite_holy rome.ini add into unite_britain.ini [info] event_id = event_unite affect = AI, player reward = AI, player periods = high, late calc_for_kingdoms = England [/info] [conditions] has_realms = Kent, Cornwall, Anglia, Mercia, York, Ulster, Leinster, Munster, Highlands, Strathclyde kingdoms_not_exist = Ireland, Scotland, Wales religion_is = Catholic [/conditions] [answer_1] rename_kingdom = Great Britain add_gold = 100000 add_power = 5 Pgina 43

knights of honor FAQ.txt [/answer_1] At the start England will be renamed Great Britain and get 100000 gold, and its kingdom power will be set to max. Do the same to Germany, make it rename to Holy Roman Empire. Finally, in order to make the game use the adjective of Great Britain correctly (a British loyalist, for example), use PakMan to open Texts.pak and find eu_realms.tsv Add this line: Great Britain Great Britain British (use tabs to make spaces) Then add the eu_realms file back to the Texts.pak If you want to change the starting religion of a certain province like Valencia, try maps\europe\knights and find files like regions_1000 (for high period) Then move Valencia from arabic to spain. So its religion will be changed to catholic, and the nationality of the marshals you hire there will be spanish.

4. Initial royal family and town developing levels --------------------------------------------------For kings, use Pakman to open europe.pak, find maps\europe\kings For example, I wanna change the name of the first England king in the High period, find england;1000.txt You can add 3 princes to the dynasty sothat there will be no prince shortage at the beginning of your campaign. [king] name = Dick the First <-- change name s_1 = 2,conqueror <-- talent s_2 = 2,strategist s_k = 2,dread <-- personality icon = 36 <-- portrait [queen] name = Charlotte icon = 3 [princess_1] name = Adilicia <-- add princess icon = 3 [prince_1] name = William <-- add prince s_1 = 2,conqueror s_k = 2,dread icon = 36 [prince_2] name = Edward <-- add prince s_1 = 2,conqueror s_k = 2,dread icon = 36 [prince_3] name = Robert <-- add prince s_1 = 2,archer s_k = 2,dread icon = 36 Sorry to say this, but the talent and personality seem to be Pgina 44

knights of honor FAQ.txt obsolete and won't really do anything. For town developments at the start, use PakMan to open \defs\economy and extract town templates.ini You should have noticed how Rome and Constantinople are always well developed at the start of any campaigns. [rome] <-- province name weight = 0 structures = 8,9,10 <-- number of improvements already built add = bulwark, gate towers, drum towers, town watch, training grounds, swordsmith, church, tax office ^ | what improvements will be added at the start So, add the towns you want to be developed at the start here. For example [franconia] weight = 0 structures = 6 add = bulwark, gate towers, drum towers, town watch, training grounds, swordsmith [norrland] weight = 0 template = small poor add = training grounds, axes master 5. Religion bonuses/penalties and difficulty --------------------------------------------Use PakMan to open defs.pak, find defs and extract difficulty.in2 defs\religion and extract modifiers.in2 You can tweak many difficulty settings for Easy, Normal, and Hard modes by editing difficulty.in2 And tweak any religion setting in modifiers.in2

o---------------------------------------------------------------------o My email: Bakaboy@email.com o---------------------------------------------------------------------o Anyone can post this guide anywhere, except for GameFAQs. The mods and admins of GameFAQs are idiots. They actually thought that talking about Big Mama / EVA (a MGS4 character) on the MGS4 forum is OFF-TOPIC and modded me. Ridiculous. And when I talked about to other users about this, everyone laughed at their idiocy so they quickly banned my account to shut me up. Arseholes. o---------------------------------------------------------------------o o---------------------------------------------------------------------o -----------------------------------------------------------------------Submitted by *TheBaka123* - Created 2/3/09 See All *Knights of Honor Walkthroughs <http://faqs.ign.com/objects/616/616555.html> and FAQs Pgina 45

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