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ip_character_backgrounds Character_Backgrounds A_player_character_in_Sands_of_Faith_may_choose_to_come_from_a_variety_of_social_backgrounds._This_choice_will_affect_not_just_his_or_her_starting_skills_and_equipment,_but_also_the_course_of_his_or_her_career_as_an_adventurer.^^War_and_politics_in_the_Holy_Land_are_traditionally_dominated_by_male_aristocrats._A_nobleman_player_character_may_find_that_he_is_invited_into_this_'old_boys'_club'_fairly_quickly,_but_women_and_commoners_may_face_a_few_extra_hurdles_on_the_way._If_you_choose_to_start_the_game_as_a_male_nobleman,_you_can_think_of_it_as_the_'easy'_setting._Starting_as_a_noblewoman_or_a_male_commoner_is_somewhat_more_difficult,_and_starting_as_a_female_commoner_is_probably_the_most_challenging_way_to_begin_a_game.^^However,_women_have_some_starting_advantages._Simply_by_taking_up_arms,_a_female_warrior_will_draw_attention_to_herself,_and_she_may_find_that_she_can_build_up_her_reputation_faster_than_a_male._Also,_it_is_traditionally_easier_for_a_woman_to_marry_up_the_social_ladder_than_it_is_for_a_man,_and_a_woman_may_find_she_can_gain_more_from_a_strategic_marital_alliance_than_her_male_counterpart.^^Finally,_keep_in_mind_that_the_game_does_not_place_any_limits_on_the_upward_mobility_of_characters_based_on_their_background._Noble_or_common,_male_or_female,_married_or_unmarried_--_anyone_can_rise_to_become_ruler_of_all_the_Holy_Land,_if_they_are_sufficiently_brave,_lucky,_or_resourceful.
ip_courtship Courtship Players_may_wish_to_marry_into_one_of_Holy_Land's_noble_families._Marriage_is_not_necessary_for_a_player_to_rise_in_power_and_stature,_but_it_does_provide_players_with_an_opportunity_to_improve_their_relation_with_lords_and_establish_a_claim_to_the_throne.^^Marriage_requirements_will_be_different_for_males_and_females._A_male_character_will_usually_need_to_pursue_a_traditional_path_of_courtship._He_should_establish_a_reputation_in_Holy_Land's_aristocratic_society,_get_on_good_terms_with_his_bride's_parents_or_guardians,_and_then_woo_the_lady_according_to_local_custom._If_a_player_grows_impatient,_he_may_attempt_to_take_a_shortcut_--_but_there_will_be_consequences_in_his_relations_with_other_lords.^^A_male_character_should_keep_in_mind_that_other_lords_will_be_competing_with_him_for_the_affections_of_the_kingdom's_ladies._Also,_a_lady's_tastes_are_unpredictable,_and_a_player_may_also_find_that_the_object_of_his_love_does_not_love_him_in_return._Romance,_in_the_Holy_Land_as_elsewhere,_does_not_always_prosper._Of_course,_a_player_may_resort_to_other,_less_gentlemanly_means_of_winning_a_lady's_heart,_but_again,_that_will_have_a_serious_impact_on_his_reputation.^^To_get_started_on_the_path_of_courtship,_a_male_player_should_try_to_get_involved_in_the_social_life_of_the_Holy_Land's_aristocracy,_attending_feasts_and_tournaments._Also,_wandering_troubadours_and_poets_can_serve_as_a_useful_repository_of_information_on_courtship,_and_keep_the_player_up_to_date_about_the_latest_gossip.^^Female_characters_can_also_marry_--_but_they_should_keep_in_mind_that_Holy_Land's_society_is_very_traditional,_and,_as_adventurers,_they_have_chosen_a_very_unconventional_path_for_a_woman._A_female_character_may_have_to_look_for_a_while_to_find_a_lord_who_is_open-minded_enough_to_marry_her.^^On_the_bright_side,_a_female_character_does_not_have_to_go_through_the_elaborate_rituals_of_courtship,_and_she_also_may_gain_more_from_a_marriage_than_her_male_counterpart._For_a_woman_adventurer,_marriage_can_be_a_quick_path_to_power_--_and_an_unscrupulous_character_may_be_able_to_use_her_husband_as_a_tool_of_her_political_ambitions.
ip_mod_tips Custom_Commander_Features 1._Before_a_battle,_you_can_choose_to_play_as_one_of_your_NPCs_making_him_the_commander_of_the_current_battle._^^2._NPCs_are_now_also_able_to_read_books_and_with_the_help_of_auto-loot,_you_can_let_them_automatically_select_readable_books._^^3._You_can_adjust_raining_and_snowing_possibilities_via_the_Custom_Commander_option_menu_(in_the_camp_menu)._Snow_only_appears_in_the_snowlands_while_it_will_rain_in_all_other_terrain_types_(raining_decreases_crossbow_efficiency)._^^3._To_quickly_move_members_or_upgrade_members_in_party_window,_hold_down_control_key_while_clicking_left._^^5._All_parties_can_now_choose_to_aid_their_allies_in_battle._This_will_force_you_to_pick_your_battles_carefully._^^6._If_you_decide_to_escape_from_battles_-_with_or_without_leaving_some_soldiers_behind_to_cover_your_retreat_-_your_party's_movement_speed_will_be_twice_as_fast_for_half_an_hour_of_ingame_time._Afterwards,_it_will_return_to_normal._^^7._The_total_weight_of_your_equipment_can_affect_your_archery,_riding_and_horse_archery_skills_(has_to_be_activated_in_the_CC_option_menu)._^^8._You_can_activate_life_bars_to_see_the_health_of_all_nearby_soldiers_(has_to_be_activated_in_the_CC_option_menu)._^^9._A_mercenary_captain_named_Avantis_can_be_found_in_taverns._He_allows_you_to_hire_a_certain_amount_of_mercenaries._^^10._If_you_own_a_center,_you_can_automatically_hire_soldiers_to_bolster_your_garrison._By_paying_a_fixed_price,_the_city_will_recruit_some_random_low-tier_soldiers_of_your_current_culture.
ip_dplmc_info Diplomacy_Mod The_Diplomacy_mod_adds_some_features_to_the_game.__Most_of_them_are_accessed_via_your_minister_and_several_new_potential_employees:_a_chamberlain,_a_constable,_and_a_chancellor.__You_gain_the_opportunity_to_hire_a_chamberlain_when_you_get_your_first_village,_a_constable_when_you_gain_your_first_castle,_and_a_chancellor_when_you_gain_your_first_town.__If_you_dismiss_one_of_your_employees,_you_may_be_able_to_rehire_them_through_a_well-connected_spouse_or_one_of_the_travellers_who_frequent_the_taverns_of_the_Holy_Land.^^Aside_from_these_the_mod_has_other_features_as_well,_which_can_be_accessed_from_the_Camp_menu.^^This_mod_uses_Diplomacy_Version_4.3_(Sept_22,_2012).
ip_dplmc_autoloot Autoloot Autoloot_settings_are_managed_through_the_camp_menu.__It_allows_you_to_have_your_companions_(named_heroes,_not_ordinary_soldiers)_automatically_select_equipment_from_the_loot_after_a_battle.__In_order_for_this_feature_to_be_enabled,_one_of_the_following_must_be_true:_someone_in_your_party_must_have_a_Looting_score_of_2_or_better,_someone_in_your_party_must_have_an_Inventory_Management_score_of_3_or_better,_or_the_player_himself_must_have_an_Inventory_Management_score_of_2_or_better.
ip_dplmc_autosell Autosell The_Autosell_feature_allows_you_to_sell_many_items_to_a_merchant_all_at_once,_instead_of_selling_them_one_at_a_time.__Autosell_settings_are_managed_through_the_Town_menu,_where_you_can_specify_which_types_of_items_you_want_to_be_able_to_sell_(e.g._you_might_not_want_to_automatically_sell_horses)_and_a_price_limit_(for_example,_you_might_not_want_to_automatically_sell_any_items_that_cost_more_than_200_denars).^^_There_are_two_primary_ways_to_use_autosell.__If_you_speak_to_a_Horse_Merchant,_Armorer,_or_Weapon_Merchant_in_a_town,_there_is_a_conversation_option_to_sell_items_of_a_particular_type.__Also,_when_visiting_a_town_there_will_be_an_option_in_the_Marketplace_section_of_the_menu_to_automatically_sell_your_items_throughout_the_town.^^_For_people_who_used_Autosell_in_other_mods,_note_that_this_sells_from_your_own_inventory,_according_to_certain_rules.__Items_you_have_equipped_will_never_be_sold,_and_neither_will_the_first_three_items_in_your_inventory.__After_that,_autosell_also_skips_anything_that_it_thinks_might_be_your_personal_equipment_(since_people_often_have_more_than_one_set).__Regardless_of_whether_you_have_them_equipped,_it_won't_sell_your_best_bow,_crossbow,_armor,_helmet,_boots,_or_gloves.__If_you_have_a_bow_you_can_use,_it_won't_sell_your_best_three_packs_of_arrows,_and_if_you_have_a_crossbow_it_won't_sell_your_best_three_packs_of_bolts.__For_shields,_one-handed_weapons,_two-handed_weapons,_polearms,_and_horses,_it_won't_sell_your_best_or_second-best_item.__Your_best_three_throwing_weapons_also_will_not_be_sold.__However,_items_that_your_character_is_unable_to_use_are_considered_fair_game.
ip_economy Economy Towns_and_villages_in_the_Holy_Land_need_a_wide_variety_of_goods_for_their_populations_to_remain_healthy_and_productive._First_in_importance_is_food._Grain_is_the_staple_crop_of_the_Holy_Land,_but_people_also_need_fat_and_protein_in_the_form_of_meat,_fish,_or_cheese._It_takes_almost_as_much_work_to_preserve_meat_as_to_produce_it_in_the_first_place,_so_salt_is_also_in_high_demand._After_food_comes_clothing:_heavy_wool,_lighter_linens,_or_luxurious_velvet._Finally,_people_need_the_tools_of_their_trade:_ironware,_pottery,_leatherware,_and,_of_course,_arms,_armor,_and_horses_for_war.^^Most_agricultural_products_are_produced_in_the_villages,_while_artisans_in_the_towns_specialize_in_manufactured_or_artisanal_goods_like_fabrics_or_ironware._Also,_different_resources_can_be_found_in_different_parts_of_the_country._Consequently,_the_key_to_prosperity_in_the_Holy_Land_is_trade_--_both_between_the_villages_and_the_towns,_and_between_the_major_towns_themselves.^^When_trade_flows,_goods_will_be_available_and_affordable,_the_population_of_a_center_will_be_healthy_and_energetic,_and_migrants_will_flock_from_the_nearby_regions._The_center_will_produce_more,_consume_more,_and_be_able_to_contribute_more_in_taxes_to_their_lords._When_trade_dries_up,_towns_and_villages_will_see_their_workers_flee_to_seek_work_elsewhere,_and_economic_activity_will_drift_to_a_stand-still._Thus,_it_is_in_the_interests_of_rulers_to_protect_trade_routes_from_the_hazards_of_war_and_banditry._A_smart_merchant,_however,_may_want_to_seek_out_towns_which_have_become_isolated_from_the_rest_of_the_land,_as_he_or_she_may_be_able_to_turn_a_tidy_profit_from_the_resulting_price_imbalances.^^Because_villagers_usually_plan_to_take_their_goods_to_market_in_towns,_village_markets_will_be_rather_quiet_places,_and_villagers_will_buy_cheap_and_sell_dear._Serious_merchants_will_stick_to_the_towns_to_make_a_profit,_although_some_parties_may_decide_to_make_a_quick_stop_in_a_village_to_acquire_supplies.^^A_player_who_wants_to_know_about_the_factors_affecting_a_region's_prosperity_can_speak_to_the_guildmaster_of_the_local_town._Other_information_can_be_gleaned_from_passers-by,_although_they_might_not_know_very_much_outside_of_their_own_particular_trade.
ip_military_campaigns Military_Campaigns When_kingdoms_in_the_Holy_Land_go_to_war,_their_armies_have_two_basic_offensive_options._They_can_try_to_attack_villages_and_lay_waste_to_the_countryside,_damaging_their_enemy's_prestige_and_economy._Or,_they_can_try_to_seize_and_hold_castles_or_towns,_taking_territory_This_second_option_can_involve_long,_bloody_sieges,_but_will_yield_more_decisive_results.^^It_is_important_to_note_that_the_realms_of_the_Holy_Land_do_not_field_standing_armies,_which_remain_in_the_field_as_long_as_the_ruler_desires._Rather,_Holy_Land's_realms_are_protected_by_feudal_levies_comprised_of_the_major_nobles_and_their_individual_retinues.__Sometimes,_these_nobles_launch_their_own_private_attacks_into_enemy_territory,_but_the_most_decisive_events_will_usually_take_place_when_the_great_hosts_are_assembled._The_kingdom's_marshal,_a_noble_appointed_by_the_king,_will_summon_the_host_before_the_campaign_and_lead_them_out_to_battle._However,_he_should_be_careful_not_to_keep_them_in_the_field_too_long._Otherwise,_the_host_will_begin_to_disintegrate,_as_the_vassals_drift_off_to_pursue_their_own_business,_and_the_army_will_be_vulnerable_to_a_counter-attack.^^For_this_reason,_the_rhythm_of_wars_in_the_Holy_Land_often_resemble_the_rhythm_of_a_duel_between_two_individual_combatants._One_side_will_gather_its_strength_and_seek_to_land_a_blow_against_the_enemy's_territory._If_the_marshal_spends_too_little_time_gathering_the_vassals,_he_may_not_be_able_to_do_any_real_damage._If_he_spends_too_much_time,_then_the_campaign_may_end_before_it_has_even_begun._A_large_realm_will_have_an_advantage_over_a_smaller_one,_just_as_a_brawny_combatant_has_an_edge_over_a_smaller_foe,_but_a_realm's_political_cohesion_can_also_be_a_factor,_just_as_a_fighter_with_great_stamina_can_outlast_her_opponent._Sometimes,_the_armies_of_two_realms_will_meet_head_on,_resulting_in_a_major_battle_in_which_both_numbers_and_morale_will_decide_the_outcome.^^Kingdoms_will_have_imperfect_intelligence_about_their_enemies._Attacking_lords_will_need_to_frequently_scout_enemy_territory_to_determine_which_fortresses_may_be_vulnerable._An_army_defending_its_homeland_will_benefit_from_the_alarms_raised_by_castles_and_towns,_which_broadcast_intelligence_about_enemy_movements_in_the_area._Such_intelligence_will_be_imprecise,_however,_particularly_when_it_comes_to_numbers._A_defending_force_which_sets_out_to_raise_a_siege_or_rescue_a_village_may_be_able_to_overwhelm_an_unprepared_attacker_--_or_it_may_miscalculate,_and_find_that_it_is_the_one_to_be_overwhelmed._Attackers,_in_turn,_must_be_careful_how_far_they_advance_into_enemy_territory,_with_aggressive_marshals_venturing_further_than_cautious_ones.^^Players_will_be_expected_to_join_in_their_faction's_military_campaign,_either_by_joining_the_host,_or_by_scouting_ahead_into_enemy_territory._Some_players_may_find_that_their_realm's_marshal_is_too_cautious,_or_too_aggressive,_for_their_tastes._In_this_case,_they_can_intrigue_with_other_lords_to_try_to_replace_the_marshal,_or_build_support_to_become_the_marshal_themselves.^^Most_wars_are_of_limited_duration._A_king_who_goes_to_war_will,_for_the_sake_of_honor,_feel_obligated_to_pursue_the_conflict_for_a_short_while._However,_unless_he_is_soundly_beating_his_enemy._he_may_soon_start_looking_for_a_way_out_of_the_conflict,_lest_he_leave_himself_vulnerable_to_an_attack_by_a_third_party._Holy_Land's_rulers_are_keenly_aware_that_today's_ally_may_be_tomorrow's_enemy,_and_vice_versa.
ip_morale Morale Morale_represents_the_ability_and_willingness_of_the_troops_in_a_party_to_summon_up_the_endurance,_bravery,_and_discipline_they_need_to_face_the_stresses_of_battle_and_the_march._It_is_not_the_same_thing_as_the_troops'_happiness._Elite_troops_may_grumble_and_whine_about_the_hardships_of_campaigning_--_but_then_stand_together_as_one_when_the_arrows_start_to_fly._On_the_other_hand,_a_commander_who_gives_his_men_everything_they_want_may_find_that_they_grow_soft,_and_waiver_before_the_enemy's_charge.^^_Morale's_greatest_impact_is_on_a_party's_behavior_in_battle,_determining_how_aggressively_troops_engage_the_enemy,_and_how_likely_they_are_to_break_and_run_if_they_perceive_the_tide_of_battle_turning_against_them._Morale_also_affects_a_party's_march_speed,_as_a_less_motivated_party_will_move_more_slowly,_as_the_men_are_not_pushing_themselves_to_their_physical_limit,_and_pause_more_frequently,_as_it_waits_for_stragglers_to_catch_up._Finally,_a_party_with_very_low_morale_will_start_to_suffer_desertions.^^_Some_factors_that_affect_morale_are_intuitive._For_example,_a_charismatic_commander_with_a_reputation_for_winning_battles_can_infuse_his_or_her_men_with_a_sense_of_confidence._Leaders_who_give_their_men_well_ample_and_varied_supplies_of_food,_and_pay_them_on_time,_demonstrate_that_they_care_about_their_troops'_welfare,_and_are_less_likely_to_lead_them_into_disaster.^^_Other_factors_are_less_intuitive_--_particularly_those_related_to_a_party's_sense_of_group_cohesion._In_a_small_tight-knit_party,_for_example,_men_will_often_fight_hard_against_daunting_odds_to_avoid_showing_cowardice_before_their_comrades-in-arms._A_large_party_on_the_other_hand_may_see_its_cohesion_strained,_as_the_commander_has_less_time_to_supervise_the_men,_listen_to_their_grievances,_and_resolve_their_disputes._Frequent_battles_will_strengthen_the_bonds_between_men,_while_long_periods_without_combat_will_see_the_troops_become_bored_and_quarrelsome.^^_The_morale_report,_accessibly_by_hitting_the_'reports'_button_will_give_the_player_a_sense_of_the_factors_affecting_his_or_her_men's_morale.
ip_politics Politics The_realms_of_the_Holy_Land,_although_they_represent_different_cultures,_all_adhere_to_the_same_basic_political_system:_feudalism._Feudalism_is_based_on_the_relationships_between_individuals:_the_oaths_of_loyalty_given_by_a_vassal_to_his_or_her_liege._In_exchange_for_this_oath,_the_vassal_will_usually_receive_a_fief,_a_parcel_of_land_whose_income_will_be_used_by_the_vassal_to_raise_troops_to_support_the_liege_in_time_of_war._A_liege_also_has_an_obligation_to_protect_his_vassals,_and_to_treat_them_justly.^^This_is_how_it_works_in_theory,_anyway._In_practice,_vassals_will_not_always_work_in_their_factions'_interests,_particular_as_they_are_often_quarreling_with_one_another._Nobles_have_different_personalities,_and_sometimes_those_personalities_clash._Or,_perhaps_two_nobles_were_once_friends,_but_fell_out_over_in_the_aftermath_of_a_setback_or_a_defeat_--_or_because_they_both_were_wooing_the_same_lady._Jealousies_will_also_surface_as_they_vie_for_the_favor_of_the_king_--_perhaps_over_newly_conquered_lands,_or_over_who_will_be_given_the_coveted_office_of_marshal,_the_lord_in_charge_of_organizing_large-scale_campaigns.^^When_one_realm_in_the_Holy_Land_makes_war_on_another,_the_political_unity_of_the_each_kingdom_is_as_important_as_the_quality_or_number_of_its_soldiers_in_determining_the_outcome._In_a_cohesive_kingdom,_nobles_will_join_together_in_a_large_force_to_sweep_their_opponents_before_them._In_a_kingdom_divided_by_petty_quarrels,_lords_will_fail_to_respond_to_the_marshal's_summons,_or_drift_away_to_attend_to_their_own_business_if_a_campaign_is_not_going_well._A_faction's_political_cohesion_will_also_impact_warfare_when_campaigns_are_not_in_progress._In_a_divided_faction,_lords_will_be_less_likely_to_join_together_on_raids_and_patrols,_and_come_to_each_other's_defense.^^If_it_seems_self-defeating_for_nobles_to_bicker_and_quarrel_when_the_enemy_is_just_over_the_horizon,_keep_this_in_mind_--_ultimately,_a_noble's_loyalty_goes_not_to_a_particular_faction_or_culture,_but_to_himself_and_to_his_family._If_a_noble_fears_that_his_faction_is_collapsing,_or_if_he_is_being_neglected_by_his_liege,_he_can_usually_find_a_reason_to_withdraw_his_oath_of_allegiance,_and_change_sides._Players_should_keep_this_in_mind,_as_they_may_find_that_there_are_opportunities_to_turn_discontented_former_enemies_into_allies.
ip_recruitment_system SoF_Recruitment_System Knights_are_not_part_of_the_troop_tree_and_can_only_be_recruited_in_towns_and_you_need_to_be_a_lord_to_see_the_option_and_even_then_only_knights_from_your_faction,_in_towns_owned_by_your_faction_will_join._Knights_can_be_upgraded_once_to_the_faction_specific_knight._Each_knight_cost_10x_more_than_a_normal_recruit_(100_denars_vs_10_denars)._The_recruitment_system_for_normal_troops_is_similar_however_as_only_villages_from_your_faction_we'll_have_volunteers._There_are_no_restrictions_to_recruit_mercenaries_(recruitable_in_taverns)_but_they're_expensive_and_of_worse_quality._Special_and_unique_troops_can_only_be_recruit_if_you_own_one_of_the_6_initial_capital_towns._Battlefield_Priests,_Bishops,_Muftis_and_Grandmuftis_are_special_units_that_are_weak_in_combat_but_have_party_skills._Lower_tier_ones_add_to_Wound_Treatment_while_higher_tier_ones_add_to_Surgery_and_Leadership._The_more_of_these_units_you_have_the_more_bonus_points_you_get_to_a_maximum_of_3,_Leadership_however_is_not_cumulative_and_you_don't_get_more_than_1_point.
ip_teutonic_knights SoF_Teutonic_Knights To_create_Teutonic_Knights_Order,_create_a_new_faction_as_usually,_although_you_need_to_own_a_town_(castle_is_not_enough),_then_replace_the_default_minister_with_a_companion,_get_a_chancellor_and_ask_to_change_culture_and_choose_Teutonic_Knights._Wait_like_2/3_days_too_so_that_it_gets_updated._Companions_you_make_lords_will_have_teutonic_gear_and_banner._All_you_need_to_do_either_than_that_is_giving_the_proper_name_to_the_faction_and_get_the_Teutonic_banner,_but_before_make_them_lords_remove_all_items_from_inventory_and_what_they_have_equipped_to_guarantee_they_equip_Teutonic_gear._Teutonic_gear_for_yourself_you_can_get_from_Jerusalem_and_Antioch_stores._There_are_3_companions_wandering_the_Holy_Land_that_perfectly_fit_to_be_Teutonic_lords,_they're_easy_to_recognize_with_their_German_names_(actually_the_names_of_the_3_first_Teutonic_Grandmasters).
ip_cultural_stores SoF_Cultural_Stores Items_you_can_find_in_stores_depends_on_the_faction._Some_items_are_shared_with_few_other_factions_(like_crusader_generic_items_are_shared_among_all_crusader_factions),_but_faction_specific_items_you_can_only_find_in_that_faction_store.
ip_special_features SoF_Special_Features Press_I_to_see_Troop_Ratio_Bar,_after_using_orders_panel_it_will_revert_to_the_mini_map.^^Press_N_to_perform_a_warcry.^^Press_M_to_call_your_horse.^^Press_T_key_while_wearing_an_Helm_to_get_helmet_view,_you_need_to_use_also_R_key_to_change_to_1st_person_view_to_get_the_proper_view._Pressing_T_key_again_should_reverse_the_helmet_view_but_when_on_battle_is_bugged_so_press_Esc_to_go_to_Escape_Menu_and_then_back_to_battle_and_it_will_reverse.
ip_sof_tips SoF_Important_Information You_need_to_replace_your_default_Minister_with_a_companion_to_unlock_all_the_special_dialog_options.^^The_default_vassal_title_when_you're_a_faction_leader_is_Baron,_just_go_to_camp_menu_/_manage_your_kingdom_/_custom_vassal_title_and_replace_with_the_the_one_you_want.^^Talk_to_your_Chancellor_to_set_your_kingdom_policy_if_you're_not_getting_money_from_your_fiefs.^^When_on_your_ship_if_you_go_to_camp_menu_you'll_have_the_option_to_try_to_catch_some_fish,_this_is_related_to_foraging_skill.^^In_taverns_if_you_talk_to_the_tavern_keeper,_you_can_choose_to_play_an_interesting_game_called_Find_the_Lady,_you_might_get_lucky_and_earn_some_denars_or_get_greedy_and_lose_everything.^^Before_start_playing_go_to_camp_menu_and_look_at_all_options_available,_there_are_tons_to_tweak_your_gameplay,_most_of_the_behavior_in_this_mod_is_optional._Also_for_ai_to_use_formations_properly_(if_you_want_to_check_it)_you_must_also_put_ai_setting_at_maximum_in_Diplomacy_options.^^Map_icon_for_player_is_determined_by_the_horse_equipped.^^When_starting_the_game_as_King_or_Lord_either_than_the_troops_you_have_in_your_party,_you_also_have_a_complete_army_in_your_town_or_castle,_so_go_there_and_chose_manage_this_town_or_castle,_manage_garrison_and_get_all_the_troops_you_need.^^You_can_trade_with_caravans.
ip_roleplay_stuff SoF_Roleplay_Stuff The_folder_Player_Warcries_And_Voice_Orders_has_crusader_and_muslim_version_for_voice_on_commands_and_warcries_and_also_crusader_female_voice,_chose_the_one_you_want_and_copy/paste_the_wav_files_to_sounds_folder_and_sounds.txt_to_Sands_of_Faith_folder,_replace_when_asked._To_perform_a_warcry_press_N.^^The_folder_User_Interface_has_optional_muslim_ui,_if_you_want_to_change_copy/paste_the_.dds_file_to_Sands_of_Faith_textures_folder_and_replace.^^The_folder_Faction_Relations_has_optional_faction_relations,_if_you_prefer_to_start_a_game_with_Ayyubids_and_Seljuks_at_war_copy/paste_the_appropriate_factions.txt_to_Sands_of_Faith_folder_and_replace.^^By_default_companions_you_make_lords_have_Teutonic_map_icon,_if_you_want_to_change_open_the_txt_file_Companions_Optional_Map_Icons_in_Sands_of_Faith_folder,_copy_the_one_you_want,_open_map_icons.txt_and_almost_at_beginning_replace_ikon_tevton_knight_with_the_one_you_have_chosen.
ip_known_bugs SoF_Known_Bugs If_you_enable_Auxiliary_Player_don't_chose_to_change_commander_because_the_scripts_conflict_and_will_bug_your_game!^^If_you_enable_Auxiliary_Player_when_you_die_and_at_the_moment_you_replace_a_random_soldier_it_will_show_some_warning_red_lines,_it_shall_be_harmless.^^When_freelancing_as_knight,_after_being_captured_you_were_supposed_to_rejoin_the_lord_but_you_don't_get_the_option_in_dialog,_so_just_ask_to_leave_and_then_ask_to_join_again._If_you_don't_find_him_after_few_days_you'll_leave_automatically.^^There_are_at_least_2_towns_that_when_on_your_ship_and_trying_to_land_that_clicking_on_the_town_doesn't_do_anything,_just_click_on_the_village/castle_closer_to_it.^^Sometimes_when_trying_to_enter_a_fort_the_game_will_crash,_this_is_a_bit_random_but_helps_waiting_a_day_after_upgrading_it_and_after_loading_a_save._In_any_case_save_your_game_before_enter_a_fort.^^Having_several_outposts_and_trying_to_destroy_one_can_crash_the_game_and_corrupt_the_save_(ideally_avoid_use_the_destroy_function_since_is_uncertain_how_extensive_can_this_bug_be).^^When_starting_as_king_or_lord_if_you_don't_replace_the_character_name_(you_can_replace_with_the_exact_same_name_of_course)_there_is_at_least_a_little_bug_is_that_other_parties_when_refering_to_you_like_following_xxx_or_running_from_xxx_it_doesn't_show_any_name,_so_just_reenter_the_same_name_if_you_want_to_keep_it.^^Autosell_and_autoupgrade_for_companions_is_bugged,_don't_use_it.^^Spear_bracing_doesn't_work,_don't_use_it.^^Sometimes_in_the_campaign_map_log_it_will_show_hours_instead_of_the_name_of_the_lord_when_defeated_in_a_battle_for_example,_this_is_harmless.
ip_prebattle Pre-Battle_Planning A_tactics-savvy_commander_has_more_options_open_to_{him/her}self_when_going_to_battle._Rather_than_simply_charging_in,_{he/she}_can_choose_to_Lead_{his/her}_troops_into_battle_(all_begin_following)_or_to_simply_Take_the_Field_(all_begin_holding).^^Those_with_more_tactical_training_can_create_advanced_pre-battle_plans,_giving_a_series_of_complex_orders_to_each_divisional_captain_to_execute_when_the_battle_begins._These_trained_commanders_can_also_tell_their_captains_which_troops_should_attack_in_the_first_wave_and_thus_choose_which_troops_will_deploy_at_the_battle's_beginning_and_which_troops_should_serve_as_reinforcements._These_plans_will_be_remembered_between_battles,_but_the_relevant_orders_will_need_to_be_dispatched_to_the_divisional_captains_before_each_battle.^^It_is_at_times_useful_to_divide_one's_party_into_divisons_beyond_the_standard_three_of_infantry,_archers,_and_cavalry._When_examining_the_Party,_different_types_of_soldiers_can_be_assigned_to_additional_groups_and_those_groups_given_names._Additionally,_in_consultation_with_one's_captains_in_Camp,_troops_of_the_same_type_can_be_split_into_secondary_divisions_so_that_a_good_commander_might_have_two_divisions_of_heavy_cavalry_or_infantry_for_flanking_maneuvers._Such_assignments_will_be_active_across_many_battles,_until_the_troop_captains_are_instructed_otherwise.
ip_tactics Tactics While_in-battle,_an_effective_commander_gives_the_troops_under_{him/her}_clear_orders_to_help_lead_them_to_victory._As_war_in_the_Holy_Land_continues_to_toil_on,_more_advanced_orders_and_tactics_have_been_developed_and_are_now_more_widely_used_by_field_commanders._For_instance,_on_the_basic_end,_a_commander_can_order_{his/her}_troop_divisions_to_use_specific_weapon_types_(one_handed,_two_handed,_polearms,_or_ranged)_as_well_as_whether_or_not_to_wield_their_shields,_rather_than_leave_these_decisions_up_to_the_individual_troops._(Also,_unless_noted_otherwise--in_Mod_Options--troops'_decision_making_about_weapon_use_has_improved_for_all_polearm_infantry,_lance-wielding_cavalry,_and_mounted_archers._These_troops_have_been_instructed_to_use_their_polearms,_lances,_and_horsebows_unless_they_are_separated_and_surrounded_by_enemies.)^^Troop_divisions_can_also_create_cohesive_formations,_improving_their_fighting_force_as_a_unit_and_staying_more_organized_in_the_heat_of_battle._Infantry_are_allowed_the_widest_variety_of_divisions,_forming_a_battle_square,_a_three-rank_formation_with_the_strongest_units_in_the_front_ranks,_a_three-ranked_shield_wall_with_the_stoutest_shield-users_to_the_front,_and_a_wedge_to_break_through_enemy_formations_and_led_by_the_strongest_troops._Cavalry_divisions_can_only_form_this_wedge,_while_foot_archers_can_only_form_up_in_ranks._(If_you,_the_player,_allow_it--in_Mod_Options--enemy_forces_can_use_these_formations_as_well,_either_with_the_Native_AI_or_with_completely_reworked_Formations_AI.)^^Commanders_in_the_Holy_Land_have_also_developed_more_advanced_tactical_responses_to_their_enemies._These_attack_and_special_orders_are_useful_for_a_sharp_commander_in_countering_specific_threats_or_pressing_{his/her}_own_tactical_advantage._For_instance,_ranged_troops_can_be_instructed_to_skirmish_and_avoid_direct_melee_contact_with_the_enemy_by_running_away_until_they_re-establish_adequate_distance._Archers_and_crossbowmen_can_be_ordered_to_fire_in_volleys,_rather_than_at_will,_syncronizing_their_flights_of_missiles_and_effectively_slowing_an_enemy_advance._A_useful_tactic_for_polearm_infantry_is_to_brace_the_butts_of_their_spears_and_pikes_into_the_ground_and_against_the_inside_of_their_feet_in_preparation_to_receive_a_cavalry_charge._A_smart_cavalry_commander_will_avoid_ranks_of_pikes_braced_to_receive_and_destroy_their_horses._(If_you,_the_player,_allow_it--in_Mod_Options--enemy_forces_can_use_these_advanced_'special'_orders_as_well.)^^Beyond_the_added_control_of_telling_divisions_how_to_conduct_themselves_to_best_effect,_commanders_also_have_the_ability_to_direct_{his/her}_divisions_in_targetting_specific_enemy_divisions,_so_cavalry_can_counter_a_cavalry_charge_or_whipe_out_pesky_archers_and_heavy_infantry_can_clear_enemy_pokearms_in_advance_of_a_cavalry_charge._To_do_this,_a_commander_should_make_use_of_{his/her}_field_flags_(the_hold-down-F1_flag)_and_drop_them_on_the_enemy_division;_{his/her}_listening_divisions_will_move_to_attack_the_specified_target.^^If_a_commander_falls_in_battle,_{his/her}_troops_can_carry_on_fighting_once_{his/her}_personage_is_secured_for_recovery_after_the_battle._A_commander_must_specify_(in_Mod_Options)_if_{his/her}_troops_should_continue_fighting_under_their_previous_orders,_charge_in_an_attempt_to_prevent_the_tide_of_battle_from_swinging_against_them,_or_have_the_division_captains_take_command_and_conduct_the_battle_as_they_see_fit_(battle_continuation_formations_AI_is_only_available_if_also_activated_for_the_enemy_AI_team).^^The_above_weapon-type_and_formations_orders,_as_well_as_some_of_the_more_advanced_tactical_maneuvers/attack_orders_can_be_outlined_as_part_of_a_commander's_pre-battle_plans.^^For_a_smart_commander,_tactical_thinking_does_not_end_on_the_battlefield._Not_only_does_{he/she}_make_pre-battle_plans,_but_{he/she}_takes_care_when_travelling_into_towns_and_villages_to_gather_supplies,_bringing_close_companions_as_escort._In_order_to_convince_companions_to_serve_in_this_capacity_and_to_not_appear_foolish,_the_number_of_bodyguards_a_commander_uses_is_based_on_{his/her}_leadership_and_renown.
