NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!
Here is a link to
GENERIC DOCUMENTATION
...also see
TERMS and MARKERS,
Battle Support Explained,
FAQ, and
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Game webpage
AMERICAN REVOLUTIONARY WAR specific documentation
SEALIFT: Two separate naval routes to transport troops: Charleston-Savannah and Charleston-Norfolk (one sealift per turn, 10 percent chance of HP loss, arriving unit will have zero or minus 1 MP, must control nearby hexagons of the target city).
Militia unit will lose combat effectiveness as it travels: moving 10 hexagons = 90 percent effective, 30 hexagons = 70 perfect effectiveness.
Boats (Pontoons in other campaigns) assigned to the unit can halve its river crossing MP cost, but Pontoons are only activated if the river crossing cost is more than max MPs of the unit type, which indicates there is enemy area nearby. Maximum river crossing cost is 20 MPs.
Income = How many pieces of gold you are currently getting per turn. You will get 1 piece of gold from each 5 Plantations you control.
Gold = Amount of gold in your resource pool (=immediately available for purchases).
Plantation = 5 Plantations produce 1 Gold per turn. Abandoning permanently destroyed the Plantation, but you immediately get 6 pieces of gold.
Armory = Whenever you purchase a new Ammo Depot with gold, it will be created FROM the closest Armory (closest to the current map view). Abandoning an Armory will permanently destroy it, however, you will immediately receive a handful of resources. New armories slowly emerge over time.
Minutemen = Whenever you form a new militia unit with gold, it will be created FROM the closest Minutemen location (closest to the current map view). Abandoning Minutemen will permanently destroy the location, however, you will immediately receive a handful of resources. New minutemen locations slowly emerge over time.
AMMO (DEPOT) = Units cannot attack without having ammo depots nearby. Ammo depot will be destroyed if it is empty when the turn ends.
+1 AMMO: Increase the amount of ammo in one of the ammo depots by one.
Royalists: Some royalist units are more stronger than others.
Dugout = Immobile defence structures. Much weaker than Forts.
Resistance = Local Resistance movement, which consumes enemy units move points.
Entrench = Defence bonus, which will last until the unit moves.
# IR: Bonus against Iroquois units.
# RO: Bonus against Royalist units.
(*) Experienced units gain special skills.