encyclopedia_blocks_content_enc_text_manual_battle_conflict_banners	Banners are used on the battlefield to identify a unit as belonging to a clan's army. When a unit is selected its banner bobs up and down and its corresponding unit or ship card turns white. You can select a unit by clicking on its banner. Banners are in clan colours and contain their mon, or clan symbol.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_buildings	Buildings on the battlefield are destructible by [[url="encyclopedia/how_to_play/060i_enc_manual_battle_conflict_abilities_arrow_land.html"]]fire[[/url]]and can be occupied. Select a unit and mouse over a building. Notice that you can place your unit in one of several positions. Right-click when you have chosen one; your men will enter the building and take up that position.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_buildings_key	Key buildings enable the supply of units on the battlefield when in [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]multiplayer[[/url]] mode. Once captured, an army can use a key building to replenish ammunition and unit [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]]. As such, a key building can be the focus of combat, as both sides vie for their control. Each key building has an icon floating above it, which changes colour according to its state: green when your army has captured it, blue when an ally has captured it, grey if a neutral clan has captured it, and red if the enemy is in control. The different types of key building are: archery [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_dojo"]]dojo[[/url]] (increases reload skill - the ability to keep calm and prepare the next shot), shrine (improves [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]]), farmhouse (increases unit movement speed and reduces [[url="encyclopedia/how_to_play/053_enc_manual_battle_conflict_fatigue.html"]]fatigue[[/url]]), workshop (improves unit armour and defensive capability), sword dojo (improves unit charge and [[url="encyclopedia/how_to_play/051_enc_manual_battle_conflict_modes.html#enc_text_manual_battle_conflict_modes_melee"]]melee attack[[/url]] capabilities) and towers during [[url="encyclopedia/how_to_play/057_enc_manual_battle_conflict_sieges.html"]]siege battles[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_capture	Following victory in a battle, and dependent on having an empty space for a unit in your army, there is a chance that the vanquished enemy's [[url="encyclopedia/units/art_fire_projecting_mangonels.html"]]siege weapons[[/url]] will be captured by your men. If this occurs they will appear on the [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html#enc_text_manual_ui_battle_post"]]post-battle statistics panel[[/url]]. The crew will be replaced by your own men.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_controls_balance	During a battle the balance of power bar tracks the relative strength of our force against that of your enemy. Mouse over it to display the percentage of casualties taken on each side.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_controls_compass	The manoeuvre compass is used for fine-tuning orders on the battlefield. The three arrows within its top half can be used to direct a unit or group straight ahead, or turn left or right. The button in the centre of the lower half causes the selected unit to step backwards. Holding down this button will make them turn and walk backwards. Clicking and holding down the rank and file buttons on either side change the depth of a unit's formation by increasing or decreasing the number of rows the troops stand in.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_controls_radar	The radar map allows an aerial view of the battle detailing the position of your units or ships and those enemies that are visible, and also topography to assist in planning an attack. Use the plus and minus buttons to zoom in or out and the button in the corner to minimise or maximise the map. Remember to keep checking the map for enemy reinforcements.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_controls_speed	The speed slider is used to adjust the speed of the battle. You can pause the game by sliding it to the left and return to normal speed by sliding it one position to the right. The two positions further right are for double and quadruple speed respectively. Remember that you can use the speed slider instead of tiring your troops out by running to engage the enemy.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_controls_timer	The battle timer shows how much time is left before a battle ends. The attacker must [[url="encyclopedia/how_to_play/051_enc_manual_battle_conflict_modes.html#enc_text_manual_battle_conflict_modes_routing"]]rout[[/url]] or destroy the defender within the time limit or lose the battle. To claim victory the defender has only to keep the attacker at bay. It is possible to turn off the battle timer in the game settings of the game menu, accessed either by pressing Esc or clicking on the Menu button from the campaign map or battlefield, or through the [[url="encyclopedia/how_to_play/003a_enc_ui_frontend_grand_clan.html"]]clan selection screen[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_crossings_attack	When attacking across a river, try to soften up the enemy on the far bank by bombarding them with missiles first. Once they are weakened, your assault has a better chance of succeeding.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_crossings_bridges	If there is a bridge or ford crossing a river on the campaign map, and an army is standing on it when they are attacked, the resulting battle will occur at the crossing, so the battlefield will feature the river and at least one bridge or ford. Remember if you are the defender that you may have to defend two crossings, or the second one could be used to your advantage.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_crossings_defence	When defending a river crossing it may be best to stand back in order to stay out of range of enemy missile troops. When their main force starts to cross, rush a couple of units up to stop them. Also be wary of multiple crossings.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_fatigue	As a battle progresses, the units involved gradually become exhausted due to the high level of physical effort required to run and fight for such a protracted length of time. Once a unit becomes exhausted, even moving slowly becomes a great effort, leaving them particularly vulnerable to cavalry charges. In order to combat fatigue, do not run everywhere and ensure that your troops are adequately reinforced before they become exhausted.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_forests	Be careful when fighting in woods or forests, cavalry will be far less effective due to the restrictions on movement provided by tree cover. Similarly, [[url="encyclopedia/units/art_fire_projecting_mangonels.html"]]siege weapons[[/url]] can be fired when deployed in a wood or forest, but their effectiveness will be greatly reduced due to the proximity of the trees.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land	The following are group formations that an army or group of units can be set into:	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_bark	This is a cavalry-heavy army attack formation, ideally consisting of a short double row of [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlocks[[/url]] and [[url="encyclopedia/units/inf_missile_bow_ashigaru.html"]]archers[[/url]], a short double row of [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] and [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] units, and the general behind them with a katana unit behind him, all flanked by [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_bird	This is a missile-heavy army defence formation, ideally consisting of a row of [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlocks[[/url]], a short row of [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata troops[[/url]] behind them, a row of [[url="encyclopedia/units/inf_missile_bow_samurai.html"]]archers[[/url]], a row of katana troops, doubled in the centre and flanked by naginata units, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] and the general behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_cloud	This is a missile-heavy army attack formation, ideally consisting of a row of [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlocks[[/url]], a row of [[url="encyclopedia/units/inf_missile_bow_ashigaru.html"]]archers[[/url]] with a [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] unit in the centre, a row of katana troops, a row of [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] troops, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] and the general behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_crane	This is a balanced army defence formation, ideally consisting of a front row of [[url="encyclopedia/units/inf_missile_bow_ashigaru.html"]]archers[[/url]] and [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlock troops[[/url]], a row of [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] units with a unit of [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] troops reinforcing their centre, katana units behind them flanking the general, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_dragon	This is a melee infantry-heavy army attack formation, ideally consisting of a short double row of [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlocks[[/url]] and [[url="encyclopedia/units/inf_missile_bow_ashigaru.html"]]archers[[/url]], a row of [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] units, a row of [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] units flanked by a short double row of katana units and naginata troops, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] and the general behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_geese	This is a cavalry-heavy army defence formation, ideally consisting of a short double row of [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlocks[[/url]] and [[url="encyclopedia/units/inf_missile_bow_ashigaru.html"]]archers[[/url]], a row of [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] and [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] units flanked by cavalry, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] and the general behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_spear	This is a balanced army attack formation, ideally consisting of a front row of [[url="encyclopedia/units/inf_missile_bow_ashigaru.html"]]archers[[/url]] and [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlock troops[[/url]], a row of [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana-armed units[[/url]] - doubled in the centre and flanked by [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] troops, a row of naginata units, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] and the general behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_tiger	This is a melee infantry-heavy army defence formation, ideally consisting of a short row of [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlocks[[/url]] at the front, a row of [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] troops, a row of [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] units doubled at the centre, [[url="encyclopedia/units/inf_missile_bow_samurai.html"]]archers[[/url]] behind them flanking the doubled units, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] and the general behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_naval	The following are group formations that a fleet or group of ships can be set into:	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_naval_cloud	This is a medium ship formation, ideally consisting of two [[url="encyclopedia/units/heavy_ship_heavy_bune.html"]]heavy bunes[[/url]], six [[url="encyclopedia/units/medium_ship_medium_bune.html"]]medium bunes[[/url]] and two bow ships.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_naval_moon	This is a light ship formation, ideally consisting of two [[url="encyclopedia/units/heavy_ship_heavy_bune.html"]]heavy bunes[[/url]], two [[url="encyclopedia/units/medium_ship_medium_bune.html"]]medium bunes[[/url]] and six bow ships.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_naval_snake	This is a balanced formation for heavy, medium and light ships, ideally consisting of two [[url="encyclopedia/units/heavy_ship_heavy_bune.html"]]heavy bunes[[/url]], three [[url="encyclopedia/units/medium_ship_medium_bune.html"]]medium bunes[[/url]] and five bow ships.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_naval_sword	This is a heavy ship formation, ideally consisting of four [[url="encyclopedia/units/heavy_ship_heavy_bune.html"]]heavy bunes[[/url]], four [[url="encyclopedia/units/medium_ship_medium_bune.html"]]medium bunes[[/url]] and two bow ships.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_fukkan	The fukkan is the general's aide during a battle. His function is to inform the general of the important events that are occurring, such as units wavering or [[url="encyclopedia/how_to_play/051_enc_manual_battle_conflict_modes.html#enc_text_manual_battle_conflict_modes_routing"]]routing[[/url]], flank attacks, the capture of strategic buildings or positions, archers running low on arrows, boarding actions, ships sinking and attacks on the general's unit itself.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_group_formations	[[url="encyclopedia/how_to_play/050a_enc_manual_battle_conflict_formations_land.html"]]Units[[/url]] or [[url="encyclopedia/how_to_play/050b_enc_manual_battle_conflict_formations_naval.html"]]ships[[/url]] that have been formed into groups can be set into fixed formations designed to enable certain types of strategy. Notice the group formation options slide out from the side of the screen when a group is selected.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_groups	Groups are useful for giving identical orders with a single command. Two or more units can be grouped together by selecting them and clicking on the group button. Their unit cards will be ordered together under a numbered tab. Select the tab to give identical orders to every unit in the group. Dissolve a group by selecting it and pressing the group button again. 	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_fire	Fire-at-will is a mode that allows your missile troops to pick their own targets rather than only firing when specifically ordered to do so. It can be toggled on and off with the button in the bottom left-hand corner of the screen. Keeping it toggled off helps preserve ammunition, but if you take your eye off them they may be forced into melee.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_guard	Guard mode ensures that [[url="encyclopedia/units/inf_spear_yari_samurai.html"]]yari[[/url]] or [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] infantry fight defensively, try to maintain their formation when attacked and don't pursue the enemy if they run away. It can be toggled on and off by selecting a unit and clicking on the guard mode button that appears in the bottom left-hand corner of the screen when the correct unit type is selected.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_halt	Pressing this button cancels orders and makes selected units or ships stop where they are. This is a quicker alternative to giving them a different order.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_melee	Pressing the melee mode button locks the selected melee-capable units into melee mode, so all attack orders will result in a hand-to-hand attack until you click on the melee button again.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_rallying	There is a chance that a routing unit or ship crew can be persuaded to stay on the battlefield via the general's rally [[url="encyclopedia/how_to_play/060_enc_manual_battle_conflict_abilities.html"]]ability[[/url]]. To rally, click on the rally ability button with the general selected. The routers must be within the general's radius of influence for the rally to take effect. Units or ship crews whose [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] is shattered will not respond to the command to rally. Commanders that are not generals cannot rally their men.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_routing	A unit or ship crew whose [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] is broken due to casualties, [[url="encyclopedia/how_to_play/053_enc_manual_battle_conflict_fatigue.html"]]fatigue[[/url]] or having to face overwhelming numbers of opponents will rout - break from combat and begin to leave the battlefield. There is a possibility that routers can be rallied, either by his presence or by use of the general's rally ability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_run	The run button is used to toggle selected units between running and walking. Running is useful for going somewhere in a hurry, but doing it too much will [[url="encyclopedia/how_to_play/053_enc_manual_battle_conflict_fatigue.html"]]tire[[/url]] the men out.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_skirmish	When in skirmish mode missile troops avoid getting into melee by keeping their distance from the enemy. When a unit of missile troops is selected, the skirmish mode button will appear in the bottom left-hand corner of the screen, where it can be toggled on and off. A missile unit in skirmish mode and with fire-at-will toggled on can be a deadly combination.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_withdraw	The withdraw button causes a unit or ship to leave the battle by travelling toward the edge of the field by the shortest route. It can be called back at any stage before it leaves by issuing a move or attack order.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_morale	Morale is a measure of a unit's confidence and spirit during a battle. During a lengthy, protracted melee, the morale of the men is severely tested, and they will break and [[url="encyclopedia/how_to_play/051_enc_manual_battle_conflict_modes.html#enc_text_manual_battle_conflict_modes_routing"]]rout[[/url]] if it gets too low. The presence of the general alone can improve morale and highly-trained, elite units have much higher morale from the outset. Generals can also rally their men more effectively by use of their special [[url="encyclopedia/how_to_play/060s_enc_manual_battle_conflict_abilities_rally.html"]]regroup position[[/url]], [[url="encyclopedia/how_to_play/060m_enc_manual_battle_conflict_abilities_inspire_land.html"]]inspire[[/url]] and [[url="encyclopedia/how_to_play/060n_enc_manual_battle_conflict_abilities_inspire_sea.html"]]encourage[[/url]] abilities. 	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_review	The battle review panel is the bar that appears across the bottom of the screen during battle. It contains the unit or ship cards representing your force, from which you can check their status and casualties. Clicking on a card selects a unit or ship, double-clicking on it zooms the camera directly to it. Pausing the game then right-clicking on a card opens an information panel. Ctrl + left-click on multiple cards enables you to easily select several units at once for grouping together.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_sieges	During siege battles the combat revolves around control of the castle and its central keep. The [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html#enc_text_manual_battle_deployment_zones"]]deployment zone[[/url]] of the attacker will be outside the walls, the defender's will be around the keep. The object is to reach the keep and stay there and/or [[url="encyclopedia/how_to_play/051_enc_manual_battle_conflict_modes.html#enc_text_manual_battle_conflict_modes_routing"]]rout[[/url]] or destroy the enemy army. Once the attacker gets to the keep a countdown begins, during which they must retain control of the area. Of course, if the attacking forces manage to entirely rout them before that time they automatically win the battle.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_sieges_attack	When fighting a siege battle as the attacker remember that the goal is to capture the castle's [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_tenshu"]]keep[[/url]], not destroy it! Buildings destroyed on the battlefield will also be destroyed on the campaign map, and must be repaired before they can be used again. When assaulting, try to minimise collateral damage as much as possible, so your prize retains its value. To achieve victory, either kill or rout the entire army, or capture the central keep. Before you begin, ensure that any siege weapons are positioned close enough to target the enemy and their defences.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_sieges_defence	When fighting a siege battle as the defender remember that the enemy will try to either sneak past your defences or rush them by force of arms. Use archers to kill approaching units and melee troops to kill those that get inside the castle compound! The enemy will try to wipe out all defenders, and if your men [[url="encyclopedia/how_to_play/051_enc_manual_battle_conflict_modes.html#enc_text_manual_battle_conflict_modes_routing"]]rout[[/url]] en masse from the castle the battle is over.	True
encyclopedia_blocks_content_enc_text_manual_battle_deployment_abilities	There are a number of helpful [[url="encyclopedia/how_to_play/060_enc_manual_battle_conflict_abilities.html"]]abilities[[/url]] that can only be utilised during the deployment phase of a battle, specifically: the construction of [[url="encyclopedia/how_to_play/060b_enc_manual_battle_conflict_abilities_bamboo.html"]]bamboo walls[[/url]], the setting up of [[url="encyclopedia/how_to_play/060v_enc_manual_battle_conflict_abilities_screens.html"]]screens[[/url]] to protect archers and the laying of [[url="encyclopedia/how_to_play/060q_enc_manual_battle_conflict_abilities_mines.html"]]mines[[/url]] prior to a naval battle. All other unit abilities are activated during battle.	True
encyclopedia_blocks_content_enc_text_manual_battle_deployment_phase	The deployment phase is the period of time between arriving on a battlefield or seascape and the start of the battle itself, where you can arrange your units into the formation of your choice. When complete, press the gong button to begin fighting.	True
encyclopedia_blocks_content_enc_text_manual_battle_deployment_speeches	The general will give a rousing speech to his troops during the deployment phase before a battle. The contents are designed to prepare the men for combat with the particular foe they are about to face, and also reflect the general's [[url="encyclopedia/how_to_play/031_enc_manual_army_experience.html"]]experience[[/url]], [[url="encyclopedia/how_to_play/042_enc_manual_skills.html"]]skills[[/url]] and [[url="encyclopedia/how_to_play/043_enc_manual_traits.html"]]character traits[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_battle_deployment_weather	Weather conditions should be considered when fighting a battle. Wet conditions will affect the usefulness of gunpowder and other missile  weapons. Those [[url="encyclopedia/units/medium_ship_sengoku_bune.html"]]ships with sails[[/url]] can be blown-off course if the prevailing winds are strong. Naturally, this does not affect the majority of available vessels as they are powered by oars. Mists and fogs may occur close to ground level or the surface of water, but they will not obstruct the visibility of your forces.	True
encyclopedia_blocks_content_enc_text_manual_battle_deployment_zones	During deployment you can secretly arrange your units or ships inside your deployment zone before battle commences. The enemy general will deploy his men within the opposite area. The attacker always deploys first. When you are ready to fight click on the gong button in the centre of the screen.	True
encyclopedia_blocks_content_enc_text_manual_battle_naval_boarding	During a boarding action the crew of one ship will attempt to take over another with a combination of melee and support from missile troops. With your own ship selected, click on the boarding button and then pick a target vessel to order your ship to close with it and send an armed group aboard to capture it. Boarding actions call for a high degree of skill and courage in the troops taking part, and can be cancelled at any time by de-selecting the button or by issuing a contradictory order.	True
encyclopedia_blocks_content_enc_text_manual_battle_naval_capture	Following victory in a sea battle, and dependent on having an empty space for a ship in your fleet, there is a chance that the vanquished enemy's ships will be captured. If this occurs they will appear on the [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html# enc_text_manual_ui_battle_post"]]post-battle statistics panel[[/url]]. The crew will be replaced by your own men.	True
encyclopedia_blocks_content_enc_text_manual_battle_naval_topography_land	There are many small islands and outcrops of rock protruding from the seas surrounding Japan. They cannot be crossed, it is necessary to carefully row around them. They can be fired over, depending on the size of the ship in question and whether there are archers on board.	True
encyclopedia_blocks_content_enc_text_manual_battle_naval_topography_shallows	Coastal areas and islands may have areas of shallow water nearby. Your ships cannot cross shallow water for fear of running aground, it is only possible to row around it. It is possible to identify shallow water by the dark rock patches or coral reefs under the surface when near a coastline.	True
encyclopedia_blocks_content_enc_text_manual_clan_effects	The bonus effects awarded through [[url="encyclopedia/how_to_play/012a_enc_manual_hud_events_dilemmas.html"]]dilemma[[/url]] decisions, [[url="encyclopedia/how_to_play/012c_enc_manual_hud_events_missions.html"]]missions[[/url]] rewards and [[url="encyclopedia/how_to_play/022_enc_manual_clan_traits.html"]]clan traits[[/url]] are displayed next to the radar map. These may take the form of bonuses to income, construction and recruitment costs, the daimyo's [[url="encyclopedia/how_to_play/026_enc_manual_clan_honour.html"]]honour[[/url]] or boosts to [[url="encyclopedia/how_to_play/031_enc_manual_army_experience.html"]]unit experience[[/url]]. Some are permanent - as in the case of clan traits - others are temporary, lasting just a few turns before disappearing.	True
encyclopedia_blocks_content_enc_text_manual_clan_fame	Your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan's[[/url]] fame is a measure of your progress during a campaign as viewed by your rivals. It can be influenced by [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] ownership, battles lost or won, the personal [[url="encyclopedia/how_to_play/026_enc_manual_clan_honour.html"]]honour[[/url]] of your daimyo and the legendary buildings under your control. If the level of your fame becomes too great you will be considered a threat and the shogun will declare your clan enemies of the state, which will in turn lead to attacks from other clans.	True
encyclopedia_blocks_content_enc_text_manual_clan_honour	A [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo[[/url]] does not have [[url="encyclopedia/how_to_play/025_enc_manual_clan_loyalty.html"]]loyalty[[/url]] to the clan he leads, he instead has personal honour. If he loses honour, this will in turn affect the loyalty of his generals. Factors that may cause loss of honour include: a crushing defeat of an army led by the daimyo, breaking a [[url="encyclopedia/how_to_play/015f1_enc_manual_hud_diplomacy_options_peace.html"]]treaty[[/url]] or [[url="encyclopedia/how_to_play/015c_enc_manual_hud_diplomacy_options_alliance.html"]]alliance[[/url]], the [[url="encyclopedia/how_to_play/028_enc_manual_army_attack.html#enc_text_manual_army_attack_siege"]]looting[[/url]] of castle towns, allowing a dishonoured general to live despite many failures or the [[url="encyclopedia/how_to_play/025_enc_manual_clan_loyalty.html"]]the risk of treason[[/url]], or the clan’s conversion to Christianity. Factors that increase the daimyo’s honour include: a heroic victory or destruction of a clan by an army led by the daimyo, the acquisition of [[url="encyclopedia/how_to_play/015e_enc_manual_hud_diplomacy_options_vassals.html"]]vassal[[/url]] clans or [[url="encyclopedia/how_to_play/006_enc_manual_intro.html#enc_text_manual_intro_shogun"]]becoming shogun[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_clan_loyalty	Each general has a loyalty rating that is used to determine his likeliness to be [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html"]]bribed[[/url]], leave your clan and defect to another. Loyalty is influenced by factors such as the daimyo's [[url="encyclopedia/how_to_play/026_enc_manual_clan_honour.html"]]honour[[/url]], glorious victories in battle, [[url="encyclopedia/how_to_play/015h_enc_manual_hud_diplomacy_options_marriage.html"]]marriage[[/url]] within the clan, being made heir to the clan leadership, the acquisition of character [[url="encyclopedia/how_to_play/043_enc_manual_traits.html"]]character traits[[/url]] and [[url="encyclopedia/how_to_play/042_enc_manual_skills.html"]]skills[[/url]], the choices made during [[url="encyclopedia/how_to_play/012a_enc_manual_hud_events_dilemmas.html"]]dilemmas[[/url]] and whether a general is made a [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html"]]commissioner[[/url]] or neglected within the clan. If his loyalty gets too low there may be no choice other than to order that he commits [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_seppuku"]]seppuku[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_clan_traits	Every [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] has a set of characteristics particular to them, known as clan traits. Clan traits work in a similar way to [[url="encyclopedia/how_to_play/043_enc_manual_traits.html"]]character traits[[/url]] but are present from the start of a campaign, rather than awarded as it progresses. Each trait has one or more effects that bestow a bonus or penalty on an aspect of the clan's activities, mouse over the icon next to the radar map or check the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html#enc_text_manual_hud_management_summary"]]summary tab[[/url]] on the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html"]]clan management panel[[/url]] to see detailed information. Clan traits are always permanent.	True
encyclopedia_blocks_content_enc_text_manual_fleet_access_off	To disembark an army or agent onto land, select it and hover your mouse over the coast. The cursor will change into an arrow with a figure - illustrating that the army or agent can be disembarked. Right-click to disembark. Disembarkation also works by left-clicking and dragging the army or agent onto the land. Ctrl + A to select all units or agents on a tab.	True
encyclopedia_blocks_content_enc_text_manual_fleet_access_on	Board a fleet at a coast by left-clicking to select your army or agent and right-clicking to move onto it. Note that it is not possible for a boarded fleet to leave port until the beginning of the following turn.	True
encyclopedia_blocks_content_enc_text_manual_fleet_assaults	An army [[url="encyclopedia/how_to_play/040_enc_manual_fleet_access.html"]]transported[[/url]] by one of your fleets can launch an amphibious attack against an enemy force on the coast. Once the attack order has been given and the fleet has rowed to the coastline our army will disembark and attack the enemy. It is not possible for your force to withdraw from battle once this has occurred. Friendly armies aboard nearby ships cannot act as reinforcements. Only armies that have disembarked and are not already engaged in a coastal assault can reinforce them.	True
encyclopedia_blocks_content_enc_text_manual_fleet_attack	You can attack a fleet belonging to another [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] when it is within the highlighted area by right-clicking on it. If the target is further away than your fleet's movement extent will allow, it will take more than one turn to reach it and launch an attack. Once a fleet has reached its target the [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html"]]battle panel[[/url]] will be displayed, prompting you to fight, [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html#enc_text_manual_ui_battle_auto"]]resolve the battle automatically[[/url]] or withdraw.	True
encyclopedia_blocks_content_enc_text_manual_fleet_blockades	A blockade is a cordon of ships that prevents any trade going through a [[url="encyclopedia/how_to_play/018h_enc_manual_actions_campaign_construction_infrastructure.html#enc_text_manual_actions_campaign_construction_infrastructure_ports"]]port[[/url]] whilst it is in place and any fleet moored there from escaping without fighting a battle. It can be broken by a naval attack on the blockading fleet. You can blockade a port by right-clicking on it as you would another fleet, with your own selected. If there is an enemy fleet moored there, a cordon graphic will appear to indicate a blockade is under way. Otherwise, your fleet will row straight into the port and occupy it.	True
encyclopedia_blocks_content_enc_text_manual_fleet_fragments_merge	Fleets that are not large enough to be effective could be destroyed if attacked by a superior force, so it is prudent to merge any fragments together. Select one and right-click on another to move to and merge with it.	True
encyclopedia_blocks_content_enc_text_manual_fleet_fragments_repairs	A ship that has been damaged in combat must be repaired. In this instance move to a friendly port. The repair process will begin automatically; the crew will be replenished at the same time.	True
encyclopedia_blocks_content_enc_text_manual_fleet_moves	Left-click to select a fleet and then right-click to move it to any part of the highlighted area - this is the extent of its movement capability during a single turn.	True
encyclopedia_blocks_content_enc_text_manual_fleet_moves_blocked	Positioning a fleet in the straits between two of Japan's great islands enables that fleet to block other fleets from using that route and enemy armies or [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html"]]agents[[/url]] from crossing between the headlands by use of the land bridges that stretch between them.	True
encyclopedia_blocks_content_enc_text_manual_fleet_moves_generals	As the concept of dedicated admirals didn’t exist in Japan at this time, a general simply controls a fleet of ships in exactly the same way as he does an army. Simply order your general to board a fleet for him to take command.	True
encyclopedia_blocks_content_enc_text_manual_fleet_raiding_trade_routes	You can attack another clan's [[url="encyclopedia/how_to_play/015b_enc_manual_hud_diplomacy_options_trade.html"]]trade[[/url]] by simply selecting your fleet and right-clicking on their trade route. A proportion of their income from that route will be passed to your [[url="encyclopedia/how_to_play/011_enc_manual_hud_treasury.html"]]treasury[[/url]] whilst your fleet remains in place.	True
encyclopedia_blocks_content_enc_text_manual_fleet_reveal	Since diplomacy with and war against other [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]] can only be undertaken when your respective territories are adjacent, you can increase your line of sight by sending fleets further along the coast or [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html"]]agents[[/url]] into unknown lands to encounter new clans. However, be careful not to go too far without back-up - you may fall foul of hostile neighbours or suffer [[url="encyclopedia/how_to_play/030_enc_manual_army_attrition.html"]]attrition[[/url]] if your ships stray too far from the coast.	True