Divine Chivalry Quick Guide

Divine Chivalry is a turn-based strategy game. Player's goal is 
to manage the manor and earn gold enough to pay early fee to 
the Order he belongs to.
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|  Explanation of controls |
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At the beginning of the game year, an yealy Plan window appears.
It has 12 slots, corresponding to serfs' actions at each month. 
4 of them are occupied with planting and harvest, other ones can
be used to make serfs produce goods. The Plan can be altered only
once at the beginning of the year. In order to set a task for serfs,
click on the slot marked with 'None' and select the appropriate 
building. 
There are 4 building for which the Plan can be set:
	- Wine press. It gives 50 units of wine of in September and 40 units 
in October. Work at any other time produces nothing.
	- Sawmill. Used to produce wood.
	- Quarry. Used to produce stone.
	- Mine. Used to produce ore.
Each of these buildings can be used only once a year.

The panel on the left allows access to all the controls in the game.
It contains, starting from the top:

	- Player's name

	- Player's reputation. It consists of 2 elements: secular 
reputation and clerical reputation. They change according to player's 
actions. When either reaches -100, the game is lost.

	- Amount of money in treasury. Money in game use golden, 
silver and copper coins. 1 golden coin is equal to 20 silver coins, 
1 silver coin is equal to 12 copper coins.

	- Build menu. Opens the window where buildings that can be 
constructed are shown. At the beginning of the game there are no
buildings, so you need to buy something before you can set production
in the Plan.

	- Taxes menu. Opens the window for adjusting taxes. There are 
5 kinds of taxes in the game:
		* Charge for grinding one unit of crops at the Mill;
		* Charge for baking one unit of flour at the Bakery;
		* Charge for succession of serf's tenure;
		* Court charge;
		* Part of harvest that serfs give to the lord.

	- Warehouse. Opens the window where goods, available at the 
manor are shown. There are also following buttons in the warehouse 
window:

		* Forge swords. 1 sword requires 2 units of ore and 
		  1 golden coin to forge.
		* Forge armor. 1 armor set requires 5 units of ore and 
		  2 golden coins to forge. Forge can be used only once 
		  a month.
		* Train horses. 1 horse requires 2 golden coins to train.
		  Horse farm can be used only once a month.
		* Equip knights. To equip a knight, a sword, a set of
		  armor and a horse are needed.
		* Feast. Feast rises serfs' mood by 10. For feast, the
		  amount of wine equal to the count of serfs is needed.
		* Trade. Here you can trade goods. You can buy goods 
 		  without restriction, but selling less than 10 units
		  will cause secular reputation to drop.

	- Knights. Each knight needs to be payed 1 golden coin each turn.
If you don't have enough gold, knights may sell their equipment.

	- Equipped knights. When knight are equipped they can defend the
manor from attackers.

	- Serfs. Count of serfs, currently at the manor.

	- Serfs' mood. The higher it is, the more output serfs give.
However, if it reaches 0, serfs will start raiding your treasury and warehouse.

	- Food count. Each serf needs 1 unit of food each month. If there isn't enough,
you will be promted whether you want to buy them food.

	- Weather. It influenses the amount of harvest produced.
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|  Battle system  |
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Sometimes, manor will be attacked. When this happens, if you have equipped knights,
you will be promted, whether you want to defend. If you click 'Yes', a battlefiled
will appear. 

The controls are following:
Escape - exit battle (it will be lost).
Right mouse button - rotate the battlefield.
Mouse wheel - zoom the battlefield.
Enter or middle mouse button - pause/resume battle
Left mouse button - selection and issuing orders.

The battle starts paused. You can use the paused state to control the knight without
restrictions. To select, you can either click at knight or drag the selection frame.
when knights are selected, click at the desired position. If there is nothing at the 
selected place, knights will move there and await further orders. If there is an enemy,
knights will follow him and attack. Once knight started fighting, in cannot be moved.

Your knights have mood, which is displayed over them. The initial mood is neutral.
If knight's allies get defeated near him, he may become afraid and the mood indicator
will darken. However, if he is defeating enemies, the mood may change to inspiration,
which is represented by green mood indicator. The mood influences knight's attacking 
power.
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|  Story  |
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Game story is divided into 5 parts, each taking 10 game years.
For each part, there are different conditions and manor.
Player's reputation and treasury remain in the next part, but 
goods, buildings, serfs and knights are set to initial state.
The necessary gold and goods are collected at the beginning of the year.
If you fail to fulfill the requirements 3 times during the whole game, 
you will lose.
