WEBVTT

1
00:00:07.870 --> 00:00:18.411
This Human companion covers all ten unit roles, the town's seven building types and its research. We follow preparation into combat, then stop with the battle still unresolved.

2
00:00:38.651 --> 00:00:45.292
The worker carries these logs home. Wood becomes stored stock only after the journey back to a building.

3
00:00:54.059 --> 00:01:00.375
Inside the keep, these piles show its actual wood and gold. Tanks and vaults have finite capacity.

4
00:01:09.472 --> 00:01:16.670
Homes provide population. New recruits leave a real house, travel to their training hall, and collect their equipment there.

5
00:01:41.703 --> 00:01:53.638
The Barracks is where the infantry roster opens up. Its recruitment list includes guards, archers, knights, Pike Wardens and Pavise Arbalesters, each with its own resource and population cost.

6
00:02:13.699 --> 00:02:23.405
The refinery has separate stores for crude and refined oil. These meters make fuel part of the town's economy, alongside the wood and gold already stored in the Keep.

7
00:02:44.213 --> 00:02:54.987
The Watchtower is the town's fixed defense. Its interior has no recruitment or equipment menu; soldiers are trained in the military halls, while the tower protects the ground around it.

8
00:03:24.715 --> 00:03:36.325
Inside the Steam Workshop, the choices expand to cavalry, sappers and the Mangonel. This building gives the army its heavier equipment, with recruitment handled through the same visible work queues.

9
00:03:56.704 --> 00:04:06.085
The Temple adds support to that roster. Field Hospitallers are recruited here; later, its study panel will also offer the Knight's Royal Standard upgrade.

10
00:04:12.219 --> 00:04:21.785
The first study strengthens the town itself. Carpenters' Guild lists a thirty-percent construction boost, helping the workers keep pace as the settlement expands.

11
00:04:56.158 --> 00:05:08.093
Supply Wagons addresses the other side of the economy: gathering. Its research panel lists twenty-percent faster harvesting, so the next investment improves the flow of resources feeding the workshops.

12
00:05:48.070 --> 00:05:59.495
Formation Harness improves the armor of guards, pikes, arbalesters and lancers. The study unlocks the fitting; each eligible soldier still has to visit a workshop to receive that equipment.

13
00:06:38.750 --> 00:06:50.592
Back in the workshop, Bowstrings and Winches is being researched. The panel lists extra range and damage for archers, arbalesters and Mangonels, giving those units another reason to return for equipment.

14
00:07:34.036 --> 00:07:45.088
Tempered Steel reaches across the military roster, including cavalry and siege. Its fitting adds three damage, so the benefit depends on bringing the eligible units through their equipment work.

15
00:08:37.831 --> 00:08:48.651
The Temple's Royal Standard research gives Knights a rally ability. The description promises healing and a temporary armor bonus for nearby allies once the personal fitting is complete.

16
00:09:46.219 --> 00:09:58.200
The Forged Weapon Kit improves melee equipment, adding three damage to blades, axes, hammers and lances. It belongs to the same personal fitting system as the earlier military studies.

17
00:10:37.981 --> 00:10:48.383
Armor and Harness is the defensive equipment recipe. It adds two armor to military units after fitting, strengthening their protection as the town prepares its full roster.

18
00:11:27.212 --> 00:11:38.497
Missile and Siege Tools completes the equipment studies with three extra ranged damage. The recipes are now available; the next stretch follows the people who need to collect their upgrades.

19
00:12:43.664 --> 00:12:55.134
The Worker keeps the settlement supplied and builds its structures. This recruit has completed training, and its role is economic: workers do not receive the army's military fitting kits.

20
00:13:15.000 --> 00:13:21.455
Here the recruit works at the training station. Weapons and armor are issued before the finished unit can leave.

21
00:14:39.304 --> 00:14:48.685
The Shield Guard provides straightforward close-range infantry. Its armor and stronger health make it a sturdier screen for ranged troops than the archer we will see next.

22
00:16:15.703 --> 00:16:25.873
The Archer contributes damage from a distance, with less health and armor than the Guard. A protected firing position lets that range matter without putting the archer into the front rank.

23
00:18:31.755 --> 00:18:42.901
The Knight is the roster's durable melee champion. Its equipment path also unlocks Royal Standard, adding a rally that supports nearby allies alongside the Knight's own fighting strength.

24
00:18:45.755 --> 00:18:50.120
Human Knight uses Royal Standard after receiving the final personal fitting.

25
00:20:52.113 --> 00:21:00.890
The Pike Warden braces to gain armor and punish mounted attacks. Moving breaks that stance, so it suits a position the infantry intends to hold.

26
00:23:12.053 --> 00:23:21.249
The Courser Lancer builds impact by accelerating along a straight approach. An exposed flank gives it room to charge; braced pikes are the counter.

27
00:25:27.301 --> 00:25:39.236
Planting the pavise trades mobility for protection. The arbalester's bolts pierce armor, but its slow reload leaves an opening for flankers. It benefits from a position other troops can defend.

28
00:27:31.814 --> 00:27:43.610
The Field Hospitaller restores a nearby ally's health while channeling treatment. It cannot fight during that time, and damage interrupts the heal, making protection behind the line especially useful.

29
00:28:56.054 --> 00:29:05.993
The Pitch Sapper turns carried fuel into a burning patch that slows enemies. It is useful for a narrow approach, provided its fuel reserve can support the fight.

30
00:29:10.563 --> 00:29:20.594
A large fire effect appears beside the town as Burning Pitch enters its cooldown. The Sapper's fuel reserve is lower now, making the cost of using that ability visible.

31
00:31:02.849 --> 00:31:15.295
The Steam Mangonel has a separate reserve for Boiler Bombardment. It is fully supplied here, with thirty fuel. Once it fires, both that supply and the recharge timer become visible constraints.

32
00:31:16.362 --> 00:31:26.068
The roster has moved through recruitment and fitting, and the army begins its advance. The camera will follow the fighting across the river while the town continues working behind it.

33
00:31:47.660 --> 00:31:58.016
Across the river, the Mangonel fires into the fight near the gold deposit. The impact is visible, along with its reduced fuel and the wait before another bombardment.

34
00:33:20.100 --> 00:33:30.503
The Hospitaller's treatment is recharging near the enemy tower. This is where the companion ends: the roster and its abilities have been introduced, but the battle is still unresolved.
