You can only do this once per game session and the codes are case-sensitive:
Create_unit 'Arretium' 'roman arcani' 5 units max 8 offense max 8 defense max 8 experience points max:
to display the game console window. Then, enter one of the following codes to obtain the corresponding effect:
| Effect
| Code |
Creates a unit in the selected settlement or characters army with the stats you input | create_unit [settlement or character] [unit ID] [amount] [exp or armor or weapon] |
| Display defensive terrain features | show_terrain_lines |
| Adjust sea bed to specified height | adjust_sea_bed [value] |
| Toggle pr mode | toggle_pr |
| Reset character to start of turn settings | character_reset |
| Force display reset cycle | reset_display |
| Increase money by 20,000 [Note] | add_money 20000 |
Display a circle at x, y of r radius for t seconds | show_battle_circle [value] |
| List all available ancillaries | list_ancillaries |
Create building of the specified type in a settlement | create_building [value] |
| Capture indicated city | capture_settlement [city name] |
Set health of building of the specified type in a settlement | set_building_health [value] |
| Zoom to specified aerial map zoom | zoom [value] |
| Fire | toggle_game_update [mt|toggle|reload|int] |
| Trigger unit upgrade effect | upgrade_effect |
| Toggle display of network stats | nw_stats |
Switch player control to specified faction; old faction may not act correctly as AI faction | control [value] |
| Display help for desired command | [command]? |
Force opponent to accept diplomatic proposal | force_diplomacy [accept|decline|off] |
Attacker or defender automatically wins next auto resolved battle | auto_win [attacker|defender] |
| Give the character movement points | mp [value] |
| 10% cheaper units in campaign mode | gamestop or bestbuy |
| Add population to indicated city | add_population [city name] [number] |
| Kill indicated character | kill_character [character] |
Add all ancillary to the character info display | test_ancillary_localisation |
| Trigger advice | trigger_advice |
| Changes date | date [year] |
Set aerial map overlay depth bias for maximum zoom | amdb_max [value] |
Force local player's alliance to lose the battle | force_battle_defeat |
Output positions of all units in the battle to the specified file | output_unit_positions [filename] |
Test the event message specified in descr_event_enums.txt | test_message |
Toggle display of simple performance times of game update vs. display | perf_times |
| Toggle fog of war | toggle_fow |
| Give character points for trait | give_trait_points |
| Display a marker at x, y for t seconds | show_battle_marker [value] |
| Toggle strategy map coastline display | toggle_coastlines |
Halts turn sequence just before the start of the specified faction's turn, or the current faction if no faction given | halt_ai [value] |
Move indicated character to desired coordinates | move_character [name] [x,y] |
| Change season | season [summer|winter] |
List all characters in the world or those belonging to a faction | list_characters |
| General invincibile in combat | invulnerable_general [character] |
| Give character the trait at indicated level | give_trait [character] [trait] [number] |
| Unknown | shadow |
| Lists all traits | list_traits |
Show all valid processed paths in pathfinder | show_battle_paths |
| create event at position | event [value] |
| Show the street plan for the settlement | show_battle_street_plan |
Set diplomatic stance between the two factions | diplomatic_stance [value] |
| Give points for indicated character's trait | give_trait_points [character] [trait] [number] |
Toggle display of campaign map flowing water | toggle_flowing_water |
| Damage wall of settlement | damage_wall [none|gate|breach] |
Complete all building in construction queue; can only be used once | process_cq [city name] |
Toggle everyone's spying ability to perfect and infinite range | toggle_perfect_spy |
Complete all military units in recruitment queue; can only be used once | process_rq [city name] |
| Unknown | ie |
| Create diplomacy mission | diplomacy_mission |
| Regenerate radar | regenerate_radar |
| Remove faction from the game | kill_faction [value] |
| Apply filter to world map coastlines | filter_coastlines |
Set maximum speed of turn processing during AI round | ai_turn_speed [value] |
Set aerial map overlay offset towards camera | amdb_offset [value] |
| Show cursor position and region ID | show_cursorstat |
| Toggle underlay | toggle_underlay |
| Restarts an AI turn sequence | run_ai |
| Toggle overlay | toggle_overlay |
| Unknown | puppify_my_love |
Show victory message for faction for short or long campaign | victory |
| Give character an ancillary | give_ancillary |
Set aerial map overlay depth bias for minimum zoom | amdb_min [value] |
Show landing positions available to the AI from a given region; default hides them | show_landings |
| Disable AI | disable_ai |
| Toggle building debug mode | building_debug |
| Reload all textures | reload_textures |
| Reload all vertex shaders | reload_shaders |
Toggle show all messages to all factions | show_all_messages |
| Ignite all piggy winks | burn_piggies_burn |
Show all valid processed paths in pathfinder for specific unit given a unit ID | show_battle_paths_for_unit [value] |
| Toggle camera restrictions | toggle_restrictcam |
| Walls fall down in siege in battle map mode | jericho |
| Toggle tabbed output window display | toggle_tow |
Toggle the terrain to display various data sets; no parameter resets to normal | toggle_terrain |
Toggle message collation (sets all factions) | message_collation_set |
| Unknown | reapply_rigid_model_influence |
| 40% bigger elephants in campaign mode | oliphaunt |
| Clear all stacked messages | clear_messages |
| List all units in an army | list_units |
Open victory scroll declaring that the given faction is the victor | test_victory_scroll |
Force local player's alliance to win the battle | force_battle_victory |
Set denominator of the faction ranking graph interval (calculated as number_of_turns divided by denominator); if 0, then denominator will be set to number_of_turns for an interval of 1 | set_ranking_interval [value] |
This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the 'preferences.txt' file in the game folder. For infinite ammunition, change the value of the 'LIMITED_AMMO:' line from 'TRUE' to 'FALSE'. You can do the same for for morale, fatigue, fog of war, etc. values.
You must begin a new campaign for the changes to take effect.
Use the following tactic to fight an outnumbered foe at your settlement. If you know that you cannot defend your walls because there is too much ground to cover and you forces will be to thin to stop them, then follow this strategy. Put all your armies in the central plaza of the city. According to their location, put your light infantry blocking the path of where they would go after the walls break through. Remember that you want to make a small chokepoint so that they can fight only one way and not surround you. Then, put your heavy infantry behind the light infantry and put your cavalry on the flanks so that you can attack them at the sides. When they attack and are charging at you infantry, order all the infantry (including heavy infantry) to charge. Then, have your cavalry cut the enemy's retreat and attack their flanks. If this is successful, their front and rear will be attacked, allowing you to crush them.
This cannot be done against human players.
The same principle keep pusheds true for completing building under construction:
You can only do this once per game session and the codes are case-sensitive.
You can only do this once per game session and the codes are case-sensitive.
If the Senate asks you blockade a port, etc., you can go blockade it for the last turn and not have to do it for the entire five.
When you are outnumbered, have low forces, and know that you will lose, get a good stand off position by gathering all of your remaining forces, and go to a hill or the highest position if possible. If that is unavailable, go into the forests. Then, gather your forces and put all archers in the very back, all medium to close ranged missile weapons in middle, and all of your spearmen in the front with the legionnaires, swordsmen, etc. just behind. If you have elephants or horses, put them javelins. Then, with the spearmen formation, you can either wait for the enemy to hit the spearmen then charge with horses. However it would be better to horse charge them when they are in archer or javelin range, then keep bombarding them. Next, use all of your swordsmen to attack after the enemy hits the spearmen. Then, use all of your forces to charge, except for the archers. Move them away from the fight and keep bombarding. This is also a good choke point defensive maneuver.