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N E W M U LT I P L AY E R G A M E
O P T I O N S
GAME SPEED: increases or decreases the overall
speed of the game. It affects everything; movement,
construction, resource harvesting, etc. Experienced
players can increase the speed for faster games,
inexperienced players can decrease it. On lower
spec systems, reducing the game speed can give a
smoother experience.
SHARE VISION WITH ALLIES: if this is set to YES
(default), you will share your Fog of War revelations
with all players on the same team. If set to NO,
each player will have his own Fog of War.
ENHANCED UNIT LETHALITY: increases or
decreases the damage inflicted by all units.
Increase for faster games, decrease for slower
games where it’s more important to always use the
right weapon.
MAP RESOURCES: set to LOW ($30,000 per Oil
Vein), AVERAGE (default; $60,000) or HIGH
($120,000). With LOW resources, POWs and
expand bases become more important, encouraging
a more aggressive style of play. With HIGH
resources, you can more easily build a powerful
attack and defense without having to capture
expand bases and POWs.
S TA RTING RESOURCES: set to a value between
$2500 and $100,000, with $7500 as default. The
higher the value, the less important it will be to
c a p t u re expand bases, POWs and harv e s t
re s o u rce s. At $100,000, the game can be played
without any re s o u rce harvesting at all -- at $2500
you can just barely aff o rd to build your first
R e f i n e ry.
POW GENERATION: YES is default; if set to NO,
no destroyed units or structures will generate any
POWs, removing one of Task Force Talon’s
advantages over the Consortium and the U.S. Army.
Can potentially cause games to end in stalemates
when all map resources have run out and neither
side has enough offensive units to destroy the
enemy’s turrets.
RESOURCE HARVESTING SPEED: if set to LOW,
each tanker has a capacity of $500; if at AVERAGE
(default), it’s $650, and if set to HIGH, each tanker
has a capacity of $800, dramatically increasing the
speed at which you make money. Banks,
ammunition bunkers and POWs are not affected.
SHARE RESOURCES: all incomes from all players
on the same team are shared equally, with the
exception of income from repatriated pilots and
servants. All expenses are individual except
penalties if your team’s POWs are captured by an
opponent with the Hostage Ransom Demand
upgrade (or its U.S. Army/Task Force equivalents).
ALLOW TACTICAL WEAPONS: allows or bans the
use of Wolverine Missiles (U.S), Falling Stars
(Consortium) and Mjolnir Howitzers (Task Force
Talon), allowing for longer and more tactical games
if set to NO. The construction of these launcher
structures (and their counter-measure launchers)
are simply disabled in the Construction menu. Note
though that you can still deploy the Mercenary
Fireworks nuke.
ALLOW AIR STRIKES: allows or bans the use of all
types of fixed-wing aircraft (i.e. except helicopters);
the construction of Air Control Towers is simply
disabled in the Construction menu, allowing for
longer and more tactical games if set to NO and
giving the U.S. Army a disadvantage compared to
the Task Force Talon and the Consortium. Note that
Mercenary aircraft are still available.
UNIT CAP: you can set the maximum number of
units allowed, to either 50, 100, 150, or "No limit"
(default). All units (constructors, tankers, aircraft,
etc.) count as one unit. Mercenaries and tactical
weapons do not count towards the limit. It is
possible to temporarily exceed the limit if you
construct a building that comes with a “free” unit,
such as Refineries and Field Hospitals.
ALLOW MERCENARIES: allows, limits or bans the
use of mercenaries.
DESTROY ENEMY HQ: this alternative victory
condition will eliminate any player that loses his last
HQ building, thereby eliminating the need to destroy
every single enemy building to win the game.
WMD RUN (alternative victory condition): win by
having ten (10) Tactical Weapons ready to launch.
POW RUN (alternative victory condition): win by
capturing fifty (50) POWs.
N E W U N I T E F F E C T I V E N E S S
EFFECT IVE AG A I N S T
Certain units are more effective when attacking certain targets. The icons used in the unit
descriptions on the following pages indicate the unit’s effectiveness against the targets.
Target Effective against Very Effective Against
All Naval Vessels
Destroyers
Frigates
Submarines
Stealth Combatant Ships
Amphibious Assault Ships
All Aircraft
Helicopters
Armored Vehicles
Infantry
Unarmored Vehicles
Buildings
Tactical Weapons
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