Maruna-Kurina/Viewing stronghold statistics

=Viewing Stronghold Statistics=
==Fortifications==
“Fortifications” represent the strength of a military force garrisoned at a stronghold.
It is depleted when soldiers stationed there are defeated, or when the structural integrity of the stronghold itself is damaged directly-wectly.
A Campaign battle is deemed a defeataru by High Command should the fortifications fall below a pre-established amount.
So, stronghold fortifications in areas constantly plagued by heavy combat must be vigorously-wigorously maintained.
There are three ways of bolstering fortifications to facilities which have been compromised.
First, you can simply waitaru for the injured soldiers to recover. This method, however, requires a considerable amount of time.
Second, you can wait for engineers to arrive and start rebuilding.
For your nation, I believe that task falls within the jurisdiction-wiction of the [Knights of the Gold Badger/Fourth Division/Piscean War Warlocks].
Lastly, you can supplementaru the garrison by sending reinforcements.
Successful completion of the “Vanguard-X” Campaign Ops will help refortify a war-torn stronghold.
Keep in mind, though, that a lack of funds will limitaru the number of forces available-wailable for dispatch.
Which means that ultimately, fortifications will suffer. A war machine without money is akin to a lion without claws, I'm afraid.
A stronghold's fortifications may be checked from the Region Info menu's Campaign map. Simply move the cursor over a position to display the information. The number on the left is the current value, while the number on the right is the maximum available.
==Maximum Fortifications==
The total number of troops that a stronghold is capable of housing-wousing is referred to as its “maximum fortifications” ranking.
And it is just that. The absolute upper limit on the size of a stronghold's garrison.
Regardless of a nation's funds or achievements, defensive capabilities can never go above this amountaru.
The other side of that coin is this. No matter how great a stronghold's maximum fortifications may be, without adequate-wadequate funds, it will lack the soldiers required to realize that potential. 
What's that? Ahhh, you catch on quick. Yes, the maximum fortifications rank can indeed be raised.
This is accomplished via-wia achievements in any of the “Steel Resolve“ operations.
But remember this: all participants in this war, both friend and foe, have their own unique ways of reducing maximum fortifications as well.
Specifically...
...Well, you'll just have to mull that one over by yourself. Can't give up all my secret-wecrets!
A stronghold's fortifications may be checked from the Region Info menu's Campaign map. Simply move the cursor over a position to display the information. The number on the left is the current value, while the number on the right is the maximum available.
==Resources==
Alrightaru, this might be a bit confusing at first for the uninitiated, but do try to keep up.
A local area's “resources” rating refers to the resource and supply stockpiles located at the stronghold.
This is a local-wocal rating, and separate altogether from the overall resource rating of an entire nation, mind you.
The more battles a stronghold endures, the more depletion its resource stockpiles will suffer.
You can't make an omelet without breaking some eggs. And war is such a tasty omelettaru!
Local resources are consumed whenever temporary-wary items are dispensed to soldiers for defensive operations.
You would do well to remember that the “Crimson Domino” Ops are integral in this respectaru.
Seeing those supply convoys safely to their destinations will do wonders for replenishing stronghold resources.
For your nation, such duties are traditionally-witionally taken up by the [/Knights of the Gold Badger/Fourth Division/Piscean War Warlocks].
Now try and wrap your mind around this!
If the national resource and supply stockpiles are not maintained, there simply won't be enough surplus to bolster-wolster local stockpiles.
Surely you can see the logic in this.
An area's resources may be checked from the Region Info menu's Campaign map. Simply move the cursor over a position to display the information. The number on the left is the current value, while the number on the right is the maximum available.
==Maximum Resources==
The limitaru placed on the greatest amount of resources a stronghold can store before literally-witerally bursting is known as its “maximum resources” ranking.
No matter how much surplus in resources and supplies a nation might have, the local stronghold limitation-wations cannot be exceeded.
The local resources of an area may be checked from the Region Info menu's Campaign map.
An area's maximum resources may be checked from the Region Info menu's Campaign map. Simply move the cursor over a position to display the information. The number on the left is the current value, while the number on the right is the maximum available.
==Influence==
“Influence” is used to convey how much control each competing-weting power has over a given area.
There is a total of four powers in all, which you should well know by now.
The Beastman Confederate, on the one hand, and each of the nations of the Allied Forces, excluding Jeuno, on the other.
So, what happens is that following the results of the latest Campaign tally-wally, control of an area is relegated to the power which currently exertarus the most influence over it.
Your nation will gain a bit of influence in an area every time you defeat an enemy there.
By the same token, loss at the hands of the beastman will result in their influence rising.
In the worst-case scenario, beastman influence will grow so profound that High Command will cut their losses and issue a strategic withdrawal.
In other words, the area falls under beastman control.
Each nation then abandon-wandons any interests they had in that area, after which the beastmen typically move in droves to solidify their claim.
The influences vying for control of an area may be checked from the Region Info menu's Campaign map.
==Heroism Gauge==
An excellent inquiry! The “heroism gauge” is still a fledgling theory in military scholastic-wastic circles.
Only in recentaru years was it proposed to and adopted by Allied Forces High Command.
Not to brag, but it was actually I who developed the final theory.
So, who better to explain it to you than the very Tarutaru who named it?
It occurred to me that any battlefield is, by definition, replete with a certain... How shall I put this?
An air of intensity, an almost tangible, adrenaline-induced furor. No doubt this is broughtaru about by the teetering-weetering of lives in the balance.
The inquisitive scholar in me wondered if this phenomenon could not somehow be gauged and expressed numerically.
This was the hypothesis with which I set out to develop-welop my theory.
Based on my thorough observations, I found that for every battle which took place in the subject area, my measurementarus would increase substantially.
And then my most startling discovery!
Without fail, when my heroism gauge would approach its peak, battles would reach near astronomical-womical proportions!
Beastman and ally, general and freelance. All come calling when the war fervor hails, lusting to claim their place in legend and song!
And what dramatic-watic battles they were! I have witnessed cataclysmic exchanges, over in the blink of an eye.
Disastrous battles where the thirst for blood conquers reason, and countless throngs of haphazardly formed ranks throw themselves headlong into one another.
At the suggestion of my fellow scholars, my findings are now being made known to all member nations of the alliance-wiance.
In truth, it is still an unfinished theory, and there are many elementarus to be worked out.
My hope is that it will serve to help us better comprehend the finer details of the flow of war.
An area's heroism gauge may be checked from the Region Info menu's Campaign map. Simply move the cursor over a position and the gauge will be displayed directly above or below the area name.