okay, let me explain some stuff i left out
the move arrow isnt supposed be displayed off screen
you cant move units on top of each other, only one unit can occupy a square, like chess this forces u to place your unit carefully.
if a unit occupies a building, the build becomes under marshall control, you cant preform any building upgrade or build until the building is cleared of units. units get an att/def bonus when occupying a building
and once again, you can win
unit movement can be slow and repetative, however you can use the ALL WORK button to send all workers to work where ever they are. so once you get a worker where u want, u dont need to command him individually, just hit the all work button next to the END TURN.
the arrow keys scroll the screen, right click also scrolls the screen when you right click near the map edges
the archers only attack in x formation
solder , pikeman attack in cross formation
knights attack in both (that knight speed icon is the CHARGE command. a special attack that knights do that give a bonus against foot troops.)
the attack boxes appear ONLY when an enemy is present in that square to attack. so if your archer only could attack NE, thats because that was the only square he was close enough to attack that had an enemy unit in it.
the intra-year report is currently beign used as a save game state.
there are alot of little things i need to add so that things are more self explainitory. but a REAME.txt can also help to explain how the game works. but think of it more like chess. for example, each unit gets 1 action per day. so if i have a solder unit 2 squares away from an enemy unit, i have to be careful not to move within his attack range. i want to make him move close to me, so that I get the initial attack. the attack always has the advantage, unless the defender is fortified in a building. when the attack strikes, the dfender can only counterattack with the remain units (this way his roll and bonuses are calculated ONLY for the remaining units... NOT what he started with before he took damage) this invites another level of strategy that requires careful placement of your troops. this is even more true when arrange mixed units for combat. positioning archers on the angle with soldiers alowing them to diliver a hit without taking a direct hit, and having the soldiers there to soak up the first hit. yes... you will sustain loses, BUT if you keep the unit alive, you can heal him up on a building after the enemy unit dies. its all about shuffeling your troops on and off buildings, and trying to balance the use of the building half production, half for defense. there are alot of other things i want to add, but for the most part... its just about ready.