06-11-2024, 04:23 PM
I have encountered several items that don't appear in the rule book or kingdom setups. All of these examples came from Warlords games.
I'll list them here as I find them:
The dragons cannot have a capital in the water.
I thought I was clever moving the RD capital to the water. As the only dragon player, I thought it seemed like a good idea. The order entry program didn't complain, but when I got the turn, I saw the order failed to execute. Thankfully, my capital was not under duress, but it could have been. It is unclear if the capital will move to a water PC if it is forced there by hostile action.
It appears you may only issue one trade-type order with a kingdom per turn.
The order entry program will flag this sometimes. I encountered it when I bought an artifact from a kingdom and then attempted to send food via a gift order (which strikes me as "not a trade order"). The gift order failed with the message that only a single trade order with a kingdom was allowed per turn. The order entry program did not catch this attempt; it did when I attempted to buy two artifacts from the same kingdom.
This one got me pretty bad. I failed to send the gift, which cascaded down to several orders not being executed. If I was a paying customer and this happened, I would be pretty upset. I don't understand the rationale behind this mechanic. Perhaps it's to make it more difficult for a dropping player to dump their stuff?
Movement Point totals for groups appear to have no upper limit.
I am talking about items such as the Champion Stallions and speed spell, where movement points increase. All the effects appear to stack, so a patrol with Champion Stallions with a p-2 speed spell with the movement totem would have 39 movement points. The order entry program seems to have a bug where, at times, it recognizes the increased total and times where it does not. I ignored the warning, and my patrol moved as I had expected. It is very nice to explore mountain squares. Note I have not tested this extensively, so it is possible some effects stack and some do not. Use with caution.
Mithril miners stick together.
When miners are hired they are added to the total miner count and appear at wherever the other miners are at. So if you have 50 miners working at a distance camp and you hire more, the new ones join the ones at the camp. The location your provide when issuing the order does not seem to matter.
Anyone have others?
I'll list them here as I find them:
The dragons cannot have a capital in the water.
I thought I was clever moving the RD capital to the water. As the only dragon player, I thought it seemed like a good idea. The order entry program didn't complain, but when I got the turn, I saw the order failed to execute. Thankfully, my capital was not under duress, but it could have been. It is unclear if the capital will move to a water PC if it is forced there by hostile action.
It appears you may only issue one trade-type order with a kingdom per turn.
The order entry program will flag this sometimes. I encountered it when I bought an artifact from a kingdom and then attempted to send food via a gift order (which strikes me as "not a trade order"). The gift order failed with the message that only a single trade order with a kingdom was allowed per turn. The order entry program did not catch this attempt; it did when I attempted to buy two artifacts from the same kingdom.
This one got me pretty bad. I failed to send the gift, which cascaded down to several orders not being executed. If I was a paying customer and this happened, I would be pretty upset. I don't understand the rationale behind this mechanic. Perhaps it's to make it more difficult for a dropping player to dump their stuff?
Movement Point totals for groups appear to have no upper limit.
I am talking about items such as the Champion Stallions and speed spell, where movement points increase. All the effects appear to stack, so a patrol with Champion Stallions with a p-2 speed spell with the movement totem would have 39 movement points. The order entry program seems to have a bug where, at times, it recognizes the increased total and times where it does not. I ignored the warning, and my patrol moved as I had expected. It is very nice to explore mountain squares. Note I have not tested this extensively, so it is possible some effects stack and some do not. Use with caution.
Mithril miners stick together.
When miners are hired they are added to the total miner count and appear at wherever the other miners are at. So if you have 50 miners working at a distance camp and you hire more, the new ones join the ones at the camp. The location your provide when issuing the order does not seem to matter.
Anyone have others?