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Not really a "not in the rule book" thing, but something that is unique in Pagan games. In such games, when a player investigates a Quest encounter, they receive the name and the location of the key. This location could be under the control of another player, or even within a hidden PC. This appears to be the only known case where the hidden status does apply, intended or not.
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Keep them coming I am working on updates and am gathering from as many sources I can find or remember. Where it makes sense I will also add to the kingdom sheet.
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Loyal reaction level and Tight Control of a region:
To obtain Tight Control you must control 100% of the pop centers. Pretty simple!
To obtain a Loyal reaction level in a region you must do one of the following: 1) enamor a region you have tight control and are friendly in or 2) go from uncontrolled to tight control in a region you are friendly in in a single turn (i.e. go from substantial to owning everything in a single turn).
If you are friendly and gain control, but not tight control, you don't obtain the loyal reaction. If you are in control and friendly and pick up those last stragglers to gain tight control, you also don't move up to loyal reaction.
Clear as mud!
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Really need to update the rules to reflect a hard limit of 25 orders manimum, as well as the hard limit of 25 on influence. It does bother me that the Order System will show you have 26 or 27 orders available in the All Games listing but will only allow 25 orders total.
Because when I started I figured the max. normal orders would be 27 and I did not find that was wrong til after I strived to increase my number of orders. It would be better to be clear from the start.
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Yeah, that too. Just slightly confusing to have orders that do not count against the limit without those orders at least saying so in the description in the rules.
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Groups are limited to fifteen brigade types, including brigade experience levels. Thus, a regular brigade is considered a different type than a veteran brigade.
What happens if you are at the limit and combine in additional troop types? The new troops are lost. <Poof!> The order still processes as best it can. The order entry program DOES NOT catch these errors, which is understandable as brigade mix can change during a turn.
This bit me in the butt in a game where I had twelve troop types and put in the order to recruit five new brigades and combine them. It just so happens my group gained experience in combat, boosting my troop-type numbers from twelve to fifteen during the turn. When it came time to combine, I lost the five new brigades.
It would be great if the game could accommodate more troop types - raising the number to twenty or even twenty-five seems reasonable and feasible. This doesn't impact a lot of kingdoms, but when it does, it can be quite severe, such as in my example, where over a fifth of my turn (in orders) was lost.
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Although the group limits could possibly change I would question what other impacts it would have to update them. I'd thought it was a weird limit to impose as technologically it can't be that challenging to add in additional troops, but from a game balance perspective changing the limit allows for much larger army assortments, with various special abilities from their troop types. This would have a larger impact on kingdoms which don't have as many different troop types available to them, further hampering kingdoms that can't recruit a wide variety of companions (looking at the dragons primarily). Right now there's a forced balance imposed with troop limitations and number of troops that make it worthwhile to recruit pop centre troops over companions at times so making a change should take that into consideration.
I haven't been stung with a combine troop that wiped out troops but I've lot a lot of promotions when getting full armies before too, so I know the limitation can be painful. In your case I might suggest some limit should be put in place with the combine orders, maybe with two different orders, where there's an option to issue one that either will allow troops to be lost (if you're doing this for a specific purpose) or to only combine if there's room to combine everyone.