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Thoughts on new reinforcement orders
#1
Through the course of play I came up with a few ideas on new orders that could help with reinforcements. I have no clue how much work this would take to implement, so they may not be realistic, but if other players find them useful perhaps UnicleMike could consider them.

-         An order that lets a kingdom decline receiving reinforcements for the following turn. I know as a mage kingdom this would be very useful and even for non-mage kingdoms, I have had turns when receiving reinforcements put one of my groups at risk from a hostile party. A patrol receives reinforcements and is at risk from a hostile group in the area.

-         An order that allows reinforcements to be received in an alternate group. This may not be as useful as the order above, but to be able to control which of your groups will receive the reinforcements on the following turn. If you were hoping to activate an inactive group away from your capital but the inactive group is the lowest numbered group at your capital on the turn you receive reinforcements.

Would these be useful to other players?
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#2
(11-10-2022, 05:01 PM)gkmetty Wrote: Through the course of play I came up with a few ideas on new orders that could help with reinforcements. I have no clue how much work this would take to implement, so they may not be realistic, but if other players find them useful perhaps UnicleMike could consider them.

-         An order that lets a kingdom decline receiving reinforcements for the following turn. I know as a mage kingdom this would be very useful and even for non-mage kingdoms, I have had turns when receiving reinforcements put one of my groups at risk from a hostile party. A patrol receives reinforcements and is at risk from a hostile group in the area.

-         An order that allows reinforcements to be received in an alternate group. This may not be as useful as the order above, but to be able to control which of your groups will receive the reinforcements on the following turn. If you were hoping to activate an inactive group away from your capital but the inactive group is the lowest numbered group at your capital on the turn you receive reinforcements.

Would these be useful to other players?

It would have helped me in a couple of games and recently.
Reply



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