So asked my new bot a few questions. Today it simply knows ONLY the Rulebook. Thank you Maximus for the suggestions, questions and complete lack of sleep last night while I messed with this.
Question: What's the best strategy for playing the Demon Princes?
Playing as the Demon Princes, consider the following strategic approaches:
Utilize Special Abilities: Demon Princes have a range of special abilities, such as the Sleep Ability, Capture Resistance, Control Through Fear, and Influence Restrictions. Use these abilities to your advantage, especially in political and military scenarios.
Regional Control: Demon Princes can use the Regional Submission (Order #283) to temporarily improve regional reactions. This can be crucial for gaining control over regions. Additionally, the Demonic Denigration (Order #273) can be used to hinder other kingdoms' diplomacy efforts.
Raise Dead: The Raise Dead (Order #563) ability allows Demon Princes to summon Skeleton troops. This can bolster your military strength, especially in the early game.
Transmute Damned to Zombie: Use the Transmute Damned to Zombie (Order #551) ability to convert Damned troops into Zombie troops. Zombies have the unique ability to consume the dead on the battlefield, increasing their numbers.
Equip Advanced Items: Consider equipping your groups with Voodoo Dolls (Order #607) which provide an extra 20% leader/wizard death effect during group combat.
Leverage Immortality: All Demon Princes start the game as Immortal. This can be a significant advantage in various situations.
Focus on Troops: The Demon Princes' brigades are mainly light, slightly crazed troops with a good charge. Skeleton brigades and other summoned troops might become more crucial than the kingdom brigades. Ensure to utilize them effectively in battles.
Magical Prowess: The Demon Princes have an advantage in magical prowess. Use spells like Crack The Sky, Demonic Visions, Dome of Invulnerability, and others to your advantage.
Reference: 4th Cycle Consolidated Rulebook, Pages 129-131.
Remember, while these are some strategic suggestions based on the rulebook, the best strategy often depends on the specific game situation, the opponents you're facing, and your personal playstyle. Adapt and evolve your strategy as the game progresses.
What's the worst opening orders you can issue?
The "4th Cycle Consolidated Rulebook" does not provide a specific list of the "worst" opening orders. However, based on the general principles of strategy games and the information provided in the rulebook, some potential mistakes or suboptimal moves in the opening turns might include:
Neglecting Diplomacy: Not using your king or queen to improve regional reactions can hinder your political progress in the region.
Misplacing Emissaries: Sending emissaries to irrelevant locations or not using them effectively can waste valuable turns.
Not Exploring: Failing to move and explore the map in your initial region can leave you blind to potential threats or opportunities.
Not Utilizing Agents: If you have high-level agents and don't use them for reconnaissance or other valuable missions, you might be missing out on crucial information.
Ignoring Military Strength: Not ensuring that your military group has sufficient combat value before attacking a population center can lead to unnecessary losses.
Not Leveraging Wizards: Failing to use wizards for spells or not raising their levels can limit your magical capabilities.
Not Training or Upgrading Troops: Neglecting the training or upgrading of troops can leave you with a weaker military force.
It's essential to have a balanced approach in the early game, focusing on exploration, diplomacy, military strength, and leveraging the unique abilities of your kingdom. Avoiding the above mistakes can help set a strong foundation for the mid and late game.
Question: How much gold does it cost to issue each of the available orders in the
game?
The provided excerpts from the "4th Cycle Consolidated Rulebook" mention several orders and their descriptions, but they do not provide a comprehensive list of the gold costs associated with each order.
To provide a detailed list of the gold costs for issuing each of the available orders in the game, I would need to extract this information from the entire rulebook. Given the vastness of the rulebook, it might be more efficient to ask about specific orders or a subset of orders to get their associated gold costs.
If you have specific orders in mind or if you'd like me to continue searching for more information on this topic, please let me know.
Question: What is the cost to train wizards
The cost to train wizards is determined by the kingdom's Magical Prowess and the desired power level of the wizard. Here's a breakdown of the costs based on the Magical Prowess:
Supremacy: Assured Level: 9, Research Cost per level: 7,000 gold
Mastery: Assured Level: 7, Research Cost per level: 8,000 gold
Advantage: Assured Level: 7, Research Cost per level: 9,000 gold
Standard: Assured Level: 6, Research Cost per level: 10,000 gold
Substandard: Assured Level: 6, Research Cost per level: 11,000 gold
Disadvantage: Assured Level: 5, Research Cost per level: 12,000 gold
Nonmagical: Assured Level: 5, Research Cost per level: 13,000 gold
Additionally, there are plateau levels which have extra costs:
At 3rd level: +10,000 gold
At 5th level: +30,000 gold
At 7th level: +60,000 gold
For example, for a kingdom with a Magical Prowess of "Standard" (which has a research cost of 10,000 gold per level), to raise a 4th level wizard to reach 5th level would incur a cost of:
50,000 gold (base) + 30,000 gold (plateau for 5th level) = 80,000 gold.
To increase the level of an adept to become a power-1 wizard, the Rite of the Magi (Spell #800) is used. The cost is shown on the setup sheet data. For instance, if the cost shown is 10,000 gold per level, it would cost 10,000 gold to advance from an adept to power-1.
Reference: 4th Cycle Consolidated Rulebook, Pages 93-94.
Question: What is the cost to train agents
The cost to train agents is as follows:
Train Agent (Order #500): This order is used to increase an agent's proficiency by one level. The typical cost for a mission is 500 gold per agent level. For instance, training a Level 4 agent to Level 5 would cost 2,000 gold (4 levels x 500 gold).
Rapid Agent Training (Order #501 - Underworld only): Underworld agents can undergo an intensive training regimen to immediately advance to level 4 from levels 1-3. The specific cost for this specialized training is not mentioned in the provided excerpts.
Hire New Figure (Order #510): The cost to hire a new agent is 5,000 gold.
Reference: 4th Cycle Consolidated Rulebook, Pages 215 and 62-63.
Please note that these costs are based on the provided excerpts from the rulebook. There might be additional costs or discounts based on specific game scenarios or kingdom traits.
Question: List all gold costs associated with troop recruitement
The provided excerpts from the "4th Cycle Consolidated Rulebook" mention several orders and their descriptions, but they do not provide a comprehensive list of the gold costs associated specifically with troop recruitment.
From the provided information, here are some costs related to troops and figures:
Hire New Figure (Order #510):
Agent: 5,000 gold
Fool: 3,000 gold
Ambassador: 6,000 gold
Governor: 15,000 gold
Noble Maiden: 6,000 gold
Fanatic: 8,000 gold
Mithril Miners: 5,000 gold
Hire New Figure (Order #511 - Barracks):
Centurion: 10,000 gold
Adept: 20,000 gold
Hire Special Figure (Order #512 - Halfling only):
Marshal, Power-2 Wizard, Level-7 Agent: 100,000 gold each
Equip Advanced Item (Slings of Accuracy - Halfling only, Order #607): 500 mithril (not gold, but worth mentioning)
However, the specific gold costs for recruiting different types of troops or brigades are not mentioned in the provided excerpts. If you have specific troop types in mind or if you'd like me to continue searching for more information on this topic, please let me know.
Question: Can the underworld raise the cost of agents and how much do they get per agent trained a turn
The Underworld has the following rules related to agents:
The Underworld receives 1,500 gold each time an agent is hired and each time an agent or fanatic is trained by any kingdom.
The Underworld has the ability to set the global agent training cost for all kingdoms using Order #994. They can set the price of the training to range from 2,000 gold to 8,000 gold. The initial price of training is 5,000 gold. The Underworld can adjust this amount within the range by +/- 1,000 gold from the current cost. Increasing the global training cost may discourage other kingdoms from training their agents.
Reference: 4th Cycle Consolidated Rulebook, Page 175.
Question: What order does the un use to set agent training costs?
The Underworld uses Order #994 to set the global agent training cost for all kingdoms.
Reference: 4th Cycle Consolidated Rulebook, Page 175.
Question: what is a good first move
For a good first move, consider the following suggestions:
Enamor Regional Reactions: Have your king (or queen) use Order #470 to enamor regional reactions in the region where your capital is located. This action is crucial for political success in the region. Friendly reactions assist in gaining control of the region.
Emissary Movement: Move your top two or three emissaries (Order #350) to the major city within the region. If there's no major city in your initial region, there's a hidden minor city to find. On turn 2, have the higher-ranking emissary use the Rebel order (Order #320) and the lower-ranking emissary use the Usurp order (Order #330). If you moved a third emissary, issue the Stir Unrest order (Order #315) to assist the other two. To protect against potential sleep spells on turn 2, consider having your wizards cast the Ward spell (Spell #301) on your emissaries.
Group Movement: Transfer a leader or a low-level wizard, like an adept, to an inactive group. This allows all 4+ groups to move and explore the map in your initial region. Groups have 20 movement points (25 if force marching). You can use the general move (Order #720) or the move-search (Order #725) to stop at the first population center encountered. Ensure your military group has a combat value at least twice the defense value of the population center before attacking.
Agent Exploration: If your kingdom starts with a level 4+ agent, have them search for population centers (Order #976) in a four-area pattern. Consider raising the level of another agent or two to 4th level (Order #500) for this purpose.
Wizard Actions: Decide whether to raise their levels (Order #799/800) or cast specific spells like the eagle familiar (Spell #887).
Reference: 4th Cycle Consolidated Rulebook, Page 23.
Question: who is uncle mike
I could not find any reference to "Uncle Mike" in the "4th Cycle Consolidated Rulebook." If you have any other questions or need information on a different topic, please let me know.
Question: What's the best strategy for playing the Demon Princes?
Playing as the Demon Princes, consider the following strategic approaches:
Utilize Special Abilities: Demon Princes have a range of special abilities, such as the Sleep Ability, Capture Resistance, Control Through Fear, and Influence Restrictions. Use these abilities to your advantage, especially in political and military scenarios.
Regional Control: Demon Princes can use the Regional Submission (Order #283) to temporarily improve regional reactions. This can be crucial for gaining control over regions. Additionally, the Demonic Denigration (Order #273) can be used to hinder other kingdoms' diplomacy efforts.
Raise Dead: The Raise Dead (Order #563) ability allows Demon Princes to summon Skeleton troops. This can bolster your military strength, especially in the early game.
Transmute Damned to Zombie: Use the Transmute Damned to Zombie (Order #551) ability to convert Damned troops into Zombie troops. Zombies have the unique ability to consume the dead on the battlefield, increasing their numbers.
Equip Advanced Items: Consider equipping your groups with Voodoo Dolls (Order #607) which provide an extra 20% leader/wizard death effect during group combat.
Leverage Immortality: All Demon Princes start the game as Immortal. This can be a significant advantage in various situations.
Focus on Troops: The Demon Princes' brigades are mainly light, slightly crazed troops with a good charge. Skeleton brigades and other summoned troops might become more crucial than the kingdom brigades. Ensure to utilize them effectively in battles.
Magical Prowess: The Demon Princes have an advantage in magical prowess. Use spells like Crack The Sky, Demonic Visions, Dome of Invulnerability, and others to your advantage.
Reference: 4th Cycle Consolidated Rulebook, Pages 129-131.
Remember, while these are some strategic suggestions based on the rulebook, the best strategy often depends on the specific game situation, the opponents you're facing, and your personal playstyle. Adapt and evolve your strategy as the game progresses.
Question: What's the worst opening orders you can issue?
The "4th Cycle Consolidated Rulebook" does not provide a specific list of the "worst" opening orders. However, based on the general principles of strategy games and the information provided in the rulebook, some potential mistakes or suboptimal moves in the opening turns might include:
Neglecting Diplomacy: Not using your king or queen to improve regional reactions can hinder your political progress in the region.
Misplacing Emissaries: Sending emissaries to irrelevant locations or not using them effectively can waste valuable turns.
Not Exploring: Failing to move and explore the map in your initial region can leave you blind to potential threats or opportunities.
Not Utilizing Agents: If you have high-level agents and don't use them for reconnaissance or other valuable missions, you might be missing out on crucial information.
Ignoring Military Strength: Not ensuring that your military group has sufficient combat value before attacking a population center can lead to unnecessary losses.
Not Leveraging Wizards: Failing to use wizards for spells or not raising their levels can limit your magical capabilities.
Not Training or Upgrading Troops: Neglecting the training or upgrading of troops can leave you with a weaker military force.
It's essential to have a balanced approach in the early game, focusing on exploration, diplomacy, military strength, and leveraging the unique abilities of your kingdom. Avoiding the above mistakes can help set a strong foundation for the mid and late game.
Question: How much gold does it cost to issue each of the available orders in the
game?
The provided excerpts from the "4th Cycle Consolidated Rulebook" mention several orders and their descriptions, but they do not provide a comprehensive list of the gold costs associated with each order.
To provide a detailed list of the gold costs for issuing each of the available orders in the game, I would need to extract this information from the entire rulebook. Given the vastness of the rulebook, it might be more efficient to ask about specific orders or a subset of orders to get their associated gold costs.
If you have specific orders in mind or if you'd like me to continue searching for more information on this topic, please let me know.
Question : what is the cost to train wizards
The cost to train wizards is determined by the kingdom's Magical Prowess and the desired power level of the wizard. Here's a breakdown of the costs based on the Magical Prowess:
Supremacy: Assured Level: 9, Research Cost per level: 7,000 gold
Mastery: Assured Level: 7, Research Cost per level: 8,000 gold
Advantage: Assured Level: 7, Research Cost per level: 9,000 gold
Standard: Assured Level: 6, Research Cost per level: 10,000 gold
Substandard: Assured Level: 6, Research Cost per level: 11,000 gold
Disadvantage: Assured Level: 5, Research Cost per level: 12,000 gold
Nonmagical: Assured Level: 5, Research Cost per level: 13,000 gold
Additionally, there are plateau levels which have extra costs:
At 3rd level: +10,000 gold
At 5th level: +30,000 gold
At 7th level: +60,000 gold
For example, for a kingdom with a Magical Prowess of "Standard" (which has a research cost of 10,000 gold per level), to raise a 4th level wizard to reach 5th level would incur a cost of:
50,000 gold (base) + 30,000 gold (plateau for 5th level) = 80,000 gold.
To increase the level of an adept to become a power-1 wizard, the Rite of the Magi (Spell #800) is used. The cost is shown on the setup sheet data. For instance, if the cost shown is 10,000 gold per level, it would cost 10,000 gold to advance from an adept to power-1.
Reference: 4th Cycle Consolidated Rulebook, Pages 93-94.
Question: what is the cost to train agents
The cost to train agents is as follows:
Train Agent (Order #500): This order is used to increase an agent's proficiency by one level. The typical cost for a mission is 500 gold per agent level. For instance, training a Level 4 agent to Level 5 would cost 2,000 gold (4 levels x 500 gold).
Rapid Agent Training (Order #501 - Underworld only): Underworld agents can undergo an intensive training regimen to immediately advance to level 4 from levels 1-3. The specific cost for this specialized training is not mentioned in the provided excerpts.
Hire New Figure (Order #510): The cost to hire a new agent is 5,000 gold.
Reference: 4th Cycle Consolidated Rulebook, Pages 215 and 62-63.
Please note that these costs are based on the provided excerpts from the rulebook. There might be additional costs or discounts based on specific game scenarios or kingdom traits.
Question: list all gold costs associated with troop recruitement
The provided excerpts from the "4th Cycle Consolidated Rulebook" mention several orders and their descriptions, but they do not provide a comprehensive list of the gold costs associated specifically with troop recruitment.
From the provided information, here are some costs related to troops and figures:
Hire New Figure (Order #510):
Agent: 5,000 gold
Fool: 3,000 gold
Ambassador: 6,000 gold
Governor: 15,000 gold
Noble Maiden: 6,000 gold
Fanatic: 8,000 gold
Mithril Miners: 5,000 gold
Hire New Figure (Order #511 - Barracks):
Centurion: 10,000 gold
Adept: 20,000 gold
Hire Special Figure (Order #512 - Halfling only):
Marshal, Power-2 Wizard, Level-7 Agent: 100,000 gold each
Equip Advanced Item (Slings of Accuracy - Halfling only, Order #607): 500 mithril (not gold, but worth mentioning)
However, the specific gold costs for recruiting different types of troops or brigades are not mentioned in the provided excerpts. If you have specific troop types in mind or if you'd like me to continue searching for more information on this topic, please let me know.
what order does the un use to set agent training costs?
The Underworld uses Order #994 to set the global agent training cost for all kingdoms.
Reference: 4th Cycle Consolidated Rulebook, Page 175.
Question: what is a good first move
For a good first move, consider the following suggestions:
Enamor Regional Reactions: Have your king (or queen) use Order #470 to enamor regional reactions in the region where your capital is located. This action is crucial for political success in the region. Friendly reactions assist in gaining control of the region.
Emissary Movement: Move your top two or three emissaries (Order #350) to the major city within the region. If there's no major city in your initial region, there's a hidden minor city to find. On turn 2, have the higher-ranking emissary use the Rebel order (Order #320) and the lower-ranking emissary use the Usurp order (Order #330). If you moved a third emissary, issue the Stir Unrest order (Order #315) to assist the other two. To protect against potential sleep spells on turn 2, consider having your wizards cast the Ward spell (Spell #301) on your emissaries.
Group Movement: Transfer a leader or a low-level wizard, like an adept, to an inactive group. This allows all 4+ groups to move and explore the map in your initial region. Groups have 20 movement points (25 if force marching). You can use the general move (Order #720) or the move-search (Order #725) to stop at the first population center encountered. Ensure your military group has a combat value at least twice the defense value of the population center before attacking.
Agent Exploration: If your kingdom starts with a level 4+ agent, have them search for population centers (Order #976) in a four-area pattern. Consider raising the level of another agent or two to 4th level (Order #500) for this purpose.
Wizard Actions: Decide whether to raise their levels (Order #799/800) or cast specific spells like the eagle familiar (Spell #887).
Reference: 4th Cycle Consolidated Rulebook, Page 23.
Question: What's the worst opening orders you can issue?
The "4th Cycle Consolidated Rulebook" does not provide a specific list of the "worst" opening orders. However, based on the general principles of strategy games and the information provided in the rulebook, some potential mistakes or suboptimal moves in the opening turns might include:
Neglecting Diplomacy: Not using your king or queen to improve regional reactions can hinder your political progress in the region.
Misplacing Emissaries: Sending emissaries to irrelevant locations or not using them effectively can waste valuable turns.
Not Exploring: Failing to move and explore the map in your initial region can leave you blind to potential threats or opportunities.
Not Utilizing Agents: If you have high-level agents and don't use them for reconnaissance or other valuable missions, you might be missing out on crucial information.
Ignoring Military Strength: Not ensuring that your military group has sufficient combat value before attacking a population center can lead to unnecessary losses.
Not Leveraging Wizards: Failing to use wizards for spells or not raising their levels can limit your magical capabilities.
Not Training or Upgrading Troops: Neglecting the training or upgrading of troops can leave you with a weaker military force.
It's essential to have a balanced approach in the early game, focusing on exploration, diplomacy, military strength, and leveraging the unique abilities of your kingdom. Avoiding the above mistakes can help set a strong foundation for the mid and late game.
Question: What's the best strategy for playing the Demon Princes?
Playing as the Demon Princes, consider the following strategic approaches:
Utilize Special Abilities: Demon Princes have a range of special abilities, such as the Sleep Ability, Capture Resistance, Control Through Fear, and Influence Restrictions. Use these abilities to your advantage, especially in political and military scenarios.
Regional Control: Demon Princes can use the Regional Submission (Order #283) to temporarily improve regional reactions. This can be crucial for gaining control over regions. Additionally, the Demonic Denigration (Order #273) can be used to hinder other kingdoms' diplomacy efforts.
Raise Dead: The Raise Dead (Order #563) ability allows Demon Princes to summon Skeleton troops. This can bolster your military strength, especially in the early game.
Transmute Damned to Zombie: Use the Transmute Damned to Zombie (Order #551) ability to convert Damned troops into Zombie troops. Zombies have the unique ability to consume the dead on the battlefield, increasing their numbers.
Equip Advanced Items: Consider equipping your groups with Voodoo Dolls (Order #607) which provide an extra 20% leader/wizard death effect during group combat.
Leverage Immortality: All Demon Princes start the game as Immortal. This can be a significant advantage in various situations.
Focus on Troops: The Demon Princes' brigades are mainly light, slightly crazed troops with a good charge. Skeleton brigades and other summoned troops might become more crucial than the kingdom brigades. Ensure to utilize them effectively in battles.
Magical Prowess: The Demon Princes have an advantage in magical prowess. Use spells like Crack The Sky, Demonic Visions, Dome of Invulnerability, and others to your advantage.
Reference: 4th Cycle Consolidated Rulebook, Pages 129-131.
Remember, while these are some strategic suggestions based on the rulebook, the best strategy often depends on the specific game situation, the opponents you're facing, and your personal playstyle. Adapt and evolve your strategy as the game progresses.
What's the worst opening orders you can issue?
The "4th Cycle Consolidated Rulebook" does not provide a specific list of the "worst" opening orders. However, based on the general principles of strategy games and the information provided in the rulebook, some potential mistakes or suboptimal moves in the opening turns might include:
Neglecting Diplomacy: Not using your king or queen to improve regional reactions can hinder your political progress in the region.
Misplacing Emissaries: Sending emissaries to irrelevant locations or not using them effectively can waste valuable turns.
Not Exploring: Failing to move and explore the map in your initial region can leave you blind to potential threats or opportunities.
Not Utilizing Agents: If you have high-level agents and don't use them for reconnaissance or other valuable missions, you might be missing out on crucial information.
Ignoring Military Strength: Not ensuring that your military group has sufficient combat value before attacking a population center can lead to unnecessary losses.
Not Leveraging Wizards: Failing to use wizards for spells or not raising their levels can limit your magical capabilities.
Not Training or Upgrading Troops: Neglecting the training or upgrading of troops can leave you with a weaker military force.
It's essential to have a balanced approach in the early game, focusing on exploration, diplomacy, military strength, and leveraging the unique abilities of your kingdom. Avoiding the above mistakes can help set a strong foundation for the mid and late game.
Question: How much gold does it cost to issue each of the available orders in the
game?
The provided excerpts from the "4th Cycle Consolidated Rulebook" mention several orders and their descriptions, but they do not provide a comprehensive list of the gold costs associated with each order.
To provide a detailed list of the gold costs for issuing each of the available orders in the game, I would need to extract this information from the entire rulebook. Given the vastness of the rulebook, it might be more efficient to ask about specific orders or a subset of orders to get their associated gold costs.
If you have specific orders in mind or if you'd like me to continue searching for more information on this topic, please let me know.
Question: What is the cost to train wizards
The cost to train wizards is determined by the kingdom's Magical Prowess and the desired power level of the wizard. Here's a breakdown of the costs based on the Magical Prowess:
Supremacy: Assured Level: 9, Research Cost per level: 7,000 gold
Mastery: Assured Level: 7, Research Cost per level: 8,000 gold
Advantage: Assured Level: 7, Research Cost per level: 9,000 gold
Standard: Assured Level: 6, Research Cost per level: 10,000 gold
Substandard: Assured Level: 6, Research Cost per level: 11,000 gold
Disadvantage: Assured Level: 5, Research Cost per level: 12,000 gold
Nonmagical: Assured Level: 5, Research Cost per level: 13,000 gold
Additionally, there are plateau levels which have extra costs:
At 3rd level: +10,000 gold
At 5th level: +30,000 gold
At 7th level: +60,000 gold
For example, for a kingdom with a Magical Prowess of "Standard" (which has a research cost of 10,000 gold per level), to raise a 4th level wizard to reach 5th level would incur a cost of:
50,000 gold (base) + 30,000 gold (plateau for 5th level) = 80,000 gold.
To increase the level of an adept to become a power-1 wizard, the Rite of the Magi (Spell #800) is used. The cost is shown on the setup sheet data. For instance, if the cost shown is 10,000 gold per level, it would cost 10,000 gold to advance from an adept to power-1.
Reference: 4th Cycle Consolidated Rulebook, Pages 93-94.
Question: What is the cost to train agents
The cost to train agents is as follows:
Train Agent (Order #500): This order is used to increase an agent's proficiency by one level. The typical cost for a mission is 500 gold per agent level. For instance, training a Level 4 agent to Level 5 would cost 2,000 gold (4 levels x 500 gold).
Rapid Agent Training (Order #501 - Underworld only): Underworld agents can undergo an intensive training regimen to immediately advance to level 4 from levels 1-3. The specific cost for this specialized training is not mentioned in the provided excerpts.
Hire New Figure (Order #510): The cost to hire a new agent is 5,000 gold.
Reference: 4th Cycle Consolidated Rulebook, Pages 215 and 62-63.
Please note that these costs are based on the provided excerpts from the rulebook. There might be additional costs or discounts based on specific game scenarios or kingdom traits.
Question: List all gold costs associated with troop recruitement
The provided excerpts from the "4th Cycle Consolidated Rulebook" mention several orders and their descriptions, but they do not provide a comprehensive list of the gold costs associated specifically with troop recruitment.
From the provided information, here are some costs related to troops and figures:
Hire New Figure (Order #510):
Agent: 5,000 gold
Fool: 3,000 gold
Ambassador: 6,000 gold
Governor: 15,000 gold
Noble Maiden: 6,000 gold
Fanatic: 8,000 gold
Mithril Miners: 5,000 gold
Hire New Figure (Order #511 - Barracks):
Centurion: 10,000 gold
Adept: 20,000 gold
Hire Special Figure (Order #512 - Halfling only):
Marshal, Power-2 Wizard, Level-7 Agent: 100,000 gold each
Equip Advanced Item (Slings of Accuracy - Halfling only, Order #607): 500 mithril (not gold, but worth mentioning)
However, the specific gold costs for recruiting different types of troops or brigades are not mentioned in the provided excerpts. If you have specific troop types in mind or if you'd like me to continue searching for more information on this topic, please let me know.
Question: Can the underworld raise the cost of agents and how much do they get per agent trained a turn
The Underworld has the following rules related to agents:
The Underworld receives 1,500 gold each time an agent is hired and each time an agent or fanatic is trained by any kingdom.
The Underworld has the ability to set the global agent training cost for all kingdoms using Order #994. They can set the price of the training to range from 2,000 gold to 8,000 gold. The initial price of training is 5,000 gold. The Underworld can adjust this amount within the range by +/- 1,000 gold from the current cost. Increasing the global training cost may discourage other kingdoms from training their agents.
Reference: 4th Cycle Consolidated Rulebook, Page 175.
Question: What order does the un use to set agent training costs?
The Underworld uses Order #994 to set the global agent training cost for all kingdoms.
Reference: 4th Cycle Consolidated Rulebook, Page 175.
Question: what is a good first move
For a good first move, consider the following suggestions:
Enamor Regional Reactions: Have your king (or queen) use Order #470 to enamor regional reactions in the region where your capital is located. This action is crucial for political success in the region. Friendly reactions assist in gaining control of the region.
Emissary Movement: Move your top two or three emissaries (Order #350) to the major city within the region. If there's no major city in your initial region, there's a hidden minor city to find. On turn 2, have the higher-ranking emissary use the Rebel order (Order #320) and the lower-ranking emissary use the Usurp order (Order #330). If you moved a third emissary, issue the Stir Unrest order (Order #315) to assist the other two. To protect against potential sleep spells on turn 2, consider having your wizards cast the Ward spell (Spell #301) on your emissaries.
Group Movement: Transfer a leader or a low-level wizard, like an adept, to an inactive group. This allows all 4+ groups to move and explore the map in your initial region. Groups have 20 movement points (25 if force marching). You can use the general move (Order #720) or the move-search (Order #725) to stop at the first population center encountered. Ensure your military group has a combat value at least twice the defense value of the population center before attacking.
Agent Exploration: If your kingdom starts with a level 4+ agent, have them search for population centers (Order #976) in a four-area pattern. Consider raising the level of another agent or two to 4th level (Order #500) for this purpose.
Wizard Actions: Decide whether to raise their levels (Order #799/800) or cast specific spells like the eagle familiar (Spell #887).
Reference: 4th Cycle Consolidated Rulebook, Page 23.
Question: who is uncle mike
I could not find any reference to "Uncle Mike" in the "4th Cycle Consolidated Rulebook." If you have any other questions or need information on a different topic, please let me know.
Question: What's the best strategy for playing the Demon Princes?
Playing as the Demon Princes, consider the following strategic approaches:
Utilize Special Abilities: Demon Princes have a range of special abilities, such as the Sleep Ability, Capture Resistance, Control Through Fear, and Influence Restrictions. Use these abilities to your advantage, especially in political and military scenarios.
Regional Control: Demon Princes can use the Regional Submission (Order #283) to temporarily improve regional reactions. This can be crucial for gaining control over regions. Additionally, the Demonic Denigration (Order #273) can be used to hinder other kingdoms' diplomacy efforts.
Raise Dead: The Raise Dead (Order #563) ability allows Demon Princes to summon Skeleton troops. This can bolster your military strength, especially in the early game.
Transmute Damned to Zombie: Use the Transmute Damned to Zombie (Order #551) ability to convert Damned troops into Zombie troops. Zombies have the unique ability to consume the dead on the battlefield, increasing their numbers.
Equip Advanced Items: Consider equipping your groups with Voodoo Dolls (Order #607) which provide an extra 20% leader/wizard death effect during group combat.
Leverage Immortality: All Demon Princes start the game as Immortal. This can be a significant advantage in various situations.
Focus on Troops: The Demon Princes' brigades are mainly light, slightly crazed troops with a good charge. Skeleton brigades and other summoned troops might become more crucial than the kingdom brigades. Ensure to utilize them effectively in battles.
Magical Prowess: The Demon Princes have an advantage in magical prowess. Use spells like Crack The Sky, Demonic Visions, Dome of Invulnerability, and others to your advantage.
Reference: 4th Cycle Consolidated Rulebook, Pages 129-131.
Remember, while these are some strategic suggestions based on the rulebook, the best strategy often depends on the specific game situation, the opponents you're facing, and your personal playstyle. Adapt and evolve your strategy as the game progresses.
Question: What's the worst opening orders you can issue?
The "4th Cycle Consolidated Rulebook" does not provide a specific list of the "worst" opening orders. However, based on the general principles of strategy games and the information provided in the rulebook, some potential mistakes or suboptimal moves in the opening turns might include:
Neglecting Diplomacy: Not using your king or queen to improve regional reactions can hinder your political progress in the region.
Misplacing Emissaries: Sending emissaries to irrelevant locations or not using them effectively can waste valuable turns.
Not Exploring: Failing to move and explore the map in your initial region can leave you blind to potential threats or opportunities.
Not Utilizing Agents: If you have high-level agents and don't use them for reconnaissance or other valuable missions, you might be missing out on crucial information.
Ignoring Military Strength: Not ensuring that your military group has sufficient combat value before attacking a population center can lead to unnecessary losses.
Not Leveraging Wizards: Failing to use wizards for spells or not raising their levels can limit your magical capabilities.
Not Training or Upgrading Troops: Neglecting the training or upgrading of troops can leave you with a weaker military force.
It's essential to have a balanced approach in the early game, focusing on exploration, diplomacy, military strength, and leveraging the unique abilities of your kingdom. Avoiding the above mistakes can help set a strong foundation for the mid and late game.
Question: How much gold does it cost to issue each of the available orders in the
game?
The provided excerpts from the "4th Cycle Consolidated Rulebook" mention several orders and their descriptions, but they do not provide a comprehensive list of the gold costs associated with each order.
To provide a detailed list of the gold costs for issuing each of the available orders in the game, I would need to extract this information from the entire rulebook. Given the vastness of the rulebook, it might be more efficient to ask about specific orders or a subset of orders to get their associated gold costs.
If you have specific orders in mind or if you'd like me to continue searching for more information on this topic, please let me know.
Question : what is the cost to train wizards
The cost to train wizards is determined by the kingdom's Magical Prowess and the desired power level of the wizard. Here's a breakdown of the costs based on the Magical Prowess:
Supremacy: Assured Level: 9, Research Cost per level: 7,000 gold
Mastery: Assured Level: 7, Research Cost per level: 8,000 gold
Advantage: Assured Level: 7, Research Cost per level: 9,000 gold
Standard: Assured Level: 6, Research Cost per level: 10,000 gold
Substandard: Assured Level: 6, Research Cost per level: 11,000 gold
Disadvantage: Assured Level: 5, Research Cost per level: 12,000 gold
Nonmagical: Assured Level: 5, Research Cost per level: 13,000 gold
Additionally, there are plateau levels which have extra costs:
At 3rd level: +10,000 gold
At 5th level: +30,000 gold
At 7th level: +60,000 gold
For example, for a kingdom with a Magical Prowess of "Standard" (which has a research cost of 10,000 gold per level), to raise a 4th level wizard to reach 5th level would incur a cost of:
50,000 gold (base) + 30,000 gold (plateau for 5th level) = 80,000 gold.
To increase the level of an adept to become a power-1 wizard, the Rite of the Magi (Spell #800) is used. The cost is shown on the setup sheet data. For instance, if the cost shown is 10,000 gold per level, it would cost 10,000 gold to advance from an adept to power-1.
Reference: 4th Cycle Consolidated Rulebook, Pages 93-94.
Question: what is the cost to train agents
The cost to train agents is as follows:
Train Agent (Order #500): This order is used to increase an agent's proficiency by one level. The typical cost for a mission is 500 gold per agent level. For instance, training a Level 4 agent to Level 5 would cost 2,000 gold (4 levels x 500 gold).
Rapid Agent Training (Order #501 - Underworld only): Underworld agents can undergo an intensive training regimen to immediately advance to level 4 from levels 1-3. The specific cost for this specialized training is not mentioned in the provided excerpts.
Hire New Figure (Order #510): The cost to hire a new agent is 5,000 gold.
Reference: 4th Cycle Consolidated Rulebook, Pages 215 and 62-63.
Please note that these costs are based on the provided excerpts from the rulebook. There might be additional costs or discounts based on specific game scenarios or kingdom traits.
Question: list all gold costs associated with troop recruitement
The provided excerpts from the "4th Cycle Consolidated Rulebook" mention several orders and their descriptions, but they do not provide a comprehensive list of the gold costs associated specifically with troop recruitment.
From the provided information, here are some costs related to troops and figures:
Hire New Figure (Order #510):
Agent: 5,000 gold
Fool: 3,000 gold
Ambassador: 6,000 gold
Governor: 15,000 gold
Noble Maiden: 6,000 gold
Fanatic: 8,000 gold
Mithril Miners: 5,000 gold
Hire New Figure (Order #511 - Barracks):
Centurion: 10,000 gold
Adept: 20,000 gold
Hire Special Figure (Order #512 - Halfling only):
Marshal, Power-2 Wizard, Level-7 Agent: 100,000 gold each
Equip Advanced Item (Slings of Accuracy - Halfling only, Order #607): 500 mithril (not gold, but worth mentioning)
However, the specific gold costs for recruiting different types of troops or brigades are not mentioned in the provided excerpts. If you have specific troop types in mind or if you'd like me to continue searching for more information on this topic, please let me know.
what order does the un use to set agent training costs?
The Underworld uses Order #994 to set the global agent training cost for all kingdoms.
Reference: 4th Cycle Consolidated Rulebook, Page 175.
Question: what is a good first move
For a good first move, consider the following suggestions:
Enamor Regional Reactions: Have your king (or queen) use Order #470 to enamor regional reactions in the region where your capital is located. This action is crucial for political success in the region. Friendly reactions assist in gaining control of the region.
Emissary Movement: Move your top two or three emissaries (Order #350) to the major city within the region. If there's no major city in your initial region, there's a hidden minor city to find. On turn 2, have the higher-ranking emissary use the Rebel order (Order #320) and the lower-ranking emissary use the Usurp order (Order #330). If you moved a third emissary, issue the Stir Unrest order (Order #315) to assist the other two. To protect against potential sleep spells on turn 2, consider having your wizards cast the Ward spell (Spell #301) on your emissaries.
Group Movement: Transfer a leader or a low-level wizard, like an adept, to an inactive group. This allows all 4+ groups to move and explore the map in your initial region. Groups have 20 movement points (25 if force marching). You can use the general move (Order #720) or the move-search (Order #725) to stop at the first population center encountered. Ensure your military group has a combat value at least twice the defense value of the population center before attacking.
Agent Exploration: If your kingdom starts with a level 4+ agent, have them search for population centers (Order #976) in a four-area pattern. Consider raising the level of another agent or two to 4th level (Order #500) for this purpose.
Wizard Actions: Decide whether to raise their levels (Order #799/800) or cast specific spells like the eagle familiar (Spell #887).
Reference: 4th Cycle Consolidated Rulebook, Page 23.
Question: What's the worst opening orders you can issue?
The "4th Cycle Consolidated Rulebook" does not provide a specific list of the "worst" opening orders. However, based on the general principles of strategy games and the information provided in the rulebook, some potential mistakes or suboptimal moves in the opening turns might include:
Neglecting Diplomacy: Not using your king or queen to improve regional reactions can hinder your political progress in the region.
Misplacing Emissaries: Sending emissaries to irrelevant locations or not using them effectively can waste valuable turns.
Not Exploring: Failing to move and explore the map in your initial region can leave you blind to potential threats or opportunities.
Not Utilizing Agents: If you have high-level agents and don't use them for reconnaissance or other valuable missions, you might be missing out on crucial information.
Ignoring Military Strength: Not ensuring that your military group has sufficient combat value before attacking a population center can lead to unnecessary losses.
Not Leveraging Wizards: Failing to use wizards for spells or not raising their levels can limit your magical capabilities.
Not Training or Upgrading Troops: Neglecting the training or upgrading of troops can leave you with a weaker military force.
It's essential to have a balanced approach in the early game, focusing on exploration, diplomacy, military strength, and leveraging the unique abilities of your kingdom. Avoiding the above mistakes can help set a strong foundation for the mid and late game.