Barkhorn1x
11-13-2006, 23:11
Here are some important bits of information that I’ve gleaned from the manual – in order of appearance:
1. Princesses can be used to “steal away” opposing Generals or marry a Faction Heir.
2. Spies cause unrest in enemy territory
3. Generals have either a Chivalry rating OR a Dread rating
4. Generals have a Loyalty rating
5. Faction Leaders have an Authority rating
6. Princesses have a Charm rating (ooh la la!)
7. Only some Retinue characters can be transferred
8. Recruiting on coasts allows the hiring of Mercenary Fleets
9. “Woodland” terrain triggers ambushes where your army will attack an enemy while they are in march formation.
10. Sea travel in shallow water is quicker and safer
11. Only Cities can have their Tax Rate adjusted
12. If there are two Generals in a settlement the one w/ the higher Piety rating will govern
13. Recruitment effects combine – “if you have two buildings that can recruit the same unit in one settlement, that unit will have a large recruitment pool limit and will replenish more quickly" (this sounds interesting – but how useful is it really?)
14. There is a limit to the number of Agent Units you can recruit – which I take to mean that there is a limit to the total number for a faction – at a given level of advancement. Can anyone confirm?
15. Chart on page 30 gives some detail about which buildings contribute to the availability of certain units. Guilds seem to be important for various “Special Units” and the military orders are listed as Guilds as well (can anyone confirm that this is so?)
16. Swordsmiths’ Guild makes possible upgrades for melee weapons making that one pretty important.
17. Guilds work as follows:
- Invite only = they seek you out
- Guild Houses and Minor Chapter houses = can be built in all appropriate settlements/factions
- Master Guild Houses and Major Chapter houses = only one can exist for a given faction
- Headquarters = only one exists in the ENTIRE WORLD at any given time (ain’t that special?)
18. Merchant Income is effected by Finance rating, Trade rights w/ another faction, the value of the commodity (gold better than timber) and a Distance bonus which works in an inverse relationship to the faction capital (interesting)
(up to page 34 – will continue later in the week if anyone feels this is useful)
In preparing this list I have concentrated on what is new and different – or something that I didn’t know. Hope you find it helpful.
Barkhorn.
1. Princesses can be used to “steal away” opposing Generals or marry a Faction Heir.
2. Spies cause unrest in enemy territory
3. Generals have either a Chivalry rating OR a Dread rating
4. Generals have a Loyalty rating
5. Faction Leaders have an Authority rating
6. Princesses have a Charm rating (ooh la la!)
7. Only some Retinue characters can be transferred
8. Recruiting on coasts allows the hiring of Mercenary Fleets
9. “Woodland” terrain triggers ambushes where your army will attack an enemy while they are in march formation.
10. Sea travel in shallow water is quicker and safer
11. Only Cities can have their Tax Rate adjusted
12. If there are two Generals in a settlement the one w/ the higher Piety rating will govern
13. Recruitment effects combine – “if you have two buildings that can recruit the same unit in one settlement, that unit will have a large recruitment pool limit and will replenish more quickly" (this sounds interesting – but how useful is it really?)
14. There is a limit to the number of Agent Units you can recruit – which I take to mean that there is a limit to the total number for a faction – at a given level of advancement. Can anyone confirm?
15. Chart on page 30 gives some detail about which buildings contribute to the availability of certain units. Guilds seem to be important for various “Special Units” and the military orders are listed as Guilds as well (can anyone confirm that this is so?)
16. Swordsmiths’ Guild makes possible upgrades for melee weapons making that one pretty important.
17. Guilds work as follows:
- Invite only = they seek you out
- Guild Houses and Minor Chapter houses = can be built in all appropriate settlements/factions
- Master Guild Houses and Major Chapter houses = only one can exist for a given faction
- Headquarters = only one exists in the ENTIRE WORLD at any given time (ain’t that special?)
18. Merchant Income is effected by Finance rating, Trade rights w/ another faction, the value of the commodity (gold better than timber) and a Distance bonus which works in an inverse relationship to the faction capital (interesting)
(up to page 34 – will continue later in the week if anyone feels this is useful)
In preparing this list I have concentrated on what is new and different – or something that I didn’t know. Hope you find it helpful.
Barkhorn.