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Offers Dungeon Gold transfers Score Global Rating |
There are six types of offers you may receive in a given turn. Offers are contained in your offers list. Clicking on an offer will give you a yes/no dialogue window. Any offers which are unanswered are assumed to be answered "no".
You will be given notification of offers in both the advisor's report and the diplomacy report, as well as the offers list. Each offer has an associated graphic which is listed here along with explanations of the offers.
Given when a previously unemployed leader offers service to your empire.
Given when a band of mercenaries wishes to join your forces.
Disloyal heroes and legends will sometimes offer you information about their employer.
A more disloyal hero will even offer to throw a battle in a coming turn. If accepted, the leader's leadership bonus will be reduced to zero for the next turn.
Truly treacherous heroes will offer to abandon their liege and join your army. When a hero or legend switches side, his loyalty is reset to his intial loyalty value.
If another player captures one of your heroes or legends, he may offer you a ransom to get the hero back. If the ransom is paid, the hero will appear in your capital the next turn. His loyalty rating will be reset to its original value. Captured rulers may not be ransomed.
Note: The most treacherous action a hero can do is lead a rebellion. This will cause the hero and 2-5 of the nearest armies under his command to instantly switch allegiance to your forces. There is no offer associated with rebellions since the action is automatic and does not cost you any gold.
Captured heroes, legends, and rulers are placed in your dungeon. Captains may not be captured. They are simply eliminated on a capture result.
When a hero or legend is captured, he is automatically interrogated. If the hero breaks under questioning, a full status report on his empire is added to your advisor's report for the following turn. Rulers are not interrogated, since once they are captured, their empire ceases to exist.
Each turn, you may set the treatment of any of your captives to one of the following five options:
When a hero is released there is a chance that he will be moved by your kindness and join your forces. This chance is based upon his current loyalty to his ruler. If the hero offers his sword, you do not have to pay his initial hiring cost.
If a released hero does not join you, he may or may not return to his ruler. This chance is also based upon his loyalty rating. If a hero elects not to return to his ruler, he is placed on the list of freelance leaders and will soon seek employment in a different part of the globe.
If a ruler is released, he is simply removed from the game. He does not regain his empire, but instead retires to a villa to write his memoirs.
You may set a price for a hero's ransom. Rulers may not be ransomed. This will add a ransom offer to the offers list of the hero's owner.
If the ransom is met, the hero will leave your dungeon and return to his ruler's capital the next turn. There is no chance that the hero will desert -- he is assumed to be escorted.
Captured rulers may not be ransomed.
You may show a captured hero the good life to attempt to convince him that he would better serve himself by joining your forces. Each attempt to entice costs 3 gold.
If the hero enjoys himself sufficiently, he will renounce his former liege and offer to join your forces. This chance is strongly affected by the hero's current loyalty rating.
If the hero offers to join, you must still pay his initial hiring cost. You do not get the hero for free.
Of course, if you're wining and dining a hero, your security measures are much slacker than they would be if he was confined to the dungeon. There is a small chance, based on the hero's melee, stealth, and experience, that the hero will escape. If the hero escapes, he may or may not decide to return to his former ruler.
Captured rulers may not be enticed.
Captured leaders may be sent to the colosseum for amusement and profit. Each match will generate income based on the leader's type, melee, and experience. Captured rulers tend to draw the largest crowds. There is a chance that you will lose money on a match, too.
Leaders may die in the colosseum, and there is a slight chance they will escape. Leaders also gain 2 experience points every time they are sent to the games.
The filthy masses like nothing better than to see great leaders humbled and bloody. Each leader you send to the games will increase the overall happiness of your nation. Matches with former sovereigns are the most pleasing to the people.
As supreme-dictator-for-life you have the ultimate power over your captives. But heroes and legends are useful people, and it's usually wasteful to execute them. Executions tend to make your own leaders nervous, as well.
Each time you execute a captive hero or legend, all of your heroes and legends will become much more disloyal.
Captive rulers, however, may be executed without penalty. Everyone knows they deserved it.
You may now send gold to other players. Transfers are made from the economics screen. You may elect to have the transfer made each turn automatically.
Sent gold is deducted from your treasury immediately.
Each turn, a score is calculated for each player representing his total influence.
Add up the following:
1 point for each unit with a cost of 4 or less
2 points for each unit with a cost value of 5-7
3 points for each unit with a cost value of 8+
2 point for each captain
5 points for each hero
10 points for each legend
5 points for each town
15 points for each city
50 points for each capital
1 point for each spy
1 point for every 5 gold in the treasury
10 points for each alliance
Scores for all players are reported each turn in the global section of the advisor's reports.
When a game is set up, you have the option of declaring it public or private. Private games are conducted solely through email and no record of them is kept. Public games are much cooler, though, as the results are sent to our server and we assign you a global rating based on your performance. Ratings are calculated similarly to chess ratings and the algorithm is explained in detail in the appendix.
Global ratings also allow you to set minimum entrance requirements for your games. For instance, you may want to have a master's game where you can't join unless you have a rating higher than 700.
Next section: Nations and units