![]() Your heroes can collect powerful magical equipment ( even some unique artifacts) and learn spells to cast next to being able to learn skills that can be quite incredible as well. I should add to the above that the game absolutely doesn’t try to be historically accurate as it has a lot of fantasy / mythological elements in it. All in all, it’s not as detailed as true grand strategy games, but it had a satisfying amount of depth in my opinion (oh yeah, you can also capture enemy generals / have your own knights be captured). And provinces that are of a different culture / faith might not like their governor or someone you want as governor might not be very skilled at that. You don’t want their loyalty score fall too low, so you have to manage it by in example letting them govern provinces or marrying them to a beautiful princess (with their own characteristics). When you make choices in the game, those choices also have an effect on how your vassal knights perceive you. how well they can adventure or command armies). Which one’s you can recruit are dependent on the choices you make and each of them has their own faith, cultural background, starting skill set, some positive / negative characteristics (i.e. ![]() Regarding the knights and their part in the grand strategy game: You can recruit more knights along the way. I don’t exactly remember how predictable the choices were in the game, but I think in general it was pretty clear what the effect of your actions would be. It would also allows for a fair amount of replay ability as the different combinations allow for different overpowered combinations. Personally I feel that’s a pretty good approach as it stimulates consistent role-playing within the game world. These bonuses are so big that it’s a really bad idea to not go for a specific combination and try to be so consistent as possible in your choices to go further that way. And having strong alignments one way or the other gets you bonuses, in example extra unit types, extra spells or extra kingdom benefits. These are put on a X and a Y axis, so there are four possible combinations you can strife for. This is part of the alignment system in the game which goes between two axes: “Christianity” versus “Old Faith” and “Righteous” versus “Tyrant”. The first of many choices in this adventure.Īnother neat things of these quests is that the choices you make there have an actual effect on the alignment of your ruler. These add a lot to the atmosphere as they generally add a lot of lore and can have dire consequences (you can i.e. And the result of such an adventure can have all kinds of rewards / effects on both the adventurer and the kingdom. The one’s you can choose are dependent on your heroes skills & your king’s beliefs. In an adventure one of your knights goes through a small story line in which you get to answer multiple choice questions. A lot of the quests revolve around fighting a certain army or conquering a certain territory, but there are also a lot of adventure oriented quests. Additionally there are optional main quests and even optional side quests (some of which keep occurring). There are generally multiple paths you can take in each acts quest tree and some quests are initially hidden waiting on a certain situation / precondition to occur. Quests are in my opinion one of the main reasons the game shines as it gives the game a sense of progression / depth. The game is divided into multiple acts and each act has multiple quests you have to finish to progress. Each one of these takes up two slots instead of one. Note: There are also hero units (knights) that are a knight with a small set of elite soldiers there can be multiple of these in one army. Recruiting new armies / replenishing your troops costs quite a bit of time, so ideally you do that during the winter. You can have multiple armies, each of which can have up to 16 units in them. When it’s not winter you move your armies around to do quests, conquer cities and fight other armies in tactical real-time battles (with a pause option). You can also pass laws (another tree) and you can build structures that give bonuses in any of the strongholds that you own. During the winter you can’t move your armies, but you can do research (there’s a whole research tree). Part of the grand strategy part of the game is managing your provinces economically, building your armies and assigning governors. One province has one or more towns in it and has other buildings (i.e. ![]() That map is divided into different provinces, each of which you can conquer. You play as King Arthur on a giant map of Britannia. When I say wargame, it’d be more accurate to describe it as a mix of a grand strategy game and a real-time strategy game like in the Total War series.
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