Game Setup
The first thing you will do when starting a new game is set up the game rules. The game also offers a few pre-made sets of settings for objectives and difficulty, which can be combined together.
The new game screen
End Goal
- Growth: Reach Large Town settlement level to win.
- Conquest: Claim all regions to win.
- Domination: Eliminate all the other lords by claiming their territory. (requires off map adversary)
- None: Endless play.
Off Map Adversary
- Absent: No adversary.
- Present: Adds an AI opponent located off map. He controls 2 regions and brings his soldiers to the main game map when challenged.
AI Aggressiveness
(Requires off map adversary set to Present).
- Reactive: AI lords don’t press claims towards the player’s regions, but they will protect their own.
- Balanced: AI lords may press a claim towards the player’s regions after they run out of neutral regions to claim.
- Aggressive: AI lords may press claims towards the player’s regions at will.
Raider Frequency
- None: No random raids.
- Medium: No more than a single raid every 2 years.
- Frequent: Possibly less than a year between each raid.
Raider Free Years
(Requires raider frequency set to Medium or Frequent).
- 1: One year before raids start happening.
- 2: Two years before raids start happening.
- 3: Three years before raids start happening.
- 4: Four years before raids start happening.
- 5: Five years before raids start happening.
Initial Bandit Camps
None: No bandit camps present when the game begins.
- 1: One bandit camp present when the game begins.
- 2: Two bandit camps present when the game begins.
- 3: Three bandit camps present when the game begins.
- 4: Four bandit camps present when the game begins.
- 5: Five bandit camps present when the game begins.
Random Bandit Camp Spawn Limit
- 0: No random bandit camps spawning during play.
- 3: Random bandit camps stop spawning if there are already 3 of them.
- 5: Random bandit camps stop spawning if there are already 5 of them.
Starting Season
- Spring: A balanced start with available seasonal deposits, room to start farming early, but frequent rains.
- Summer: More difficult start with no time to start farming and average seasonal deposits, but less frequent rains.
- Autumn: Challenging start with approaching winter, dwindling seasonal deposits and frequent rains.
- Winter: A challenging start with no seasonal deposits, risk of freezing and decaying supplies due to snowfall.
- Random: A random day of the year.
Starting Supplies
- Nothing: Just some barebones construction stuff.
- Standard: A balanced amount of starting supplies.
- Double: Mother starting supplies for a more relaxed experience.
Armament Delivery
- No: No free weapon delivery.
- Yes: A free weapon delivery for militia as soon as the player builds a Storehouse and 5 Residential Plots.
Residential Requirements
- Tolerant: Requirements triggering loss of Approval are shifted by 1 level to be less demanding.
- Balanced: Town will not grow if requirements are unfulfilled.
- Demanding: Requirements triggering loss of Approval are shifted by 1 level to be more demanding.
Approval
- Low penalty: Approval factors have a low impact on population growth.
- Medium penalty: Approval factors have an average impact on population growth.
- High penalty: Approval factors have a significant impact on population growth.
Well Placement
- Unconstrained: Players may place wells everywhere without constraints.
- Underground water: Players may only place wells on top of underground water.
Weather Events
- None: Weather is cosmetic only and won’t do any harm.
- Balanced: Players get a warning if supplies get soaked, and when the next rain comes, they may get destroyed. A chance of random droughts in the summers which may kill crops. Rare fires caused by thunderstrikes.
- Difficult: Droughts may happen in the summers, thunderstrikes cause fires and rain instantly damages exposed supplies.
Be the first to comment