Tyler Do'Urden said:
Empire... although I like it much better now, I'm having trouble figuring out a few things, I hope someone can help me:
1. Is there any way for promoting units from Warrior to other classes, other than through ruler class abilities? How the training rules work, in that case?
I did not notice any, which is why my suggested additions allows religious rulers to "promote" to Paladins or Blackguards.
The Fighter's class ability speaks of upgrading units from Warriors to Fighters "for free", but I could not find any other mention of this.
Suggestions:
- When mustering units, spending a second season training the same unit creates a unit of 1st level Fighters instead of Warriors.
- When mustering units, decreasing the size from Medium to Tiny allows the creation of a unit of Rangers instead of Warriors. Such Rangers have a Favored Enemy appropriate to the history of your realm.
As I said before, it feels like the 50/50 content split forced out a lot of material for both parts. A longer book with the full content, or 2 books (one on each topic - realm management and mass combat) would have been a better approach.
Tyler Do'Urden said:
2. Do rulership abilities apply only from the ruler himself, or do ministers (Prime Minister, Treasurer, General in particular) count as well?
I don't see it mentioned, but the Rulership benefits seem to apply only from the ruler. The ministers fill in for the ruler in some areas, but I don't think it is intended for you to be able to recruit such staff to get the additional class features. Otherwise, every realm would have 4 PC-types running it (1 ruler + 3 ministers of different classes).
Tyler Do'Urden said:
3. What are villages really good for, anyway? You can't add improvements, and without improvements, they can't be used for production... yet it says in their description that they are "nodes for production efforts"... ?
Villages are good for building up. They can provide more living space for your population, and population there can produce trade goods (Wooden and Exotic items especially).
From the description, it looks like there are some implied rules that are missing. Namely, that you need 1 stronghold per X land units to work them appropriately.
In keeping with the Civ3 feel of much of the material, I suggest that Villages have a radius of 1 and allow you to work the surrounding 8 land units (9 total spaces); Towns have a radius of 2, but occupy too much of the space they are in to allow that to be worked any longer (20 total spaces); and Cities have a radius of 3 (44 total spaces).
This becomes especially important if you also borrow from A Medieval Magical Society. Historically, a single ruler might control land units that were scattered about - 2 here, 2 more over there, 3 to the south, 4 more to the north, and so on. As the scale rises from Barony, this becomes less of an issue, but might never completely disappear.