We have finished introducing the economic part of the game in the last developer diary, but before we fully move on to the action part, we will address something that is halfway between them and that something are generals.

Although general sounds like exclusively military rank, they can have significant effect on your economy as well. Each governorate can have up to four different generals with each general holding a different position – economist, thief, mage or soldier, but more on those later.

 

First, it’s important to note how are generals going to work. Each type of general has his specific skill tree, for now, there are four branches in which your general can specialize, and they aren’t mutually exclusive – pursuing one branch doesn’t lock you out from another branch. Each branch has two basic skills and one ultimate skill. That means that each type of general (economist, thief, mage or soldier) can at the beginning choose from 8 basic skills. Basic skills can reach fifth level while ultimate skills have only one level. To unlock ultimate skill, you have to invest 6 points in basic skills that lead to it. Upgrading skills costs skill points, you can gain skill points by levelling up your general. You gain 1 skill point per level and the level cap for now is 20.

The economist mainly deals with the well-being and prosperity of your governorate. The other three generals are more complex. All three have assigned an attack and defence value depending on the race of the governorate and either directly conduct or significantly influence their combat phases.

The thief takes care of all your subversive needs and fulfils your wishes through extortion and bribery.

The mage is an incredibly gifted individual who organizes and takes care of all your spellcasting.

And finally, the soldier is a true general who leads your ground troops against all odds.

That’s it for today, next time we will start to discuss the individual combat phases.