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By the way — unlikely to be useful, but I only equip the discount ring when interacting with merchants and buying goods; otherwise, by default I have a blood potion in my off-hand, and a regular flask in my left hand.
Then read the rules and play by them. Or invest so that this doesn't happen.
So I'm begging on my knees — please explain the rules regarding the turn algorithm. Something like:
Built units in the town
Took steps
Attacked mobs
Built the Capitol
Ended turn
No one explains a damn thing, you just have to guess, flip through a hundred gray pages, read a hundred character sheets of who knows who and what they're about.
You can build unit templates before your turn starts, then we'll go through it step by step. The virus-free file in the attachments just needs to be filled out in two copies. Like Yashchur did for his own.
Okay, good, thanks, that's already better.
What are templates, how do you build them, and what are they for? Are they like default character sheets for "guardsmen"-soldiers? What do they depend on, and where do these soldiers appear?
They're needed to later build units — identical NPCs. They have default parameters (as in the file), you just need to build them the same way you build your main character: choose origin, skills, conviction, and basic equipment.
I see.
So, do you need to choose one template for the entire game and the whole army? And where do you choose it? Or do we just have to generate units using the default non-Knight generation rules?
If you take the riding skill, mounts are purchased separately from the merchant.
1 horse = 5 gold.
1 pegasus = 15 gold.
1 wyvern = 15 gold.
1 hydra = 30 gold.
1 arachnid = 5 gold.
Is that it? And do you have to pay from 5 to 30 gold for each unit? How many units are there in total? And what's the overall budget for the country? Is it mined somewhere or is it limited?
Then read the rules and play. Or at least invest so that this doesn't happen.
That's why I'm begging on my knees — please explain the rules for the turn algorithm. Something like:
built units in the town
spent movement points
attacked mobs
finished building the Capitol
ended the turn
Nobody explains a damn thing, so you just sit there guessing, flipping through a hundred gray pages, reading a hundred guides by who-knows-whom about who-knows-what.
I'd write it out, but I don't fully get some parts myself, and I'm afraid I'll just confuse you with misinformation.
- Diplomacy and culture take priority, it seems to me — until the pieces have taken their side of the board, charging at everyone like a man maddened by frustration would be rash. - Though in fact, let's see how Astral moves. - Why don't you, my lady, descend upon the capital with all your knights and take the initiative into your own hands?
— An offer that is, without a doubt, most intriguing in its wording, but the gist of it slightly eludes me. What exactly are you suggesting our modest delegation undertake, besides admiring the local sights?
- String up the star of Tezoth's stage on a conspicuous gallows, what else!
— Ha-ha, and where exactly is the culture and diplomacy in that?.. And what am I supposed to do with the finest warriors of all humanity?
I would have written it, but I don't fully understand some parts myself, and I'm afraid I'll only confuse you with misinformation.
Yeah, I thought about asking Ples, since he's the only one who understood the mechanic and is capable of explaining it for ADHD-mentally challenged people like me who can't grasp such concepts. But he probably doesn't want to reveal the details to keep an advantage, even though we were sort of friends...
All that's left is to hope the GM will describe it.
What advantages are there, really? Kanamiya is clearly a better option than Karneya, let alone Sithia. It's just that I'm a bit busy. And it's hard to tell what's clear to you and what isn't.
— The only one mocking our "futile audacity" is that one-eyed traitor. If this world were cold or hot because of our presence, we would have all either returned home or simply died in the explosion. But overall, I understand what you mean — it's terrifying to imagine what secrets lie hidden in these lands. It's precisely the thought of what unimaginable creatures we might encounter here that makes me uneasy.
- Well... It turns out we're encroaching on the home of those unimaginable creatures, so they have every right to dislike us. Maybe we should try to convince His Bravest to wait until the rubble is cleared, instead of testing everyone's fate?
— I'm afraid there's no turning back. We've already discussed this — the rubble is too large, it would require too many resources, which His Wisest does not see as prudent. Rather, believing that our kingdom would spend a mass of resources on this. Of course, my father and the young lord are surely indignant right now and are most likely contemplating rushing to save us, but unfortunately, the rubble is so massive that even they would be forced to admit the futility of that plan. We have no choice but to take matters into our own hands and get out on our own.
- Perhaps you're right... Stefania, if anything happens, you can use me as a throwaway or use me as a shield, okay? Of the two of us, His Wisest needs you more, and unlike me, there are those up above who hold you dear.
— You've gotten quite gloomy, — Stefania sighed, then hugged Silvatika. — And here I thought I was the one prone to melancholy...
The Knight of the Wind scratched her head, trying to digest what she had heard. She hastily tried to recall anything about Silvatika's relatives, close ones, or friends, but she couldn't. Either the Knight of Wild Flowers was too secretive, or the girl truly wasn't exaggerating.
— You're not useless at all, — Stefania tried to encourage her companion. — On the contrary, you're wonderful! How will we manage without your healing skills? And especially without cups of magnificent coffee?
Stefania made another brief pause, then added:
— You know what? Let's try to leave this hole together after all! And when we get home, I promise I'll be among those who always await your return from a mission. And not at all for the sake of tasty coffee. Simply because you're a good person and we know each other... — the girl was about to state the duration of their acquaintance, but stopped herself when she realized she couldn't remember how long it had been. — By the way, how many years have we been in the same boat?
What advantages are there, really? Kanamiya is clearly a better option than Karneya or, especially, Sithia. It's just that I'm a bit busy. And it's hard to tell what's clear to you and what isn't.
Bro, I don't understand a single thing. What are you supposed to do in this mode and how?
Kanamiya is clearly a better option than Karneya or, especially, Sithia.
I read Kanamiya's character sheet, and it said: you walk, you walk, you walk. What makes her better? Were there some abilities or something (which I don't understand how to use)?
I read the Kanami's charm guide, and it said: you walk, you walk, you exit. What makes her better? Were there some abilities or something (which I don't understand how to use)?