Fine, I will take a Human Kingdom, only if I can have a Centuar as a pet.
But really, I dont play games that use magic becuase it just complicates things for me is there some simpler way I can understand how this works?
Mainly, do I have to recruit mages and wizards or does the magic come on its own?
Then if I recruit mages and wizards, do I still have to order them to use magic? If so, then I must withdraw, becuase I cannot do that much micromanaging. It is just easier ordering men to attack this wall and take the city than ordering the mages to unleash a fire storm then ordering the men to assualt the wall and take the town.
No, there is not that much micromanagement. I suggest you just read the rules, and you will find things are much simpler than you think.
When you research a spell, you have various types of magic-using military units... like a Mage only gets the benefits from Attack magic. So if you research into Attack magic, your mages will be more powerful. You do not have to order them to use a spell or anything, they simply get a + bonus to their attack rating. When you move them into battle, they will fight with that attack rating, using the spells you researched, but you don't have to command them to specifically. The spell names and effects are mostly for when you write stories that involve your attacks, and the good player will write good stories, and thus get get bonuses and advantages.
If you don't want to play a game with magic, I highly suggest you look into other NESes that are not fantasy-oriented, as magic is basically the backbone of any good fantasy simulation. Otherwise, we could play a historical medieval Europe NES.
You could always just focus your money and power on infantry and cavalry and non-magic units, and try to get upgrades for them as much as possible. Your human kingdom could even renounce magic as part of your own personal storyline. Your kingdom could have a bad past involving magic, and thus you have banned it from your kingdom completely.
Okay, so 1 * = 10 points, and I get 10 starting points? Then i'll have my ranger focus on being a mountain ranger, and i'll buy the Cartography skill (they are mapping the world, of course

) and for my warrior, i'll buy the Charge skill, under the attack skill tree.
That sounds good. Cartography, as in they are efficient at mapping the terrain and knowing what lies within the mountains, what the geographical patterns of mountains are.
I would prefer if all orders would be PMed, with a title
Preliminary Orders. Then as we go on next week,
Orders 1,
Orders 2, etc. And maybe format them like this, for future reference.
Kingdom/City-State/Guild/Character(s) Name
Type: Kingdom, City-State, Guild, Party, Character(s)
Characters: and tell me types of characters, what skills/spells they know for each one
New Economy:
Last Week's Economy:
Current Military (and their location):
Maintenance:
Spells/Skills Known (for each character if needed):
Tech Known:
Territories: hex #s
Spread Realm/Settle Hex: only if you are investing 50% of your economy to spread your realm
Roads: hex #s with roads, and what Level roads they are (Lv1-5, Level 1 giving no movement bonus, Level 2 giving x2 movement bonus, Level 3 giving x3 movement bonus, etc., up to Level 5, 100 gold invested in road for each Level, and can only be within your kingdom hexes)
Purchases (for this turn):
Reinvestment:
Special Notes:
Formatting makes things easier for me, so try to make it look good so its easy for me to read.
Just a heads up to everyone: the Guild technology "Conscription" will be changed to 150 gold, not 250 gold. So if you want to research that now, you can for 150 gold (for all Guild players who are concerned).