Great White Nanuk
Recruit

Messengers
If you have a scout unit in your party, either a companion or a troop, you can create a messenger party of limited size based on your clan level. Messengers can be sent to do diplomacy, bartering, giving/responding to orders, and purchasing workshops. They can be sent to specific people. However, the conversations they perform will be limited. You can only task them with one or two options, and then will have to wait for the response to arrive before you can respond back. Essentially it can be like having a conversation with a lord over a long distance but over a long time. The AI can also send messengers out.
Say you're at Poros and you want to get dey Fortes to flip sides and join your kingdom. You can dispatch messengers to deliver the first opening. Then your messengers will return with their response. Then you can send them to deliver the next answer. And so on until you're satisfied. The messengers will deploy on the map like any small party, and have to go back and forth in real-time. This will be slow, but it allows you to focus on one location while you can dispatch messengers all over. Cruel and devious lords, especially enemy lords, may even imprison or execute your messengers if the news they deliver is not something they like, and then later you get a message saying they have the lord's response, and it's the messenger's severed head.
The bigger your clan tier, the more messenger parties you can dispatch. You can sneak out messengers from your besieged city to call allies to your aid, which won't require multiple trips. The lord may refuse or accept and may take a long time arriving based on their relationship with you, their reputation, stats, etc. You can essentially do anything through conversation options through messengers, just for many things it takes a long time going back and forth, and sometimes can be interrupted by the lord getting imprisoned or caught up in a battle, the messengers getting ambushed, etc...
Add a new conversation function to this mix, the ability to warn a friendly lord that an enemy of theirs has been spotted through their lands heading to yours. For example, if Rhagaea sees a Khuzait army who is moving to besiege your city, and Rhagaea is not at war with either of you, but she is friends with you and not with the Khuzait army commander, she may send out a messenger to warn you. This allows you to make haste to defend your city, or dispatch a messenger asking another lord to.
RecruitersThe recruiter is not an actual character, so it's just event cards and consequences.
Recruiters go around the map of a designated area, and hire recruits and bring them back to your party. There is a small chance that a wanderer will be among their recruits, which opens up a conversation scene with that wanderer for you to decide to hire or not. You can also task them with bringing the new recruits to a city or castle to fill the garrison. Or you can set them to auto-manage, and they will just go around recruiting troops in the area you set for them, and then fill the garrisons of the cities and castles in that area on their own, up to a certain threshold. The higher your clan tier, the more recruiters you can hire. Recruiters reduce the militia size of the cities and castles they recruit from.
SpiesThe spy is not an actual character, so it's just event cards and consequences.
If you have high skills in certain areas like Roguery, your spies will be more effective and less likely to get caught. You can task your spies with keeping an eye on certain lords, cities, etc... This will show on the map no matter how far away you are from it. There will be a slight delay in the information. For example, if you task a spy to follow a lord, you will not see them move in real-time, but you will periodically see where they were and what they were doing and what their party was.
Your spies can perform intrigue, and slowly build up a rapport with a lord, and over time provide you with a bonus relationship gain with them. However, this can lead to the lord developing devious trait, which could backfire against you in the long-term.
Your spies can spread disinformation, and this can trick the enemy AI into thinking your army is moving north when you're actually moving south, or that a city of theirs is under siege. Thus the AI will go north or to that city, while you avoid that army to do damage elsewhere, or lure them into a trap.
Your spies can stay within your lands and suss out other spies.
If a spy is caught, this opens up the option to declare war without influence cost or having to vote for it, and your clans will be much more likely to support your decision.
You can execute other spies for a relationship loss with whoever sent them, but a gain with your kingdom clans, and will increase your valor stat. You can imprison them to avoid a loss or gain in relationships, but increase your honor stat. Or you can send them back to get a boost with the lord that sent them, but a loss with your lords, but will increase your merciful stat.
If a spy is discovered, the lord can try to flip them to act as a double agent. Or, the lord can choose to not let anyone else know, and instead use a spy of their own to spread false information to the enemy spy, which will act like when your spy is spreading disinformation directly to an enemy lord, except that spy has no chance of getting caught since it remains in its own territory.
Spy actions cost gold and influence, and have a cooldown. If your spy is discovered, there will be a cooldown before you can perform further spy actions, even through other active spies.
If your spies are discovered too often, your honor and valor stats will slowly decrease.
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