All good questions, thankyou for asking...
Nijis wrote:A few more questions - apologies if they've been answered elsewhere...
As it is impossible to roll a modified 7, it seems that an alliance cannot be cancelled.
No another player can send an ambassador there and deactivate the country. Each turn you get a diplomacy card to use as you wish; each card has various pluses on it. Each non-player monarch has a personality card which you won't see until you engage in diplomacy with him - these affect how he reacts to diplomacy attempts and the diplomacy cards. For instance your diplomacy card might say "Crass Bribe +2" but if the King's personality is that he is honest and immune to bribes, that card will have no effect. Ambassadors can also be given personalities, again with certain plusses or minuses.
DEACTIVATING AN ENEMY-ALLIED NON-PLAYER MONARCH
Enemy-allied non-player monarchs may be persuaded to drop out of their alliance (deactivate) in a manner similar to activation. The ambassador is placed directly on the enemy-allied monarch to be deactivated, wherever that monarch happens to be - land, sea, or air. The Personality card of the monarch is read aloud. The ambassador may play any one Diplomacy card, and a die is rolled. If the result is a 7 or more, the monarch is deactivated and drops out of the enemy alliance. If a Diplomacy card was played, it is now discarded.
Inventory of the Diplomacy Cards (45)
3 - Long Orations + 1 2 - Long Orations + 2
3 - Bribes +1 2 - Bribes +2
3 - Crass Bribes +2 2 - Threats +1
2 - Threats + 2 3 - Marriages + 1
1 - Marriage +2 2 - Blackmail +2
1 - Blackmail +3 2 - White Magic +1
2 - White Magic + 2 3 - Black Magic + 2
1 - Black Magic + 3 13 - Special Mercenary Cards
(NB Special Mercenary cards won't be used, you won't be given Special Mercenaries randomly, you have to go get them from their base)
Nijis wrote:
If we succeed in an alliance, do we then move its pieces as though it were ours? Or ask it to do things?
"The new ally's forces, and the counter for their monarch, are set up on the playing map immediately, according to the locations specified on the unit counters. These forces may not move or attack until the next game turn.
Allied forces are moved by the owning player monarch. They may not stack with forces of any other kingdom, but they may conduct sieges, move, and attack at the same time (or in conjunction with) other friendly allied forces and/or forces of the player monarch. Mercenaries may be stacked with any friendly forces."
Nijis wrote:
“This basically means you have to send a leader/messenger or unit/detachment/army to the location where diplomacy is to be conducted before it can start. “
Can I send an army into a neutral player's territory or capital without it being considered aggressive?
Here I distinguish between neutral and non-player - neutral territory is not coloured. non-player kingdom territory is coloured.
So: No if you send an army into a non-player kingdom's territory it becomes activated and is immediately at war with you. Armies are mentioned mainly for interacting with neutral locations (e.g. the Shadow Woods) or mercenary bases or barbarians or pirates. So if you want to intimidate the mercenaries in the Lost City of Khos, for instance, you can send an army there of sufficient size and try your luck. The type of location should give an indication of what size army is needed - for somewhere like The Banished Lands, an infertile area sparsely inhabited by thieves, cut throats, and other outcasts, you can expect some resistance but not much and a detachment or two will probably be good enough - you can send a scout there first if you prefer, to find out what is there and what is needed to incorporate it into your domain
THE DIPLOMATIC PENALTY
When units of any type (except ambassadors) cross a border and enter the territory of a non-allied kingdom, the violating player is then known to the whole world as a warmonger and is subjected to the Diplomatic Penalty. Any subsequent diplomatic die rolls attempted
in the violated kingdom are made with -1 subtracted from the die roll. The Diplomatic Penalty is never awarded for entering allied or enemy allied kingdoms. Once a non-allied kingdom has been violated, any subsequent violations of its territory by the same player do not result in further penalty. The Diplomatic penalty can only be removed if the king makes a pilgrimage to the Temple of Kings or if he goes to the capital of the violated kingdom, apologises to the offended king, pays any reparations demanded, and removes all his troops from that kingdom.
Nijis wrote:
There is a space in the player orders for personality. Do I choose personality, or is that just for NPC monarchs?
It's just for NPC monarchs but if you wish to do a bit of role-playing you can write up one for yourself and your other characters, as long as they don't give you an unfair advantage. Shucassam has done this and come up with some great stories, (see the
Minarian Chronicles).
Nijis wrote:When raising troops, do I specify the specific units or just the list? Are they limited by type? Could I, if I wanted, field an army of 80 light javelin throwing cavalry? (1920 points)
I don't want to load you down with detail so you don't have to specify the exact troops in an army. However for an army to be able to fight it has to fit the minimums required by the list or the Multiplayer Battle system won't let it fight. That means if there are a lot of expensive minimum troops in a list then you have to ensure that the army has enough points to make at least those minimums - I don't know if there are any armies that have 600 points of required troops so this probably isn't an issue, just one to be aware of. The Field of Glory 2 Multiplayer system strictly enforces the army lists so no, sorry, you can't have an army of 80 light javelin throwing cavalry because it wouldn't be able to fight. You could have a detachment of such troops but spending 1920 points on a detachment of one troop type would seriously hamper your ability to fight a real battle as you would only have 80 points to spend on other troop types if combined with another detachment and could not possibly meet the minimums required by the list.
"You can claim "spear won" land, but you have to send troops there, and they have to traverse every hex or put the hexes in their zone of control before it can be claimed. If the region is inhabited then you will have to send more troops than otherwise, or send an ambassador, king, or queen. The number of troops necessary would vary with the number of the inhabitants and their ability to oppose any invasion of their land. For example a sparsely populated area only able to raise slingers won't provide much opposition."
These are neutral areas on the board that have value? If so, could you name one as an example?
These are listed in your country guide and/or the player guide. The two nearest Mivior are The Breaking, and Wetlands. Plus there is a mercenary base at Serpent Bay. For the Sea of Drowning Men, see your country guide. Any uncertainty about whether a hex is part of these regions will be resolved when they are explored. Remember that detachments have no zone of control. Although detachments can be split up to cover more ground, if the ground is inhabited by thieves and cut throats, expect detachments of only 24 points to be in trouble.