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Eagle Commands

Eagle commands are the strategic actions a faction can take from a province command panel. The server advertises available commands with AvailableCommand, and the client posts the matching SelectedCommand.

Most commands belong to the province currently acting this turn. Some are reaction commands, such as resolving diplomacy offers, handling captured heroes, or choosing a battle aftermath decision.

Most command phase actions spend the acting province’s turn.

Hero requirements: None. Paladins get a bonus.

Vigor cost: 15.

Available when: the acting province has food to give and an eligible hero with enough vigor.

Effect: Give up to 1000 food from the acting province as charity. The province gains 1 support per 100 food, capped by the province’s maximum 100 support. Paladins multiply the support gain by 4, so a Paladin gives 4 support per 100 food. The acting hero spends vigor and gains charisma XP.

Selection: choose an amount of food and the acting hero.

Hero requirements: None.

Vigor cost: 30.

Available when: an outlaw hero is present in the acting province and an eligible hero has enough vigor.

Effect: Attempt to capture the outlaw. On success, the outlaw is removed from the province’s unaffiliated heroes and re-added as a prisoner with a bias against the imprisoning faction. The acting hero spends vigor, and the game creates a deferred notification/story request.

Selection: choose the outlaw, an optional battalion, and the acting hero.

Hero requirements: Mage.

Vigor cost: 40.

Available when: a Mage has enough vigor and the acting province or an adjacent province has a valid weather change.

Effect: Change weather in a target province. Available options can start or end blizzards and droughts. The target province receives a deferred weather change, and the acting hero records a weather backstory event, spends or gains the configured vigor delta, and gains wisdom XP.

Selection: choose the weather control type, target province, and acting hero.

Hero requirements: None.

Vigor cost: 15 from the messenger hero.

Available when: a diplomatic option is valid against another faction and an eligible messenger hero can be sent.

Effect: Send a hero to another faction with a diplomatic proposal. The target faction receives the offer at the end of the current round, after any battles this round have taken place. Truce, invitation, alliance, break-alliance, and ransom options create incoming diplomacy offers for the target faction and story-generation requests. Most diplomacy options spend gold and cost the messenger vigor.

For truce, invitation, alliance, and break-alliance missions, the envoy leaves the acting province immediately and is unavailable for the rest of the current round, including its battles. The envoy normally returns during Diplomacy Resolution near the end of that same round and can act again next round. If the origin province has been lost, the envoy returns elsewhere in the faction when possible. An imprisoned envoy does not return.

Selection: choose the diplomacy option, target faction, and sent hero.

Hero requirements: None.

Vigor cost: None.

Available when: this province has at least one vassal.

Effect: Remove the selected vassal from your faction.

Selection: choose the hero to exile.

Hero requirements: None.

Vigor cost: None. This restores up to 10 vigor for each ruling-faction hero in the province.

Gold cost: 20 gold for each ruling-faction hero in the province, multiplied by the province price index and rounded up. For example, a province with 3 ruling-faction heroes and a 1.25 price index pays 75 gold.

Available when: the acting province can pay the full feast cost.

Effect: Hold a feast in the acting province. Every ruling-faction hero in the province gains up to 10 loyalty, capped at 100, and up to 10 vigor, capped by constitution. Faction leaders do not gain loyalty, but can still gain vigor. The province spends gold, the price index may change, and feast-spending quest counters can advance.

Selection: no additional choices.

Hero requirements: None.

Vigor cost: None.

Available when: the province has a non-leader hero with less than 100 LOY and gold available to give.

Effect: Send up to 100 gold as a gift to the selected hero. Loyalty gain depends on the gold amount, the recipient province’s price index, and the hero’s current loyalty: the base gain is 0.25 loyalty per gold, divided by price index, capped by the remaining room to 100 LOY.

Selection: choose the recipient hero and amount.

Hero requirements: None. Engineers get a bonus.

Vigor cost: 15.

Available when: a hero has enough vigor and the province has an available improvement or devastation repair option.

Effect: Improve a province using one of the available improvement types. Economy, agriculture, and infrastructure rise toward 100; devastation repair reduces all three devastation tracks. The acting hero spends vigor and gains strength/agility XP, and the improvement can optionally be locked as the province’s preferred type.

Selection: choose the improvement type, acting hero, and whether to lock the type.

Hero requirements: None.

Vigor cost: None. This does not take your turn.

Available when: a faction leader is acting and your faction controls more than one province. This command does not take your turn.

Effect: Set standing orders for your provinces. Orders guide vassal-ruled provinces during the Vassal Commands phase; provinces led directly by faction leaders are still commanded directly. Vassals may still handle urgent problems first, such as defense, riots, severe fatigue, low support, beast suppression, loyalty management, or other immediately available crisis commands.

Selection: submit the new province orders and the new focus province, or clear the focus province.

Use the vassal’s judgment. If the province borders an enemy, the vassal tends to act like Mobilize. Otherwise, the vassal tends to act like Develop.

Build up the province. The vassal may send away surplus gold and food toward your focus province, if one is set, or otherwise toward the nearest faction leader. Then it prefers Improve actions that raise economy, agriculture, infrastructure, or repair devastation. If nothing useful is available, the province rests.

Prepare for war. The vassal may ship excess gold and food toward your focus province, if one is set, or otherwise toward the nearest faction leader. Then it may organize troops, arm troops, improve infrastructure when it limits training, train battalions, and fall back to improvement or rest.

Look for growth or attack opportunities. The vassal first tries to march into neutral provinces, usually leaving enough heroes behind to keep the origin province held. If expansion is not practical, it may spread heroes among your existing provinces, attack enemies when appropriate, improve the province, or rest.

Hero requirements: None.

Vigor cost: 15 from each marching hero.

Available when: the acting province has movable heroes, battalions, gold, or food and at least one valid destination.

Effect: Move heroes, battalions, gold, and food from one province to another. March is inter-province movement and always has a destination; Visit Town is only a local visit within the current province. The selected units and supplies leave the origin province immediately, each marching hero spends vigor and gains wisdom XP, and the destination receives an incoming army scheduled for the next round.

If the destination is already ruled by your faction when the army arrives, the heroes, battalions, gold, and food enter the province during the next round’s Province Move Resolution phase, before riots, vassal commands, and player commands.

If the destination is neutral or hostile, the army does not simply appear in the province at Province Move Resolution. It is set up as a hostile army later in that same next round, after player commands. A neutral province can then be taken in the Uncontested Conquest phase; a defended province can lead into attack, defense, battle request, and battle resolution phases. Until one of those outcomes resolves, the marching heroes are still in the moving army rather than ruling the destination.

Selection: choose origin, destination, gold, food, and marching units.

Hero requirements: None.

Vigor cost: None.

Available when: the acting province has battalions to manage, troops to reorganize, or gold to raise new troops.

Effect: Create, resize, merge, transfer, or dismiss battalions in the acting province. New troops cost gold and enter with no training or armament, while transferred troops preserve weighted training and armament. Empty battalions are destroyed, new battalions get generated names and initial backstory requests, and the province price index may change from the gold spend.

Selection: submit changed battalions and new battalions, including troop movements and new troop counts.

Hero requirements: Ranger.

Vigor cost: 30.

Available when: a Ranger has enough vigor and there is a valid target province to scout.

Effect: Send a hero to scout another province.

Selection: choose the acting hero and target province.

Hero requirements: None.

Vigor cost: None. This restores up to 15 vigor for each ruling-faction hero in the province.

Available when: the acting province can spend its turn resting.

Effect: Have the acting province rest for the turn. Faction heroes in the province regain up to 15 vigor, capped by constitution, and rest-related quest counters can advance.

Selection: no additional choices.

Hero requirements: None.

Vigor cost: 15.

Available when: the acting province has supplies to send, an eligible hero, and a valid destination province.

Effect: Send gold and food from the acting province to another province. The origin province loses the full selected amount immediately, and the destination receives an incoming shipment scheduled for the next round.

Shipments arrive during the next round’s Province Move Resolution phase, before riots, hero departures, vassal commands, player commands, battles, and food consumption. That means food shipped this way is available to feed the destination province later in the same round it arrives. When the shipment arrives, 10% is lost in transit and the destination receives the remaining gold and food, rounded down.

Selection: choose gold, food, acting hero, and destination province.

Hero requirements: Necromancer.

Vigor cost: 30.

Available when: a Necromancer has enough vigor and the acting province or an adjacent province can receive an epidemic.

Effect: Start an epidemic in the target province.

Selection: choose the target province and acting hero.

Hero requirements: None. Heroes with any profession get a power bonus.

Vigor cost: 15 on success, plus any vigor lost to casualties. If the hero is killed, the command fails.

Available when: the acting province has a beast event and an eligible hero.

Effect: Send a hero, optionally with a battalion, to suppress beasts in the acting province. The fight rolls beast power, applies casualties to the battalion and/or hero, removes the beast event on success or failure, and creates a story notification. Success can award gold, food, support, hero XP, and battalion backstory; failure can kill the hero and destroy the battalion.

Selection: choose the hero and optional battalion.

Hero requirements: The target hero must have at least 95 loyalty.

Vigor cost: None.

Available when: the faction head is in the province, your faction has fewer than 5 faction leaders, and another hero in the province has at least 95 loyalty.

Effect: Choose a hero for a kinship bond. A hero who swears kinship becomes a faction leader.

Selection: choose the hero to swear kinship with.

Hero requirements: None. Champions get a bonus.

Vigor cost: 15.

Available when: a hero has enough vigor and the province has at least one battalion with less than 100 TRN.

Effect: Raise the TRN of all trainable battalions in the province. The more troops are present, the lower the amount raised. The acting hero spends vigor and gains charisma, strength, and agility XP.

Selection: choose the acting hero.

Hero requirements: None. The acting province’s ruling hero makes the visit.

Vigor cost: 15.

Available when: the acting province’s ruling hero has at least 40 vigor, the hero is not already visiting town, and there is no blizzard.

Effect: Have the ruling hero leave camp to visit the town inside the acting province. Visit Town does not move any hero, battalion, or supplies to another province, so it has no destination; use March for inter-province movement.

Visit Town spends the ruling hero’s vigor and unlocks whichever town commands below are currently eligible. You can use as many eligible town commands as you want in the same round before using Return to go back to camp. If no town activity currently qualifies, Return may be the only command available.

Selection: no additional choices. Visit Town always uses the current province and never asks you to select a destination.

You must use Visit Town before these local commands appear. The ruling hero remains in the current province; only the available command set changes from camp duties to town activities. While visiting town, you can use as many eligible town commands as you want in one round before using Return to come back to camp.

Hero requirements: None.

Vigor cost: None.

Available when: the ruling hero is visiting town, the province has gold, and at least one battalion can raise ARM without exceeding effective infrastructure.

Effect: Spend gold to raise armament on existing battalions. New armament must be higher than the battalion’s current armament and cannot exceed the province’s effective infrastructure. The province spends gold, the price index may change, and each armed battalion records a backstory event.

Selection: choose the battalions to arm and how much armament each receives.

Hero requirements: None.

Vigor cost: None.

Available when: the ruling hero is visiting town and an unaffiliated hero quest is available in the province.

Effect: Decline one of the unaffiliated hero quests available in the acting province.

Selection: choose the hero whose quest should be declined.

Hero requirements: None.

Vigor cost: None.

Gold cost: 100 gold per selected hero, multiplied by the province price index and rounded to the nearest whole gold for each hero. The total cost is that per-hero cost multiplied by the number of selected heroes. For example, divining 3 heroes at a 1.25 price index costs 375 gold.

Available when: the ruling hero is visiting town, the province can pay the cost for at least one hero, and there are free heroes who are not yet ready to join your faction but might be won over.

Effect: Spend gold to divine one or more free heroes. For each divined hero, you receive details about what could impress them enough to become recruitable. Fulfill that ask, and the hero can later appear under Recruit Heroes. The province spends gold, and the price index may change.

Selection: choose the heroes to divine.

Hero requirements: None.

Vigor cost: None.

Available when: the ruling hero is visiting town and the province has prisoner heroes with available management options.

Effect: Choose what happens to ordinary prisoners in the province. These are heroes who are already in the prisoner state, not newly captured heroes still waiting for a battle aftermath decision.

Selection: choose the prisoner and management option.

Effect: Kill the prisoner and remove them from the game.

Available when: the prisoner is not a faction leader.

Effect: Turn the prisoner into an outlaw in the same province.

Available when: the prisoner is not a faction leader.

Effect: Release the prisoner as a traveler in the same province. Released prisoners are no longer in your custody, but they do not automatically join another faction.

Available when: a Warden from the ruling faction is in the prisoner’s province, the prisoner belongs or previously belonged to a faction that still controls at least one province, and this holding province has not already performed an interrogation this round.

Effect: Reveal the current full details of one province controlled by the prisoner’s faction. The intelligence is recorded with the current date and is available immediately.

Each holding province can perform only one interrogation per round, regardless of which prisoner or target province you choose. Interrogating a prisoner removes the Interrogate option from every prisoner in that province until the next round. A different province with its own Warden and prisoners has a separate interrogation allowance.

Selection: choose the prisoner and one province controlled by their faction.

Available when: you control an adjacent province.

Effect: Send the prisoner to one adjacent province ruled by your faction. The prisoner leaves the origin province now and arrives at the destination at the end of the Player Commands phase. There is a 1% chance the prisoner escapes during the move; if that happens, they become an outlaw in the destination province instead of remaining a prisoner.

Available when: the prisoner is a faction leader and their faction still controls at least one province.

Effect: Return the prisoner to their faction. They leave your custody now and rejoin their faction at the end of the Player Commands phase as a ruling hero in one of that faction’s provinces.

Ordinary prisoners cannot be returned this way. Faction leader prisoners cannot be released or exiled, but they can be executed, moved within your territory, or returned if their faction still exists.

Hero requirements: None.

Vigor cost: None.

Available when: the province is ruled by one of the acting faction’s faction leaders, that ruling faction leader is visiting town, and at least one unaffiliated hero in the province currently qualifies to join that faction. The visitor may be any faction leader; it does not have to be the faction head. Vassals cannot use this command.

Effect: Recruit available unaffiliated heroes in the acting province. Recruited heroes join the faction at starting loyalty, move from the province’s unaffiliated hero list into its ruling faction heroes, and receive a recruitment backstory event.

Selection: choose the heroes to recruit.

See What WOULD_JOIN Means for the recruitment status, traveler exception, and separate Please Recruit Me behavior in vassal-ruled provinces.

Hero requirements: None.

Vigor cost: None.

Available when: the ruling hero is visiting town.

Effect: Return the ruling hero from the current province’s town to camp and end that province’s turn.

Selection: no additional choices.

Hero requirements: None.

Vigor cost: None.

Available when: the ruling hero is visiting town and the province has enough gold or food for at least one trade.

Effect: Buy or sell food using the acting province’s gold and food stores. Food buy and sell prices are based on the province price index. Buying spends gold and adds food; selling removes food and adds gold. The price index may change after the trade.

Selection: choose buy or sell and the amount of food.

These commands appear only when the game is resolving a special situation, response, or pending decision.

Hero requirements: None.

Vigor cost: None.

Available when: an attack decision is pending.

Effect: Choose how to respond to a pending attack opportunity or battle decision. The command shows involved armies, acting units, and the available attack decision types. Advance commits the army to the attack. Withdraw sends it back without fighting. Demand Tribute lets you request a specific amount of the province’s gold and food, up to the displayed maximum; the demand cannot be zero. The defender later chooses whether to pay the full demand or refuse it. See Attack and Defense Decisions and Resolving a tribute demand.

Selection: choose one available attack decision.

Hero requirements: None.

Vigor cost: None.

Available when: a province is under attack and can commit defenders.

Effect: Respond to an incoming attack by committing a defending army. The selected defenders become the province’s defending army. If flee provinces are available, one must be selected as the army’s fallback destination. See Attack and Defense Decisions for what happens next.

Selection: choose defending units and, when available, an optional flee province.

Hero requirements: None.

Vigor cost: None.

Available when: a newly captured hero needs a battle aftermath decision.

Effect: Decide what happens to a hero captured during battle aftermath or conquest. Captured heroes are not yet ordinary prisoners. If you imprison one, they become a normal prisoner and can later be handled with Manage Prisoners.

Selection: choose the captured hero and the handling option.

Available when: the captured hero is not a faction leader, has not already refused recruitment, and is not someone who will never join your faction.

Effect: Try to persuade the captured hero to join you immediately. The chance depends on your faction head, your faction’s prestige, and the captured hero. On success, the hero joins your faction in the captured province with 60 loyalty. On failure, the hero refuses; you cannot try to recruit that captured hero again from this aftermath decision and must choose another option.

Effect: Keep the hero as a prisoner in the captured province. This converts them into an ordinary prisoner when the aftermath resolves.

Available when: the captured hero is not a faction leader whose faction still controls a province.

Effect: Cast the hero out as an outlaw in the captured province when the aftermath resolves.

Effect: Kill the captured hero and remove them from the game when the aftermath resolves.

Available when: the captured hero is a faction leader and their faction still controls at least one province.

Effect: Return the captured faction leader to the closest province ruled by their old faction when the aftermath resolves. Returning a captured leader creates a 12-month truce between your faction and theirs.

Hero requirements: None.

Vigor cost: Depends on the option. Crack Down can cost vigor; Give and Do Nothing do not.

Available when: a province has a riot.

Effect: Respond to a riot in the acting province. The client presents this as one command with multiple response options. The province leader’s Charisma matters, even if a different hero is selected to crack down: leader Charisma improves gift success and makes forceful crackdowns face smaller riots.

If you fail to stop the riot, or if the riot is still unresolved when the riot phase ends, the riot happens. The province loses 25 support, gains 25 economy devastation, gains 25 infrastructure devastation, and the riot event is removed.

Vigor cost: 15 on success, plus any vigor lost to casualties. If the hero is killed, the command fails.

Effect: Try to suppress the riot by force using a hero and optionally a battalion. The riot size is random from 100 to 1500, but the province leader’s Charisma, not the selected acting hero’s Charisma, reduces the roll before the size is calculated. Higher leader Charisma therefore makes the riot smaller and easier to defeat.

Casualties are based on riot size against the power of the acting hero and any attached battalion. If a battalion is used, casualties hit the battalion first; the battalion can be destroyed, and excess casualties can injure or kill the acting hero. If no battalion is used, casualties hit the acting hero directly.

Crack Down succeeds if the acting hero survives. On success, the riot event is removed and the acting hero spends 15 vigor, gains Strength and Agility XP, and may take additional vigor damage from casualties. If a battalion helped and survived, its size is reduced by its casualties. A successful crackdown does not directly reduce support, add devastation, or change loyalty; the cost is the violence itself.

Crack Down fails if the acting hero is killed. A failed crackdown does not stop the riot; the riot will still occur and apply the normal riot damage.

Selection: choose the acting hero and an optional battalion.

Vigor cost: None.

Effect: Let the riot proceed without intervention. The riot will occur, causing the normal riot damage: -25 support, +25 economy devastation, and +25 infrastructure devastation.

Selection: no additional choices.

Vigor cost: None.

Effect: Offer either food or gold to address the riot. You cannot combine food and gold in the same response. The maximum useful gift is 1000 food or 500 gold, and the selected amount is spent whether the attempt succeeds or fails.

Gift success is probabilistic. The chance is based on the province leader’s Charisma plus the fraction of the maximum gift you gave: larger gifts help, and more leader Charisma helps. A partial gift can fail. On success, the riot event is removed. On failure, the gift is still spent and the riot will still occur.

Selection: choose a food amount or a gold amount.

Hero requirements: None.

Vigor cost: None.

Available when: unaffiliated heroes ask to join.

Effect: Respond to unaffiliated heroes who are asking to join a province.

Selection: choose the province, hero, and whether to accept.

Hero requirements: None.

Vigor cost: None.

Available when: another faction offers an alliance.

Effect: Accept or reject an incoming alliance offer.

Selection: choose the originating faction and the resolution.

Hero requirements: None.

Vigor cost: None.

Available when: another faction tries to break an alliance.

Effect: Respond to a faction attempting to break an alliance. Accepting the break replaces the alliance with a 12-month truce; it does not make the factions immediately hostile. The truce remains active through its reset month and changes to Hostile when a later New Round advances the date past that month. For example, a break accepted in January has a January reset date the following year and becomes hostile when February begins.

Imprisoning the envoy ends the alliance without a truce and makes both relationships Hostile. See Diplomacy Outcomes for the other imprisonment consequences.

Selection: choose the originating faction and the resolution.

Hero requirements: None.

Vigor cost: None.

Available when: another faction sends an invitation.

Effect: Accept or reject an invitation from another faction.

Selection: choose the originating faction and the resolution.

Hero requirements: None.

Vigor cost: None.

Available when: another faction makes a ransom offer.

Effect: Accept or reject an incoming ransom offer.

Selection: choose the offering faction, the ransom offer, and the resolution.

Hero requirements: None.

Vigor cost: None.

Available when: another faction offers a truce.

Effect: Accept or reject an incoming truce offer.

Selection: choose the originating faction and the resolution.

Hero requirements: None.

Vigor cost: None.

Available when: another faction demands tribute.

Effect: Decide whether to pay demanded tribute. The command shows the demanding factions, requested tribute, their rough strength, and the acting province’s available food and gold. A demand must be accepted or refused in full; partial payment and counteroffers are not available. Paying requires the province to have the full requested amount, creates a 12-month truce between the factions, and turns back the demanding faction’s hostile armies against the payer’s provinces. Refusing transfers no resources and returns that faction’s army to Attacking, after which normal defense selection and battle resolution continue. Neither response changes prestige directly, although a battle caused by refusal can later affect prestige. See Resolving a tribute demand.

Selection: choose the demanding faction and whether tribute is paid.

Hero requirements: None.

Vigor cost: None.

Available when: multiple allied attacking factions won the same province and Eagle needs to decide which claimant keeps it.

Effect: Decide what your surviving claimant army does during battle aftermath after a shared victory. If no ally has claimed the province yet, you may choose Keep Province and become the conqueror. If an ally has already claimed it, you must withdraw.

Keeping the province finalizes conquest: your surviving non-fled heroes become the new ruling heroes, surviving battalions become the province battalions, support is reset to 0, province orders reset to Entrust, and non-fled defenders or former ruling heroes can become prisoners.

Withdrawing sends your surviving units to an adjacent province as a moving army. You may take up to the gold and food your claimant army brought into the battle. The withdrawal army arrives next round and does not use the normal Send Supplies transit loss.

Selection: choose whether to keep the province or withdraw. If withdrawing, choose destination province and supplies to take.