Happy Egg Day to you too BLAND. We'll see about catching you up when you get back.
Now, I've been having fun the back and forth so far, and believe it or not, some of the things will be influencing your sides in various matters. Some of you have discovered more in various areas than others. Some of you are broke, and some of you have huge stashes of shmuckers.
Anyway, there are some things that everyone has figured out, or should have figured out, or will figure out, or should have figured out if I was properly consistent with you guys, along with a couple little sneak peeks for important things that I want to make sure is conveyed. So, a peek at some of the rules.
First, the 'voice in your head' mechanic can only tell you things about the current state of your side: Treasury, unit locations, city stats, unit stats, unit production options, etc. Or things that your side know: explored hexes, found enemy units, etc. It can also give you basics on mechanics. It will for example tell you that the #/#/#/#/#-# convention means combat, strength, defense, hits, move-upkeep, but it won't tell you what any of them specifically do. This is natural thinkamancy (Yes, you're all natural thinkamancers, aren't you awesome?
) which provides you instinctive information about your side. It does not however know any better than you what happens if you order a unit to jump from the top of your highest tower.
Second, what some of the conventions are. As stated, the units are stated out with Combat/Strength/Defense/Hits/Movement - Upkeep. How exactly they impact your units is up to you to try and figure out. After the upkeep some units will have specials. Like the other stats, what exactly these mean will be up to you to discover. You can get a general idea from the units themselves, but for the most part you won't get much more than what should be obvious by the name of the special (Mountaineer units are good in the mountains). Cities similarly have the convention of production/economy/air defense/ground defense, and a city's level is derived from these stats.
Units with the scout special have natural thinkamancy that allows them to send back information on scouted terrain. Other units will have to contrive some other way to get the information back to you. A scout's natural thinkamancy also allows you to give it orders in the field (though only orders to that unit, not others that might be with it). Other units will need other means of receiving orders. Unled scouts will not engage enemy units (unless ordered to) automatically. OTHER UNLED UNITS WILL. I'd considered making this a fun surprise for you guys to figure out on your own, but I figure your advisors would have warned you.
Since someone finally asked, Warlords have all ? for stats, because they are uniquely generated each time one is popped, and you have no control over what you get (Well, not much, directly). You can expect them to have roughly 200 upkeep, though some people will have a higher or lower average. Also, warlords have a chance to pop as casters of a weighted random type. Speaking of casters, some of you may be wondering about the much loved Magic Kingdom. Yes, it does exist. Yes, you will gain access to it. The requirement is for you to discover. What will you be able to do there? Well, once again, mostly for you to discover. Mercenary casters might be available, as might scrolls or magic items. Your casters can also hang out there if you want, which has various potential effects of a largely random and generally beneficial nature.
Oh yes, and for those who might be wondering about turn order mechanics, they go thusly:
1. refresh - corpses depop, units are healed to full hits, rations are supplied, etc
2. Income - income is generated from all sources and added to your treasury.
3. Popping - Units are popped, or progress is made towards popping them.
4. General - Orders are given and carried out, the meat of a turn. Improvements made to a city happen immediately, though economy and production won't really change much until next turn ie. you do not gain retroactive income from upgrading a city's economy.
5. Upkeep - Upkeep is paid out from the treasury. If upkeep for any unit cannot be paid, it is disbanded. Units with lowest upkeep are disbanded first, with those farthest from the capital being disbanded first. Basically highest upkeep is paid first, starting with units closest to the capital, then moving out before going to next lowest upkeep and repeating. Ruler may designate certain units in particular to be disbanded first or last or adjust the order, etc.
Alright, I think that covers everything I wanted to for the moment. Keep up the good work, and remember, your Titan is counting on you!