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Governor

Only VIP members have access to the Governor. You can read more about the benefits of VIP membership in the VIP help.

The governor is almost like being at your country 24 hours a day, 7 days a week. It can handle all the daily routines, you do not have to worry about spells fading away, forgetting to write scrolls in time, or wake up early in the morning to start training. The governor does all these automatically if you give him orders.

Setting up the governor requires you to carefully plan everything, so we strongly suggest you play with the settings for a few days, before leaving it alone to handle things in real situations. A governor incorrectly set up can cause more damage that any outside attack!

Writing scrolls

If your clerks can write scrolls, they will start writing the number of scrolls you set up here from each type. The amount you set here can be more or less than the capacity of your libraries.

Writing of scrolls commences one by one from up to down. If your clerks can write 5 scrolls in a given round, and you have entered 10 for all scroll types, they will NOT write 5 from one type, but 1 from the first 5 scroll types.

The number you enter here is the number of scrolls that can be under writing at a given time.

Only that many scrolls will be written that you have capacity and money for. If you enter 0 everywhere, no scrolls will be written automatically.

Of course, you can start writing scrolls from within the game anytime the usual way.

Training

This is where you can tell the Governor to automatically start training soldiers to the empty barrack places. (Of course, you need people, money, weapons etc.) The rows that are checked are to be done, the rows that are not checked are not to be done by the Governor.

If automatic soldier training is turned on, the Governor will start training as many soldiers as possible in each round (keep in mind the limits: 10% of total population, weapons, money, empty places in barracks). It will start training even if you have less people that are needed, so it is wise to turn this training off if you have few people.

If training mages and thieves is active, and you have empty places in the temples or inns, the Governor will start training common soldiers into these units to fill up the emply places.

To train elites, archers and horsemen, you do not need extra empty space in barracks, since common soldiers already take up place, and they will be trained into these units.

Training commences in order of the units, one by one. So if you have place for every unit, have enough money and weapons, then the same amount will be trained of every unit.

Reserving spaces. This is where you set how many soldiers are to be kept as common soldiers, without being trained into anything else. This can come handy when any of your more valuable units suffer losses (they get poisoned, killed etc.). The Governor can immediately start training the more valuable units from these soldiers, without the need to first train soldiers.

If you do not want the same amount to be trained of every unit, and want to train less of some units, you can limit the number of each unit that can be under training at a given time. If you limit a particular unit, the others will be trained in a greater proportion.

Train soldiers beyond free capacity. If this option is enabled, training common soldiers will not stop at the capacity of the barracks, but wil continue on, even though there might not be enough barrack place for the trained soldiers. This can be useful when you know that your soldiers will have a place to go (you conquer land from someone for example). We only suggest this option to people who really know what they are doing, otherwise it will just be a waste of money and weapons!

Train mages and thieves beyond free capacity. These options do the same for mages and thieves as the above for soldiers. When enabled, the governor will not stop training these units when you reach full capacity, but will continue to train more of them. Use with caution, only after making the necessary calculations, and when you know why you enable these.

Of course, you can still train the usual way within the game anytime you want.

Spells

This is probably the most complicated and most important part of the Governor.

  1. If Automatic Bloodthirst is enabled, the Governor will try to cast the Bloodthirst spell before the change of round if you have troops sent out for an attack. It tries 5 times each round, if the casting does not succeed, it will try again the next round. It does not cast the spell after the start of the troops, but right before the change of rounds. This gives you time to send out several troops in one round, and only cast the spell once.
  2. Name of the spells that can be activated by the Governor. The bottom two are a little special, you can read more about these below.
  3. If the given spell is active for less rounds that the amount specified here, the Governor will try to cast it. We advise you to use a value greater than 1 here, to be safe. In the bottom two cases the condition is the opposite: the spell will be cast if the length of Storm or Drought is longer than the amount you specify.
  4. How long should the spell last. The chance for success is the same as when manually casting the spells, so you should check the success rate on the Wizardry page, and decide based on that. If you have few mages, it is useless to enter 36 rounds here, since it is likely that the casting will always fail, but the mages will tire, and the runes will be used up.
  5. This column lets you limit the casting of the spell. The spell is only cast if strength of your mages is above this percent value you enter here. Remember that mages do not cast anything if their strength gets below 50%. If you use their strength for unimportant spells, you might not be able to cast the really important ones!
  6. You can also limit the spellcasting based on the number of runes remaining. The spell is only cast if you have more runes that specified here. This lets you save runes for the more impornant spells.
  7. Number of times to try casting. Remember that a failed casting also reduces the strength and number of runes!
  8. This is where you decide what order to cast the spells in and when. This is very important, so set it according to your own needs.


Limits

If you want some things to be done automatically, but do not want the Governor to use up all your money, you can limit certain actions of the Governor.

You can limit everything, or just training of soldiers, or just writing of srcolls. You can also temporarily suspend writing new scrolls by the tick of a checkbox, and resume everything when you see fit.

There is also an option to suspend the training of simple soldiers if your population gets below a certain point.

Automatic selling of military units

If there is not enough place for your units, the game automatically demotes them. With automatic selling enabled, you can save these units, and instead of demoting them, place them on the market for a price you set. Of course, the daily limit for going to the market still stands, and if the Governor cannot enter the market, it cannot sell anything. Also, it can use up your daily entrances quite quickly. :)

The Governor counts with all trainings and buildings that are ready in the following round.

For example if you have been attacked, and lost barracks, or an Earthquake destroyed some of your buildings, the Governor will sell the surplus units before the next change of rounds.

Keep in mind however, that if your scrolls are worn away during the current round, the Governor does not know about it before the change of rounds, so it cannot act! If the available space gets less because of this, your units will still get demoted.

If your buildings are not working doe to lack of people to operate them, the Governor will NOT sell the units, but let them be demoted, thus making sure you have more people in your country to operate it.

You can set a limit below which the Governor will not go to the market. This can be important if you do not want the Governor to use up all your market entrances if only a couple units would be lost.

At the bottom of the page, you can set the order in which the Governor sells your units. If you keep several different types of units, then the order in which the Governor sells them is very important. You should put your least important unit at the top (with the lowest rank), and keep your most valued unit type at the bottom (with the highest rank). The default order is fine in most cases.

Please read the FAQ on Governor for further questions and answers.

Gems

The Governor can also sell your gems, if the price is above a certain limit. The Governor only tries to sell the gems before and after the change of rounds.

1/A

On the top level of the game, the Governor is given one more task. Since the Caravan is not available in this group, the Governor can handle all your raw materials, if your alliance has a warehouse.

The Governor can put the contents of your stores into the alliance warehouse. This is done, if you checked the given material, and the capacity of your stores if above 80% for that particular material. In this case your entire supply of that material is put into the alliance warehouse. If the alliance warehouse is full, the Governor still puts it in, but it is immedietely lost.

Since other countries cannot send you a caravan if your people are starving, or need weapons for training, the Governor can also take out a given amount of food, weapons or metal from the alliance warehouse. The Governor only takes the given material out from the alliance warehouse if your supplies are zero. Even if you have 1 bushel of food, which is not enough, it will still only take out the amount you specify, if you have zero of it.

Actions related to the alliance warehouse are only carried out before the change of rounds.


Impornant helps:
VIP help
FAQ on VIP and the Governor