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.
- 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.
- 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.
- 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.
- 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.
- 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!
- 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.
- Number of times to try casting. Remember that a failed casting also
reduces the strength and number of runes!
- 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