Country

From The Last Knights Wiki

In The Last Knights, the first thing that a player can do when they first log into an age is join a country. Each age swaps between what is called Random Ages and Stack Ages. In random ages you are only given the option to join a country at random. This mechanic helps to balance out veteran and newer players. In stack ages, you are given the option to choose between a number of listed countries. The country you decide to join will also decide what special units you will have access to as well as the terrain bonuses for that country.

Each country is given a select number of cities that they control from the very beginning. The countries are also provided a randomly placed capital where each new joiner will spawn and where the garrison inside that city is given a bonus to strength and unit count. As a player, it is their responsibility to work with the rest of their country to help it thrive and avoid death by the hands of an invading enemy.

Country Leader

At a certain point in the age when a player's country has reached a minimum of 5 officers with the rank of General or higher they are given the privilege of electing a leader for the country. A leader is chosen once 60% of green+ ranked players have selected a particular player to head up their country. As the leader, this player holds and operates a field army that contains the armies of all players within the country. This not only makes it easier to keep track of every player in a country but it also increases the strength of all armies as a whole.

The field army, commonly referenced as the main army in-game, is used to move everyone from city to city without the need for them to move individually. It is also much safer for a players commander and units compared to being in a smaller force or not in one at all. The leader moves the main army when needed and can even use it in a battle against enemy countries. They are also in charge of retrieving players that are outside of it in order to keep it at full strength.

The country leader manages and operates the country through decisions like who can be trusted to take the title of chief of staff, high council, or war council to what countries they will ally or consider an enemy to what strategies will, ultimately, earn them victory.

A leaders responsibilities can range from a single task to many and is one of the most important roles in the game. Some of these tasks include planning and strategizing, diplomacy, communication, speed, and quick-thinking.

Planning & Strategizing

Leaders must be willing to plan from time to time if it becomes necessary as countries may not always have planners readily available during certain hours of the day. Being able to assemble a plan of action and effectively carry it out can make the difference between a country of players who actively show up when they are needed or decide they'd rather do their own thing. A leader must always have a strategy prepared and ready to be carried out. This type of confidence and preparedness will resonate with that players countrymen and keep them loyal.

Diplomacy

A fairly large part of being the leader of a country is the players ability to be a persuasive and logical diplomat. When a country is in a tight spot and needs assistance in a situation that might need more than one country involved, diplomacy is an appropriate way to achieve a goal.

Communication

Like they say 'Communication is key' and that's no different when leading a country in The Last Knights. A Leader must be able to communicate clearly with their countrymen so that mistakes are not made. Clarification is also important to ensure that the information received is heard correctly the first time.

Speed

There will be times when the leader is expected to act fast during a battle run. This often pertains to movement or even clicking that attack button. A player in the role of a leader can avoid serious problems later on if they can manage their speed at the right times.

Quick-Thinking

A leader will constantly be faced with situations where the opportunity of thinking quickly can help turn the tides of battle in their favor. Hesitation is all it takes for a plan to fall apart and for a leaders country to end up in a terrible predicament. Having backup plans or being able to re-strategize last minute can help minimize and even completely remove any chance of a failed operation.

Chief of Staff

Ultimately, being a high council member elevated to co-leader of the country, the chief-of-staff is given all the power of the main leader. This player acts as the commander-in-chief in their absence as well as assists them with carrying out duties that would normally be the general responsibility of the leader. They can also rename or disband created armies if ever necessary. The only limitations that the chief-of-staff has is that they can not utilize the high council if they had to manage a main army.

High Council

When a player is chosen as the leader of a country they are instantly given the ability to assign the position of High Council. Those chosen to be a High Council member are, generally, held in high regard by the leader so respecting and working with those in this position can help everything run smoothly within the country. This position also provides the ability to perform certain tasks that would, otherwise, be restricted. The actions that are available to High Council members are as follows;

  • Editing the High Council announcement board
  • Moving the leader-controlled main army
  • Sending, accepting, declining, & breaking alliances
  • Declaring war

Editing Announcement Board

The announcement board is used as an informational tool that is found on the home page upon logging into the game. Those with the permissions to do so can change the contents found on the board. The most common things a player will see on this board often relate to battle times, incoming PvP, and intel about countries. From time to time, even important messages will be posted that may be more noticeable here than in a direct message. For example, since the HC board is usually the first thing a player sees when they log in coming across a message like "Rejoin Main!" or "PVP close!" can alert the player much faster than sending a circular message out on a reminder or an immediate action that may need to be taken.

The announcement board also interacts with most html code so adding things like borders, cells, images (both static and animated), and font colors, styles, and more are possible.

Moving Main Army

Normally, before the leader has reached the rank of knight, if there is a player, who is not the leader, who is in charge of a field army they are the only ones able to move it across cities. This is regardless of whether or not a player is the country leader or holds the title of high council. The only exception to this rule is if the holder of the field army gives another commander, within that army, 'second-in-command' which then gives that player the ability to move the army as well, as long as they remain a part of it.

However, in the case of the leader of a country who has reached the rank of Viceroy, aka Knight, any player given the high council title has the ability to move the field army. Second-in-command can still be given. However, its use becomes minimal and specific once high council members have been chosen. With the authority given to move the main army (field army), a high council member can utilize this privilege during the leaders absence when the movement of the whole army is paramount.

Sending, Accepting, Declining, & Breaking Alliances

In addition to the editing and field army movement capabilities, a high council member also has access to changing diplomacy status with any country. This involves things such as accepting or declining incoming alliance requests, sending alliance requests, and even ending active alliances. However, discussing these actions before performing them is always a smart plan and can avoid confusion and frustration.

Declaring War

In order to attempt to capture a city from a neutral country you must first engage in war with them. Apart from the leader, this is only possible if you hold the title of either high council or the grander title of chief of staff. Often times, the high council position is temporarily given to a player who does not have it already. This is done to allow that player to start the war with the targeted country if they are currently neutral. This allows for them to proceed with capturing more of those cities.

War Council

Though not as extravagant of a title as High Council it is a role that is often given to players who have shown commitment to training and joining SFs as can often be viewed by their consistent rise in ranks. The war council title does not hold a limit to how many can receive it. However, their permissions are reduced to only being able to edit the HC board. Regardless, Being a war council member is a great way of working up to high council position if the player can prove themselves a valuable and knowledgeable countryman.

Strike Forces

A country conducts their battle operations through what is called a strike force. These often contain multiple players armies creating a strong enough formation that can be used to successfully cripple a cities garrisoned troops and, as a result, capture it. Strike forces are the main drive in spreading a countries dominance throughout the map and is, very much, needed in order to completely wipe out an enemy country. These battle groups are often given the acronym "SF" and is followed by a corresponding number that tells others the order of each attack. SF's often start small but as the battles unfold each previous sf team joins the next which leads to a larger and stronger SF as the battles progresses.

Player Versus Player (PvP)

One of the many key elements in The Last Knights is the ability to battle other player's commanding armies. This becomes possible when a player is in a city that borders an enemy city where an enemy player is currently garrisoned. Players are only able to attack others who are the same rank or higher.

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