Country
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, the player is in charge of maintaining all commanding armies in one massive joint force. This means that they must keep all armies, particularly those not joining battles, moving when it is required. They are also in charge of retrieving players that are outside of the joint force and often initiating full force drops on other enemy joint armies.
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.
