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===Strategy=== ====Do NOT Fuck With The Ducks==== Fairly early in the game, your explorations will turn up a random encounter in the form of a clan of [[Durulz|duck people]] living in the nearby swamps. Given they are small and look like a [[Disney]] knockoff, you will probably be tempted to either bully them into submission or just slaughter them and take their land for yourself, especially if you chose [[beastfolk]] as your ancestral enemies. '''''Do NOT do this!''''' Whilst the ducks may ''look'' stupid, they are in fact well-trained, vicious little fuckers with a massive grudge against the whole world that they are more than happy to aim in your direction if you try and start something with them. And unless you are either ''very'' good at the game or '''very''' lucky, they will proceed to absolutely ''wreck your fucking shit'' for starting something with them. And even if ''they'' don't kick your ass, then their [[beastfolk]] allies, who are even nastier than they are, will probably do it for them. It is far safer and far more prosperous for your tribe to forge peace with the ducks. They can't accept treasure, and their [[heresy|"unique"]] take on Orlanthi religion poses some problems with getting along, but in general it is just far better for you. Especially since they are quite interested in making sure the [[undead]] of the Upland Marsh stay contained in the deep swamp. ====You Can Never Have Enough Cows==== Food and cattle are the foremost priority and many a great playthrough have ended scuffed by not being on top of the food situation. Without enough farmland or hunting grounds, your clan will begin starving and will start killing cattle for food. However, cattle is also a measure of your wealth and power, and having fewer cattle not only limits your economy but also makes you more vulnerable to the AI's targeting of your clan for raids. As such, your council should at all times have at least one member who is ''Excellent'' or better at getting food. Expect to be micromanaging your pasture and cropland every season just like a real Bronze Age tribe. Optimally, you'll start with more than enough land but you may elect not to as you can use your neighbors as unwilling donors. ====Keep Your Enemies Close==== At the start of the game, single out a neighboring clan or two as your personal whipping boy. Generally, pick a clan whose nature is alien to yours (such as slavers) or who will interfere with the eventual kingdom unification endgame (such as the duck-hating First Clan). If you are at war with anyone else at the start of the game, offer them horses and make peace ASAP. War is sub-optimal and you want to be at peace as long as possible with as many people as possible to keep your population from being wasted in battle. Remember, pre-Industrial, even pre-Classical, warfare involved a few masses of untrained men supporting a few elite warriors, and KoDP's combat system reflects that. If you fight too many battles and lose them or don't win them decisively, you may lose two to five of your elite Weaponthanes, but you'll lose dozens of men who, when they're not fighting, are your hunters, farmers, and herdsmen. You will lose agricultural and economic production with every death, and be much more vulnerable to counter-raids. Only raid when you're trying to prove a point, need more land, or your local warhawks start getting bored. Raid your whipping boy too much and they will migrate out of fear of you, and you'll be forced to find a new one. To improve your skill at war you should have at least one councilor that is ''Excellent'' or better in Combat. The one with the highest combat score will automatically become your warleader and a combination of their Combat and Leadership skills will affect the random rolls you make in combat. Other factors will include the amount of magic assigned at the start of a year to War, free magic assigned to any battle, and the effect of various treasures you may discover or buy. Also, when traces of existential threats such as undead or Chaos show up, deal with 'em immediately, preferably under the direction of specialists. Your general is primarily improved by their partaking in Heroquests with respective foci in Combat and Leadership. Heroquests are also available for your Food specialists such as the one wherein they [[Lulz|pretend to be a cow]]. You've gathered by now that having food and winning battles are highly important and as such your magic should always be allocated for anything that improves these. With food and combat secure, your playthrough is set. Specific guides for Heroquesting, combat tactics, and tribe building are freely available elsewhere, though the game has so many options and events that you can freely experiment and try new things every playthrough.
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