Ashley Bradley
Entry 04  /  after Feudalism II, 2008

Liege

Raise a company, pick your quarrels, and take the map one town at a time.

Open standalone

Classic mode keeps

ClassicModern
stage800x600, integer scaledfluid, min 640x480
tick rate30 Hz30 Hz
savesone slotseveral campaigns, kept, and cloud-synced
inputWASD and number keyskeyboard, gamepad, touch
travelwalk the map between every townfast travel to any town you hold, because the walk is not the game
diplomacytake a town and that land embargoes you and turns hostilestanding with each land is a real dial you can work, not only a switch you trip

Guesses and liberties

  • Observed by playing v1_02 on 2026-09-02 and screenshotting every screen reachable in the first land (D014). NOTES.md carries the measurements; what follows is what is still guessed.
  • Stage size 800x600 is measured off the Ruffle embed. The 30 Hz step rate is inferred, not measured.
  • Sourced by observation: the six lands and twelve heroes with their full descriptions, the six buildings of a small town and their hover text, the two lines plus reserve and the rule printed under them, a complete unit stat block (STR/DEX/CON/SPR, HP, SP, Defense, Dodge, damage range, crit, attack speed, one mastery, price), the twelve weapon masteries, sell-back at half price, the forge refine formula, the mounted-weapon restrictions, and that Normal caps an army at 30 with a stat ceiling of 100.
  • Whether "attack speed" is attacks per second or seconds per attack is not settled by the three units observed; it is read as attacks per second because the crossbow is slowest and hits hardest.
  • A fresh Normal game showed 20000 starting gold, which is high enough to want a second run before it is trusted.
  • NOT observed and therefore reconstructed: what the stars around a town crest count, levelling, duelling a town champion, and everything past the second land.
  • Observed on a second pass: towns are entered peacefully, a real town has a City Hall that a camp does not, that hall holds three actions and four save slots, the quest-giver speaks and can be sent away for another job, and a town banner carries a type, a name and a role.
  • The three kinds of job — cull, raid, escort — are ours; only one offer was ever read in the original.
  • Special moves are modelled as numbers — a bought node raises damage or crit — rather than as moves bound to keys 1-6 as the original binds them.
  • That rival lands embargo trade and turn hostile once you take a town is single-sourced, from a player walkthrough rather than the developer, and was not seen in play.
  • Several aggregator sites describe this game as turn-based with resource management and deep diplomacy. Those descriptions are machine-written and wrong — the combat is real-time and side-on. They are recorded here so nobody sources from them later.
  • The series runs to three games (2008, 2008, 2013). This targets the second, which is the one with the six lands.