Add first Eagle round walkthrough

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2026-07-11 12:25:21 -07:00
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@@ -22,6 +22,7 @@ export default defineConfig({
{ label: "Game Concepts", slug: "concepts" },
{ label: "Victory and Defeat", slug: "concepts/victory-and-defeat" },
{ label: "Who You Command", slug: "concepts/command-authority" },
{ label: "Your First Eagle Round", slug: "concepts/first-round" },
{ label: "Eagle Round Flow", slug: "concepts/eagle-round-flow" },
{ label: "From Eagle to Shardok", slug: "concepts/eagle-to-shardok" },
{ label: "Shardok Battles", slug: "concepts/shardok-battles" },
@@ -0,0 +1,91 @@
---
title: Your First Eagle Round
description: A worked example of inspecting a faction, issuing orders, and reading the result.
---
This walkthrough follows a fictional faction through one ordinary strategic round. It is not an optimal opening. Its purpose is to show what the player decides, what resolves immediately, and what waits for the shared round to advance.
## 1. Read the faction before acting
Suppose your faction controls two provinces:
- **Highcourt**, ruled by your faction head, is directly controlled.
- **Greenvale**, ruled by a vassal, has Develop standing orders.
Begin with the faction and province panels rather than the command list. Check:
1. **Leadership:** Which provinces have faction leaders and which have vassals?
2. **Support:** Provinces below 40 support do not provide annual production.
3. **Food:** Compare stored food with monthly consumption and incoming supplies.
4. **Development:** Read economy, agriculture, and infrastructure after devastation.
5. **Heroes:** Note vigor, loyalty, profession, and location.
6. **Threats:** Look for province events, known incoming armies, hostile neighbors, and stale information.
In this example, Highcourt has adequate food and support, one tired hero, and a battalion that needs training. Greenvale has no crisis.
## 2. Understand who will choose
The player chooses Highcourt's action because a faction leader rules it. Greenvale's vassal will choose an action automatically during **Vassal Commands**, guided by Develop orders and local conditions.
Several heroes in Highcourt might be eligible to perform an action, but the province still receives one normal turn. Choosing a hero determines who pays vigor and gains experience; it does not create an additional province action.
## 3. Review available commands
The command panel contains actions valid right now. A missing command may lack a target, resource, eligible hero, profession, or other requirement.
Highcourt could reasonably Train, Improve, March, or Rest. For this example, choose **Train** and select a hero with enough vigor. Train spends Highcourt's normal turn. Its effects belong to Highcourt's submitted order in the shared Player Commands phase.
Before confirming, check the acting hero and affected battalions. Treat submission as an order, not a reversible preview.
## 4. Let the other provinces and factions act
Greenvale's vassal selects its own command. Other factions submit their decisions during the same strategic phase. Highcourt's selection does not create a private sequence in which every enemy waits for it.
The phase advances only after all required choices are complete. If the game appears to be waiting, another faction may still owe a command or a conditional response.
## 5. Distinguish immediate and delayed actions
Train affects battalions as that command resolves. Other choices create future state:
- **March** removes selected forces and supplies from the origin and creates an army scheduled for a later round.
- **Send Supplies** removes supplies now and schedules a shipment for the next round, with transit loss on arrival.
- **Diplomacy** sends a messenger and creates an offer that the recipient resolves later.
- **Recon** creates a scouting result that is applied during Recon Resolution.
Do not expect a marching army to enter its destination as soon as the order is submitted.
## 6. Read the resolution
After the phase advances, read the results your faction is allowed to observe. You see your own actions and information earned through control, scouting, diplomacy, alliances, or battle. Enemy activity may remain hidden.
In the example:
- Highcourt's battalions gain training and the acting hero spends vigor.
- Greenvale's vassal chooses an improvement because no urgent problem overrides Develop orders.
- An enemy action elsewhere may be invisible until its consequences enter your information.
The world did not resolve as “Highcourt, then Greenvale, then the enemy.” These orders belonged to the same broad strategic moment.
## 7. Prepare for the next round
At the next round, automatic phases process dates, events, movement, shipments, unaffiliated heroes, and other long-running state. Friendly arrivals can enter provinces during Province Move Resolution. Hostile arrivals become army groups and may later produce conquest, attack, defense, or battle decisions.
Reassess rather than repeating the previous action automatically:
- Did support or food cross a danger threshold?
- Did a vassal do what you expected?
- Did an army or shipment arrive?
- Is a leader low on vigor?
- Did new information reveal a threat?
## First-round checklist
- Identify directly controlled and vassal-led provinces.
- Check support, food runway, effective development, heroes, and threats.
- Read only the commands currently available.
- Confirm which actions consume the province turn.
- Verify hero, target, units, gold, and food before submitting.
- Expect simultaneous resolution and incomplete enemy information.
- Reassess after the phase or round advances.
Continue with [Eagle Round Flow](/concepts/eagle-round-flow/) for the complete phase sequence, [Eagle Commands](/commands/) for individual actions, and [From Eagle to Shardok](/concepts/eagle-to-shardok/) before launching an attack.
@@ -9,6 +9,7 @@ These pages explain how Eagle0's major systems fit together. Use them when you w
- [Victory and defeat](victory-and-defeat/) explains the strategic objective, leadership succession, faction destruction, and how the game ends.
- [Who you command](command-authority/) explains faction heads, faction leaders, vassals, province turns, and direct control.
- [Your first Eagle round](first-round/) walks through inspecting a faction, issuing an order, waiting for simultaneous choices, and reading the result.
- [Eagle round flow](eagle-round-flow/) explains how a strategic round advances, why actions are simultaneous, and when players see results.
- [From Eagle to Shardok](eagle-to-shardok/) explains how strategic movement turns into tactical battles and how battle results return to Eagle.
@@ -11,6 +11,8 @@ Your strategic goal is to become the last surviving faction. Start with [Victory
Use these pages when you want a quick reference for commands, hero professions, faction leadership, province stats, or tactical battle options.
New to the strategic map? Start with [Your First Eagle Round](concepts/first-round/).
## Sections
- [Game concepts](concepts/) explains the flow of Eagle rounds, the handoff from Eagle to Shardok, tactical battles, and victory conditions.