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@@ -3,10 +3,44 @@ title: Eagle Commands
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description: Strategic command reference for Eagle command panels.
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---
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Eagle commands are the strategic actions a faction can take from a province command panel. The server advertises available commands with `AvailableCommand`, and the client posts the matching `SelectedCommand`.
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Eagle commands are the strategic actions a faction can take from a province command panel. The panel shows the actions that are possible for the current province and situation.
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Most commands belong to the province currently acting this turn. Some are reaction commands, such as resolving diplomacy offers, handling captured heroes, or choosing a battle aftermath decision.
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## Why commands appear and disappear
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The command panel changes as the game changes. If an action is not currently possible, it is usually absent instead of appearing as a disabled button.
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Availability can change when:
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- another command spends gold, food, vigor, or the province's turn;
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- a hero, battalion, prisoner, event, or incoming army moves or changes state;
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- the game advances to another phase;
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- a profession or minimum stat is required; or
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- a target is no longer valid.
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If a command you expected is missing, check its **Available when** entry. The most common reasons are insufficient gold, food, or vigor; no valid target; the wrong hero profession; the hero being elsewhere; or the province having already spent its turn.
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An **eligible hero** is simply one of the heroes you can currently choose to perform that action. Eligibility can depend on location, vigor, profession, leadership, and the command's own restrictions.
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## Reading a command entry
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- **Hero requirements** identifies profession or hero restrictions. “None” means no particular profession, not that the command never needs an acting hero.
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- **Vigor cost** is paid by the selected acting hero when the command resolves as described.
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- **Available when** summarizes the state that makes the command appear.
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- **Effect** describes what the action does.
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- **Selection** lists what you must choose before confirming it.
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## Turns, reactions, and command states
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Most commands under **Normal Command Phase Commands** spend the acting province's turn. After using one, you normally cannot choose another ordinary action for that province this round. Entries explicitly identify exceptions such as Issue Orders.
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Diplomacy responses, attack and defense decisions, riots, and battle aftermath are prompted by events in their own phases. Resolving one of these decisions does not replace or grant another ordinary province turn.
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**Travel** enters a temporary command state. Traveling commands then become available, and the player may use multiple traveling commands in the same round. **Return** leaves that state and returns to the normal province command flow. Individual traveling actions can still spend resources or alter which later choices remain available.
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Before confirming any command, check the selected hero, destination, units, gold, and food. Treat confirmation as issuing the order rather than previewing it.
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<span class="command-reference-marker" aria-hidden="true"></span>
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