
Originally Posted by
Jade Dragon
In the GoG version, the manual is part of the optional extras download.
I have the game. I think I've been too aggressive though. I do pursue trade and relations sometimes, but my strategy tends to involve sending exploration parties with at least ten weaponthanes without any exploration blessings.
I hate the limitations though. You can't raid anybody but nearby clans (marked with "N"), but nobody else follows this rule. You can't even make an attempt to add the Beaker/Thunder/Slapfoot Ducks to your tribe, but you can do pretty much anything else (they laugh if you propose alliance, though). You can't send warriors to help the Marsh Ducks against the undead even after you learn of the situation (you can only do it when the event first pops up). You can't choose who your warleader is, it's automatically the best combatant on the clan ring. You can only call on one ally/favor per raid and can't make massive tribal raids like other tribes. You can't ally with the Tarsh and wage a campaign against the horse nomads. You can't kill or even wound the Cragspider even with thirty weaponthanes, thirty footmen, and a leader who has Heroic Magic and Renowned Combat (or vice-versa). You can't drive out the horse nomads and the Praxians, kill the necromancer of the swamp once and for all, ally with the Beastmen and the Tarsh, and then proceed to drive out the Red King in the north and the Pharaoh in the south. All you can do is form a tribe, and then a kingdom.
Anyway, it's still a good challenge. If you don't want to read the manual or are still confused, watch Grimith's playthrough.