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Full Rise Of The General update
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What changed
- Gameplay
- Maps
- Balance
Rise Of The General changes
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I wanted to share a new development update for Rise of the General.
This update is about one of the systems I care about most:
Recruitment
In many games, recruitment feels like buying stronger units from a list.
That is not what I want for Rise of the General.
In this game, you do not simply collect soldiers.
You discover people through war.
Some are ordinary. Some are reliable. Some are dangerous. Some may become the kind of person your army is built around.
The main idea
You command many soldiers, but only a few become trusted.
Every recruit can be shaped by several things:
Class — what they are naturally good at
Repute — their potential
Stats — their raw ability
Traits — what makes them memorable
Personality — how they behave
Loyalty — whether they truly follow you
Condition — whether they are healthy, wounded, exhausted, or shaken
A recruit should not matter only because their numbers are high.
They should matter because of what they survive, how they perform, and whether the player chooses to trust them with responsibility.
How recruits are discovered
I do not want recruitment to feel disconnected from the war.
A recruit might be noticed because:
they held the line longer than expected
they survived a hard battle
a scout reports something unusual about them
they perform well during training
an officer recommends them
they show potential during a battlefield event
You might notice a quiet recruit watching the officers, the wounded, the exits, and the supply carts.
You might assign someone to lead during training and discover they are not loud, but the men still follow their hand signals.
That is the kind of recruitment I want.
Not just:
“This unit has better stats.”
More like:
“Who is this person?”
“Where do they belong?”
“Can I trust them?”
“And what could they become if they survive long enough?”
Trusted units
As the player rises, some soldiers can become more than basic recruits.
They can become:
trusted units
squad leaders
role leaders
officers
loyal followers
rivals
future commanders
That means army placement is not just about filling empty slots.
It becomes a judgment call.
Do you place someone where their class fits naturally?
Do you give a promising recruit a chance before they are ready?
Do you protect a wounded soldier and risk weakening your line?
Do you remove someone from a role because they failed, or because you are trying to save them?
Those decisions can affect loyalty, morale, role fit, and future growth.
Why this matters
This system supports the main fantasy of Rise of the General.
You do not start as a legendary general.
You rise through war, earn trust, build a reputation, and slowly gather the people who may one day stand beside you when the battlefield gets larger.
The player commands an army.
But the army is built from people.
I’ll keep sharing more as combat, squad management, camp training, and recruitment continue coming together.
If the project looks interesting, wishlisting and following the game help a lot at this stage.
Source
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