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2020.04.17

Letters from the Producer 5: Nation-Based Strategic Difficulty (Part 1)

Hello everyone! I’m Igarashi, the producer of Brigandine: The Legend of Runersia.
In my first and second letters, I briefly touched on difficulty selection at the start of the game.
In this letter, I would like to go into more detail.




There are six powers (countries) in Runersia. Players will choose one with which to conquer the continent.
The question is, which country should you choose?
Many will likely base their choice on the beliefs and characteristics of the country and its ruler.
Keep in mind there is actually an additional layer of strategic difficulty depending on the country you pick.
In short, the game’s difficulty can be said to consist of the following:
1) Game mode difficulty – Easy, Normal, or Hard
2) Strategic difficulty based on chosen nation
These are the two main factors that determine how difficult the game will be.


I’d like to share with all of you some valuable insights from our Lead Game Designer, Mr. Tasuku Ito
about how the strategic difficulty changes based on the country you choose.


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Hello everyone, and thanks for reading. I’m Ito, Lead Game Designer for Brigandine: The Legend of Runersia.
I’ll be providing some key points about what nation-based strategic difficulty means.
I hope this information comes in handy when you’re starting your own playthrough!


First, take a look at this map of Runersia and the power relationship at the start of the game.



■ Nation-Based Strategic Difficulty (Part 1) – Norzaleo Kingdom, Republic of Guimoule, and the Shinobi Tribe
(1) Norzaleo Kingdom [Difficulty ★☆☆]
・ Starts with 5 total bases, 2 of which are front line bases
Located in the northwest corner of Runersia, Norzaleo borders only two other countries: Guimoule and Gustava.
With only two front line bases (bases adjacent to an enemy base), it’s easy to attack and defend.
Highly recommended for first-time strategy game players.



・ Rune Knights
Plenty of solid battle units like Paladin Grados and Saint Jiu, who can use recovery magic.
You’ll need to keep an eye on the younger, less experienced knights like ruler Rubino, Elena, and Pick.
Train them well and they’ll become great assets to the Norzaleo war effort. The quickest way to continental
conquest is to train older and younger knights together, letting the older ones support the younger.


(2) Republic of Guimoule [Difficulty ★★☆]
・ Starts with 8 total bases, 3 of which are front line bases
Guimoule begins as a large nation, second in size only to Mana Saleesia.
Its larger size, however, means more front line bases. Guimoule starts with three. Players who choose this
nation will need to decide which bases to defend and which of the three bordering bases to attack first.



・ Rune Knights
The nation is well-balanced with various classes, the key knights being ruler Eliza, Mu’ah, and Darian.
Its strategically more difficult than Norzaleo, but with more options for troop organization early on.


(3) Shinobi Tribe [Difficulty ★☆☆]
・ Starts with 5 total bases, 2 of which are front line bases
The tribe’s small territory is located in a natural fortress of mountains and forests that protects them.
With only two bases open to enemy attacks, players are able to dispatch more idle knights on quests.
In line with the Shinobi Tribe’s story, this nation’s true challenge is switching from defense to offense.



・ Rune Knights
With units like ruler Talia and Healer Medessa who excel at recovery magic,this nation is built for defense.
Swordsman Sid, Jose, and Bazoo Knight Toby’s preferred terrain is forest. Since the Shinobi Tribe
has many bases in forested areas, this boosts the nation’s combat power even further on home turf.


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That is all for part one! As always, thank you for reading!
We’ll delve into the Holy Gustava Empire, Mana Saleesia Theocracy, and the United Islands of Mirelva next!