Computer Games - There are a lot of RTS titles on the market. What gameplay features will make Seven Kingdoms: Conquest stand out from the crowd? Steve Fawkner - Just as we did with Warlords Battlecry, we like to add a few new fun and experimental features into our RTS games. This game is quite significantly different to Battlecry though! We've gone for a very resource-light micromanagement-light action-heavy style of RTS game. This can really give some quite brutal and fast combats, with large numbers of troops hacking away at each other. The original Seven Kingdoms games had quite complex economic models and systems for loyalty, diplomacy, espionage and trade. While we've done away with much of the complexity of these systems, we have added an Ambassadorial system into the game to replace them. Human sides can send Ambassadors to enemy, neutral or allied cities and villages. These Ambassadors then allow all sorts of interesting options in their new locations... ask for alliances, poison the wells, trade technologies, assassinate leaders (to name only a few). Demons use a Succubus instead of an Ambassador, and have quie different options available to them. It's a really great way to play the game, and clever players may be able to gain quite an advantage using this system correctly.