Intel and Interrogation

Intel cannot be used on captains or warchiefs unless they have been identified and/or certain conditions (listed below) are met. This makes your choices both more reasonably limited and more deliberate, so you don't just use it on some random captain you don't even know.



This makes your choices both more reasonably limited and more deliberate, so you don't just use it on some random captain you don't even know. Worms (lesser Uruk who can be interrogated) and documents (papers found in Uruk camps) can only be used to identify/gain intel on captains in the bottom rank of Sauron's army. These captains are bottom of the bin, so finding dirt on them from nameless lackeys wouldn't be that difficult.



These captains are bottom of the bin, so finding dirt on them from nameless lackeys wouldn't be that difficult. Captains can be interrogated for intel on other (identified) captains within or below their ranks. I figure this is reasonable enough, whereas it'd be unlikely for them to have intel on their superiors. Since this is a more general rule rather than a unique condition, its reach is limited to captains that have been identified, or have some connection to the captain you're interrogating (see the next few conditions).



I figure this is reasonable enough, whereas it'd be unlikely for them to have intel on their superiors. Since this is a more general rule rather than a unique condition, its reach is limited to captains that have been identified, or have some connection to the captain you're interrogating (see the next few conditions). Bodyguards can be interrogated for intel on their bosses. This basically works as the main exception to the above rule. As I said, it'd be unlikely for a captain to have intel on their superiors, unless they were working directly under them. I think this also works as a good incentive for players to go the way of the puppeteer and manipulate/command an Uruk to the position of bodyguard in order to gain intel on their boss.



This basically works as the main exception to the above rule. As I said, it'd be unlikely for a captain to have intel on their superiors, unless they were working directly under them. I think this also works as a good incentive for players to go the way of the puppeteer and manipulate/command an Uruk to the position of bodyguard in order to gain intel on their boss. Intel on warchiefs can only be obtained from their bodyguards. This is kind of a given taking the other rules into account, but I feel like this should be kept in mind or perhaps built upon beyond the rules I've laid out, as warchiefs would be the most secretive of the bunch.



This is kind of a given taking the other rules into account, but I feel like this should be kept in mind or perhaps built upon beyond the rules I've laid out, as warchiefs would be the most secretive of the bunch. Suggested extension to this rule: with the above two rules alone, it may prove trivial to gain intel on warchiefs or high-rank captains if they happen to have a bodyguard hanging out in the mid/bottom rank. As such, an amendment to the above two rules could be that captains or warchiefs will only trust bodyguards that are at least directly below them in rank. I mean, would a powerful and respected captain way in the higher ranks really confide that much in a scrawny level 5 captain who's barely made a name for themselves, or a mighty warchief in a potentially dangerous mid-level captain? They'd more likely keep their hired muscle at arm's length. However, they might be a bit more trusting of those bodyguards were they to prove themselves by climbing further up the ranks, yet another incentive for the player to subtly intervene in Uruk affairs.



with the above two rules alone, it may prove trivial to gain intel on warchiefs or high-rank captains if they happen to have a bodyguard hanging out in the mid/bottom rank. As such, an amendment to the above two rules could be that captains or warchiefs will only trust bodyguards that are at least directly below them in rank. I mean, would a powerful and respected captain way in the higher ranks really confide that much in a scrawny level 5 captain who's barely made a name for themselves, or a mighty warchief in a potentially dangerous mid-level captain? They'd more likely keep their hired muscle at arm's length. However, they might be a bit more trusting of those bodyguards were they to prove themselves by climbing further up the ranks, yet another incentive for the player to subtly intervene in Uruk affairs. Captains should either be killed during the interrogation process, or only be able to survive it once. Once you acquire the Branding ability (I.E. the fun half of the game), Uruks you interrogate are automatically branded and dismissed rather than immediately executed via cranial implosion. It once again goes to show the lack of consideration put into the intel system that you can easily abuse your branded captains by repeatedly interrogating them. To avoid this, captains should only be able to provide information once, regardless of branding. Perhaps, as an extension to this rule, you could extract additional information from your branded captain at the cost of killing them immediately after. On a side note, this doesn't necessarily mean you couldn't interrogate a resurrected captain, for example. After all, keeping track of all the names of which Uruks you've interrogated would probably be annoying. The main point of this rule is so you don't end up abusing branded captains for unlimited intel.

Gathering intelligence on the captains of Sauron's army plays a significant role in your interactions with the game's systems. By finding documents lying around in camps and interrogating captains or particularly talkative Uruks, you can reveal the identity of a captain of your choice and learn everything about them; their power level, strengths, weaknesses and current location are always available and up to date for you to view any time.You don't necessarily have to gain intel on a captain to know who they are; any captains that you encounter out on the field will be revealed on the army UI, though more intimate and potentially useful information on them will remain hidden. This allows you to take advantage of previous encounters by singling them out on the army UI, learning their weaknesses and hunting them down.The reason I feel that the intel gathering aspect of the system was somewhat poorly executed is that intel is plentiful, easily obtainable from any of the three sources I named above, and yet none of these methods are any more beneficial than the others. It will get to the point where you can amass enough intel in a short amount of time to reveal the entire roster of captains and their traits, regardless of if you've even come across them before. If a mysterious newcomer suddenly pops up, it's no trouble to find out who they are as intel is practically on hand at all times. As such, I've devised a system that, rather than telling you to remove intel from the equation completely, will make intel gathering a more calculated and overall more engaging process. Rather than just being something to absentmindedly collect, detailed intelligence on a captain of the players choice should be something they have to actively seek out and work up to, making it feel more rewarding and still allowing players that advantage.Here is a set of simple rules to follow when dealing with matters of intel and interrogation within the game. If you feel there may be one or two rules here you would rather modify somehow or simply not use, this is totally acceptable. This guide, while in some ways meant to make the game more challenging, is not a "challenge," and for that matter your feedback on how these rules could be improved would be very much appreciated.