Placing attack bounties on monsters or dungeons offers a tempting reward to the heroes that contribute to their destruction, and exploration bounties draw your subjects out to unexplored parts of the map. You only have two ways to influence your heroes, and they’re both by placing bounties. All of this requires you to keep your buildings secure, of course, because the monsters roaming the land aren’t going to let you go about your genocide idly. You also get a regular income from your tax collectors that’s proportional to the size of your settlement, and from trading posts. They loot gold from monsters and dungeons and then turn around and spend it in your town on aids like new weapons and healing potions. There’s one resource in the game and it’s gold, which is mainly earned indirectly from your heroes. It’s like building the city from an RPG and watching the heroes go about their business, slaying monsters and saving the world, all from the comfort of your throne room. Your purpose in doing this is to attract heroes to join your guilds and quest for you, making use of your shops to heal and improve themselves between outings. As the rightful ruler of the kingdom, you order your peasants forth from the castle to construct markets, blacksmiths, inns, guilds, and temples. Majesty skews closest to a real-time strategy game where you’re mostly hands-off on your units. If you’ve ever wanted to be the power behind the heroes, this is the title for you, despite being a little rough around the edges. When you complete a quest in an RPG, where does the money come from? Who is bankrolling these expeditions into dungeons and ruins to slay terrible, hidden beasts? Majesty answers that question directly: It’s you, the sovereign of the land, because you are sick of these things screwing with your domain.