Since there are a variety of hero units (rangers, mages, warriors, etc.), it is only fair that each hero has a specific flag type that they respond more quickly to. You can do this in increments of 100 or 500, and the stronger your hero and further away the flag is measures how much gold it will take to catch their interest. Instead, Majesty asks that you spend some of your earned gold on flags that entice your heroes to check them out. What made the first Majesty game so popular was its removal from the standard hover-over-the-shoulder-of-each-unit gameplay. Granted, a witty voiceover gentleman will explain the 'why' and 'how' of each mission, but you will catch on pretty quickly without his guidance. In other words, since you're not moving from Stage 1 to Stage 2 and so on, there's really no need to be bogged down with an underlying story. The overlaying map of Majesty 2 allows you to choose from a variety of missions, so the point of having an inherent story is basically moot. You are the ruler of a kingdom and must see your heroes and townsfolk (or peasants) through tough times. The basic premise of Majesty 2 is fairly simple. Now, thanks to publisher Paradox Interactive and the well-established Russian developer, 1C Company, Majesty 2 will finally see light.
It's been almost a decade since the original Majesty: Fantasy Kingdom Sim made its hit debut in 2000, and some speculated that it might never see a sequel.