New Traits for MMXXII
These are not finalized, but getting there. Nor are the assigned kingdoms. There are also some changes to established traits and the kingdoms assigned.
Here are the new traits of many others considered that I think add character, spice, and new strategy to Alamaze. I put Xenophobic first as one with the largest implications, not quite as profound as Devout or Evil but maybe next in line.
Discussion: open for business but for just a limited time - a couple days.
Xenophobic. Begin Friendly in capital region instead of Tolerant. All other kingdoms begin Hostile in Xenophobe capital region, except the kingdom with a starting town there which kingdom remains Tolerant.
Cannot successfully denigrate a Xenophobe in a region controlled by the Xenophobe – give warning on order entry of imminent failure. Denigration for a Xenophobe in a region he controls is 10,000 gold and is 100% successful.
Non-allied (not only declared enemy) groups ending in Xenophobic controlled regions are -2 if suspicious, -4 if hostile, and if declared enemy are 50% greater (-3 suspicious and -6 hostile).
Xenophobe Enamor costs 50% more (24,000 gold) and its nobles function at -10 points (so a Xenophobe Count is equivalent to a normal Baron) when taking actions in regions the Xenophobe does not control.
AM, DW, GN, LI, NE.
Ancient Wisdom. Magic research cost is not higher than 10,000 (is capped at 10k) regardless of traits or magic affinity. Kingdom begins with Scrying Mirror and +1 influence. LI, RD, AN, EL, DW.
Vassals. Kingdom can maintain a certain type of PC-based and/or Companion brigades at 50% of normal cost. EL and DA = Wood Elves. TY = Goblins and Orcs. CI = Wildlings and Vikings. SA = Zealots and Paladins. LI – Saurus, Chameleons. DU – Centaurs, AM – Westmen and Zamorans.
Tough. Intrinsic Regeneration up to 5% per turn for all kingdom-named brigades. Force March is +7 movement points instead of +5. DW, RD, HA, RA, CI, BL, LI, TY.
Nomadic. Gains a 5th group if not already available. Brigades consume only 50% of normal resources if in a region effected by reduced seasonal production. Relocating capital costs 10k gold. Terrain “advantaged” in all terrains unless higher by kingdom default. NO, AM, RD, TY.
Sudden. The early agent orders to assassinate, kidnap before emissary and group movement of the Underworld now. Still after guard and counter espionage. UN, PI, TY, DA, NO.
Audacious. With Marshal+, >110 morale and either an Elite brigade or a weapon artifact, group can use any tactic (flank, night attack, etc.) and can use Attack Initiative (order sequence 109.5 if there is a spell 109). Will be first then in sequence of group vs. group battles as well as having access to all tactics via dropdown menu without normal criteria check. Can use the agent command Diversion.
NO, AM, RA, CI, RD.
Kingdom Heirlooms. Gain +3 customization points and Valyrian Steel. AN, CI, DW, EL, PI, SA.
Urchins. Never without a man on the street, or perhaps a group of roguish boys, Urchins trait kingdoms gets an L1 recon for all its controlled pc;s in its controlled regions. Druid loses this special ability but might have the Urchin trait (a little bird told him, etc.). Rule of Law costs 2000 more gold per turn per controlled region. . In the Esoteric section, a result should indicate when appropriate, “Urchins are actively reporting what they see in our population centers in (Region Name): included in Reconnaissance.” HA, SA, DA, GN, UN, PI.
Engineers. Can produce PC improvements at -20% normal cost and can construct two improvements in a PC in one turn. Can use Improve PC order at 75% normal cost. War Machines cost 50% of normal to maintain. Begin with 1 Veteran War Machine. PC’s defend at +15% due to engineered defenses. DW, TY, GN, DA, SA, AT.
Enchanting. A noble (not Ruler) or L4 or higher agent (not fanatic) can as sole action Enchant a noble or agent (not fanatic) in the same PC which is not of a declared enemy, and does not have the Evil or Ruthless trait, or any magic item, and is not protected by spell such as Ward or Blessing, or Guarded by agent or fanatic. The effect is the target character is Enchanted, which is his sole action, similar to Sleep. (Also the sole action for the issuing noble or agent.). Ties in a High Council vote go to the vote of a Kingdom with the Enchanting trait, as do ties for naming the next issue. Kingdom gains 20 points to Parlay with a PC. EL, IL, AT, DA, HA, AM.
These are not finalized, but getting there. Nor are the assigned kingdoms. There are also some changes to established traits and the kingdoms assigned.
Here are the new traits of many others considered that I think add character, spice, and new strategy to Alamaze. I put Xenophobic first as one with the largest implications, not quite as profound as Devout or Evil but maybe next in line.
Discussion: open for business but for just a limited time - a couple days.
Xenophobic. Begin Friendly in capital region instead of Tolerant. All other kingdoms begin Hostile in Xenophobe capital region, except the kingdom with a starting town there which kingdom remains Tolerant.
Cannot successfully denigrate a Xenophobe in a region controlled by the Xenophobe – give warning on order entry of imminent failure. Denigration for a Xenophobe in a region he controls is 10,000 gold and is 100% successful.
Non-allied (not only declared enemy) groups ending in Xenophobic controlled regions are -2 if suspicious, -4 if hostile, and if declared enemy are 50% greater (-3 suspicious and -6 hostile).
Xenophobe Enamor costs 50% more (24,000 gold) and its nobles function at -10 points (so a Xenophobe Count is equivalent to a normal Baron) when taking actions in regions the Xenophobe does not control.
AM, DW, GN, LI, NE.
Ancient Wisdom. Magic research cost is not higher than 10,000 (is capped at 10k) regardless of traits or magic affinity. Kingdom begins with Scrying Mirror and +1 influence. LI, RD, AN, EL, DW.
Vassals. Kingdom can maintain a certain type of PC-based and/or Companion brigades at 50% of normal cost. EL and DA = Wood Elves. TY = Goblins and Orcs. CI = Wildlings and Vikings. SA = Zealots and Paladins. LI – Saurus, Chameleons. DU – Centaurs, AM – Westmen and Zamorans.
Tough. Intrinsic Regeneration up to 5% per turn for all kingdom-named brigades. Force March is +7 movement points instead of +5. DW, RD, HA, RA, CI, BL, LI, TY.
Nomadic. Gains a 5th group if not already available. Brigades consume only 50% of normal resources if in a region effected by reduced seasonal production. Relocating capital costs 10k gold. Terrain “advantaged” in all terrains unless higher by kingdom default. NO, AM, RD, TY.
Sudden. The early agent orders to assassinate, kidnap before emissary and group movement of the Underworld now. Still after guard and counter espionage. UN, PI, TY, DA, NO.
Audacious. With Marshal+, >110 morale and either an Elite brigade or a weapon artifact, group can use any tactic (flank, night attack, etc.) and can use Attack Initiative (order sequence 109.5 if there is a spell 109). Will be first then in sequence of group vs. group battles as well as having access to all tactics via dropdown menu without normal criteria check. Can use the agent command Diversion.
NO, AM, RA, CI, RD.
Kingdom Heirlooms. Gain +3 customization points and Valyrian Steel. AN, CI, DW, EL, PI, SA.
Urchins. Never without a man on the street, or perhaps a group of roguish boys, Urchins trait kingdoms gets an L1 recon for all its controlled pc;s in its controlled regions. Druid loses this special ability but might have the Urchin trait (a little bird told him, etc.). Rule of Law costs 2000 more gold per turn per controlled region. . In the Esoteric section, a result should indicate when appropriate, “Urchins are actively reporting what they see in our population centers in (Region Name): included in Reconnaissance.” HA, SA, DA, GN, UN, PI.
Engineers. Can produce PC improvements at -20% normal cost and can construct two improvements in a PC in one turn. Can use Improve PC order at 75% normal cost. War Machines cost 50% of normal to maintain. Begin with 1 Veteran War Machine. PC’s defend at +15% due to engineered defenses. DW, TY, GN, DA, SA, AT.
Enchanting. A noble (not Ruler) or L4 or higher agent (not fanatic) can as sole action Enchant a noble or agent (not fanatic) in the same PC which is not of a declared enemy, and does not have the Evil or Ruthless trait, or any magic item, and is not protected by spell such as Ward or Blessing, or Guarded by agent or fanatic. The effect is the target character is Enchanted, which is his sole action, similar to Sleep. (Also the sole action for the issuing noble or agent.). Ties in a High Council vote go to the vote of a Kingdom with the Enchanting trait, as do ties for naming the next issue. Kingdom gains 20 points to Parlay with a PC. EL, IL, AT, DA, HA, AM.