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(12-29-2015, 12:09 AM)Thudargh Wrote: (12-28-2015, 09:44 PM)Jumpingfist Wrote: Was wondering how I could be only significant owning 2 cities in R8 until I looked at the census of UM. What have you been doing to those people MR RA? Under 2000 census for a city holy cow.
Hmm, we seem to have something weird going on. I haven't done excessive recruiting, and in reviewing my Esteria Vale census results over time, oddities have shown up:
Turn 3: Census 66,990 Usurp UM
Turn 4: Census 66,990
Turn 5: Census 66,990 Lose UM due to recruiting 3 Zamoran brigades
Turn 7: Census 27,990 Usurp UM
Turn 8: Census 27,990
Turn 9: SA takes UM and reports under 2000 census
I'm assuming Zamoran brigades don't reduce census by 13,000 each, nor that an attack would reduce census by 26,000 or so. I also recruited 2 Zamoran brigades. Likely that is the issue. It should have gone to 60,990 with your recruiting and the. Lost 10% from my attack approx 6k then another 4K from my recruiting. Should be somewhere in the neighborhood of 54k census.
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We will be investigating this and the losses in PC battles.
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(WA) So far so good and as such I haven't had much to report on. I was able to gain control of the region of region 3 on T4 after gaining a census over 184k...with the city and my capital making up almost half of that. During that time I mostly just looked for PC's with my groups, agents, and casting Eagle Familiar. Casting Eagle Familiar for PC's uncovered a bunch of US so as soon as I had gained the region and raised up my wizards a bit I was off investigating. Unfortunately to date I have 5 US of which 1 was a portal, 2 were Quest which I don't have the key for either, 1 was a weapon artifact (more on that later), and the last I am on now which is an excellent level encounter. The one artifact I was able to recover (Morgal Blade) with a P5 casting mirror image and a P3 casting guarded attach. I was surprised interested to see the weapon artifacts now have more possible uses with the added function of adding agents.
As I start to move into full on artifact hunting I have built a temple and hired a noble maiden...all has gone as I was expecting based on the rules / description. I have also continued to raise my wizards as gold allows. So now having most of my available spells to use I have started to summon some minotaurs and other creatures to begin to fill out my military. Again everything has gone according to what was written.
A couple items to note...not having the RD who has a town in the region either not active or active somewhere else has made building up and artifact hunting possible. Also it seems like gold is at a premium, with less pc's gold production has been lower which has slowed down the overall development of the kingdom. Now orders are not as much a constraint as gold is, at least for the WA.
With regard to design aspects, I have to say I really like the color elements and added (sometimes duplicate) information. Such as when doing recons and having a found PC or US highlighted in blue. Or having group vs group encounters noted in the military group status. These little design enhancements really make it easier to pull out the key facts when i am putting together my turns.
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OK, I found the counter-espionage rules reference, and would like to discuss:
"Because of the requirements of patrolling the whole PC and stopping all sorts of trouble, the range for Counter-Espionage is 3 areas. CE by an agent at the PC location itself give +10 points. Most agent missions have a range of 8 in 3rd Cycle."
So agent range is three when you're trying to 920 a pop center, but what about when you're trying to 920 a group? A range of three makes it all but impossible to protect a group, as one movement takes it out of range in most cases.
I guess I'm not understanding why you would want to change the agent range to three in any event, even with pop centers. With eight range base, it is already harder to use agents.
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(12-28-2015, 03:46 PM)HeadHoncho Wrote: After careful review, I don't believe the Cimmerian Seafaring trait is reducing its fleet construction cost by 2,000 gold.
Check my numbers, I put in a standing order to spend 9,000 gold on a fleet, and started with four quality 13 fleets in a sea. The 9,000 gold ought to construct one quality 16 fleet, which should put the average quality at 68/5 = 13.6, but I only have 13.2 (which implies a single quality 14 fleet was constructed).
For order 748 (increase seapower), specify the gold amount WITHOUT any trait deductions. The program will automatically deduct the gold savings (if you have the appropriate trait) while ensuring that you get the higher quality fleet that you want for your kingdom.
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Yes, thanks, JF helped me figure that one out.
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(12-29-2015, 03:58 PM)HeadHoncho Wrote: Yes, thanks, JF helped me figure that one out.
The rulebook for order 748 should state my comment but we were rushed to get many things done towards the end.
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(12-29-2015, 12:33 AM)Jumpingfist Wrote: (12-29-2015, 12:09 AM)Thudargh Wrote: (12-28-2015, 09:44 PM)Jumpingfist Wrote: Was wondering how I could be only significant owning 2 cities in R8 until I looked at the census of UM. What have you been doing to those people MR RA? Under 2000 census for a city holy cow.
Hmm, we seem to have something weird going on. I haven't done excessive recruiting, and in reviewing my Esteria Vale census results over time, oddities have shown up:
Turn 3: Census 66,990 Usurp UM
Turn 4: Census 66,990
Turn 5: Census 66,990 Lose UM due to recruiting 3 Zamoran brigades
Turn 7: Census 27,990 Usurp UM
Turn 8: Census 27,990
Turn 9: SA takes UM and reports under 2000 census
I'm assuming Zamoran brigades don't reduce census by 13,000 each, nor that an attack would reduce census by 26,000 or so. I also recruited 2 Zamoran brigades. Likely that is the issue. It should have gone to 60,990 with your recruiting and the. Lost 10% from my attack approx 6k then another 4K from my recruiting. Should be somewhere in the neighborhood of 54k census.
Fixed the issue and city at UM now has 55,000 census.
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12-30-2015, 01:58 AM
(This post was last modified: 12-30-2015, 02:13 AM by Thudargh.)
(12-25-2015, 08:24 PM)Thudargh Wrote: (12-22-2015, 03:55 PM)unclemike Wrote: (12-19-2015, 07:20 PM)Thudargh Wrote: RA - Continuing impressions:
I did notice one oddity with the new order entry system. Twice now I've had a completed political order disappear when I go to the Summary tab. It happens intermittently and I haven't been able to consistently reproduce the occurrence. It seems to be the last political order I enter that can be affected.
Make sure that you're fully completing the order. If the page doesn't redraw itself by displaying your actions in numerical order (which happens after it accepts the action) then it's waiting for you to complete the order. If you switch to another menu then that last order may be missed because it's incomplete. If you haven't done so already, read step #8: http://kingdomsofarcania.net/forum/showt...9#pid32189
The page does redraw itself and displays the action as accepted, which is what makes this weird. And intermittent errors are really irritating - we may need chalk this up to "Thudargh's hallucinating again" until and unless I can figure out how to reproduce the error.
Okay, I've been able to reproduce it.
Step 1: Enter a political order.(In this case, I entered four escape orders, two for my king and two for my count)
Step 2: Page redraws showing the accepted order in the list at the top of the page. It also shows on the Summary page.
Step 3: Enter another order on a non-Political the Covert tab.(In this case, I went to the Covert tab and entered an escape order for an agent)
Step 4: One of the previously accepted political orders is now gone on both the Summary tab and the Political tab.
I did this several times and it happened consistently. The key appears to be entering orders on a non-political the Covert tab.
***EDIT - It's not entering an order on any other tab, it's entering one on the Covert tab.***
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I've also encountered this.
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