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Maelstrom Discussion
#11
What about a new kind of hero or leader who could augment things like production.  Our normal leaders in groups are tacticians since they effect the battle.  What about a hired leader or maybe a general that thinks more strategically and could lesson some of the demands of the amount of food an army eats?  Maybe the leader could make hiring cheaper.  The trade off would be less help on the battle field but overall helps in maintenance and logistics. If that's too hard to add to units, then perhaps this logistics officer could be hired and trained like an agent, with each level adding to a reduction in troop costs.  

New magic, well we have elemental magic, life and death magic but 2 other types could be blood magic like in GoT or Skyrim.  Blood magic seems to be more powered by sacrifice to get a result.  To cast a powerful spell like Bounty, you need to sacrifice a political member of your court.  To cast summon death, the caster must sacrifice on of his brigades.   There is also the idea of Psionics.  I am sure enough players have played D&D to get a few ideas for the spell like abilities.  Perhaps to make these spells different, you get a pool of points that you can spend to do your casting.  Maybe holding certain areas can give you bonus point to cast spells.  I was thinking kind of magic the gathering land card and such. 

What about a wizard king who can cast spells but can never join a group.

A genie you find and grants you one wish. Get one free ESO level one reward.

just a few ideas.
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#12
(01-23-2017, 08:27 PM)Rogal Wrote: What about a new kind of hero or leader who could augment things like production.  Our normal leaders in groups are tacticians since they effect the battle.  What about a hired leader or maybe a general that thinks more strategically and could lesson some of the demands of the amount of food an army eats?  Maybe the leader could make hiring cheaper.  The trade off would be less help on the battle field but overall helps in maintenance and logistics. If that's too hard to add to units, then perhaps this logistics officer could be hired and trained like an agent, with each level adding to a reduction in troop costs.  

New magic, well we have elemental magic, life and death magic but 2 other types could be blood magic like in GoT or Skyrim.  Blood magic seems to be more powered by sacrifice to get a result.  To cast a powerful spell like Bounty, you need to sacrifice a political member of your court.  To cast summon death, the caster must sacrifice on of his brigades.   There is also the idea of Psionics.  I am sure enough players have played D&D to get a few ideas for the spell like abilities.  Perhaps to make these spells different, you get a pool of points that you can spend to do your casting.  Maybe holding certain areas can give you bonus point to cast spells.  I was thinking kind of magic the gathering land card and such. 

What about a wizard king who can cast spells but can never join a group.

A genie you find and grants you one wish.  Get one free ESO level one reward.

just a few ideas.

Pretty cool, young Padawan.
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#13
If you decide to keep the Druid. How about adding a charm spell that would act like a summon phantoms spell, that only last for the duration of the combat. Low level like charm bears, or a high level may be like charm ice elementals, fire drakes, or some higher level creature. Would act like the summon phantoms in that it would allow a patrol to attack a pc, or group directly.
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#14
Mundane's
The not so ordinary

The Mundane have been discovered from time to time. Often thought to be cursed because of their ineptness with magic, but unknown to others they actually absorb magic. They have been in hiding among others and at their own secret location developing their minds and crafts until now. They are now ready to show all science is the true magic of the world and the Mundanes are gods among men.

Terrain adeptness: standard for all Terrains

Magic prowess: None. They start with no wizards and can not have any

Traits: Adventures, Cunning, Feudal, Forethought, Healing, Heroic, industrious, Military tradition, Orator, Order, Ruthless, secretive, siege engineering, Spy Network, Foreknowledge (3 random artifacts), magic resistance (special)

Special abilities:
- magic resistance - 50% +1% per game turn to resist magic. This effects all spells both good and bad effects. Regional effects are also subject to this if the mundane control the region it is cast in.
- Mundane start with a barracks in there capital
- 1/2 cost to build all building and ships
- special order. mundanes can convert 2 human veteran brigades into 1 mundane kingdom normal brigade
- 4% additional magic resistance to a group per mundane kingdom brigade in it. This magic resistance extends to a kingdom owned PC and emmies inside if the group is outside the PC.
- Mundanes get 1.5x the normal leadership bonus for unusual sightings.
-Mundanes are not allowed to build temples or recruit noble maidens. They can use captured HP though.

Barracks - humans recruited from a barracks start at normal experience level.

Brigade ratings - above average in every way due to best weapons and armors crafted. Particularly good vs PCs due advanced knowledge in construction and tactics.
Def LRM SRM Cha 1st 2nd Com STM

GD GD. GD. AA. AA AA AA. GD

Cost 2200 2200

Companions: Rohirrim, Zealots, War Machines
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#15
One thing I'd really like to see explored is if more advanced recon abilities for L10+ agents could be considered. Thinking a duplicate of the crystal of seeing ability. Lvl 1 recon of 3 different areas within the agent's range. As the game goes on this kind of ability is more and more crucial and yet agents recon ability does not increase (at least as to receiving full reporting recon).
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#16
This one is long and complex but I tried to balance out its strengths and weaknesses. Here is my entry!

The Shadow Alliance (SH)
For over a 1000 years the Werewolves and Vampires have been at a war and nearly destroyed each other. However, over a century ago, a temporary truce was formed allowing the two factions to rebuild and establish some semblance of peace and diplomacy. Then, just a decade ago, the Vampire Queen was married to the Werewolf King, solidifying a new faction; a brotherhood of Lycanthrope and Vampire was formed and old hatreds discarded. Seeking to capitalize on their newfound relationship and combined might, the King and Queen have brought half of their empire far to the west, secretly setting up amongst the kingdoms of Alamaze, preparing for the day when they would unleash themselves upon an unsuspecting world. Quietly, whispers have arisen from the locals that there is a new power….. hushed tones make reference to the Shadow Alliance, for beware when night falls and the moon rises…….

Traits: Cunning, Oratory, Trackers, Ruthless, Healing, Secretive, Feudal, Acuity, Stalwart, Resist Death, Resist Sleep, Magic (Substandard 5 of 7), Terrain Adeptness (Penalty in Sea)
Spells available earlier than Prowess Base: Sleep, Fear, Dire Wolf Familiar, Speed, Wind Storm, Conceal Emissary, Lesser Masking, Greater Masking, True Seeing, Cold Darkness, Plague, Famine
Spells available later than Prowess Base: Eagle Familiar, Fertile Fields, all Teleport spells, Destroy Undead
Spells NOT available to the SH: Dispel Storm at Sea, Ship of Mist, Blinding Light, Summon Minotaurs, Summon Rock Golems, Heal, Bounty, all Transform spells (e.g., Transform to Lich)

Tactics: Night Attack, Moon Attack, and when the SH is present in a game ALL other kingdoms gain the Day Attack tactic.
Moon Tactic – Group vs. Group/PC attack. When possible the SH commanders will attempt to force the battle to occur between sunset and sunrise and with a visible moon to maximize their forces. However, there is only a 40% that this Tactic will succeed; if it fails, it will revert to a Standard Battle Plan. Similarly, if an enemy group is able to successfully utilize their Day Tactic (determined first), this Moon Tactic will automatically fail. Can only be attempted in non-Summer months for that region’s seasonal effects. Requires at least two leaders in group one of whom must be a General or better (non Stunned), no Green brigades, and Army-sized or smaller. If successful, Causes Fear (-20%), pre-fight enemy morale reduced by 15% before combat, SH forces fight at +20% to combat value, enemy retreat losses are x2, pre-fight check after this tactic successfully triggered at 33% that each enemy leader is stunned (each leader checked individually), enemy retreat values are 15% higher before retreat will be initiated. If victorious, SH group gains 1 SH brigade (Regular) vs. a Town or Division-sized opponent, 2 SH brigades vs. an Army, and 3 brigades vs. a City/Army Group.
Day Tactic – Group vs. Group/PC attack. May only be utilized against SH groups/PCs. When possible, commanders will attempt to force the battle to occur between sunrise and sunset with good sunlight to weaken the SH forces. However, there is only a 60% that this tactic will succeed (if so, it will cancel any opposing Moon Tactic; if it fails, it will revert to a Standard Battle Plan. Can only be attempted in non-Winter months for that region’s seasonal effects. Requires at least two leaders in group, one of whom must be a Commander or higher, no Green brigades, and at least 3 Veteran or 1 Elite brigade in group. If successful, pre-fight enemy Morale reduced by 15%, SH forces fight at -25% to combat value, enemy retreat losses are x2.5, pre-fight check at 17% after this tactic successfully triggered that each enemy wizard/leader is killed (each leader/wizard checked individually).

Note: It is possible that BOTH the non-SH’s Day Tactic will fail to activate AND the SH’s Moon Attack will fail to activate (they are fighting on an overcast/rainy day). Nor is the non-SH group obligated to use this Tactic against SH groups or vice-versa.

Special Rules for the SH Kingdom:
1) The SH begin with a second hidden town also with a Glyph of Concealment (in addition to their hidden capital). The Werewolf King is stationed at the hidden capital, the Vampire Queen is stationed at this second hidden town. They also start with 3 villages. All 5 PCs are randomly placed on the Alamaze map (with the caveat that NONE will be placed in a water square due to the SH’s natural dislike for water).
2) Both the King and the Queen can perform all the functions of a King (e.g., each could issue a 480 order on the same turn as their own respective sole order). Additionally, the Queen also serves as the sole SH High Priestess and can thus also issue any HP orders beginning T4. The King is also Immune to all types of Sleep spells. All HP orders issued by the Queen only cost 50% of the normal gold cost. The Queen also begins the game in possession of a Ward Talisman artifact.
3) They SH may NOT hire any Noble Maidens via the #510 order for the entire game. They may, however, retain and use any Noble Maidens or High Priestesses they capture from other kingdoms.
4) The SH do NOT gain Kingdom brigade reinforcements (but do start the game with several SH kingdom brigades), nor can they recruit the traditional Human brigades (e.g., Westmen, Huns).
5) All agents automatically perform a Lvl 1 recon of the square they are located at each turn without triggering any counter-intrinsic defenses (due to their heightened senses).
6) All SH groups take double damage from Avenging Angel spells and fight at a -20% combat value penalty against kingdoms with the Devout trait IF there are kingdom brigades present in the group.
7) SH group morale will never drop below 80%. All SH brigades (not just Kingdom brigades), automatically heal 4% attrition at the end of each turn (this stacks with the Healing trait effects and #236 regeneration).
8) Beginning on T4 and for each subsequent turn, the SH gains 33% of food and gold production from all Human and Neutral PCs that are located in the same region as one of their two hidden towns. This is tribute used to placate SH nobles from ravaging their civilian populations.
9) SH groups and fleets will fight at -20% to combat value when in sea terrain (due to their natural affinities against water).
10) SH may recruit a new Human brigade type called Human Underlings (unique to SH) from Cities and Towns. These will be at Regular status (NOT green) due to exceptional SH training and command structure. These brigades may be recruited with a 560 order in ANY town or city (Neutral, Human, SH, or another kingdoms’). However, if the PC is owned by another kingdom, each SH group may only issue one 560 order at that PC per turn. These troops are relatively weak and have no special effect on combat but are Low Maintenance. They do, however, come with a special order only useable by the SH that when issued sacrifices the Human Underling brigade (it is destroyed), but one Regular level SH brigade in the same group is promoted to Veteran status; in essence the SH brigade consumed their human cannon fodder. For the newly created Veteran brigade, their current attrition level becomes 0%, and the brigade’s morale is increased by 5%.
11) SH may also recruit a new Companion brigade (unique to SH) called Creatures of the Night. These units are comprised for Wolves, Bats, Rats, and Insect Swarms. They also have low combat value but also very low maintenance. They also have a unique ability. Every 3 brigades of Creatures of the Night can absorb a Summon Death spell. The spell will automatically target the Creatures of the Night (and no other kingdom brigades), destroying the 3 Creatures of the Night brigades but having no effect on any other brigades. In essence, the Creatures of the Night brigades intercept the spell and absorb the death energy at their master’s bidding so as to protect them. Additionally, for each Creatures of the Night brigade in the group, the effects of enemy Battle Magic against the group is reduced by 3%. A group may contain up to 12 such brigades. These may be recruited in all terrains except sea and require a Captain plus 1 Veteran brigade. Lastly, in addition to the Creatures of the Night being able to be recruited via a #565 order they may also be summoned by SH Wizards using a new Summon Creatures of the Night spell (2nd Level Spell) in any terrain except sea.
12) For group to group combat, when neither a Day nor Moon tactic is successfully activated, if the SH group wins the battle, 33% of all destroyed enemy brigades are converted into a new Regular SH kingdom brigades (they bit/wounded those enemy troops without killing them). NOTE: A successful Moon tactic has its own conversion rates for a victorious battle separate from this.
13) The SH does NOT start with a Fool nor may they hire one. They may use a captured Fool.
14) SH can issue an order similar to a 900 order on a captured emmy/agent but instead of gaining a skeleton, they turn the figure (via biting/scratching) such that they now work for the SH kingdom (they are released from prison and can have orders issued to them next turn). This may not be used on captured kings/regents, the DE Princes, AN Consuls, Noble Maidens, HPs, Fools, or any personnel from the RD or BL kingdoms.
15) If BOTH the Werewolf King AND Vampire Queen are either captured or killed/dead at the end of turn, the following will occur. There is a 50% chance for each SH PC that it will revolt and turn Neutral, there will a loss of 3 Influence, there is a 50% chance for Regional Reaction to decline one level in each region, and if on the HC, the SH will be dismissed. Food and gold production permanently reduced by 20% in all SH controlled PCs. All groups permanently lose 20% to morale. Only triggered once per game when condition first met.
16) The SH have two minor Skeletons but no Major skeleton.

Kingdom Brigade Ratings:
LR Missile: Above Average SR Missile: Average Charge: Good 1st Melee: Excellent 2nd Melee: Good Combined: Good Storm: Excellent Defense: Above Average

Recruitable Troop Types (only 1)
Human Underlings

Companion Troop Types (only 1)
Creatures of the Night

Summoned Troop Types (7)
Ghouls, Phantoms, Skeletons, Specters, Wights, Zombies, Creatures of the Night

Reinforcement Schedule (None)
But start with 4 SH brigades in 1SH (1 Veteran) and 3 each in 2SH and 3SH

Terrain Cost/Adjustments
Plains and Sea 5.0 (-20% to combat in sea)
All other terrains 6.0 (due to the difficulties of not being able to move at full speeds during the day)

Intercept radius 3.0

Change to existing Artifacts: Add the following to Valyrian Steel artifacts, “Group combat value +2% PER Undead and/or SH brigade in opposing group up to a maximum of +20%.

New Artifacts
Silvered Weapons (as a 1 point Customization option): A collection of weapons that have been edged with silver and blessed with holy water. +3% for Unusual Sightings. +8% to group combat bonus if enemy group contains any Undead brigades. +20% to group combat bonus vs. SH groups (or +25% if possessing group also has the Devout trait).

SunBlade (Superior; may not be possessed/acquired by a SH group or agent): +15% to group combat value (+25% to combat value of group against a SH group and randomly kills one SH leader or SH wizard at the end of combat). The swords automatically casts a Protect Heroes/Wizards at P5 level at the start of every battle involving the possessing Sword targeting the opposing group (any kingdom, not just SH). All non-Undead brigades in possessing group are auto-healed 1% attrition at the end of each turn.
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#17
(02-11-2017, 09:07 AM)IMPERIAL_TARK Wrote: This one is long and complex but I tried to balance out its strengths and weaknesses.  Here is my entry!

The Shadow Alliance (SH)
For over a 1000 years the Werewolves and Vampires have been at a war and nearly destroyed each other.  However, over a century ago, a temporary truce was formed allowing the two factions to rebuild and establish some semblance of peace and diplomacy.  Then, just a decade ago, the Vampire Queen was married to the Werewolf King, solidifying a new faction; a brotherhood of Lycanthrope and Vampire was formed and old hatreds discarded.  Seeking to capitalize on their newfound relationship and combined might, the King and Queen have brought half of their empire far to the west, secretly setting up amongst the kingdoms of Alamaze, preparing for the day when they would unleash themselves upon an unsuspecting world.  Quietly, whispers have arisen from the locals that there is a new power….. hushed tones make reference to the Shadow Alliance, for beware when night falls and the moon rises…….

Traits: Cunning, Oratory, Trackers, Ruthless, Healing, Secretive, Feudal, Acuity, Stalwart, Resist Death, Resist Sleep, Magic (Substandard 5 of 7), Terrain Adeptness (Penalty in Sea)
Spells available earlier than Prowess Base:  Sleep, Fear, Dire Wolf Familiar, Speed, Wind Storm, Conceal Emissary, Lesser Masking, Greater Masking, True Seeing, Cold Darkness, Plague, Famine
Spells available later than Prowess Base:  Eagle Familiar, Fertile Fields, all Teleport spells, Destroy Undead
Spells NOT available to the SH: Dispel Storm at Sea, Ship of Mist, Blinding Light, Summon Minotaurs, Summon Rock Golems, Heal, Bounty, all Transform spells (e.g., Transform to Lich)

Tactics:  Night Attack, Moon Attack, and when the SH is present in a game ALL other kingdoms gain the Day Attack tactic.
Moon Tactic – Group vs. Group/PC attack. When possible the SH commanders will attempt to force the battle to occur between sunset and sunrise and with a visible moon to maximize their forces.  However, there is only a 40% that this Tactic will succeed; if it fails, it will revert to a Standard Battle Plan.  Similarly, if an enemy group is able to successfully utilize their Day Tactic (determined first), this Moon Tactic will automatically fail. Can only be attempted in non-Summer months for that region’s seasonal effects. Requires at least two leaders in group one of whom must be a General or better (non Stunned), no Green brigades, and Army-sized or smaller.  If successful, Causes Fear (-20%), pre-fight enemy morale reduced by 15% before combat, SH forces fight at +20% to combat value, enemy retreat losses are x2, pre-fight check after this tactic successfully triggered at 33% that each enemy leader is stunned (each leader checked individually), enemy retreat values are 15% higher before retreat will be initiated. If victorious, SH group gains 1 SH brigade (Regular) vs. a Town or Division-sized opponent, 2 SH brigades vs. an Army, and 3 brigades vs. a City/Army Group.
Day Tactic – Group vs. Group/PC attack.  May only be utilized against SH groups/PCs.  When possible, commanders will attempt to force the battle to occur between sunrise and sunset with good sunlight to weaken the SH forces.  However, there is only a 60% that this tactic will succeed (if so, it will cancel any opposing Moon Tactic; if it fails, it will revert to a Standard Battle Plan. Can only be attempted in non-Winter months for that region’s seasonal effects.  Requires at least two leaders in group, one of whom must be a Commander or higher, no Green brigades, and at least 3 Veteran or 1 Elite brigade in group.  If successful, pre-fight enemy Morale reduced by 15%, SH forces fight at -25% to combat value, enemy retreat losses are x2.5, pre-fight check at 17% after this tactic successfully triggered that each enemy wizard/leader is killed (each leader/wizard checked individually).

Note:  It is possible that BOTH the non-SH’s Day Tactic will fail to activate AND the SH’s Moon Attack will fail to activate (they are fighting on an overcast/rainy day).  Nor is the non-SH group obligated to use this Tactic against SH groups or vice-versa.

Special Rules for the SH Kingdom:
1) The SH begin with a second hidden town also with a  Glyph of Concealment (in addition to their hidden capital).  The Werewolf King is stationed at the hidden capital, the Vampire Queen is stationed at this second hidden town.  They also start with 3 villages.  All 5 PCs are randomly placed on the Alamaze map (with the caveat that NONE will be placed in a water square due to the SH’s natural dislike for water).
2)  Both the King and the Queen can perform all the functions of a King (e.g., each could issue a 480 order on the same turn as their own respective sole order).  Additionally, the Queen also serves as the sole SH High Priestess and can thus also issue any HP orders beginning T4.  The King is also Immune to all types of Sleep spells.  All HP orders issued by the Queen only cost 50% of the normal gold cost. The Queen also begins the game in possession of a Ward Talisman artifact.
3) They SH may NOT hire any Noble Maidens via the #510 order for the entire game. They may, however, retain and use any Noble Maidens or High Priestesses they capture from other kingdoms.
4)  The SH do NOT gain Kingdom brigade reinforcements (but do start the game with several SH kingdom brigades), nor can they recruit the traditional Human brigades (e.g., Westmen, Huns).
5)  All agents automatically perform a Lvl 1 recon of the square they are located at each turn without triggering any counter-intrinsic defenses (due to their heightened senses).
6)  All SH groups take double damage from Avenging Angel spells and fight at a -20% combat value penalty against kingdoms with the Devout trait IF there are kingdom brigades present in the group.
7)  SH group morale will never drop below 80%.  All SH brigades (not just Kingdom brigades), automatically heal 4% attrition at the end of each turn (this stacks with the Healing trait effects and #236 regeneration).
8)  Beginning on T4 and for each subsequent turn, the SH gains 33% of food and gold production from all Human and Neutral PCs that are located in the same region as one of their two hidden towns.  This is tribute used to placate SH nobles from ravaging their civilian populations.
9) SH groups and fleets will fight at -20% to combat value when in sea terrain (due to their natural affinities against water).
10) SH may recruit a new Human brigade type called Human Underlings (unique to SH) from Cities and Towns. These will be at Regular status (NOT green) due to exceptional SH training and command structure. These brigades may be recruited with a 560 order in ANY town or city (Neutral, Human, SH, or another kingdoms’).  However, if the PC is owned by another kingdom, each SH group may only issue one 560 order at that PC per turn.  These troops are relatively weak and have no special effect on combat but are Low Maintenance.  They do, however, come with a special order only useable by the SH that when issued sacrifices the Human Underling brigade (it is destroyed), but one Regular level SH brigade in the same group is promoted to Veteran status; in essence the SH brigade consumed their human cannon fodder.  For the newly created Veteran brigade, their current attrition level becomes 0%, and the brigade’s morale is increased by 5%.
11)  SH may also recruit a new Companion brigade (unique to SH) called Creatures of the Night.  These units are comprised for Wolves, Bats, Rats, and Insect Swarms.  They also have low combat value but also very low maintenance.  They also have a unique ability.  Every 3 brigades of Creatures of the Night can absorb a Summon Death spell.  The spell will automatically target the Creatures of the Night (and no other kingdom brigades), destroying the 3 Creatures of the Night brigades but having no effect on any other brigades. In essence, the Creatures of the Night brigades intercept the spell and absorb the death energy at their master’s bidding so as to protect them.  Additionally, for each Creatures of the Night brigade in the group, the effects of enemy Battle Magic against the group is reduced by 3%.  A group may contain up to 12 such brigades. These may be recruited in all terrains except sea and require a Captain plus 1 Veteran brigade.  Lastly, in addition to the Creatures of the Night being able to be recruited via a #565 order they may also be summoned by SH Wizards using a new Summon Creatures of the Night spell (2nd Level Spell) in any terrain except sea.
12)  For group to group combat, when neither a Day nor Moon tactic is successfully activated, if the SH group wins the battle, 33% of all destroyed enemy brigades are converted into a new Regular SH kingdom brigades (they bit/wounded those enemy troops without killing them).  NOTE:  A successful Moon tactic has its own conversion rates for a victorious battle separate from this.
13)  The SH does NOT start with a Fool nor may they hire one.  They may use a captured Fool.
14)  SH can issue an order similar to a 900 order on a captured emmy/agent but instead of gaining a skeleton, they turn the figure (via biting/scratching) such that they now work for the SH kingdom (they are released from prison and can have orders issued to them next turn).  This may not be used on captured kings/regents, the DE Princes, AN Consuls, Noble Maidens, HPs, Fools, or any personnel from the RD or BL kingdoms.
15) If BOTH the Werewolf King AND Vampire Queen are either captured or killed/dead at the end of turn, the following will occur.  There is a 50% chance for each SH PC that it will revolt and turn Neutral, there will a loss of 3 Influence, there is a 50% chance for Regional Reaction to decline one level in each region, and if on the HC, the SH will be dismissed.  Food and gold production permanently reduced by 20% in all SH controlled PCs.  All groups permanently lose 20% to morale. Only triggered once per game when condition first met.
16)  The SH have two minor Skeletons but no Major skeleton.

Kingdom Brigade Ratings:
LR Missile:  Above Average         SR Missile:  Average        Charge:  Good        1st Melee:  Excellent                          2nd Melee:  Good         Combined:  Good       Storm: Excellent        Defense:  Above Average

Recruitable Troop Types (only 1)
Human Underlings

Companion Troop Types (only 1)
Creatures of the Night

Summoned Troop Types (7)
Ghouls, Phantoms, Skeletons, Specters, Wights, Zombies, Creatures of the Night

Reinforcement Schedule (None)
But start with 4 SH brigades in 1SH (1 Veteran) and 3 each in 2SH and 3SH

Terrain Cost/Adjustments
Plains and Sea         5.0 (-20% to combat in sea)
All other terrains    6.0 (due to the difficulties of not being able to move at full speeds during the day)

Intercept radius 3.0

Change to existing Artifacts:  Add the following to Valyrian Steel artifacts, “Group combat value +2% PER Undead and/or SH brigade in opposing group up to a maximum of +20%.

New Artifacts
Silvered Weapons (as a 1 point Customization option):  A collection of weapons that have been edged with silver and blessed with holy water.  +3% for Unusual Sightings.  +8% to group combat bonus if enemy group contains any Undead brigades. +20% to group combat bonus vs. SH groups (or +25% if possessing group also has the Devout trait).

SunBlade (Superior; may not be possessed/acquired by a SH group or agent): +15% to group combat value (+25% to combat value of group against a SH group and randomly kills one SH leader or SH wizard at the end of combat).  The swords automatically casts a Protect Heroes/Wizards at P5 level at the start of every battle involving the possessing Sword targeting the opposing group (any kingdom, not just SH). All non-Undead brigades in possessing group are auto-healed 1% attrition at the end of each turn.

All kinds of ideas that can be used. Good  job
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#18
I have a potential kingdom tentatively called Lycans which are also a Vampire led kingdom of Werewolves.  Weremen, Death Seekers available troops.  Vampires are not starting characters, they are somewhat like Demon Princes that can only be discovered in Unusual Encounters by Lycans, or perhaps also by, The Sacred Order (who destroy them) that also likely have Fore Knowledge of their locations.

Good ideas as well Imperial Tark in other possibilities that, for some, I also have in some other form. But generally in line with my kind of kingdom development.

Some kingdoms in the oceanic Maelstrom map are not well suited there, like White Walkers.  I'm uncertain about the practicality of Giant Ants on a sort of water world, but wondering about what I thought I heard about ants ability to swim:

How long can ants survive underwater? - Quora
https://www.quora.com/How-long-can-ants-survive-underwater
I'm fascinated by Myrmecology for several years now and wanted to pursue an academic ... Diving, "dancing" on the surface or swimming, they do it all and even more! Maybe there are more fascinating species capable of doing the same which ...

And then there's the surviving underwater part.  And lots of other things to make a very unique kingdom.  Under development.  Might include some of JF's Mundane concepts.
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#19
I'd like a bit more discussion / opinion on a phase-in approach for Maelstrom which evolves later to 4th Cycle, or a much longer development period to make Maelstrom 4th Cycle when released.  So the first way we have a new map and the less involved changes, the other we wait to see.  In either case, Maelstrom will reflect the new rules, but would be the map name as well.  So, depending on other decisions, 3rd Cycle games could be played on Resurgent, Maelstrom, or the Unnamed.  It took me 2 years to do 3rd Cycle (as an indication of development time, but I think things accelerated when Mike came on and made improvements, so I would say barring some PED, I would still need a year.  I honestly think we might spend more time on a single kingdom than other games do in their entirety.

Not sure if it should be said here, and how it might influence opinion (even longer for 4th Cycle availability, etc), but if / when we do all on the drawing board it will likely be called:

Advanced Alamaze

So 3rd Cycle would remain active and the place to start before going to 4th Cycle which is Advanced Alamaze, then with formats by map and other criteria, such as "Maelstrom".
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#20
I have not looked but has anyone even played all the 3rd cycle kingdoms yet? I would say there is a lot more 3rd cycle to be had before releasing another update. I would rather wait to get a more fully developed game.
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