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(12-14-2015, 10:45 PM)Ry Vor Wrote: (12-14-2015, 08:53 PM)VballMichael Wrote: Ok, here is my preliminary assessment of the Tyrant, which I received today.
First, wow. Lots of traits, groups, troops, pop centers, special things like ESO bonus, etc.... Truly a kingdom to be feared and a kingdom that can vie for the podium.
Second, wow, not concentrated anywhere. In 501, I think 3 Tyrant groups were able to meet and combine at a city in 5 (my groups are much further apart than those were apparently).
In fact, I am suspicious in the region of my capital. Ouch.
Ok, so, like Rick keeps saying, don't think like 2nd cycle. What are my strengths, what are my best attributes, and what should my strategy be? This will take some thinking.
I am thinking one way to go is maybe a military below-the-radar kind of kingdom, extort a couple of pop centers in each of a few regions, and save regional control for a later fight.
All right then, time for this non-diplomacy player to start writing emails to other players to work out deals .
By the way, I can be reached at vballmichael@gmail.com for those who wish to start a dialogue. Thanks early responders, will try to jot a few notes.
All kingdoms should be Tolerant in their capital's region, barring a trait or special ability.
The setups of PC's generally have not changed significantly from 2nd Cycle, outside of the hidden capitals, the additional sightings, and the special locations like Druid's Grove. So, if you are not the High Elves but have a PC in Oakendell, it might be at AA as easily as at GG. In such cases (at AA), a negotiation for an exchange of PC's with the High Elves might be sensible. I think they'd like a PC at AA or in the vicinity.
I'll try to keep my own thinking on kingdom potential strategy to myself, unless asked directly.
Thanks VBM for recognizing the new nuances, which will take some turns to see how it all plays out and hopefully get everyone's neurons firing and making new synapses connections.
The UN is suspicious in every region they have a pc. Based on your statement above is this correct? It says in the set up the UN starts with good regional reactions but starting out suspicious is your home region doesn't seem to fit.
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(12-15-2015, 05:08 AM)Ruingurth Wrote: gkmetty
I had similar experience when I clicked on the Alamaze Online Order system link in my favorites/bookmark I was not given game number 503. When I went thru the sign in screen instead of using favorites/bookmark and actually signed in again game 503 was then available.
Matthew
To prevent this type of problem from happening again, I added step #14 on the main help page for the new website: http://kingdomsofarcania.net/forum/showt...9#pid32189
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(12-15-2015, 09:49 AM)Ry Vor Wrote: (12-15-2015, 06:22 AM)Ruingurth Wrote: First Impression of BL
Starting in Amberland will be tough especially with most of the sea of Foreboding in the Region.
I'm confused with a couple of the special ability's. Under the flight special ability it says: "Recon own group area as level 1 agent" but Under Trackers it says: "Provides an intrinsic (no order required) level 4 agent recon of each active group area." So I get a level one and four recon at my group location? Or do I get a level one recon in every hex I fly over and a level 4 at the hex I end in?
Also under flight it says that patrols have 32 movement points. Are patrols still limited to 8 hexes?
With only being able to recruit companions It seems like a big disadvantage in the early game since you cannot recruit them till turn 4.
Matthew
Amberland will be a difficult region to gain control early in the game as it is the most populated region and has the most kingdoms with a PC. As I suggested for the Sacred Order in the first beta, don't feel that your only option is to gain control of that region, although the Sacred Order gained both cities on turn 2. That will likely not typically happen.
The Black Dragons happen to have both Flight and Trackers traits, so yes, as to the providing reconnaissance aspect, you will recon the area you end in as an L4 due to Tracking but still enjoy the benefits of Flight. No, flyover areas do not provide L1 recon.
All kingdoms are similarly restricted on hiring Companions until turn 4. In the first beta players seemed reluctant to recruit humans, so I think that will change but meanwhile the Black Dragon groups I would think would be scouting for PC's with their great mobility on turns 1 and 2, and could end in a mountain on turn 3 (or the Fire of the Void), and recruit Wyvern on T4. You can use your emissaries to control PC's in Drowning, especially in games without the Pirates.
Just a note, the Trackers L4 recon not only overrides the kingdom trait Flyers L1 recon but also artifact intrinsic recons that are below level 4 (like the two flying artifacts Great Bats and Pegasi which provide a L1 recon wherever the group lands).
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So it sounds like both of the dispersed kingdoms (UN and TY) are suspicious in their home region. Curious as to whether they have a true home region, or whether that is set at one of their towns randomly each game. If there is a set region, then we just need to make that Tolerant. If it moves, then I guess it means programming to make sure the capital region is Tolerant.
I know you are not generally fixing things, but I wonder if you might fix this for the UN and TY as it changes the whole beginning and it will be hard to judge development.
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(12-15-2015, 03:40 PM)VballMichael Wrote: So it sounds like both of the dispersed kingdoms (UN and TY) are suspicious in their home region. Curious as to whether they have a true home region, or whether that is set at one of their towns randomly each game. If there is a set region, then we just need to make that Tolerant. If it moves, then I guess it means programming to make sure the capital region is Tolerant.
I know you are not generally fixing things, but I wonder if you might fix this for the UN and TY as it changes the whole beginning and it will be hard to judge development.
Thanks for reporting this, we will need to make a code change for future games. Meanwhile, I will ask Mike to move the RR in the UN and TY to Tolerant.
To clarify, I think VBM meant we don't necessarily want to make in-game adjustments in the beta, but we absolutely want to fix anything bug-like, whether from design or code.
A reminder/request to all testers - please try the new orders, spells, abilities, traits. And from that, new strategies.
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Greetings Thudargh,
I have an artifact located in the Eastern Steppes. If you would be willing to retrieve it for me, you can keep all the gold/loot plus I'll pay you the $10K fee to send it back to me the following turn.
Would you be amenable to this?
IMP_TARK (Amazons)
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Necromancer (NO).
My early feeling about this kingdom is a 9 or 10 strength wise. The identity of the Necromancer is clear from his getting the summon dead series of spells earlier and that he has special ability to convert the dammed to zombies. Great spell lists likely second only to the SO. Great starting position. Only 3 extra traits beyond magic supremacy, but they are good for him Order and Ruthlessness a wicked combo that should help keep the NE region safe from anyone not fully prepared. The price for this combo is of course the NE will need to pay 8k per spell level which is 1k higher than the other pure mages but likely worth while. Also interesting that the NE can not recruit any 565 until turn 5 since they all require either 3 kingdom brigades or a vet. Vet Not likely to happen early on with these fairly weak troops. More than likely they will fall in combat first so a real balancing act early on to get to those other 565 units. Most important the dammed require a vet to recruit. They are in no way helpless though from the get go they could have the ability to dome as soon as turn 2 that should hold off most any early military kingdom.
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I am playing the Druid, and can be reached at AlamazeHH at gmail.
I have a village in R4 and I'd be interested in trading it for a village in R1, if anyone is interested!
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Archangel:
Welcome to Alamaze and to Game 503. Can you please share your email as we have things to discuss?
Or email me at vballmichael at gmail.com when you can.
Thanks,
Tyrant
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12-19-2015, 04:19 AM
(This post was last modified: 12-19-2015, 04:21 AM by The Gray Mouser.)
(Illusionist). Interesting planning for the first turn. The Illusionist is standard movement in all terrains, so 5 in plains, 7 in forest, 8 in mountains. As discussed elsewhere, Protect Heroes and Wizards may become a staple when a battle tactic depends on a leader being "healthy". So I found for this kingdom, using the also seldom used Speed spell for a P1 wizard may become common in 3rd Cycle. I could move through 3 forest areas with a P1 Speed or 3 plains and a mountain with a P2 Speed. No morale loss from Forced March.
Lots of difficult decisions with starting influence of 11.0 (the default with no Traits). Sometimes, move that distant group toward home, or recon that city, keep a group there to raise a P1 to P2, Eagle Familiar or Summon Minotaur?
I'm guessing at this point a few carryover standard orders from 2nd Cycle may take place, like for the non-dispersed kingdoms to likely Enamor, for an L3 to train. But otherwise, I felt all potential commands were in play as possibilities.
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