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#503 - The Choosing 2nd Beta
NE

Something I noticed is the kingdom that have the traits that give auto spy defense for there PCs get a pretty good hidden benefit that any recon on a PC gets mentioned. Gives you a good heads up something is coming up.
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(01-17-2016, 10:19 PM)Jumpingfist Wrote: NE

Something I noticed is the kingdom that have the traits that give auto spy defense for there PCs get a pretty good hidden benefit that any recon on a PC gets mentioned.   Gives you a good heads up something is coming up.

You only get a notice of activity if you have a counter agent on duty (including those automatic counter agents from certain traits or glyphs). If no counter agents are on duty then no one is around to notice that something is going on...
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H,

I did pick up the PW3 Wiz at HL. I had the encounter and defeated it.

Matthew
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Good to know, thanks! Glad to confirm the P3 encounter also persists, as well as the Marshal one. Did you also receive gold?
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NO

I am really liking the trait that allows the NO to avoid the affects of summer. With the overall reduced production, this trait is a huge boost.

In my early assessment I thought the NO might be a bit like the troll with cheap troops and some regenerative powers but it turns out to be a significant political power house. The IL wrote that he was confused with the ease at which the NO was able to politically compete in Arcania, the Il region. The NO political traits really helped greatly.

Any thought I had of creating a good sized military was destroyed by the IL attacking with two groups. One was masked and he tried to pass it off as a phantom group but the NO gets automatic recons with his groups so I was able to see through this ploy and win that battle. The trait that gives a military boost when fighting in Summer really came in handy. The second of the IL groups was invisible and it wiped me out. The NO dont get the bonus in summer unless using the Standard or determined attack. I was surprised against the invisible group so no bonus for the summer battle and it was a total wipe out. The good news is that from what I can tell this military feature seems to be working as intended.

I just issued the special priestess order that allows identification of a "wild" artifact in a specified region. It seems to have worked and I really like this addition.

The order entry system is working great. While I've noted the few issues reported on the forum I have not encountered any issues personally.

I spend much more time planning the Choosing actions, as opposed to second cycle, as I need to research the different kingdoms I might encounter. The Choosing has definitely taken Alamaze to a new level.
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I've satisfied the T15 minimum for this game, and I'm getting buried on Alamaze deadlines, with some other things going on in life.

Does anyone who's not already playing in this want to take over a VERY solid Druid position with lots of artifacts? Son of Conan gets first dibs if he wants it, as he expressed conceptual interest in another thread.
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If he doesnt take it I have time to handle the Druid for you.
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Am already in this game, thank you.
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(Illusionist)
We've really suffered in the summer months, groups at minimal morale from starvation, so future Illusionists beware.  This was complicated by the Nomad invasion into Arcania in the summer, where he had full production and that Nomadic advantage in combat in summer.  I've never really been in such a pickle logistically, from having two cities and no villages. 

The spell lists are awesome, with 20 spells per power level about normal.  I did rock the Nomad with an invisible full division with a Power 5, Power 4, Power 3.

I would say the Illusionist can be a dominant position with a skilled player gaining Arcania and its two cities early, but would recommend negotiation with the Nomad if that position is active. 

I missed my major ESO on turn 10 when I overlooked the Nomad taking a village which made me fall 2k short of gold to raise a third wizard to Power 5, and then I had resource problems.  I really enjoyed the Minotaurs and understand they will no longer have free upkeep.  I seemed to do reasonably well getting to veteran status, but didn't get an elite brigade as of turn 15.  My Major Generals seemed cursed.

In the major battle with the Nomads, I did try two new spells that worked as expected:  I created Zombies and summoned Phantoms.  Summoning Phantoms is interesting and recommended if you have two or more battles in the same turn.  They last through the turn but disappear thereafter. The Zombies also might help in a second battle, and its the only chance to effectively summon more than one brigade with one wizard, and they do not disappear at turn end like the Phantoms.

I think the Illusionist will be a fun and popular position, but hopefully future leaders won't have some of the hubris I seemed to have in this contest.  Get your villages and negotiate.
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All yours, then, Atuan! Will e-mail you now.
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