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Yes there is a selection difference on companion brigades. Some have a wide variety of options that only need a veteran brigade. Some have 3 total options and need elite brigades to recruit. I believe it's part of the reason the CI isn't seeing as much play. But then again.. Rumor has it that the Necro is pretty good
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(07-25-2016, 07:06 PM)Imperial Tark Wrote: One "interesting" tweak to the game, might be to add some additional High Council motions (when is the last time somebody raised or lowered Food/Gold with a HC motion?). For example, you could have a motion where for the next month, no kingdom can cast Dome of Invulnerability, Teleport, or Invisibility spells (outlawed for that month). Or a motion where there is game-wide peace for the next month (no 110/110, 150, 180, 190, or 705 orders allowed and no new enemies declared). A motion where no trades are allowed next month. A motion where no sea actions are permitted next month. And so on. You could also have it where certain motions can't be issued in consecutive months so it can't be abused (like game-wide peace for 8 turns in a row).
I very much agree that the High Council is one aspect of Alamaze that has been completely neglected and is long overdue for an overhaul. I like the suggestions here.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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(07-26-2016, 12:07 AM)Lord Diamond Wrote: (07-25-2016, 07:06 PM)Imperial Tark Wrote: One "interesting" tweak to the game, might be to add some additional High Council motions (when is the last time somebody raised or lowered Food/Gold with a HC motion?). For example, you could have a motion where for the next month, no kingdom can cast Dome of Invulnerability, Teleport, or Invisibility spells (outlawed for that month). Or a motion where there is game-wide peace for the next month (no 110/110, 150, 180, 190, or 705 orders allowed and no new enemies declared). A motion where no trades are allowed next month. A motion where no sea actions are permitted next month. And so on. You could also have it where certain motions can't be issued in consecutive months so it can't be abused (like game-wide peace for 8 turns in a row).
I very much agree that the High Council is one aspect of Alamaze that has been completely neglected and is long overdue for an overhaul. I like the suggestions here.
We did discuss adding HC issues in 3rd Cycle (either here on the forum or in the test group), but we didn't come up with anything that kind of fit the model. Our motions are things the HC can decide on like sanctioning or condemning a king, admonishing him in a region, plant crops instead of mining. I'm open to changes in the next scenario but not sure restricting spells fits the idea of the Council.
Even though we raised the power level required for all kingdoms for casting Dome, it is powerful, especially if two kingdoms are using multiple wizards to use it against one kingdom. It may change in the next scenario.
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(07-25-2016, 10:28 PM)Rytek Wrote: I've played the halflings and the gnome.
In my halfling game I was attacked first by the amazons, who I managed to beat back and then go on the offensive. Then the tyrant invaded and I lost. I would like to see more companion brigade types. Fix getting the wood elves (has that been fixed?). I would like to see treants available. Also dwarves. Either homeless, mercenery, bezerker or slayers. I think had I the choice of tougher companions it would have been better.
Compare that to the gnomes. They get ogres, war machines, wargriders, goblins, chameleons. Not to mention level 7 wizard and stone golem at level 3.
Part of the reason for this thread was to consider a few more changes to kingdoms that are considered to be too strong or challenged. But we caused a ruckus when we did that a couple weeks into 3rd Cycle, like when the Dark Elves were stripped of two cultural traits. The changes to Red Dragons were all setup changes, so didn't effect games in progress.
I haven't heard much about players using the warg riders, goblins, or chameleons. Adding Ents to the Halflings may be a good idea, but as a new Companion type, might be more of a problem to do. Raising the maximum assured power a level wouldn't be hard. I think they should be pretty useful in Full-On and especially Alliance or Warlords games. In any case, they are not likely to be a military power, sort of like the Underworld: they have to use their special abilities.
Happy to have gotten the feedback so far on the kingdoms discussed in this thread. Still looking in particular for some comments on other kingdoms that might confirm or refute my own undisclosed impressions.
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I haven't played very many kingdoms so far. I do think that the wizards can be pretty darn powerful. I might suggest a counter to 'Summon Death' other than Dispel Magic. Something like 'Protect Heroes and Wizards'.
I do enjoy the whole concept of having traits.
I am starting to think that every kingdom should have a hidden capital. That is a pretty powerful ability.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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water capitals are better than hidden capitals.
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(07-26-2016, 02:56 PM)Atuan Wrote: water capitals are better than hidden capitals.
Some get both! I would settle for hidden.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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Yes the Water Hiddens are sick indeed. But the hidden capital frequently gives one a false sense of security. It is typical just a couple of 970s with a agent4 and then trouble.
Water takes a huge investment to protect. But I agree if the choice is hidden or not, I would prefer my capital be hidden.
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I thought you needed level 7 agents to 970 hidden capitals?
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