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Game 5087. Primeval w/ mentor
#31
Nice stuff guys.  Primeval seems the best way to learn Alamaze without too many bruises.  Glad you are all participating and you likely have one of our top metors in JonDoe.
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#32
I just like Primeval because it's less cramped and gives some breathing space at the start.
12 Kingdoms in 10 regions just makes me feel the pressure from day 1.
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#33
(12-07-2017, 11:02 PM)Calidor Wrote: I just like Primeval because it's less cramped and gives some breathing space at the start.
12 Kingdoms in 10 regions just makes me feel the pressure from day 1.

Try 15 kingdoms in 10 regions. That was the old school game.
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#34
As Mad mentioned make sure to get those ESOs in on T3 if you have not already. Also if you have an extra order put a very small bid for the High Council on standing order. That way you will get on within the next 4 turns.
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#35
Nice Job EL. First council seat and the region on T3. Did you plan ahead to take region 2 by T4 or 5?
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#36
(12-10-2017, 05:08 AM)JonDoe Wrote: Nice Job EL. First council seat and the region on T3. Did you plan ahead to take region 2 by T4 or 5?

I initially hoped to do so, but after I screwed up my enamor on turn 1 I scaled back my ambitions Smile T6 is my goal.
I hope for R 3,4,5,6,7,8,9 and 10 by Turn 14
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#37
Question:

If I move a patrol across water (Order 710) does that preclude the use of Merchant Trading (Order 711) in the same sea?
And I guess further.. does any Order 710 even for a group with Brigades mess up order 711?
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#38
(12-10-2017, 08:25 PM)Calidor Wrote: Question:

If I move a patrol across water (Order 710) does that preclude the use of Merchant Trading (Order 711) in the same sea?
And I guess further.. does any Order 710 even for a group with Brigades mess up order 711?

Yes.   But for patrol if you have elite ship you will not mess up your 711 order.   The standing order stays it just will not work during that turn.
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#39
Thanks! That's what I thought but was not sure
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#40
FYI some ideas that I used:

First few turns are all about exploring. Maximize your movement. Take advantage of any special rules your team gets. Patrols can force march with no ill effects so it may make sense to try and free up a few to run around. I was able to use my patrols to cover dragonlike areas of 8 spaces each turn. On turn one I force marched EVERYONE as the knowledge gained outweighed any morale hit (at least IMHO).


Also- Are we going with "Peace" until turn 10 orders?
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