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These new customization choices are really cool. I am going back and forth on what I want and making hard choices what I really want
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I'm playing EL in region 9. Should my second town be 2 regions away?
I see there are only 6 choices for customization, so the 7 points makes much more sense. Take gold 5 times, leaves one choice with 5 points left, I think 7 is good.
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so 10 points this time or just 7 points
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Ouch I was already having a hard time figuring what I want with 10. Haha
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I had no trouble spending 10 with IL
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so are we still doing 10 or?
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I'd say, keep customization at 10 points. It makes the game more fun and 7 points isn't enough when considering that the cost of items were likewise raised from The Choosing's levels (which makes 7 points nearly the same as 3 points without the price increase). At 10 points, there will be more freedom of choice and distinction between games without ruining balance. Give 10 points a chance before changing it.
About new spells, only the kingdom spell lists were adjusted according to Rick's new design (with some kingdoms getting spells earlier, later, or none at all). Current spell definitions were not changed in any way and no new spells were added. I ran out of time on alot of desired features but I tried to accomplish as much as I could. Magic, seapower, and other things were last minute requests that didn't make it. That included new kingdoms like the Lycans, Giant Ants, and such which upset me because I wanted the new kingdoms more than anything else due to my Age of Empires experience (of each expansion to the game included plenty of new kingdoms to choose from). So no one is more disappointed than me in not having new kingdoms for Maelstrom's initial release.
Regarding past forum posts like where is rulership, etc., only what I wrote in the release notes is what is included with the game. I prefer if the playtesters would read the release notes and not go by what was posted or discussed on the forum.
About Loyal/Tight Control, the program behaves as stated in the release notes regarding how Loyal is gained/lost. For the player aid spreadsheet that Frost made, I suggested to Rick to come up with an equivalent status quo amount for players to enter for Maelstrom. That way, players can continue using the 3rd Cycle player aid but for 4th Cycle games. No need to redevelop the player aid, we just have to enter status quo or stir unrest of a certain amount that is recommended by Rick and the outcome should be a near approximation as before.
The code has the following:
Base resistances:
6.0 Major City
5.0 Minor City
3.0 Town
1.5 Village
1.0 Loyal
1.5 Friendly
2.5 Tolerant
3.5 Suspicious
4.5 Hostile
About seapower, the max is 16.0 quality so I'll add the check on turn 0 when regional bonuses are added. The Pirates have 16 quality because Pirates have a base naval quality of 13.0 then Seafaring trait is added (which is a bonus of +3 to quality) which makes 16.0. I can change the Pirate starting naval quality to 10.0 or something else to prevent 16.0 quality so Rick get back to me on what you want done.
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Actually... it looks like the SA Zealots in Trumvia must have burned down my own ships as well. I have the Druids and I start with a water PC in The Tempest with troops there but have no ships in that sea.