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		<title><![CDATA[Alamaze - New - Feedback & Suggestions]]></title>
		<link>https://alamaze.net/forum/</link>
		<description><![CDATA[Alamaze - New - https://alamaze.net/forum]]></description>
		<pubDate>Thu, 16 Apr 2026 16:27:23 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[New Kingdom Idea - The Banished]]></title>
			<link>https://alamaze.net/forum/thread-17508.html</link>
			<pubDate>Mon, 03 Mar 2025 21:28:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=145">davekuyk</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17508.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">The Banished: Exiles of the Gods</span><br />
<span style="font-style: italic;" class="mycode_i">"We knelt once. Never again."</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Origins of the Banished</span><br />
Once, this kingdom stood as one of the greatest bastions of faith, a realm where the will of the gods was unquestioned, and divine law shaped every aspect of life. But in their pursuit of true freedom, the rulers of this land committed the ultimate heresy: they rejected the gods themselves. What transpired is lost to time - perhaps they sought to claim divine power for themselves, broke sacred oaths, or turned their backs on the heavens - whatever their defiance, it was answered with a terrible punishment.<br />
<br />
The gods erased them from divine sight. No priestess, no oracle, no sacred vision can see their cities, their armies, or even their very existence. Their names were struck from holy records, and divine magic falters in their presence. They are a kingdom of the forsaken, left to carve their own destiny without guidance from the divine.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A Land Unseen<br />
</span>The Banished rule over a shrouded domain, a land where the divine is missing. The sky over their cities seems dimmer, as though the sun itself turns away from them. Their borders are obscured by shifting mists, and outsiders struggle to find them without guidance. Crops fail and drought is common, yet the people push on, finding strength from within, rather than from above.<br />
<br />
To those outside their lands, the Banished seem almost mythical—a ghost kingdom spoken of in fearful whispers, a place that should not exist.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Culture &amp; Society: Strength Over Faith</span><br />
The Banished have built their society on self-reliance, cunning, and defiance. Without divine protection, they have become ruthless survivors, valuing knowledge, strategy, and power above all else.<br />
<ul class="mycode_list"><li>No Priests, Only Scholars – The Banished do not pray; they study. Their leaders are strategists and philosophers, seeking knowledge rather than divine favor.<br />
</li>
<li>A Warrior’s Discipline – Every citizen is trained to fight. Without divine healing or blessings, their warriors are hardened, relying on superior tactics and the power of their will.<br />
</li>
<li>Science &amp; Magic Over Faith – Where other kingdoms turn to prayer, the Banished turn to invention.<br />
</li>
<li>The Forsaken Sigil – Every citizen bears a mark, proof of their exile. Some wear it with pride; others see it as a brand of shame.<br />
</li>
</ul>
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Kingdom Traits<br />
</span><ul class="mycode_list"><li>Fedual<br />
</li>
<li>Order<br />
</li>
<li>Military Tradition<br />
</li>
<li>Secretive<br />
</li>
<li>Spy Network<br />
</li>
<li>Trackers<br />
</li>
<li>Siege Engineering<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Special Rules</span><br />
<ul class="mycode_list"><li>Terrain Adeptness: Advantage in Forest, Marsh and Mountains<br />
</li>
<li>Magical Prowess: Substandard (Tier 5 of 7)<br />
</li>
<li>Spells available earlier than prowess base: Eagle Familar<br />
</li>
<li>The Banished cannot hire a High Priestess nor issue any High Priestess orders<br />
</li>
<li>Banished PCs, groups, artifacts, seapower, and regional reactions cannot be divined by other kingdoms<br />
</li>
<li>The Banished cannot use the Oracle of the Old Gods or the Altar of the Holy Ancients<br />
</li>
<li>Through the use of ancient maps the Banished begin the game with the location of all minor cities<br />
</li>
<li>Special Order: <span style="font-weight: bold;" class="mycode_b">Regional Scouts</span> – Deploys skilled scouts to explore a designated region for population centers or military groups. Through interactions with locals and exploration, scouts work to locate population centers or military groups. Cities and army groups are detected 100% of the time, while towns, villages, and smaller military forces (army or division-sized groups) have a reduced chance of being found. This chance increases as the game progresses, becoming 100% on turn 20. Hidden population centers and invisible or ambushing groups will not be discovered. This order may be issued once per turn per region.<br />
</li>
<li>Special Order: <span style="font-weight: bold;" class="mycode_b">Embed Agent</span> - Directs a level 4 or greater agent to relocate and embed himself in the indicated population center. Once embedded the agent will perform a level 4 recon of the population center each turn. The agent will not be detected by anything less than a level 10 recon of the PC. The agent remains embedded until given any other order, which takes the agent out of the embedded status.<br />
</li>
<li>Special Order: <span style="font-weight: bold;" class="mycode_b">Deploy Blackfume Smoke</span> - Sets off a smoke bomb to obscure (mask) a group of any size. The dense, oil-based smoke is difficult to pierce and long to disperse. The effect is that the indicated group is obscured from any but the most effective recon types (level 10 agent or True Seeing).<br />
</li>
<li>Special Order: <span style="font-weight: bold;" class="mycode_b">Smoke Screen Retreat</span> - Alows a Banished group of division size or smaller to avoid combat under the cover of a smoke screen.<br />
</li>
<li>Due to exceptionally skilled scouts, the Banished will generate a level one recon of any foreign group of army size or larger within a region they have substantial or greater influence<br />
</li>
<li>Due to the lack of divine favor, all Banished population centers produce 5% less food and gold than they otherwise would<br />
</li>
<li>Through the ingenious forges and hearths Banished population centers are able to sustain a comfortable environment during the winter months; gold production is unchanged during the winter (food is still at 25%)<br />
</li>
<li>As each Banished citizen is also a warrior, defense at every Banished population center is boosted by 10%, and the cost of building fortifications is reduced by 10%<br />
</li>
<li>The Banished cannot be a member of the High Council<br />
</li>
<li>All Banished emissaries carry a mark - the Sigil of the Banished - they will always be reported upon entry into a foreign population center unless hidden by some means<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Military</span><br />
<br />
The Banished field two kingdom brigade types: Banished and Ironbound<br />
<br />
Banished - A brigade of disciplined warriors who rely on rigorous training, tactical coordination, and sheer determination rather than divine favor. Lacking the blessings or protections of the gods, they have developed a combat style centered on precision, resilience, and adaptability. Above average to good across the board.<br />
<br />
Ironbound -  The Ironbound, the core of the Banished military, represents unshakable discipline, relentless training, and mastery of combat arts. They do not break, they do not falter, and they do not need the favor of the gods to stand victorious. Good or better across the board, with very high defense capabilities. Ironboard troops are immune to fear effects and take reduced damage from battle magic. Each Ironbound brigade provides a 5% morale and defense boost to the entire group, up to 25%. Ironbound brigades begin as veterans with 125% morale.<br />
<br />
Reinforcements - Two Banished brigades and one Ironbound brigade are received every five turns.<br />
<br />
ESO - One Ironbound brigade is received for the completion of a lesser ESO and two for a greater one<br />
<br />
All Banished brigades in the kingdom's first group begin as veterans.<br />
<br />
The Banished draw upon the lost tribes of the lands for their companions (plus build War Machines):<br />
<br />
[*]Hill Giants<br />
[*]Swampmen<br />
[*]Wildlings<br />
[*]Wood Elves<br />
[*]War Machines]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">The Banished: Exiles of the Gods</span><br />
<span style="font-style: italic;" class="mycode_i">"We knelt once. Never again."</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Origins of the Banished</span><br />
Once, this kingdom stood as one of the greatest bastions of faith, a realm where the will of the gods was unquestioned, and divine law shaped every aspect of life. But in their pursuit of true freedom, the rulers of this land committed the ultimate heresy: they rejected the gods themselves. What transpired is lost to time - perhaps they sought to claim divine power for themselves, broke sacred oaths, or turned their backs on the heavens - whatever their defiance, it was answered with a terrible punishment.<br />
<br />
The gods erased them from divine sight. No priestess, no oracle, no sacred vision can see their cities, their armies, or even their very existence. Their names were struck from holy records, and divine magic falters in their presence. They are a kingdom of the forsaken, left to carve their own destiny without guidance from the divine.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A Land Unseen<br />
</span>The Banished rule over a shrouded domain, a land where the divine is missing. The sky over their cities seems dimmer, as though the sun itself turns away from them. Their borders are obscured by shifting mists, and outsiders struggle to find them without guidance. Crops fail and drought is common, yet the people push on, finding strength from within, rather than from above.<br />
<br />
To those outside their lands, the Banished seem almost mythical—a ghost kingdom spoken of in fearful whispers, a place that should not exist.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Culture &amp; Society: Strength Over Faith</span><br />
The Banished have built their society on self-reliance, cunning, and defiance. Without divine protection, they have become ruthless survivors, valuing knowledge, strategy, and power above all else.<br />
<ul class="mycode_list"><li>No Priests, Only Scholars – The Banished do not pray; they study. Their leaders are strategists and philosophers, seeking knowledge rather than divine favor.<br />
</li>
<li>A Warrior’s Discipline – Every citizen is trained to fight. Without divine healing or blessings, their warriors are hardened, relying on superior tactics and the power of their will.<br />
</li>
<li>Science &amp; Magic Over Faith – Where other kingdoms turn to prayer, the Banished turn to invention.<br />
</li>
<li>The Forsaken Sigil – Every citizen bears a mark, proof of their exile. Some wear it with pride; others see it as a brand of shame.<br />
</li>
</ul>
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Kingdom Traits<br />
</span><ul class="mycode_list"><li>Fedual<br />
</li>
<li>Order<br />
</li>
<li>Military Tradition<br />
</li>
<li>Secretive<br />
</li>
<li>Spy Network<br />
</li>
<li>Trackers<br />
</li>
<li>Siege Engineering<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Special Rules</span><br />
<ul class="mycode_list"><li>Terrain Adeptness: Advantage in Forest, Marsh and Mountains<br />
</li>
<li>Magical Prowess: Substandard (Tier 5 of 7)<br />
</li>
<li>Spells available earlier than prowess base: Eagle Familar<br />
</li>
<li>The Banished cannot hire a High Priestess nor issue any High Priestess orders<br />
</li>
<li>Banished PCs, groups, artifacts, seapower, and regional reactions cannot be divined by other kingdoms<br />
</li>
<li>The Banished cannot use the Oracle of the Old Gods or the Altar of the Holy Ancients<br />
</li>
<li>Through the use of ancient maps the Banished begin the game with the location of all minor cities<br />
</li>
<li>Special Order: <span style="font-weight: bold;" class="mycode_b">Regional Scouts</span> – Deploys skilled scouts to explore a designated region for population centers or military groups. Through interactions with locals and exploration, scouts work to locate population centers or military groups. Cities and army groups are detected 100% of the time, while towns, villages, and smaller military forces (army or division-sized groups) have a reduced chance of being found. This chance increases as the game progresses, becoming 100% on turn 20. Hidden population centers and invisible or ambushing groups will not be discovered. This order may be issued once per turn per region.<br />
</li>
<li>Special Order: <span style="font-weight: bold;" class="mycode_b">Embed Agent</span> - Directs a level 4 or greater agent to relocate and embed himself in the indicated population center. Once embedded the agent will perform a level 4 recon of the population center each turn. The agent will not be detected by anything less than a level 10 recon of the PC. The agent remains embedded until given any other order, which takes the agent out of the embedded status.<br />
</li>
<li>Special Order: <span style="font-weight: bold;" class="mycode_b">Deploy Blackfume Smoke</span> - Sets off a smoke bomb to obscure (mask) a group of any size. The dense, oil-based smoke is difficult to pierce and long to disperse. The effect is that the indicated group is obscured from any but the most effective recon types (level 10 agent or True Seeing).<br />
</li>
<li>Special Order: <span style="font-weight: bold;" class="mycode_b">Smoke Screen Retreat</span> - Alows a Banished group of division size or smaller to avoid combat under the cover of a smoke screen.<br />
</li>
<li>Due to exceptionally skilled scouts, the Banished will generate a level one recon of any foreign group of army size or larger within a region they have substantial or greater influence<br />
</li>
<li>Due to the lack of divine favor, all Banished population centers produce 5% less food and gold than they otherwise would<br />
</li>
<li>Through the ingenious forges and hearths Banished population centers are able to sustain a comfortable environment during the winter months; gold production is unchanged during the winter (food is still at 25%)<br />
</li>
<li>As each Banished citizen is also a warrior, defense at every Banished population center is boosted by 10%, and the cost of building fortifications is reduced by 10%<br />
</li>
<li>The Banished cannot be a member of the High Council<br />
</li>
<li>All Banished emissaries carry a mark - the Sigil of the Banished - they will always be reported upon entry into a foreign population center unless hidden by some means<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Military</span><br />
<br />
The Banished field two kingdom brigade types: Banished and Ironbound<br />
<br />
Banished - A brigade of disciplined warriors who rely on rigorous training, tactical coordination, and sheer determination rather than divine favor. Lacking the blessings or protections of the gods, they have developed a combat style centered on precision, resilience, and adaptability. Above average to good across the board.<br />
<br />
Ironbound -  The Ironbound, the core of the Banished military, represents unshakable discipline, relentless training, and mastery of combat arts. They do not break, they do not falter, and they do not need the favor of the gods to stand victorious. Good or better across the board, with very high defense capabilities. Ironboard troops are immune to fear effects and take reduced damage from battle magic. Each Ironbound brigade provides a 5% morale and defense boost to the entire group, up to 25%. Ironbound brigades begin as veterans with 125% morale.<br />
<br />
Reinforcements - Two Banished brigades and one Ironbound brigade are received every five turns.<br />
<br />
ESO - One Ironbound brigade is received for the completion of a lesser ESO and two for a greater one<br />
<br />
All Banished brigades in the kingdom's first group begin as veterans.<br />
<br />
The Banished draw upon the lost tribes of the lands for their companions (plus build War Machines):<br />
<br />
[*]Hill Giants<br />
[*]Swampmen<br />
[*]Wildlings<br />
[*]Wood Elves<br />
[*]War Machines]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Forge]]></title>
			<link>https://alamaze.net/forum/thread-17432.html</link>
			<pubDate>Sun, 24 Nov 2024 15:20:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=10533">JohnnyUtah</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17432.html</guid>
			<description><![CDATA[Forge [20,000 gold, 20,000 food, prerequisites: Forum, Bazaar]<br />
<br />
I'm getting the following error:<br />
<br />
ORDER #611: UNABLE TO CONSTRUCT FORGE DUE TO REQUIRING FORUM AS PREREQUISITE<br />
<br />
I have a forum and a bazaar in another pc. I tried different pc's and it's not complaining about the location of the bazaar, only the forum.<br />
<br />
Do I have to build the forge in the same popcenter as the forum or is this an error with the order checker?]]></description>
			<content:encoded><![CDATA[Forge [20,000 gold, 20,000 food, prerequisites: Forum, Bazaar]<br />
<br />
I'm getting the following error:<br />
<br />
ORDER #611: UNABLE TO CONSTRUCT FORGE DUE TO REQUIRING FORUM AS PREREQUISITE<br />
<br />
I have a forum and a bazaar in another pc. I tried different pc's and it's not complaining about the location of the bazaar, only the forum.<br />
<br />
Do I have to build the forge in the same popcenter as the forum or is this an error with the order checker?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Game Issues]]></title>
			<link>https://alamaze.net/forum/thread-17431.html</link>
			<pubDate>Sat, 23 Nov 2024 23:01:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=2218">Brekk</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17431.html</guid>
			<description><![CDATA[Guys,<br />
<br />
<br />
I’m aware of the issues and actively working on resolving them. At this time, I’m not certain of the exact cause, but I suspect it may be a server hiccup. Thankfully, no games or data have been lost—everything remains intact, though they are not running as expected.<br />
I’m bringing in additional help and will keep you updated as I make progress. Thanks for your patience and understanding.<br />
<br />
<br />
John]]></description>
			<content:encoded><![CDATA[Guys,<br />
<br />
<br />
I’m aware of the issues and actively working on resolving them. At this time, I’m not certain of the exact cause, but I suspect it may be a server hiccup. Thankfully, no games or data have been lost—everything remains intact, though they are not running as expected.<br />
I’m bringing in additional help and will keep you updated as I make progress. Thanks for your patience and understanding.<br />
<br />
<br />
John]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Kingdom reports tab]]></title>
			<link>https://alamaze.net/forum/thread-17429.html</link>
			<pubDate>Fri, 22 Nov 2024 20:52:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=1316">Strongwill</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17429.html</guid>
			<description><![CDATA[Is anyone experiencing not being able to access turn reports in kingdom report tabs?]]></description>
			<content:encoded><![CDATA[Is anyone experiencing not being able to access turn reports in kingdom report tabs?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Failure rolls]]></title>
			<link>https://alamaze.net/forum/thread-17428.html</link>
			<pubDate>Thu, 21 Nov 2024 14:51:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=1316">Strongwill</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17428.html</guid>
			<description><![CDATA[I’m curious if others have experienced a disproportionate amount of failures on agent missions, and attacks, whether it be US or pop center, where leaders have very little chance of death. <br />
<br />
I ask because I have, for example: a game as SO I investigated an fine US with standard attack lost three leaders, and Brek/John said the failed rolls were (around:5%,&lt;1%,&lt;1%. Same as FT lost a P4 on fine US using Mirror Image, extremely low chance of death.<br />
<br />
The UN game I just finished my agents although successful in minor to major mission almost failed the escape part of mission, causing me to retrain at a constant rate. Most had a &lt;5% chance at any failure. Actually had a couple killed.<br />
<br />
This has been a running theme for my positions for a while now. I was curious if anyone else has had this issue.<br />
<br />
Thanks<br />
Strong]]></description>
			<content:encoded><![CDATA[I’m curious if others have experienced a disproportionate amount of failures on agent missions, and attacks, whether it be US or pop center, where leaders have very little chance of death. <br />
<br />
I ask because I have, for example: a game as SO I investigated an fine US with standard attack lost three leaders, and Brek/John said the failed rolls were (around:5%,&lt;1%,&lt;1%. Same as FT lost a P4 on fine US using Mirror Image, extremely low chance of death.<br />
<br />
The UN game I just finished my agents although successful in minor to major mission almost failed the escape part of mission, causing me to retrain at a constant rate. Most had a &lt;5% chance at any failure. Actually had a couple killed.<br />
<br />
This has been a running theme for my positions for a while now. I was curious if anyone else has had this issue.<br />
<br />
Thanks<br />
Strong]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Kingdom avatars]]></title>
			<link>https://alamaze.net/forum/thread-17427.html</link>
			<pubDate>Thu, 21 Nov 2024 11:47:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=10544">Tacticus</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17427.html</guid>
			<description><![CDATA[Would be interesting if players could have option to upload own kingdom avatars.. <br />
Incase technically possible in a way and management agrees that feature.]]></description>
			<content:encoded><![CDATA[Would be interesting if players could have option to upload own kingdom avatars.. <br />
Incase technically possible in a way and management agrees that feature.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Something is wrong with Iron Golem defense Game 5833]]></title>
			<link>https://alamaze.net/forum/thread-17372.html</link>
			<pubDate>Mon, 23 Sep 2024 17:54:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=2483">Pine Needle</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17372.html</guid>
			<description><![CDATA[If I had to guess, IG brigade damage setting is good or average, not ultimate.<br />
<br />
DA Turn 27 Group 4 <br />
<br />
Iron Golem Regular 0% attrition Defense Ultimate<br />
<br />
Other brigades in the group, e.g.:<br />
<br />
Dark Elves Elite 0% Defense Excellent<br />
Specters Regular 0% Defense  Good<br />
<br />
Turn 28 Attack UN Legendary castle 15.77% losses<br />
<br />
Brigades now in Group 5<br />
<br />
Iron Golem becomes Veteran Attrition 33.1%<br />
Dark Elves Elite Attrition 15.5%<br />
Specters Regular 33.1%<br />
<br />
I suppose there could have been eliminated brigades, but there was only on Specter and one Iron Golem and they took the same amount of damage despite different ratings (and twice the damage of the group).<br />
<br />
Happened a couple more times but IG took losses like a Beholder Brigade<br />
<br />
Please check it out, powers that be. Not a gripe- just a fix.]]></description>
			<content:encoded><![CDATA[If I had to guess, IG brigade damage setting is good or average, not ultimate.<br />
<br />
DA Turn 27 Group 4 <br />
<br />
Iron Golem Regular 0% attrition Defense Ultimate<br />
<br />
Other brigades in the group, e.g.:<br />
<br />
Dark Elves Elite 0% Defense Excellent<br />
Specters Regular 0% Defense  Good<br />
<br />
Turn 28 Attack UN Legendary castle 15.77% losses<br />
<br />
Brigades now in Group 5<br />
<br />
Iron Golem becomes Veteran Attrition 33.1%<br />
Dark Elves Elite Attrition 15.5%<br />
Specters Regular 33.1%<br />
<br />
I suppose there could have been eliminated brigades, but there was only on Specter and one Iron Golem and they took the same amount of damage despite different ratings (and twice the damage of the group).<br />
<br />
Happened a couple more times but IG took losses like a Beholder Brigade<br />
<br />
Please check it out, powers that be. Not a gripe- just a fix.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Seeking Your Input for a New Alamaze Map!]]></title>
			<link>https://alamaze.net/forum/thread-17253.html</link>
			<pubDate>Mon, 01 Apr 2024 04:09:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=2218">Brekk</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17253.html</guid>
			<description><![CDATA[Hello Alamaze Community,<br />
<br />
I'm excited about the prospect of creating a new map for Alamaze and want your input to make it the best it can be! Your feedback is crucial in shaping a game environment that you’ll find engaging and enjoyable. We have a few key areas where your opinions and ideas would be incredibly valuable:<br />
<br />
1. **Number of Regions**: What’s your ideal map size for Alamaze? We’re considering options of 8, 10, 12, or 14 regions. Please share your preference and the reasons behind it, focusing on factors like strategic depth and playtime.<br />
<br />
2. **Number of Players**: How many players should the new map accommodate? The options are 8, 10, or 12 players. Let us know what you think would create the best balance of interaction and competition.<br />
<br />
3. **Map Features**: What unique features or elements would you love to see on the new map? Think about things that could add flavor and depth to your gaming experience, such as unique landmarks, special resources, hidden territories, or lore-specific elements.<br />
<br />
Your insights will play a significant role in the development of this new map. We’re looking for ideas that will not only enhance the gameplay but also make the world of Alamaze more vibrant and intriguing.<br />
<br />
Please reply with your feedback, ideas, and any other suggestions you have. We’re eager to hear what you envision for the future of Alamaze!<br />
<br />
Thank you for your participation and continued support!<br />
<br />
Best,<br />
John]]></description>
			<content:encoded><![CDATA[Hello Alamaze Community,<br />
<br />
I'm excited about the prospect of creating a new map for Alamaze and want your input to make it the best it can be! Your feedback is crucial in shaping a game environment that you’ll find engaging and enjoyable. We have a few key areas where your opinions and ideas would be incredibly valuable:<br />
<br />
1. **Number of Regions**: What’s your ideal map size for Alamaze? We’re considering options of 8, 10, 12, or 14 regions. Please share your preference and the reasons behind it, focusing on factors like strategic depth and playtime.<br />
<br />
2. **Number of Players**: How many players should the new map accommodate? The options are 8, 10, or 12 players. Let us know what you think would create the best balance of interaction and competition.<br />
<br />
3. **Map Features**: What unique features or elements would you love to see on the new map? Think about things that could add flavor and depth to your gaming experience, such as unique landmarks, special resources, hidden territories, or lore-specific elements.<br />
<br />
Your insights will play a significant role in the development of this new map. We’re looking for ideas that will not only enhance the gameplay but also make the world of Alamaze more vibrant and intriguing.<br />
<br />
Please reply with your feedback, ideas, and any other suggestions you have. We’re eager to hear what you envision for the future of Alamaze!<br />
<br />
Thank you for your participation and continued support!<br />
<br />
Best,<br />
John]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Sea Trade/Patrol]]></title>
			<link>https://alamaze.net/forum/thread-17207.html</link>
			<pubDate>Sat, 30 Dec 2023 14:26:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=406">Eregnon</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17207.html</guid>
			<description><![CDATA[I don't know if this is intended, but I noticed if you order a sea patrol in the same ocean you order merchant trading, both will occurr.]]></description>
			<content:encoded><![CDATA[I don't know if this is intended, but I noticed if you order a sea patrol in the same ocean you order merchant trading, both will occurr.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Proposed Change]]></title>
			<link>https://alamaze.net/forum/thread-17089.html</link>
			<pubDate>Sun, 27 Aug 2023 23:52:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=10000">Maximus Dominus</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17089.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Proposed Change to Order #990 - Change Ruler's Name</span></span></div>
<br />
<div style="text-align: left;" class="mycode_align">I am curious as to why Order #990 only applies to the starting king/queen, rather than to all starting characters?</div>
<br />
<div style="text-align: left;" class="mycode_align">What is the object of changing a king's/queen's name, is not for an increase in aesthetic appeal, for flavor's sake, if you will?</div>
<br />
<div style="text-align: left;" class="mycode_align">Just let it apply to all starting characters, which should be possible if you allow players an unlimited number Order #990. It could still be limited to just Turn #1, and no longer be available after that. It should apply to all emissaries, agents, leaders, and wizards - to all figure/character types.</div>
<br />
<div style="text-align: left;" class="mycode_align">Is there a particular harm that would come from this? After all, players get to name all of their new characters, anyway. So, what would be lost by going this route with this proposed change?</div>
<br />
<div style="text-align: center;" class="mycode_align"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://alamaze.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1307" target="_blank" title="">990-Change-Ruler's-Name.png</a> (Size: 340.38 KB / Downloads: 40)
<!-- end: postbit_attachments_attachment --></div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Proposed Change to Order #990 - Change Ruler's Name</span></span></div>
<br />
<div style="text-align: left;" class="mycode_align">I am curious as to why Order #990 only applies to the starting king/queen, rather than to all starting characters?</div>
<br />
<div style="text-align: left;" class="mycode_align">What is the object of changing a king's/queen's name, is not for an increase in aesthetic appeal, for flavor's sake, if you will?</div>
<br />
<div style="text-align: left;" class="mycode_align">Just let it apply to all starting characters, which should be possible if you allow players an unlimited number Order #990. It could still be limited to just Turn #1, and no longer be available after that. It should apply to all emissaries, agents, leaders, and wizards - to all figure/character types.</div>
<br />
<div style="text-align: left;" class="mycode_align">Is there a particular harm that would come from this? After all, players get to name all of their new characters, anyway. So, what would be lost by going this route with this proposed change?</div>
<br />
<div style="text-align: center;" class="mycode_align"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://alamaze.net/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1307" target="_blank" title="">990-Change-Ruler's-Name.png</a> (Size: 340.38 KB / Downloads: 40)
<!-- end: postbit_attachments_attachment --></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Pick your trait]]></title>
			<link>https://alamaze.net/forum/thread-17088.html</link>
			<pubDate>Sun, 27 Aug 2023 20:21:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=792">Wookie Panz</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17088.html</guid>
			<description><![CDATA[How about a whole new idea for Alamaze development?<br />
This one would likely be a programing nightmare.  <br />
Build your new kingdom using the current traits and buying your choice of traits with a point system as is currently done for kingdom customization.  <br />
How many of us remember building characters for Dungeons and Dragons?  Would build your own kingdom inspire enough interest to warrant the development?<br />
Is this a new idea, or something that has been discussed before and ruled out?]]></description>
			<content:encoded><![CDATA[How about a whole new idea for Alamaze development?<br />
This one would likely be a programing nightmare.  <br />
Build your new kingdom using the current traits and buying your choice of traits with a point system as is currently done for kingdom customization.  <br />
How many of us remember building characters for Dungeons and Dragons?  Would build your own kingdom inspire enough interest to warrant the development?<br />
Is this a new idea, or something that has been discussed before and ruled out?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[NEW WEBPAGE!!]]></title>
			<link>https://alamaze.net/forum/thread-17060.html</link>
			<pubDate>Tue, 15 Aug 2023 01:51:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=2218">Brekk</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17060.html</guid>
			<description><![CDATA[Take a look let me know what you think.  <br />
<br />
<a href="Https://oldmangamesllc.com" target="_blank" rel="noopener" class="mycode_url">Https://oldmangamesllc.com</a><br />
<br />
Thanks to all those who provided feedback and assistance!<br />
<br />
It will take a few days before it converts to Alamaze.co]]></description>
			<content:encoded><![CDATA[Take a look let me know what you think.  <br />
<br />
<a href="Https://oldmangamesllc.com" target="_blank" rel="noopener" class="mycode_url">Https://oldmangamesllc.com</a><br />
<br />
Thanks to all those who provided feedback and assistance!<br />
<br />
It will take a few days before it converts to Alamaze.co]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Pricing Poll - PLEASE Respond]]></title>
			<link>https://alamaze.net/forum/thread-16992.html</link>
			<pubDate>Wed, 21 Jun 2023 17:49:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=2218">Brekk</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-16992.html</guid>
			<description><![CDATA[Guys/Gals,<br />
<br />
I am looking to simplify pricing and want to get feedback, so please respond and leave additional comments if you like.<br />
My one concern is with unlimited games, is people signing up then dropping right away, open to thoughts on that as well.<br />
<br />
Thanks in advance,<br />
<br />
John]]></description>
			<content:encoded><![CDATA[Guys/Gals,<br />
<br />
I am looking to simplify pricing and want to get feedback, so please respond and leave additional comments if you like.<br />
My one concern is with unlimited games, is people signing up then dropping right away, open to thoughts on that as well.<br />
<br />
Thanks in advance,<br />
<br />
John]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bitch / Gripes / Improvement Ideas...Share]]></title>
			<link>https://alamaze.net/forum/thread-16958.html</link>
			<pubDate>Fri, 19 May 2023 23:23:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=2218">Brekk</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-16958.html</guid>
			<description><![CDATA[I would like to start gathering game things that would be helpful.<br />
Keep it positive and rate it from 1-10 with 10 being the least annoying thing for you and 1 being it feels like it's broken.<br />
What I don't want is a bitch fest, then I can work to see what's easy to fix, what isn't, and lastly a priority.<br />
Give ideas and later we can do polls.<br />
<br />
<br />
<br />
1. Multiple wizards/leaders able to be moved in 1 order. - 7 (Im used to it)<br />
2. Ability to dismiss a wizard or leader  - 4 (so many times would love to use)<br />
3. Disband Army / Disband all troops from the army - 7 - (Useful tactic to free a group)<br />
4. Order to add food/gold to simulate funds from PC conquering on a turn.  7 (I used to it)]]></description>
			<content:encoded><![CDATA[I would like to start gathering game things that would be helpful.<br />
Keep it positive and rate it from 1-10 with 10 being the least annoying thing for you and 1 being it feels like it's broken.<br />
What I don't want is a bitch fest, then I can work to see what's easy to fix, what isn't, and lastly a priority.<br />
Give ideas and later we can do polls.<br />
<br />
<br />
<br />
1. Multiple wizards/leaders able to be moved in 1 order. - 7 (Im used to it)<br />
2. Ability to dismiss a wizard or leader  - 4 (so many times would love to use)<br />
3. Disband Army / Disband all troops from the army - 7 - (Useful tactic to free a group)<br />
4. Order to add food/gold to simulate funds from PC conquering on a turn.  7 (I used to it)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Discord Server inbound looking for input]]></title>
			<link>https://alamaze.net/forum/thread-16949.html</link>
			<pubDate>Tue, 09 May 2023 18:38:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=2218">Brekk</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-16949.html</guid>
			<description><![CDATA[All,<br />
<br />
Putting together a discord sever for Alamaze. I have used them at the most basic level and looking for ideas others may have on what they want to see. <br />
<br />
John]]></description>
			<content:encoded><![CDATA[All,<br />
<br />
Putting together a discord sever for Alamaze. I have used them at the most basic level and looking for ideas others may have on what they want to see. <br />
<br />
John]]></content:encoded>
		</item>
	</channel>
</rss>