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		<title><![CDATA[Alamaze - New - Accumulated Wisdom / Tips & Advice ]]></title>
		<link>https://alamaze.net/forum/</link>
		<description><![CDATA[Alamaze - New - https://alamaze.net/forum]]></description>
		<pubDate>Wed, 10 Jun 2026 20:17:35 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[GrimFinger's Tips for Newcomers to Alamaze (An Unfinished Work In Progress)]]></title>
			<link>https://alamaze.net/forum/thread-17112.html</link>
			<pubDate>Fri, 01 Sep 2023 10:58:44 +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-17112.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">GrimFinger's Tips for Newcomers to Alamaze (An Unfinished Work In Progress)</span></span></div>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">1.</span></span> When you first begin to try your hand at playing Alamaze, my personal advice is to <span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">skip the Tutorial games <span style="text-decoration: underline;" class="mycode_u">and</span> the Duel games</span></span> <span style="text-decoration: underline;" class="mycode_u">and</span> to avoid trying to read the entire 4th Cycle Rulebook in one fell swoop. The best way that I found to learn how to transition smoothly into Alamaze, and begin getting a grip on how to play, as well as to really begin to have fun in earnest playing Alamaze, was with a <span style="font-weight: bold;" class="mycode_b">two-step approach</span>:<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">ONE</span></span> - <span style="font-weight: bold;" class="mycode_b">Just play with the game interface</span>, the thing where you enter turn orders for your kingdom. The game interface is what you need to quickly begin to familiarize yourself with, and not the rulebook. When you first start playing Alamaze, you do <span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">not</span></span> need to know or memorize every last rule of the game. Some rules are kingdom-specific, and won't apply to your kingdom for that very reason. Also, some of the other rules in the rulebook only come into actual player later in the game, so why confuse yourself unnecessarily by trying to read and memorize an almost three hundred page rulebook when you are just starting out? It's unnecessary, and it can be counter-productive, by making it harder to learn and memorize what I call the <span style="font-weight: bold;" class="mycode_b">starting basics</span>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">TWO</span></span> - <span style="font-weight: bold;" class="mycode_b">Sign up for at least two different games of Alamaze</span>, rather than just one. Why? Because this approach will allow and facilitate a quicker familiarization with the Alamaze game interface. The faster that you gain familiarity with the game interface, the quicker you will likely begin to advance in your learning of the rules, and more importantly, the quicker that things will make sense, and you will begin to actually have fun while playing. The more that you become familiar with the game interface, the sooner that you will begin getting comfortable with the issuing of turn orders. By playing more than one game of Alamaze, simultaneously, it enables you to spend more time with the game interface in the full game experience, and what you learn in one of your games of Alamaze, you will be able to then immediately apply what you learned in another game of Alamaze, faster than you would if you were only playing in a single game of Alamaze. Learning is about more than just reading, as in the reading of the rulebook for the game. The acquisition of actual, first-hand experience with the rules-in-action by using them in the game interface is of vastly greater importance than just the rules standing alone being read. Reading the rulebook is no proper substitute for actually applying the rules in-game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">You can learn the rules of the game that is Alamaze as you go along.</span> Rome wasn't built in a day, and likewise, the 4th Cycle Rulebook for Alamaze doesn't have to be read in its entirety - <span style="font-style: italic;" class="mycode_i">either in a single sitting, or before you begin to try your hand at playing.</span> The grand objective is to have fun, not to memorize a big, thick rulebook. The rulebook isn't the game. Rather, the rulebook exists to facilitate learning about the game - <span style="font-style: italic;" class="mycode_i">not to become an obstacle to learning and playing the game.</span> Worrying yourself to death about how hard it will be to read - <span style="font-style: italic;" class="mycode_i">and memorize</span> - all of the rules associated with playing Alamaze can act as a deterrent to actually learning how to play the game. The rulebook can be consumed in bite sizes, at a casual pace. I haven't read the whole rulebook, yet, and I'm currently in multiple games of Alamaze, right now - and I'm having a ton of fun in the process! And the moral of this story is that I encourage you, each and every last newcomer to Alamaze, to remember that the grand object is to have fun playing Alamaze. Everything else - <span style="font-style: italic;" class="mycode_i">including reading and memorizing all of the rules</span> - associated with playing Alamaze, is secondary to that!<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">2.</span></span> On your turn orders for Turn #1, go ahead and issue the <span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">#993 - Kingdom Customization</span></span> order. Kingdom customization is only allowed during turns 1-3, but the sooner that you issue #993, the sooner your kingdom will reap the multiple benefits that it will afford you. Why wait additional turns to obtain the exact same benefits? Waiting to issue order #993 translates into diminishment of advantages that kingdom customization conveys.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">3.</span></span> The <span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">#991 – Set ESO Conditions</span></span> order can be issued by the player on turns 1-3. However, you won't actually reap the rewards of meeting your ESO conditions until Turn #10, at the earliest. So, wait until Turn #3 to issue order #991, because the earliest turns of the game are when players tend to have the least order slots available to them, since their kings/queens (Rulers) won't have had time to increase their influence. You want to be efficient in the use of all of your order slots, and putting off issuing order #991 until Turn #3 isn't going to cause your kingdom any harm. After all, the game rules specifically allow you to wait until Turn #3 to issue this order.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">4.</span></span> <span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">Grow your economy.</span></span> You need Gold and you need Food, in order to issue a number of orders. At the beginning of the game, all of the Alamaze kingdoms that I have played have needed gold more than they've needed food. Continually look for ways to increase your gold and food production. Stay focused upon improving your kingdom's economy, especially in the early turns of the game. There are different ways to accomplish this. The ways available to you to increase your kingdom's gold and food output may vary, depending upon which kingdom that you are playing.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">5.</span></span> <span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">[[ TO BE CONTINUED ]]</span></span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">GrimFinger's Tips for Newcomers to Alamaze (An Unfinished Work In Progress)</span></span></div>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">1.</span></span> When you first begin to try your hand at playing Alamaze, my personal advice is to <span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">skip the Tutorial games <span style="text-decoration: underline;" class="mycode_u">and</span> the Duel games</span></span> <span style="text-decoration: underline;" class="mycode_u">and</span> to avoid trying to read the entire 4th Cycle Rulebook in one fell swoop. The best way that I found to learn how to transition smoothly into Alamaze, and begin getting a grip on how to play, as well as to really begin to have fun in earnest playing Alamaze, was with a <span style="font-weight: bold;" class="mycode_b">two-step approach</span>:<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">ONE</span></span> - <span style="font-weight: bold;" class="mycode_b">Just play with the game interface</span>, the thing where you enter turn orders for your kingdom. The game interface is what you need to quickly begin to familiarize yourself with, and not the rulebook. When you first start playing Alamaze, you do <span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">not</span></span> need to know or memorize every last rule of the game. Some rules are kingdom-specific, and won't apply to your kingdom for that very reason. Also, some of the other rules in the rulebook only come into actual player later in the game, so why confuse yourself unnecessarily by trying to read and memorize an almost three hundred page rulebook when you are just starting out? It's unnecessary, and it can be counter-productive, by making it harder to learn and memorize what I call the <span style="font-weight: bold;" class="mycode_b">starting basics</span>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">TWO</span></span> - <span style="font-weight: bold;" class="mycode_b">Sign up for at least two different games of Alamaze</span>, rather than just one. Why? Because this approach will allow and facilitate a quicker familiarization with the Alamaze game interface. The faster that you gain familiarity with the game interface, the quicker you will likely begin to advance in your learning of the rules, and more importantly, the quicker that things will make sense, and you will begin to actually have fun while playing. The more that you become familiar with the game interface, the sooner that you will begin getting comfortable with the issuing of turn orders. By playing more than one game of Alamaze, simultaneously, it enables you to spend more time with the game interface in the full game experience, and what you learn in one of your games of Alamaze, you will be able to then immediately apply what you learned in another game of Alamaze, faster than you would if you were only playing in a single game of Alamaze. Learning is about more than just reading, as in the reading of the rulebook for the game. The acquisition of actual, first-hand experience with the rules-in-action by using them in the game interface is of vastly greater importance than just the rules standing alone being read. Reading the rulebook is no proper substitute for actually applying the rules in-game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">You can learn the rules of the game that is Alamaze as you go along.</span> Rome wasn't built in a day, and likewise, the 4th Cycle Rulebook for Alamaze doesn't have to be read in its entirety - <span style="font-style: italic;" class="mycode_i">either in a single sitting, or before you begin to try your hand at playing.</span> The grand objective is to have fun, not to memorize a big, thick rulebook. The rulebook isn't the game. Rather, the rulebook exists to facilitate learning about the game - <span style="font-style: italic;" class="mycode_i">not to become an obstacle to learning and playing the game.</span> Worrying yourself to death about how hard it will be to read - <span style="font-style: italic;" class="mycode_i">and memorize</span> - all of the rules associated with playing Alamaze can act as a deterrent to actually learning how to play the game. The rulebook can be consumed in bite sizes, at a casual pace. I haven't read the whole rulebook, yet, and I'm currently in multiple games of Alamaze, right now - and I'm having a ton of fun in the process! And the moral of this story is that I encourage you, each and every last newcomer to Alamaze, to remember that the grand object is to have fun playing Alamaze. Everything else - <span style="font-style: italic;" class="mycode_i">including reading and memorizing all of the rules</span> - associated with playing Alamaze, is secondary to that!<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">2.</span></span> On your turn orders for Turn #1, go ahead and issue the <span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">#993 - Kingdom Customization</span></span> order. Kingdom customization is only allowed during turns 1-3, but the sooner that you issue #993, the sooner your kingdom will reap the multiple benefits that it will afford you. Why wait additional turns to obtain the exact same benefits? Waiting to issue order #993 translates into diminishment of advantages that kingdom customization conveys.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">3.</span></span> The <span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">#991 – Set ESO Conditions</span></span> order can be issued by the player on turns 1-3. However, you won't actually reap the rewards of meeting your ESO conditions until Turn #10, at the earliest. So, wait until Turn #3 to issue order #991, because the earliest turns of the game are when players tend to have the least order slots available to them, since their kings/queens (Rulers) won't have had time to increase their influence. You want to be efficient in the use of all of your order slots, and putting off issuing order #991 until Turn #3 isn't going to cause your kingdom any harm. After all, the game rules specifically allow you to wait until Turn #3 to issue this order.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">4.</span></span> <span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">Grow your economy.</span></span> You need Gold and you need Food, in order to issue a number of orders. At the beginning of the game, all of the Alamaze kingdoms that I have played have needed gold more than they've needed food. Continually look for ways to increase your gold and food production. Stay focused upon improving your kingdom's economy, especially in the early turns of the game. There are different ways to accomplish this. The ways available to you to increase your kingdom's gold and food output may vary, depending upon which kingdom that you are playing.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">5.</span></span> <span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">[[ TO BE CONTINUED ]]</span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Use inactive groups to prevent enemy agent activity]]></title>
			<link>https://alamaze.net/forum/thread-17098.html</link>
			<pubDate>Fri, 12 Feb 2021 21:10:55 +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-17098.html</guid>
			<description><![CDATA[You'll notice that the transfer to inactive group order is before (order number) the agent activity like assassinate wizard/leader or steal artifact. So if your group's leaders and possessions have been disclosed to an enemy, you could counterespionage the group the next turn, or you could transfer the group's stuff to an inactive group, and the enemy agents will come up empty.<br />
<br />
This obviously builds on the advice to pay attention to order number.<br />
<br />
Kingdoms with 5 or more groups can do this much easier than those with 4 groups, of course. Teleport  or fly group also works to get away from agent attacks, but you need artifact, flight or advanced wizards for that.]]></description>
			<content:encoded><![CDATA[You'll notice that the transfer to inactive group order is before (order number) the agent activity like assassinate wizard/leader or steal artifact. So if your group's leaders and possessions have been disclosed to an enemy, you could counterespionage the group the next turn, or you could transfer the group's stuff to an inactive group, and the enemy agents will come up empty.<br />
<br />
This obviously builds on the advice to pay attention to order number.<br />
<br />
Kingdoms with 5 or more groups can do this much easier than those with 4 groups, of course. Teleport  or fly group also works to get away from agent attacks, but you need artifact, flight or advanced wizards for that.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Military Development and Utilization]]></title>
			<link>https://alamaze.net/forum/thread-17131.html</link>
			<pubDate>Tue, 10 Sep 2019 23:17:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=2">Ry Vor</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17131.html</guid>
			<description><![CDATA[Okay, hotshot.  This is sort of the main axle for many players and for several kingdoms.  Many questions:<br />
<ul class="mycode_list"><li>When and what do you recruit?<br />
</li>
<li>How do you deploy your forces in the early game?<br />
</li>
<li>How much do you value a kingdom with five forces?<br />
</li>
<li>Do you take group movement customization like Champion Stallions and Wowie Totem?<br />
</li>
<li>Do you take Human PC's and foreign controlled PC's in your capital region militarily?<br />
</li>
<li>Do you try to have just sufficient force to gain brigade promotions without overwhelming?<br />
</li>
<li>Do you explore neighboring regions other than recalling the out of region force?<br />
</li>
<li>Do you seek out encounters as much to advance leaders as for the artifact?<br />
</li>
</ul>
Anything else you like to add on how, especially in the early game to transitioning to mid-game how you utilize military, maybe from different kingdom perspectives.]]></description>
			<content:encoded><![CDATA[Okay, hotshot.  This is sort of the main axle for many players and for several kingdoms.  Many questions:<br />
<ul class="mycode_list"><li>When and what do you recruit?<br />
</li>
<li>How do you deploy your forces in the early game?<br />
</li>
<li>How much do you value a kingdom with five forces?<br />
</li>
<li>Do you take group movement customization like Champion Stallions and Wowie Totem?<br />
</li>
<li>Do you take Human PC's and foreign controlled PC's in your capital region militarily?<br />
</li>
<li>Do you try to have just sufficient force to gain brigade promotions without overwhelming?<br />
</li>
<li>Do you explore neighboring regions other than recalling the out of region force?<br />
</li>
<li>Do you seek out encounters as much to advance leaders as for the artifact?<br />
</li>
</ul>
Anything else you like to add on how, especially in the early game to transitioning to mid-game how you utilize military, maybe from different kingdom perspectives.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Order 215 Gifting tips]]></title>
			<link>https://alamaze.net/forum/thread-17096.html</link>
			<pubDate>Tue, 12 Feb 2019 23:26:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=818">RELLGAR</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17096.html</guid>
			<description><![CDATA[When doing a 215 unilateral transfer gift, make sure you put in 0 for your empty food or gold, do not leave it blank or the order will fail.<br />
<br />
Make sure you don't gift more than your food or gold total after added production and any spell generated resources. Also if you suspect that you may lose any pcs or wizards by group attacks, subtract those pcs production/created gold/food from your gift limit. <br />
<br />
Of course you must first be allied to the Kingdom your gifting to.]]></description>
			<content:encoded><![CDATA[When doing a 215 unilateral transfer gift, make sure you put in 0 for your empty food or gold, do not leave it blank or the order will fail.<br />
<br />
Make sure you don't gift more than your food or gold total after added production and any spell generated resources. Also if you suspect that you may lose any pcs or wizards by group attacks, subtract those pcs production/created gold/food from your gift limit. <br />
<br />
Of course you must first be allied to the Kingdom your gifting to.]]></content:encoded>
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		<item>
			<title><![CDATA[Instant Summon Phantom (most versatile spell?)]]></title>
			<link>https://alamaze.net/forum/thread-17097.html</link>
			<pubDate>Mon, 12 Mar 2018 05:39:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=1578">Draugr</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17097.html</guid>
			<description><![CDATA[Have not done a Tip in a long time.   <br />
<br />
93 instant summon phantom<br />
At face value it lets you summon phantoms to fight along side your troops.  It does this very well.  But there is much more hidden gem.<br />
<br />
Need to take/Nuke a sea PC and have no ships<br />
Move a patrol into the sea zone on to the PC.  Best if combined with an elite ship and invisiblity<br />
Summon phantoms and cast your nuke or take the PC if low enough defenses.  Note: you can teleport after your done but can not move on the sea zone the same turn you summon phantoms.<br />
<br />
Need to recruit.  Summon phantoms to give you 3 brigades to beable to recruit that turn.  Works well for those artifact hunting patrols that need to turn into combat groups quickly<br />
<br />
Want to take PCs with just a patrol.  Each phanton gives you aprox 2k strength.  So 3 phantoms can take a village.  4 can likely take a town with the help of a wind storm spell.  If I find a higher strength town and have a patrol I would use this combo.  Summon phantoms, nuke, wind storm.  Attack using threaten PC.  This way you will attack after your nuke goes off.  You can do this even with no general in your group.]]></description>
			<content:encoded><![CDATA[Have not done a Tip in a long time.   <br />
<br />
93 instant summon phantom<br />
At face value it lets you summon phantoms to fight along side your troops.  It does this very well.  But there is much more hidden gem.<br />
<br />
Need to take/Nuke a sea PC and have no ships<br />
Move a patrol into the sea zone on to the PC.  Best if combined with an elite ship and invisiblity<br />
Summon phantoms and cast your nuke or take the PC if low enough defenses.  Note: you can teleport after your done but can not move on the sea zone the same turn you summon phantoms.<br />
<br />
Need to recruit.  Summon phantoms to give you 3 brigades to beable to recruit that turn.  Works well for those artifact hunting patrols that need to turn into combat groups quickly<br />
<br />
Want to take PCs with just a patrol.  Each phanton gives you aprox 2k strength.  So 3 phantoms can take a village.  4 can likely take a town with the help of a wind storm spell.  If I find a higher strength town and have a patrol I would use this combo.  Summon phantoms, nuke, wind storm.  Attack using threaten PC.  This way you will attack after your nuke goes off.  You can do this even with no general in your group.]]></content:encoded>
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		<item>
			<title><![CDATA[Finding the enemy capital.]]></title>
			<link>https://alamaze.net/forum/thread-17102.html</link>
			<pubDate>Sun, 14 Feb 2016 21:32:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=290">Jumpingfist</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17102.html</guid>
			<description><![CDATA[A few tricks/ways to help find someone's capital<br />
<br />
If you move over a town in the primary region on turn 1 or 2 it is likely there capital<br />
<br />
Divine group locations in there primary region on turns before reinforcements.  Unless they are using an inactive group to get reinforcements one of there groups will be at the capital.<br />
<br />
If you see an emissary move into your PC.  Move your group there and scout.  Cast locate on the emissary as you take the PC.  If you do not capture him you will know the capital location.<br />
<br />
Good to scout where your groups go for same reason above to find others capitals.]]></description>
			<content:encoded><![CDATA[A few tricks/ways to help find someone's capital<br />
<br />
If you move over a town in the primary region on turn 1 or 2 it is likely there capital<br />
<br />
Divine group locations in there primary region on turns before reinforcements.  Unless they are using an inactive group to get reinforcements one of there groups will be at the capital.<br />
<br />
If you see an emissary move into your PC.  Move your group there and scout.  Cast locate on the emissary as you take the PC.  If you do not capture him you will know the capital location.<br />
<br />
Good to scout where your groups go for same reason above to find others capitals.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[PCs are they fully random]]></title>
			<link>https://alamaze.net/forum/thread-17101.html</link>
			<pubDate>Thu, 12 Nov 2015 03:47:24 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=290">Jumpingfist</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17101.html</guid>
			<description><![CDATA[This is another tip buried in the 300 thread<br />
<br />
PC are random but also have some kind of function to "try" and not place them next to each other.  What does this mean?  basically it is rare to find two PCs touching each other at cardinal angles.<br />
<br />
so this is most important when your searching for PCs on your opening turns especially in diplomacy and warlords/team type games.   The average region has 68 squares.  most kingdoms start with 2 PCs in there home region and 1 city, this would mean if the PCs do not start on the edge of the region you would effectively have 11 squares already search for PC or 16%.    use your groups and scouts/wizards get maybe 21 more many kingdoms even more than this. your upto 32/68 47% or ask someone the location of there PC in your region even if you agree not to take it 5 more squares.  it adds up very quickly you are already in a way scouting over 50% of the region even though your not covering all the squares.  scout 50%+ good chance you find enough to take the region by turn 3.   also because you start with a city, town capital, and village you basically already start knowing 25% of the census.  <br />
<br />
other things I have noticed but do not have specific math to back it up.<br />
<br />
- PCs like to find there way into the nooks.  - some regions have these little nooks like the lower mountains of R2, the west side of R6, east side of R8, east side of R4.  these are the best areas to send blind emmy moves to on T1<br />
- PCs some times line up in rows two squares apart.<br />
- PCs can be next to cities]]></description>
			<content:encoded><![CDATA[This is another tip buried in the 300 thread<br />
<br />
PC are random but also have some kind of function to "try" and not place them next to each other.  What does this mean?  basically it is rare to find two PCs touching each other at cardinal angles.<br />
<br />
so this is most important when your searching for PCs on your opening turns especially in diplomacy and warlords/team type games.   The average region has 68 squares.  most kingdoms start with 2 PCs in there home region and 1 city, this would mean if the PCs do not start on the edge of the region you would effectively have 11 squares already search for PC or 16%.    use your groups and scouts/wizards get maybe 21 more many kingdoms even more than this. your upto 32/68 47% or ask someone the location of there PC in your region even if you agree not to take it 5 more squares.  it adds up very quickly you are already in a way scouting over 50% of the region even though your not covering all the squares.  scout 50%+ good chance you find enough to take the region by turn 3.   also because you start with a city, town capital, and village you basically already start knowing 25% of the census.  <br />
<br />
other things I have noticed but do not have specific math to back it up.<br />
<br />
- PCs like to find there way into the nooks.  - some regions have these little nooks like the lower mountains of R2, the west side of R6, east side of R8, east side of R4.  these are the best areas to send blind emmy moves to on T1<br />
- PCs some times line up in rows two squares apart.<br />
- PCs can be next to cities]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Exploring Water Unusual Sightings]]></title>
			<link>https://alamaze.net/forum/thread-17103.html</link>
			<pubDate>Wed, 29 Jul 2015 23:03:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=211">HeadHoncho</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17103.html</guid>
			<description><![CDATA[A question was raised in another thread about how to explore an unusual sighting in the water where you don't have any fleets and can't build any due to lack of pop centers on that sea.<br />
<br />
The answer is to send in a patrol, which can cross a sea without having any fleets.<br />
<br />
The danger is that an opponent's sea patrol could destroy your patrol if they get lucky and successfully intercept.<br />
<br />
The way to mitigate that risk is to send in just a low leader such as a Captain, and then if the patrol makes it to the designated sea area, you can either explore the unusual sighting, or if you need more power, you can teleport in Wizards with the 830 spell.  This is because a non-moving patrol cannot be intercepted by opponents' fleets.<br />
<br />
Once you're finished exploring the sighting, you can move off of the sea area safely via the 708 Ship of Mists spell or an 850 Teleport Brigade spell.]]></description>
			<content:encoded><![CDATA[A question was raised in another thread about how to explore an unusual sighting in the water where you don't have any fleets and can't build any due to lack of pop centers on that sea.<br />
<br />
The answer is to send in a patrol, which can cross a sea without having any fleets.<br />
<br />
The danger is that an opponent's sea patrol could destroy your patrol if they get lucky and successfully intercept.<br />
<br />
The way to mitigate that risk is to send in just a low leader such as a Captain, and then if the patrol makes it to the designated sea area, you can either explore the unusual sighting, or if you need more power, you can teleport in Wizards with the 830 spell.  This is because a non-moving patrol cannot be intercepted by opponents' fleets.<br />
<br />
Once you're finished exploring the sighting, you can move off of the sea area safely via the 708 Ship of Mists spell or an 850 Teleport Brigade spell.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Water Village Capital]]></title>
			<link>https://alamaze.net/forum/thread-17100.html</link>
			<pubDate>Wed, 29 Jul 2015 00:17:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=290">Jumpingfist</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17100.html</guid>
			<description><![CDATA[Your playing a substandard military kingdom and want a way to protect your capital.  Why not build the defenses up in a village and move your capital there.<br />
<br />
Why water - you automatically remove the ability of the RD or BL to be able to ever attack you.  A maximum of only 12 brigades from an enemy kingdom can reach your capital, other than the GI not many can get a force large enough to attack a 40-60k defense PC with 12 brigades.  Most players are afraid to take groups/mages into the water.   You can have a single brigade out front with 12 high quality ships and take down even the mightiest of foes.<br />
<br />
Why village - the main reason is due to Mage destroy spells.  A high level Mage can cast destroy town for 7k damage but can only do 3500 damage vs a village.  So if only one Mage is attacking you can use the 600 order to restore your defense almost as fast as they take it down and it will require 2x the number of spells to destroy your PC.  Also density vs a village is no modifier.  After you have raised a villages D a couple times it is actually just as strong as any town only harder to take down.  Others normally scout towns before villages so could save you a bit of time even being found out.]]></description>
			<content:encoded><![CDATA[Your playing a substandard military kingdom and want a way to protect your capital.  Why not build the defenses up in a village and move your capital there.<br />
<br />
Why water - you automatically remove the ability of the RD or BL to be able to ever attack you.  A maximum of only 12 brigades from an enemy kingdom can reach your capital, other than the GI not many can get a force large enough to attack a 40-60k defense PC with 12 brigades.  Most players are afraid to take groups/mages into the water.   You can have a single brigade out front with 12 high quality ships and take down even the mightiest of foes.<br />
<br />
Why village - the main reason is due to Mage destroy spells.  A high level Mage can cast destroy town for 7k damage but can only do 3500 damage vs a village.  So if only one Mage is attacking you can use the 600 order to restore your defense almost as fast as they take it down and it will require 2x the number of spells to destroy your PC.  Also density vs a village is no modifier.  After you have raised a villages D a couple times it is actually just as strong as any town only harder to take down.  Others normally scout towns before villages so could save you a bit of time even being found out.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Use Shield not Protect Leaders and Wizards]]></title>
			<link>https://alamaze.net/forum/thread-17099.html</link>
			<pubDate>Mon, 13 Jul 2015 11:29:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=152">unclemike</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17099.html</guid>
			<description><![CDATA[After looking at a few of the expired games, I noticed that some of the newer players had cast spell #94 Protect Heroes and Wizards instead of spell #100 Shield for their battles.<br />
<br />
Spell #94 should be cast to counter spell #96 Kill Leader/Wizard but it provides no benefit of keeping your leaders/wizards safe from harm when you attack a pop center or another group.<br />
<br />
If you wish to reduce the chances of your figures from dying in battle, cast spell #100 Shield instead which reduces the damage to your troops and lowers the chances of your leaders/wizards from dying in combat. The Shield spell stacks with itself so if you have multiple wizards casting it within your group, the value builds up to further protect your troops and leaders/wizards.]]></description>
			<content:encoded><![CDATA[After looking at a few of the expired games, I noticed that some of the newer players had cast spell #94 Protect Heroes and Wizards instead of spell #100 Shield for their battles.<br />
<br />
Spell #94 should be cast to counter spell #96 Kill Leader/Wizard but it provides no benefit of keeping your leaders/wizards safe from harm when you attack a pop center or another group.<br />
<br />
If you wish to reduce the chances of your figures from dying in battle, cast spell #100 Shield instead which reduces the damage to your troops and lowers the chances of your leaders/wizards from dying in combat. The Shield spell stacks with itself so if you have multiple wizards casting it within your group, the value builds up to further protect your troops and leaders/wizards.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Have a plan]]></title>
			<link>https://alamaze.net/forum/thread-17105.html</link>
			<pubDate>Tue, 07 Jul 2015 01:21:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=0">gkmetty</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17105.html</guid>
			<description><![CDATA[A mistake I frequently witness is that players dont have a good plan for how they will approach a game.  Once you receive your start-up information you need to asses your kingdom and determine what your goals will be.   Your plans and goals may change as the game progresses but if you dont have a plan your kingdom will reach a point where it will stagnate and at that point you have lost.<br />
<br />
Most kingdoms will have a small window to start the game when you can focus on your own kingdom development.  Can you take your region?  Will you join the High Council?  How will you survive the poor seasons?  Which resources will you develop, political, military, agents, magic?  What will you set as your SVC and ESO?  You dont need to know all of the answers to these questions on turn one but by turn three you should have a plan.<br />
<br />
What will you do if another kingdom interferes with your development period?  The DE is notorious for showing up uninvited to cites outside of Arcania, just to slow other kingdoms development.  I once played the GN in a game and the TR showed up at my capital with a massive group on turn 3.  My goals for the game changed from visions of conquest to visions of driving the TR out of Runnumede.  I fell into the "no plan" trap in this game.  Once the TR left, I had no plan.  Lucky the game ended a few turns later but during those few turns I did not enjoy the game.  I knew I could not win but I also had no purpose in the game.<br />
<br />
You cant, and wont, win every game but you need a purpose.<br />
<br />
By mid game, turns 10 -15, you should have a clear plan for expansion.  Have you picked out you expansion area?  Have you collected the information you will need about that area, pop centers, capitals, etc?  Do you have the resources required to expand?  Are those resources in the right location, your emmies can only move 10 squares and most armies far fewer than that.<br />
<br />
After turn 15, in SVC games, you are nearing the end.  It is likely that someone is aiming to win the game by SVC on or near turn 20.  If you are not that player, then you should be the player who is ready to pounce once it is apparent which player or players are making a run at the win.  You might enjoy playing the spoiler role  snatching away the victory.  Remember you cant sit idle you have to actively be pursuing the information needed to play the spoiler.  Do you know who is most likely to try for the win.  Are your resources in position for the attack?  Do you know where the pop centers are located in the region of your attack?  Study the SVC conditions and try to guess which "minor" considerations the front runner would have chosen for their SVC.  Can you sabotage their fleets, kick them off the high council, or take another action that would prevent them from declaring the win?<br />
<br />
You cant, and wont, win every game but you need a purpose.<br />
<br />
Winning the game may not always be your goal.<br />
<br />
I once played a game as the Troll where I set the goal to have the most political emissaries in the game.  At the end I dont know if I had the most but I won the game so it did not matter.  My plan changed as the game developed but my initial goal helped me achieve victory.<br />
<br />
I know someone who had played and gained status points with almost every kingdom.  This player joined a game playing a kingdom he was not fond of, but his goal was to complete the game and gain status points.  He met his goal and it kept him active in the game even though his chance at a win was not very good.<br />
<br />
Another goal I have seen set, and achieved, the highest pop center defense.  In the end the city had three times as much defense as it had population.<br />
<br />
I said it twice earlier and I will repeat myself again. <br />
<br />
You cant, and wont, win every game but you need a purpose.<br />
<br />
If you have a purpose in every game you will enjoy the game, even if you dont win.]]></description>
			<content:encoded><![CDATA[A mistake I frequently witness is that players dont have a good plan for how they will approach a game.  Once you receive your start-up information you need to asses your kingdom and determine what your goals will be.   Your plans and goals may change as the game progresses but if you dont have a plan your kingdom will reach a point where it will stagnate and at that point you have lost.<br />
<br />
Most kingdoms will have a small window to start the game when you can focus on your own kingdom development.  Can you take your region?  Will you join the High Council?  How will you survive the poor seasons?  Which resources will you develop, political, military, agents, magic?  What will you set as your SVC and ESO?  You dont need to know all of the answers to these questions on turn one but by turn three you should have a plan.<br />
<br />
What will you do if another kingdom interferes with your development period?  The DE is notorious for showing up uninvited to cites outside of Arcania, just to slow other kingdoms development.  I once played the GN in a game and the TR showed up at my capital with a massive group on turn 3.  My goals for the game changed from visions of conquest to visions of driving the TR out of Runnumede.  I fell into the "no plan" trap in this game.  Once the TR left, I had no plan.  Lucky the game ended a few turns later but during those few turns I did not enjoy the game.  I knew I could not win but I also had no purpose in the game.<br />
<br />
You cant, and wont, win every game but you need a purpose.<br />
<br />
By mid game, turns 10 -15, you should have a clear plan for expansion.  Have you picked out you expansion area?  Have you collected the information you will need about that area, pop centers, capitals, etc?  Do you have the resources required to expand?  Are those resources in the right location, your emmies can only move 10 squares and most armies far fewer than that.<br />
<br />
After turn 15, in SVC games, you are nearing the end.  It is likely that someone is aiming to win the game by SVC on or near turn 20.  If you are not that player, then you should be the player who is ready to pounce once it is apparent which player or players are making a run at the win.  You might enjoy playing the spoiler role  snatching away the victory.  Remember you cant sit idle you have to actively be pursuing the information needed to play the spoiler.  Do you know who is most likely to try for the win.  Are your resources in position for the attack?  Do you know where the pop centers are located in the region of your attack?  Study the SVC conditions and try to guess which "minor" considerations the front runner would have chosen for their SVC.  Can you sabotage their fleets, kick them off the high council, or take another action that would prevent them from declaring the win?<br />
<br />
You cant, and wont, win every game but you need a purpose.<br />
<br />
Winning the game may not always be your goal.<br />
<br />
I once played a game as the Troll where I set the goal to have the most political emissaries in the game.  At the end I dont know if I had the most but I won the game so it did not matter.  My plan changed as the game developed but my initial goal helped me achieve victory.<br />
<br />
I know someone who had played and gained status points with almost every kingdom.  This player joined a game playing a kingdom he was not fond of, but his goal was to complete the game and gain status points.  He met his goal and it kept him active in the game even though his chance at a win was not very good.<br />
<br />
Another goal I have seen set, and achieved, the highest pop center defense.  In the end the city had three times as much defense as it had population.<br />
<br />
I said it twice earlier and I will repeat myself again. <br />
<br />
You cant, and wont, win every game but you need a purpose.<br />
<br />
If you have a purpose in every game you will enjoy the game, even if you dont win.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Choose your game carefully]]></title>
			<link>https://alamaze.net/forum/thread-17106.html</link>
			<pubDate>Tue, 07 Jul 2015 00:33:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=0">gkmetty</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17106.html</guid>
			<description><![CDATA[It may seem obvious but I have found the most critical decision I have to make that will lead to my enjoyment and success is the type of game I join.  I am not a politician, I am a strategist, so Anonymous games are the best fit for me.  I like to develop my kingdoms based on their strengths and use those strengths to beat my opponents.<br />
<br />
There are other players who are great at diplomacy and they will win games by developing a team that out numbers and crushes the other kingdoms in the game.   When in these games I tend to be on smaller teams and feel very frustrated.  These games are not a good fit for me.<br />
<br />
Narrowing the game styles to only two variants is probably too simplistic but in my case the Anonymous versus full Diplomacy difference is the biggest differentiation to me.]]></description>
			<content:encoded><![CDATA[It may seem obvious but I have found the most critical decision I have to make that will lead to my enjoyment and success is the type of game I join.  I am not a politician, I am a strategist, so Anonymous games are the best fit for me.  I like to develop my kingdoms based on their strengths and use those strengths to beat my opponents.<br />
<br />
There are other players who are great at diplomacy and they will win games by developing a team that out numbers and crushes the other kingdoms in the game.   When in these games I tend to be on smaller teams and feel very frustrated.  These games are not a good fit for me.<br />
<br />
Narrowing the game styles to only two variants is probably too simplistic but in my case the Anonymous versus full Diplomacy difference is the biggest differentiation to me.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Get Recon Info Every Turn]]></title>
			<link>https://alamaze.net/forum/thread-17104.html</link>
			<pubDate>Mon, 06 Jul 2015 21:05:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://alamaze.net/forum/member.php?action=profile&uid=152">unclemike</a>]]></dc:creator>
			<guid isPermaLink="false">https://alamaze.net/forum/thread-17104.html</guid>
			<description><![CDATA[One of my favorite tactics to use when I'm a military kingdom is to use agents to trail my own groups with order #971. You get a recon every turn wherever they land which is useful in determining whether you should attack a pc or foreign group the following turn. Use level 4 agents to reveal masked groups and level 7 to get through ambushes.<br />
<br />
Why order 971 instead of 691, because you can set 971 as a standing order if you keep your groups in the same region and not waste a recon order every turn.<br />
<br />
Which also means that one of my favorite traits for the upcoming 3rd Cycle release is Trackers. Yes, it's not a flashy as some of the other aspects of the game but I just love that automatic recon every turn!]]></description>
			<content:encoded><![CDATA[One of my favorite tactics to use when I'm a military kingdom is to use agents to trail my own groups with order #971. You get a recon every turn wherever they land which is useful in determining whether you should attack a pc or foreign group the following turn. Use level 4 agents to reveal masked groups and level 7 to get through ambushes.<br />
<br />
Why order 971 instead of 691, because you can set 971 as a standing order if you keep your groups in the same region and not waste a recon order every turn.<br />
<br />
Which also means that one of my favorite traits for the upcoming 3rd Cycle release is Trackers. Yes, it's not a flashy as some of the other aspects of the game but I just love that automatic recon every turn!]]></content:encoded>
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