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The Choosing Kingdom Balance
#21
What does it look like based on starting region.  Is there a coloration between the two kingdoms that are an option for one region win out more.  For example the WA/DW total games match up against other region totals for points and wins.  So far region 5 with the SA/BL added together seem to do the worst of all.  How do the other regions/region-less empires do?
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#22
I went with the Illusionist. My 2nd Cycle ventures as the Ranger were quite painful and the IL hasn't shined in 3rd Cycle like the northen wizards have.
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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#23
Region 5 and 8 do have a geographical disadvantage.
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#24
(09-10-2016, 01:14 AM)Rogal Wrote: What does it look like based on starting region.  Is there a coloration between the two kingdoms that are an option for one region win out more.  For example the WA/DW total games match up against other region totals for points and wins.  So far region 5 with the SA/BL added together seem to do the worst of all.  How do the other regions/region-less empires do?

There is an analysis of the Zones on pages 19 & 20 of Valhalla.
The Frost Lord,
Centurion in the Military War College
Pioneer of Alamaze
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#25
(09-10-2016, 12:27 AM)Jumpingfist Wrote:
(09-10-2016, 12:14 AM)Tomag Ironfist Wrote:
(09-10-2016, 12:08 AM)unclemike Wrote: What I would like to see is another 20 kingdom Slugfest game

Sign me up Smile

Hell yeah.  I say even let it be random so you do not know who you are fighting in the different regions

With Ry Vor's permission, we could have a 20 kingdom Slugfest when the new SQL version of the game becomes available. It could be a test game of sorts though I'll be phasing in a "ready" button at some point for a quicker processing of turns. This is still a ways off though.

Anyway, if the wizard kingdoms are truly overpowered regarding their wizard levels, research costs, spell lists, etc., we'll see how they'll do against another who's attacking them early. If they still come out ahead then they are too strong. If not then it means that the wizard kingdoms are properly designed and have been benefiting from no one attacking them early on and it's skewering our results.
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#26
I would think if recruiting the companion brigades was limited to 3 per group per turn rather than 3 per turn the power of the wizard kingdoms likely would be minimized.
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#27
(09-10-2016, 04:03 AM)Atuan Wrote: I would think if recruiting the companion brigades was limited to 3 per group per turn rather than 3 per turn the power of the wizard kingdoms likely would be minimized.

I agree with this.
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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#28
(09-10-2016, 12:27 PM)Lord Diamond Wrote:
(09-10-2016, 04:03 AM)Atuan Wrote: I would think if recruiting the companion brigades was limited to 3 per group per turn rather than 3 per turn the power of the wizard kingdoms likely would be minimized.

I agree with this.

That's how it was originally during the beta testing (each group was allowed to recruit up to 3 companions each) but that situation quickly got out of control because everyone was recruiting a crapload of companions each turn. Especially for multi-groups like Tyrant which has 6 groups or able to recruit 18 companion brigades. This threw the balance of the game out of whack by a fair amount so the decision was made that companions should only augment a kingdom's forces, not become its main arsenal.
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#29
I was in one of the Betas and it seems to me that we went straight from unlimited companion recruiting per group to a maximum of three per turn. Of course, I may have missed that step.

I agree that a single group being able to recruit ten companions in a turn, as my Amazins did, is excessive.

Perhaps there is another middle groud that is easily accomplished? Barring that, we may need to limit summoned brigdaes as well for the same reasons we limited companions.
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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#30
(09-10-2016, 01:35 PM)unclemike Wrote:
(09-10-2016, 12:27 PM)Lord Diamond Wrote:
(09-10-2016, 04:03 AM)Atuan Wrote: I would think if recruiting the companion brigades was limited to 3 per group per turn rather than 3 per turn the power of the wizard kingdoms likely would be minimized.

I agree with this.

That's how it was originally during the beta testing (each group was allowed to recruit up to 3 companions each) but that situation quickly got out of control because everyone was recruiting a crapload of companions each turn. Especially for multi-groups like Tyrant which has 6 groups or able to recruit 18 companion brigades. This threw the balance of the game out of whack by a fair amount so the decision was made that companions should only augment a kingdom's forces, not become its main arsenal.

Then maybe "Summon" spells should be moved up to higher levels....or they should count towards the 3 limit per turn.
The Frost Lord,
Centurion in the Military War College
Pioneer of Alamaze
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