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Random cities
#1
I have not tried a game with random cities yet.  How are people liking it?  How is it adding to the number of turns to get control of a region?
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#2
I found my city on turn 1, and cities in 2 other regions on turn 2 just moving my military towards my region. So, for me it wasn't difficult.
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#3
I like the Random Cities option a lot as it adds a new element to the game......but four notes. First, it does tend to mean that very, very few kingdoms will get their region on T3 unless you get super lucky (like Mad Hatter above Smile) Second, kingdoms with optimal terrain movement, more than 4 groups, or lots of initial Eagle Familiar wizards will have a huge advantage in these games since T1 scouting is even more crucial (doubly so, if it's also a Pagan game). Third, its a bit of a tough break if you play the DE kingdom as your ability to gate in to any city in the game on T1 is removed and it may be awhile before you find cities in adjacent regions. And last, since you have no city to move to on T1, you can use the extra turn to promote your starting Duke and/or Count with a 390 order if you're so inclined!
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#4
To me it just adds more unneeded luck to the game. And removes some of the purpose designed strategy. Avalon, lorethane, hammerhold, have a status to them. Instead we have an empty island in the center of the map. 2 cities in the center regions to give better growth to those kingdoms.
Other issues BL could have the city start in the water so now not only does his region have one less city he can not defend it with military or ships. Some regions have no water or very little so no chance they can get a water PC.
Beyond the first city in your home region they are easy to find anyway. One spell or divination
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#5
I'm not a fan of the random cities as Mike knows as you can't really plan a strategy and as Imperial Tark noted there are those issues and others, not to mention really increasing luck.  I don't think Alamaze needs it, but it kind of works in Mike's Ice Age variant, and is partially in the Maelstrom map for four regions that have undisclosed minor cities.

Again, what we see with these unplanned formats is the careful balancing is upended as an unintended consequence.  Alamaze generally can withstand it, but yeah, this one kind of screws the Demon Princes and certain customization options, while Pagan makes Ancient Ones kind of out of the game, other examples.

All that said, The Gray Mouser is looking forward to an Alliance game in the new Ice Age scenario with the random cities and the Pagan environment to see first hand how it effects the game.  

But when Maelstrom starts, we're going to get back to what the design intends in available formats.  We won't need ways to mess with the intended game, at least not for years.
To try to be more specific, this is not Risk or Chess where everything is the same for all players so house rules just effect everyone the same.  Kingdoms in Alamaze are designed to be each unique and each depend on different aspects, which if removed or altered, damage the kingdom, or enhance others beyond intention.

(Steps down from soap box)
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