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Maelstrom Test Game
#51
(01-18-2019, 06:27 PM)Draugr Wrote: Ry Vor you mentioned in your aside you could not do both...does this mean there are groups of humans blocking PC?  or things are as normal going into T1 we can move to the cities though much stronger political defenses

No, there are no human groups or human characters.  Just the incremental difficulty overall in political Incite and Usurp and the reduction of 1 area range on relocation.  Makes the Red Elk a bit more important.
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#52
These new customization choices are really cool. I am going back and forth on what I want and making hard choices what I really want
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#53
(01-18-2019, 05:52 PM)IMPERIAL_TARK Wrote: I'm considering taking the M2 customization (+2 to Fleet Quality) but I need to know what the new maximum for fleet quality is.  I currently have some fleets at Quality 17 and this customization would take them to Quality 19 but I want to make sure I'm not wasting my points by exceeding whatever the new Quality upper cap is.

On that.  As said, the Kingdom Dossiers were not updated - Mike surprised me a bit with his alacrity.  Making the setup changes will address what has already been said and what will come to light.  Again, I missed out on seeing who has what kingdoms where to know what we will discover in this test.  Along those lines, "this is a test of the Maelstrom gameplay system.  This is only a test."  So try things out and see what's broken or what you would never do.  What kingdom would dominate from region x, or why you would never consider taking region Y or kingdom Z at all.

Meantime, fleet quality max should still be 16, and there should be some mechanic to limit starting fleet quality to probably 14 or 15, and Pirates not likely to get all those fleets in every sea - again, Dossiers not updated for special orders.

Also, Customization is supposed to be 7 points, not 10.  10 was from an earlier draft but I am more comfortable with 7.  I'd ask your thoughts on that but you are seeing it for the first time and no guy wants less horsepower or a smaller TV.
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#54
I'm playing EL in region 9. Should my second town be 2 regions away?
I see there are only 6 choices for customization, so the 7 points makes much more sense. Take gold 5 times, leaves one choice with 5 points left, I think 7 is good.
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#55
so 10 points this time or just 7 points
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#56
Ouch I was already having a hard time figuring what I want with 10. Haha
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#57
I had no trouble spending 10 with IL
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#58
so are we still doing 10 or?
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#59
I'd say, keep customization at 10 points. It makes the game more fun and 7 points isn't enough when considering that the cost of items were likewise raised from The Choosing's levels (which makes 7 points nearly the same as 3 points without the price increase). At 10 points, there will be more freedom of choice and distinction between games without ruining balance. Give 10 points a chance before changing it.

About new spells, only the kingdom spell lists were adjusted according to Rick's new design (with some kingdoms getting spells earlier, later, or none at all). Current spell definitions were not changed in any way and no new spells were added. I ran out of time on alot of desired features but I tried to accomplish as much as I could. Magic, seapower, and other things were last minute requests that didn't make it. That included new kingdoms like the Lycans, Giant Ants, and such which upset me because I wanted the new kingdoms more than anything else due to my Age of Empires experience (of each expansion to the game included plenty of new kingdoms to choose from). So no one is more disappointed than me in not having new kingdoms for Maelstrom's initial release.

Regarding past forum posts like where is rulership, etc., only what I wrote in the release notes is what is included with the game. I prefer if the playtesters would read the release notes and not go by what was posted or discussed on the forum.

About Loyal/Tight Control, the program behaves as stated in the release notes regarding how Loyal is gained/lost. For the player aid spreadsheet that Frost made, I suggested to Rick to come up with an equivalent status quo amount for players to enter for Maelstrom. That way, players can continue using the 3rd Cycle player aid but for 4th Cycle games. No need to redevelop the player aid, we just have to enter status quo or stir unrest of a certain amount that is recommended by Rick and the outcome should be a near approximation as before.

The code has the following:
Base resistances:
  6.0 Major City 
  5.0 Minor City
  3.0 Town
  1.5 Village

  1.0 Loyal
  1.5 Friendly
  2.5 Tolerant
  3.5 Suspicious
  4.5 Hostile

About seapower, the max is 16.0 quality so I'll add the check on turn 0 when regional bonuses are added. The Pirates have 16 quality because Pirates have a base naval quality of 13.0 then Seafaring trait is added (which is a bonus of +3 to quality) which makes 16.0. I can change the Pirate starting naval quality to 10.0 or something else to prevent 16.0 quality so Rick get back to me on what you want done.
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#60
Actually... it looks like the SA Zealots in Trumvia must have burned down my own ships as well. I have the Druids and I start with a water PC in The Tempest with troops there but have no ships in that sea.
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