uncledarkside2
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Rulers in this Campaign:
Abbr Region Kingdom Ruled By
UN The Crown Islands(1) The Underworld Cult of Secrets Zarashand
LY Darkover(2) The Vile Culture of the Lycans shaun tolley
IL The Diamond Coast(3) The Sphere of the Illusionist Canticar
SA Krynn(4) The Theocracy of the Sacred Order of Knights Strylian
LI Triumvia(5) The Empire of the Lizard Kings Windstar
FO Zanthia(6) The Lost Assembly of the Forgotten GrimFinger
DA Nyvaria(7) The Onyx Imperium of the Dark Elves Harry O
FF The Sword Coast(8) The Encompassing Realm of the Fairy Folk Eregnon the Black
GI Pellinor(9) The Giants Above The Trembling Ground uncledarkseid
WA Zamora(10) The Fire Realm of the Warlock Runigruth
RD Mythgar(11) The Reign of Terror of the Red Dragons Vball Michael
BL The Untamed Lands(12) The Dark Skies of the Black Dragons DuPont
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SA —> Convert now and except the lord as your savior and save yourselves a trial by ordeal. We will convert or destroy all the pagan scum in order to save their souls from the eternal fires.
Live your life so that the fear of death can never enter your heart, be not like those whose hearts are filled with fear of death, so that when their time comes, they weep and pray for a little more time to live their lives over again in a different way.
Sing Your Death Song And Die Like A Warrior Going Home.
Tecumseh, Shawnee Chief
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Turn #1
Well, the time deadline was approaching, so I went ahead and sent in my turn orders by clicking that Ready button. None of the errors are attributable to Rellgar. Just so that everyone is clear on that.
Not everything went as planned. Heck, not all orders worked - and for various reasons. So much to absorb (and remember).
Question: When moving troops around (patrols, brigades, whatever), if you just move them, but do not search for pop centers, will the pop centers stay hidden? Or will they be revealed, anyway, but perhaps just not divulge any information on them?
Question: Will searching for pop centers with brigades, etc. reveal only ones on the path of movement? Or will it also reveal any on either side of one's path of movement?
The first turn presents some very difficult choices. So much that I wanted to do, but so very little that I could actually do. And then, for me to botch several of my limited amount of game opening orders, it just bites you in the ass really fast. Nothing that I can do about it after the fact, though, so I'll just have to shake it off and try to do better on my turn orders for Turn #2.
My commands/orders that I issued went fine, so I don't consider the turn to be a total loss, nor even mostly a loss. All things considered, I think that I did OK - not great, but OK. I did better with moving troop groups than I had figured that I would do. Better than I did playing the solo tutorial. I had originally planned to just keep on playing the solo tutorial, and worry about getting the basics of troop group movement down, later down the line. Then, I got sucked into joining this full multi-player game, before I was ever actually ready. If this is how one learns to swim in Alamaze, then I didn't drown on my first turn, but I did swallow some water.
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01-27-2023, 11:44 PM
(This post was last modified: 01-27-2023, 11:46 PM by Ruingurth.)
(01-27-2023, 11:16 PM)Maximus Dominus Wrote: Turn #1
Well, the time deadline was approaching, so I went ahead and sent in my turn orders by clicking that Ready button. None of the errors are attributable to Rellgar. Just so that everyone is clear on that.
Not everything went as planned. Heck, not all orders worked - and for various reasons. So much to absorb (and remember).
Question: When moving troops around (patrols, brigades, whatever), if you just move them, but do not search for pop centers, will the pop centers stay hidden? Or will they be revealed, anyway, but perhaps just not divulge any information on them?
Question: Will searching for pop centers with brigades, etc. reveal only ones on the path of movement? Or will it also reveal any on either side of one's path of movement?
The first turn presents some very difficult choices. So much that I wanted to do, but so very little that I could actually do. And then, for me to botch several of my limited amount of game opening orders, it just bites you in the ass really fast. Nothing that I can do about it after the fact, though, so I'll just have to shake it off and try to do better on my turn orders for Turn #2.
My commands/orders that I issued went fine, so I don't consider the turn to be a total loss, nor even mostly a loss. All things considered, I think that I did OK - not great, but OK. I did better with moving troop groups than I had figured that I would do. Better than I did playing the solo tutorial. I had originally planned to just keep on playing the solo tutorial, and worry about getting the basics of troop group movement down, later down the line. Then, I got sucked into joining this full multi-player game, before I was ever actually ready. If this is how one learns to swim in Alamaze, then I didn't drown on my first turn, but I did swallow some water.
MAX,
When you move you will get a report on any pop center you pass on your turn and it will appear on your map (unless the pop is invisible) you will be told if the pop is neutral, human or, owned and by which kingdom. Search for pop, will do the same unless your group runs into a pop then it will STOP on the first pop and stop moving. To find an encounter you need to stop on the hex it is in , it will not tell you if you move over it. You can also use an agent order for level 4 agents and above to search for pop in four connecting hexes. (Great for searching mountains). There is also an spell Eagle familiar that will search 4 hexes and report any Pop. Group, or Encounter in those four hexes. All the Best!
R
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(01-27-2023, 11:44 PM)Ruingurth Wrote: When you move you will get a report on any pop center you pass on your turn and it will appear on your map (unless the pop is invisible) you will be told if the pop is neutral, human or, owned and by which kingdom. Search for pop, will do the same unless your group runs into a pop then it will STOP on the first pop and stop moving. To find an encounter you need to stop on the hex it is in , it will not tell you if you move over it. You can also use an agent order for level 4 agents and above to search for pop in four connecting hexes. (Great for searching mountains). There is also an spell Eagle familiar that will search 4 hexes and report any Pop. Group, or Encounter in those four hexes. All the Best!
R
Well, I did use a level 4 Agent to search for pop centers, as you suggested. I wasn't aware that just moving the troop groups, without searching for PCs, would reveal the pop centers, also.
Question: What's the point of using troop groups to search for pop centers, if they can simply be found by not searching for them, but you simultaneously squeeze more moment out of the effort, by covering more hexes?
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Question: What's the point of using troop groups to search for pop centers, if they can simply be found by not searching for them, but you simultaneously squeeze more moment out of the effort, by covering more hexes?
MAX,
Well if you think you have a group strong enough to either take or parley/diplomacy a pop it might be useful. I rarely use it unless I start with a very strong group.
R
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(01-28-2023, 12:08 AM)Maximus Dominus Wrote: (01-27-2023, 11:44 PM)Ruingurth Wrote: When you move you will get a report on any pop center you pass on your turn and it will appear on your map (unless the pop is invisible) you will be told if the pop is neutral, human or, owned and by which kingdom. Search for pop, will do the same unless your group runs into a pop then it will STOP on the first pop and stop moving. To find an encounter you need to stop on the hex it is in , it will not tell you if you move over it. You can also use an agent order for level 4 agents and above to search for pop in four connecting hexes. (Great for searching mountains). There is also an spell Eagle familiar that will search 4 hexes and report any Pop. Group, or Encounter in those four hexes. All the Best!
R
Well, I did use a level 4 Agent to search for pop centers, as you suggested. I wasn't aware that just moving the troop groups, without searching for PCs, would reveal the pop centers, also.
Question: What's the point of using troop groups to search for pop centers, if they can simply be found by not searching for them, but you simultaneously squeeze more moment out of the effort, by covering more hexes?
As an army-type kingdom, I search for PCs, meaning that my group will stop when it encounters one. That way, I am sitting there to hit it militarily next turn and then move on to more searching. If I am just trying to cover as much ground as possible, then I do the 720 order and the next turn I send emissaries to those PCs that I ran across.
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Question: Is this game supposed to be steel, with limited interaction and no NAPs and alliances, with only 3 transactions over 6 months, or is it going to be full diplomacy, with players able to email each other and make war on their neighbors? I would liike the limited version, that way no one gets intentionally attacked by two other players (unless they are on the verge of winning that is). I believe that the game said all on.
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(01-28-2023, 05:03 AM)Windstar2 Wrote: Question: Is this game supposed to be steel, with limited interaction and no NAPs and alliances, with only 3 transactions over 6 months, or is it going to be full diplomacy, with players able to email each other and make war on their neighbors? I would liike the limited version, that way no one gets intentionally attacked by two other players (unless they are on the verge of winning that is). I believe that the game said all on.
I don't know. I had specifically asked the following, previously:
(01-25-2023, 11:17 PM)Maximus Dominus Wrote: Are there any special rules about this game that is forming, now, that I need to know about? Basically, I will be flying blind, for the most part, but regardless of what happens, it will be a learning experience for me, though it may be a disappointment to you, when my kingdom implodes or gets overrun in record time.
SOURCE: https://kingdomsofarcania.net/forum/show...4#pid82904
I don't know what "steel" means, though I have seen the term bandied about. And what is a "transaction?" The game said full diplomacy.
Diplomacy This is a Full Diplomacy game where all communications are encouraged among the players throughout the game.
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(01-28-2023, 05:28 AM)Maximus Dominus Wrote: (01-28-2023, 05:03 AM)Windstar2 Wrote: Question: Is this game supposed to be steel, with limited interaction and no NAPs and alliances, with only 3 transactions over 6 months, or is it going to be full diplomacy, with players able to email each other and make war on their neighbors? I would liike the limited version, that way no one gets intentionally attacked by two other players (unless they are on the verge of winning that is). I believe that the game said all on.
I don't know. I had specifically asked the following, previously:
(01-25-2023, 11:17 PM)Maximus Dominus Wrote: Are there any special rules about this game that is forming, now, that I need to know about? Basically, I will be flying blind, for the most part, but regardless of what happens, it will be a learning experience for me, though it may be a disappointment to you, when my kingdom implodes or gets overrun in record time.
SOURCE: https://kingdomsofarcania.net/forum/show...4#pid82904
I don't know what "steel" means, though I have seen the term bandied about. And what is a "transaction?" The game said full diplomacy.
Diplomacy This is a Full Diplomacy game where all communications are encouraged among the players throughout the game. Maximus, steel means that there are no NAPs or alliances in the game, no more than three trades (transactions) between 2 kingdoms in the space of 6 turns--where you can trade food, gold, and mithril from another playerl THe only communication allowed is in the forum. THere is also a silent one, which is meant for confederation games (where each player has 2 kingdoms to rule over at the same time in the same game). Full communication is both good and bad. It is good because you can team up with another player and do all sorts of things, but it it bad becasue it can lead to 2-on-1 team ups againts a third party which can ruin someone's gaming experience and cause them to leave Alamaze forever.
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