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Game 5684
#81
EM - I will be taking your town in Untamed lands next turn, so tax this turn if you want.

AN - will be taking your village next turn tax if you want.

SO
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#82
Bumping my previous post. Looking for feedback on this.

(08-06-2023, 09:25 PM)Maximus Dominus Wrote: Back on Turn #1, I received the following message in my turn results:

Royal Crier            There is a rumor that prospectors have discovered a rare mithril ore deposit. Riches and fortune await.


So, whenever you receive a rumor from the Royal Crier like that in games of Alamaze, do all players receive the same rumor, and if so, do they all receive it at the same time?
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#83
(08-07-2023, 05:37 PM)Jon Deaux Wrote: I'm not sure how common it is for people to trade PCs, I've been ignoring that kind of cooperation for years.

Well, if you've been ignoring that kind of cooperation (players trading population centers) for years, then at a bare minimum, I'd say that it has been transpiring for years.

(08-07-2023, 05:37 PM)Jon Deaux Wrote: As for my offer to the Halfling, here is what happened...

It's not your offer to the Halfling kingdom that is a cause of concern for me. Rather, it's your interaction with the Lycans (werewolves) that concerns me. Not that I'm hostile to the Lycans, but another kingdom seeking to inject itself into close proximity with my kingdom raises my eyebrows.
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#84
(08-07-2023, 06:17 PM)Maximus Dominus Wrote: Bumping my previous post. Looking for feedback on this.

(08-06-2023, 09:25 PM)Maximus Dominus Wrote: Back on Turn #1, I received the following message in my turn results:

Royal Crier            There is a rumor that prospectors have discovered a rare mithril ore deposit. Riches and fortune await.


So, whenever you receive a rumor from the Royal Crier like that in games of Alamaze, do all players receive the same rumor, and if so, do they all receive it at the same time?

Yes
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#85
(08-07-2023, 06:30 PM)PTRILEY Wrote: Yes

Thank you for that response.
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#86
FT-all, uncledarkseid and I both speak the truth. It matters not to me what anyone else does. I'm having fun. Not much to test with the free traders, except some of these unique companions in combat.

It's easy for the Red Dragon to take anyone's capitol on turn 3 if he knows where it is. Very easy against the FT.
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#87
(08-07-2023, 09:35 PM)RELLGAR Wrote: FT-all, uncledarkseid  and I both speak the truth. It matters not to me what anyone else does. I'm having fun. Not much to test with the free traders, except some of these unique companions in combat.

It's easy for the Red Dragon to take anyone's capitol on turn 3 if he knows where it is. Very easy against the FT.

Yes they are defenseless early on. But as Vball told me last time he took me out “dragons gotta dragon”. I am trying to figure out how to play them and actually win. Anyone have alevel 8 wiz to lend me?
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#88
(08-07-2023, 11:04 PM)uncledarkseid Wrote:
(08-07-2023, 09:35 PM)RELLGAR Wrote: FT-all, uncledarkseid  and I both speak the truth. It matters not to me what anyone else does. I'm having fun. Not much to test with the free traders, except some of these unique companions in combat.

It's easy for the Red Dragon to take anyone's capitol on turn 3 if he knows where it is. Very easy against the FT.

Yes they are defenseless early on. But as Vball told me last time he took me out “dragons gotta dragon”. I am trying to figure out how to play them and actually win. Anyone have alevel 8 wiz to lend me?

As powerful as they are, there a couple hurdles they can't overcome. It will be very difficult to take me out if I want to stay a thorn in your side. You win by continuing to take what you can take and don't ever stop.im not your biggest threat by a long shot.
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#89
Turn #3 for the Underworld in this game of Alamaze turned out to be an indoctrination, of sorts, in both failure and failing to plan.

It sure did turn out to be a fine time for the realization that my best agent could no longer continue to advance. Because, apparently, training agents require a Bazaar be built. Not that training agents depends upon bazaars, mind you, but because a kingdom is utterly incapable of building and fielding a Thieves Guild, without someone having the foresight (and the extra resources) to build a Bazaar, first. Huh? Say what?!

Yes, you read that right. A Bazaar does not play a role in the training of agents. That's what a Thieves Guild is for. But because the laws of physics are much, much different in the Alamaze cosmos, apparently, high level agents (level 9) cannot train to higher levels (level 10 and above) without a new building needing to be built (Oops! Make that two new buildings). Pardon me as I take a moment to celebrate the utter absurdity of such!

Unnecessary complexity for complexity's sake. Now comes a halt in the advancing of agent training in the one kingdom out of all thirty-two that is the most oriented towards the training of agents - but not for just one turn, but two! After all, it's not as though the civilizations that exist in Alamaze are capable of building more than one building in the same population center on the same turn. Again, huh? Say what?!

And again, you read that right.

Never you mind that availability of resources isn't sufficient constraint, in and of itself, upon the construction of buildings. There simply must be some arbitrary rule that allows society to advance only at the snail's pace of one building-per-pop-center-per-turn. And this is what they call strategy?

This watered down quasi-Warcraft mechanism aside, or wherever the "inspiration" for this insanity in rule from was derived from, let us move past raking this obtuse element of game design gone crazy aside across the hot coals of a hellfire much deserved, criticism-wise, and on to the failure that flowed from a decision on my part (and which I now question greatly) of using the High Council "feature" to raise my kingdom's influence in the region of Zamora. Yes, the vote passed (thanks to me voting for it), while the Halfling and the newcomer Dark Elven, abstaining on the vote. A vote of one is victory! The Dark Elven couldn't have voted on it, anyway.

So, I won the vote, but then this is the message that greeted me, in the aftermath of this high council win:

Despite the High Council's decision, our regional reaction in Zamora was not raised since our kingdom does not have tight control influence over the region.

Fabulous. Yet another detail overlooked, but the irony of winning a High Council vote, only to lose on the outcome, isn't lost on me. Damned if you do, damned if you don't. I'm really not sore about it. I'm just trying to make this snatching of defeat from the jaws of victory a bit more colorful and interesting (hopefully!) to read. Nothing quite like headache-inducing annoyance at the utter brilliance of obvious genius in game design. One day, perhaps my appreciation for such will perform an about face, and come to eventually bask in the wisdom that inheres in making such contradictory outcomes possible, where High Council votes are concerned.

Does it inspire me to now seek tight control? Nope! Rather, it inspires me to find something to binge watch on TV, in a bid to help put this particular episode behind me. Nothing ventured, nothing gained.

For the most part, the bulk of my turn orders for Turn #3 went off without a hitch. Some progress was made in other areas. Economically, my kingdom hasn't fallen into bankruptcy (yet). I don't seem to be far from it, though. Granted, that could be a bit of an exaggeration, and my near-brush with economic woe for the following turn, turn #4, is largely due to conscious choices and decisions on my part. Hey, after all, I've got to get that Bazaar built. You know, the one that I wasn't planning on building, anyway.

And speaking of economic hardship, let me take this opportunity to commend my fellow players in Game 5684 of Alamaze for really cutting back on the training of their agents during Turn #3. Talk about some stingy sons of bitches!

The Training of Agents by Kingdom for Turn #3
Ancient Ones = 1
Dark Elven = 1
Halflings = 1
Lizard Men = 2
Lycans = 4


This is way down, people. You're costing me gold, here, and I'm the poor fellow in this game who doesn't really know what he is doing. The advantage that the Underworld kingdom has of receiving 1,500 gold for each agent that other kingdoms train or hire (I did get that right, there, didn't I?) is wholly dependent upon other kingdoms issuing the orders that generate that additional gold for my kingdom. All of the kingdoms in the game full well know that war is coming, and that they need to prepare for it - yet here they go, skimping on the training of their agents, and at the very early stage of Turn #3, at that. Pah!

It appears that I will have to seek greater economic self-sufficiency, then. Remember, when I eventually begin stealing gold from your pop centers, you will only have yourselves to blame.

Oh, lest I forget, I did manage to snag a major city, this turn. Some place called Python Cove. Thank goodness that the Underworld is not a military powerhouse, so I can certainly look forward to some other kingdom giving me the boot from that city, all in due time. Did I mention that on my turn orders for Turn #4, the Alamaze Online Order System's Verify Orders mechanism predicts that the Underworld kingdom will have exactly 36 gold to its name?

As before, you read that right.

Nothing quite like standing on the precipice of economic ruin. At some point, though, spending money on frivolous pursuits, such as the construction of a Bazaar that you don't actually want, catches up to you. Leave the choices to the players, but make them buy buildings that they don't want (or don't want so soon). In fairness, though, I do still have a choice, as a player. I could always just not build the Bazaar, and simply absorb the consequences that would attend such a decision, effectively relegating the Underworld kingdom to the status of a second-rate agent power for the remainder of the game. Did I mention that it's only Turn #3, yet?

Ho, hum. That's pretty much Turn #3 in a nutshell, for the Underworld. Maybe next turn will actually bring a little real excitement.

Maybe. No guarantees here, folks.
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#90
The Training of Agents by Kingdom for Turn #1
Ancient Ones = 1
Dark Elven = 3
Deathknights = 2
Elementalist = 1
Free Traders = 3
Giants - 2
Halfling = 4
Lizard Men = 1
Lycans = 6
Red Dragon = 1


The Training of Agents by Kingdom for Turn #2
Ancient Ones = 1
Dark Elven = 2
Halfling = 5
Lycans = 4
Lizard Men = 3
Giants = 1


The Training of Agents by Kingdom for Turn #3
Ancient Ones = 1
Dark Elven = 1
Halflings = 1
Lizard Men = 2
Lycans = 4


Total Training of Agents (minus the Underworld) to date (as of the end of Turn #3):
Ancient Ones = 3
Dark Elven = 6
Deathknights = 2
Elementalist = 1
Free Traders = 3
Giants - 3
Halfling = 10
Lizard Men = 6
Lycans = 14
Red Dragon = 1

* NOTE: The Sorcerer kingdom is the only kingdom that has not trained any agents, as of the end of Turn #3.
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