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Kingdom Rankings
#1
I have been working on a kingdom rating system for some time now. It started as a way for me to learn and compare the various kingdoms when I returned to playing last year and great into what you see now. 

Methodology

Each kingdom is evaluated and ranked using a custom methodology intended to reflect overall strategic impact. Rather than using a linear scoring system, I applied the Fibonacci sequence (1, 2, 3, 5, etc.) in most areas. This approach places greater emphasis on top-tier advantages, creating a distinct separation between mid-range and exceptional capabilities.

Example: GI’s kingdom troop quality receives a score of 21, the highest value, reflecting its substantial battlefield impact. In comparison, the GN scored 2, the LY a 5 and TY 3 (kingdom troops only). These numbers illustrate just how substantially the GI troops outperform others.

Each category was evaluated independently. For kingdom traits, I measured impact by summing the individual effects. Take Flight as an example:

PC attack bonus: 1
Immunities (Summon Death, Flanking, etc): 0.5
Maximum Patrol Movement: 0.5
Fly Over Water: 2
Auto level 1 recon: 1
Extended Emissary Range: 0.5

Total Score: 5.5 (note - movement is accounted for elsewhere)

The evaluation considered various factors:
  • Kingdom Traits
  • Magic Tier
  • Early Spell Access
  • Troop Quality
  • Companion Unit Quality
  • Reinforcement Options
  • Troop Movement
  • Terrain Masteries
  • Special Rules or Unique Mechanics

Bonuses were awarded to kingdoms with access to Bounty and/or Iron Golem, while those kingdoms without access to Fear were penalized.

Additional penalties were assigned for strategic limitations, such as the dragon kingdoms being unable to establish water capitals or use fleets.

The final rating for each kingdom represents the sum of scores across all categories, capturing both strengths and limitations in a single overall value.

Naturally, there is a great deal of subjectivity involved in this process. These rankings reflect my current perspective based on the available information and my game experience over the past 18 months. Others may weigh factors differently, and as I continue to learn and observe gameplay, I expect my assessments will evolve.

Note I did not include the Nomad, as that kingdom is currently undergoing balancing adjustments.



The DK Tier

Deathknights - 128.2 

Surprising no one, the DK is far and away the top kingdom, scoring over 20 points more than the next kingdom. It also leads in single player wins, with 11 (DU is next with 8).

The DK has:
  • Tier 2 Magic
  • Impactful Traits - Evil, Military Tradtion, Immuniy to Death Magic. Ruthless. Siege Eng and Stalwart
  • A powerful, unique companion in the Pit Fiend
  • Five groups
  • Early access to Summon Death
  • Access to Iron Golem

The DK’s only weak spots are low starting influence, group movement and no economic enablers (other than hidden ore/fertile fields).

Clearly, the kingdom is a bit much and should likely be examined. A straightforward adjustment would be dropping them to tier 3 in magic.



Top Tier (100+)

NE 106.8
WA 106
IL 105.7
DU 105.1
SO 104.6
DA 102.9
DE 102.6
AN 101.9

This group is dominated by tier 1 and 2 wizard kingdoms, with the sole exception of the AN. The AN is also the only one of this group that would not be able to reliably conquer a legendary pop center.


Mid-Tier (95 - 99)

UN 99.6
GI 98.9
FT 97.5
LI 97
LY 95.7
CI 95.4
TY 95.2

All of these kingdoms feel more or less “fair”. I do wonder why the UN was given five groups and such good companions (compare his companions to the SA or RA for example).


Low Tier (80 - 89)

AL 93.6
HA 91.7
EM 90.7
RD 89.4
RA 88.5
AM 87.6
SA 87.2
GN 86.9
FO 86.5
DW 86.2

The AL and EM are tier 1 wizards but fell very low compared to the other wizard kingdoms. I may underate the AL; I have not played them and thus I had to judge their gunpowder abilities without first-hand experience. The EM I have played, and they do indeed feel inferior to the WA, IL, DU and SO. The elemental summons are cool but they are summons - if they were companions, I believe the kingdom would be much more interesting.

The GN is a bit of a standout here; they would score in the low 90s if they had access to Fear.


The Dregs (below 80)

PI 79.8
EL 79.2
FF 78.1
BL 74.7
AT 69.4

The EL is the odd one here but when I look at the numbers - traits are all pretty meh, early spells are non-impactful, the troops are quite good, but troop movement is only a bit above average, and companions are among the worst of any kingdom.

The BL really is a worst RD with slightly better wizards. He also suffers from having only four groups.

The AT is nearly a generic kingdom with so many advantages based around sea power. The frustrating thing about the AT is they are not even the best at the sea mechanics - the PI has the 20k gold sea patrol, and the FT has the improved mercantile fleet. If the AT did not have a hidden capital, they would score below 60.

While these kingdoms score low this only indicates they may be more challenging to play. I recently won a game as the PI and another as the EL. Each game is different, and the state of the game world has a huge influence. The DK will not win every game (but has won the most) and the AT will not lose every game (but has yet to win one).



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#2
Hey Dave,

Excellent write up.  And the concept of a point system is a good one.  Kingdom parity has been a hallmark of Alamaze from the 80's but with the frequent updates it has been difficult to maintain.  A point system could help to restore that.

Damn, that must have been a lot of work.

One of the obvious problems, and you seem to recognize this, is the points are granted subjectively.  I'd love to know more about how you achieved the final grades.   Plus it may be fun for the forum to debate.

Once points are established it would be easier for Brek, if he so wished, to adjust kingdoms to higher parity.   For example there has been a bit of talk about the BL lately and it does very poorly on your chart.   It's a balanced evil nation known for speed which could, for instance, get perks like 5 groups, emissaries that can move further than 7 hexes, and agent advantages which would help balance the kingdom and still fall within the flavor of the design. Maybe also give it a better reinforcement schedule which is currently worse than the Red.  It would depend on how many pts the BL needed to get to par.

Additionally, having a point system would help kingdoms stay in parity when future updates come along and upset the apple cart.

All in all, great concept.  The only quibble I may have is that the AT in not winless.  I won with them back in game 5596.  I know that was the first time they won but I don't know if they won since.  Coincidently, that was back when the AT didn't have Fear.


Lord Garth
2022-2025 Two Time and Current Reigning Runner Up Alamaze Champion
Possibly the only man alive to win with the Atlanteans
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#3
Dave....I really like this system and would agree with almost all of your ratings.

I might index a little heavier on the access to Iron Golems, which would in turn bump kingdoms like the GN, EM, EL, etc. up the list; my view is that the end game (turn 20ish+) is all about one's ability to crack legendary castles/locate hidden capitals - it's very hard to take regions later on in the game when you can't do that.

A few comments and/or points of contention from my POV:
- would probably move the GI into top tier as I was able to take a legendary with less that 4% casualties without fear, IGs, etc. To your points below, their military is head and shoulders above the other kingdoms. In a team game in particular, they are awesome.
- Rangers/Sacred order are markedly worse than the Amazons in my opinion; would love to see the math in your model for comparative purposes, if you're open to it
- FF are also potentially better than this list suggests; immortal, hidden capital, tier 2 magic, natural resistances (no summon death for flyers, sleep resist, etc.) make them awesome. I've cracked several legendary castles with them with minimal casualties.

Anyway, just some initial reactions. Really appreciate the thoughtfulness of the what you've shared!

cheers,
W
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#4
Thanks for the comments, guys. The full system can be found here: https://docs.google.com/spreadsheets/d/1...sp=sharing

I did not count the FF as flyers as they are not strictly flying, but they could be played that way. They still have poor companions. Immortal I ranked as rather low impact (3), but this may indeed be too low.

The RA wins out (at least in this scoring) mainly due to higher magic tier and some good early spells. The SA has a good set of traits and some nice military perks. Everything is up for debate of course. It is also possible I made some errors here and there (for example, I forgot the intercept range for some kingdoms until just now).
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#5
This is awesome, thank you for sharing!
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#6
If the deathknights like death so much, they should not be immune from it.

Seriously, nice job.
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#7
Started working my way through the system, as I just started trying to analyze what is good and bad for each Kingdom. The AL is a little high as they do not have Hill Giant or Mammoths as Companions. Next I am examining Amazons. Thanks for the work you put into this.
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#8
(06-04-2025, 05:29 PM)Olorin Wrote: Started working my way through the system, as I just started trying to analyze what is good and bad for each Kingdom.  The AL is a little high as they do not have Hill Giant or Mammoths as Companions. Next I am examining Amazons.  Thanks for the work you put into this.

Thanks, I am certain there are numerous copy/paste errors like this Smile
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#9
Twu points for Amazons. 1) you gave them the points for Supremacy in Plains, they only have Mastery.
2) Apes give twice the bonus in Forest that Wildlings do in Winter. Which probably balances out the points lost for 1.

Not sure how you are ranking reinforcements. They seem a bit all over the place. Here are the totals each get:

10: Druid, Free Traders, Halflings, Sorcerer
11: Ancient Ones, Black Dragons
12: Red Dragons
13: Alchemist, Elementalist, Illusionist, Lycans, Pirates, Underworld, Warlock
14: Cimmerians, Dark Elves, Death Knights, Demon Princes, Elves, Forgotten, Gnomes, Necromancer
15: Atlanteans
16: Dwarves, Giants, Rangers, Sacred Order
17: Nomads
18: Amazons, Lizard Men
24: Tyrant
36: Fairy Folk
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#10
I would have sworn the AM had supremacy in the plains. And they should Smile I'll fix that.

---

I ignored Apes, to be honest. IMHO, Wildlings are just better - easier to get as they are available in more terrains and appear to be a bit better in combat. It seems to me the AM would recruit Wildlings and Zealots first, meaning, in practice, Apes would not be recruited much at all. Overall, Apes seem to be an odd choice for the kingdom.

To put that another way, if a kingdom has access to all companion types, it doesn't mean they will recruit everything; they will still recruit what is easiest and best. At some point, more options don't matter. You can see this to some extent with the TY and DU.

---

I admit I didn't do a great job with the reinforcement score. My thought process is that reinforcements for turns 5 and 10 are more impactful than turns 15 and 20, and don't matter much past that (so odd we get reinforcements on turn 40!) I considered that plus the strength of the troops, and scored it by gut.

For example, the CI I gave an 8 for their reinforcement schedule of 3, 2, 2, and 3. The FF gets more troops (3, 3, 4, and 4), but I assigned them a 5. The difference here is that the CI troops (I feel) are much more impactful than FF troops. Sure, the FF gets five brigades on turns 25 and 30, but I don't feel that changes the scale much.

The reinforcement score is not as systematic as it likely could be. I had started to go down the road of averaging troop strength with reinforcement numbers weighted towards the earlier turns, but never got something I was happy with. It was easier to eyeball the kingdom and say, "Eh, feels like a 5!" Smile I am sure some of them are a bit wonky.
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