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Early Strategic Objective 2014
#1
Attached find the new Early Strategic Objective model.

I am leaking this mainly to receive any notice of:
1. Is it clear?
2. Is there any choice you would either always choose, or, never choose? Which?
3. Do you think this is an important new strategic consideration added to Alamaze that players will enjoy? Do you know of another game that offers this element?

Please try to refrain from suggestions on additional choices, changing values, etc. This was a fairly big undertaking that has occupied a lot more time then some might think. After a few days, we will likely update the General Rules and Commands for this and the other recent 2nd Cycle changes.


Attached Files
.pdf   The Early Strategic Objective.pdf (Size: 82.89 KB / Downloads: 108)
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#2
Overall, I'm very pleased with this. One question I have right away - with the A1 objective - does that mean the artifacts have to be recovered by groups or would agents stealing them from the wild count?
I don't think there is any that I would never choose, though D4 comes close as I don't know what I'd do with two fleets in different seas. Unless you bring back the Barbarians or something. I'd only pick P2 if I had a kingdom that had a lot of love in the first place - I wouldn't want to have to go around enamoring a bunch of regions I didn't have designs on - you only have a few turns to work with, so not a lot of king moves to waste.
With the rewards, I don't think I'd ever pick a Power 1 wizard for two points when I could get two adepts for the same points. I guess one could pick two adepts AND a power 1 (or 2) with the big ESO - that could be interesting.
It's nice that there is a default of somebody really doesn't want to pick or use the order on turn 1. It would be nice if you could chose the names of any people you got, but I realize this would probably require some funky coding. I'd love it, though.
I think it's going to be a really nice addition to the game. I do assume that what you choose will be printed out on your turn 1 results so you don't have to remember what your goals are. What happens if you screw up the 'claim' order on turn 10? Are you SOOL until turn 15 and totally screwed if you do it then?
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#3
(05-02-2014, 03:13 AM)Ry Vor Wrote: Attached find the new Early Strategic Objective model.

I am leaking this mainly to receive any notice of:
1. Is it clear?
2. Is there any choice you would either always choose, or, never choose? Which?
3. Do you think this is an important new strategic consideration added to Alamaze that players will enjoy? Do you know of another game that offers this element?

Please try to refrain from suggestions on additional choices, changing values, etc. This was a fairly big undertaking that has occupied a lot more time then some might think. After a few days, we will likely update the General Rules and Commands for this and the other recent 2nd Cycle changes.

1. Clear but complicated for new players. Description is written from the perspective of someone who knows and plays the game. It should be written more for a new player explaining how it is an added reward for good play and uses a point buy system.
2. Objectives: Depends on the kingdom, but warlord for military, 3 lvl 10 agents for UN, 3 p5 for wizards seem like sure things. Rewards: Always choose natural brigades, wizards, DE/AN em as they are unique and irreplaceable.
3. Has always been a fun part of the game. This will better suit different players styles of play. ex: The DW player that wants a stable of wizards. The SO that wants to lead vast armies.
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#4
The description is--like Mauler said--clear but complicated for a new player. That said, everyone on the boards is helpful and will help those who might be confused.

Objectives: Would always go for the greater Eso. Always take Control of region + whatever is suited to that particular Kingdom's play style (i.E. recover 3 artifacts from Usual sighting is something the WA/SO/WI are well suited to accomplish while the UN would go with 3 level 10 agents). In terms of rewards: If RD/GI...always two kingdom brigades. AN/DE...always a consul/de prince. Other than that, depends on the nation.

Really, really like this development...Great job, Rick!!! A huge strategic consideration!! Will further customize the game to suit a player's individual style!! Only equivalent I can think of is Kinslayer module in Middle Earth where you have a set amount of points to tailor your kingdom from a list of options available to that specific kingdom
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#5
I really like that you get to choose your reward at T10 or T15. This will really help someone get something they need at the time. Does everything still go into group 1? Thinking 3 wizards would require some planning for sure.
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#6
I'm guessing that having a single order with both the requirements and rewards codes would introduce too high a rate of errors?
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#7
Requirements:
T2 v T5
Is moving from Significant to Substantial in a region enough to bump a minor to a major?
(Is having Substantial + Significant that much harder than having Significant in 2 regions)
- Would changing T2 to be Substantial in 2 regions be too difficult?

P2 & P4
Should regional reactions should be based on 'natural' levels (before the impact of enemy/ally effects) or the 'effective' levels, with the enemy/ally effects?

Rewards:
G1 = add 20,000 food to provide 20k of both resources (might help this one to get picked more often, might need to go to 25k gold and food)
L7 = Agent at max training level for that kingdom (rather than 7)

S3 = location of unusual sighting in the region of your capital (if none, then no regional preference) that is still 'in the wild', along with the name of artifact that is at that sighting (3 points).
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#8
Not sure how to do it, but I do think the instructions could be too much for a newbie to take in so I'd welcome some simplificiation of the language. Maybe steer folks to the default options first so that they get a sense of place and then kick in with the special order to change them.
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#9
(05-02-2014, 05:37 PM)Cipher Wrote: I'm guessing that having a single order with both the requirements and rewards codes would introduce too high a rate of errors?

Yes, I agree it is fairly complicated to get right already, without trying to condense to one order. But more importantly, the separation allows the player to pick on his achievement turn (T10 or T15) his Rewards based on his situation, instead of predetermining them on T1.
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#10
(05-02-2014, 05:59 PM)Cipher Wrote: Requirements:
T2 v T5
Is moving from Significant to Substantial in a region enough to bump a minor to a major?
(Is having Substantial + Significant that much harder than having Significant in 2 regions)
- Would changing T2 to be Substantial in 2 regions be too difficult?

P2 & P4
Should regional reactions should be based on 'natural' levels (before the impact of enemy/ally effects) or the 'effective' levels, with the enemy/ally effects?

Rewards:
G1 = add 20,000 food to provide 20k of both resources (might help this one to get picked more often, might need to go to 25k gold and food)
L7 = Agent at max training level for that kingdom (rather than 7)

S3 = location of unusual sighting in the region of your capital (if none, then no regional preference) that is still 'in the wild', along with the name of artifact that is at that sighting (3 points).

Yes, Substantial is substantially harder: 35% vs 15%. Substantial is just that, substantially in that region rather than having a nibble. Also, it is common for agreements in certain regions to have one kingdom in control and one with substantial influence. Again, if most players want to go for regional control rather than another choice, then you have 15 kingdoms trying to control 10 regions for their ESO - the nod obviously goes to the player picking Substantial in two.

The Regional Reactions are what shows up on the player's status update, so yes, affected by enemies.

We can debate exact amounts on anything, but I think we can move forward as is.
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