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Full Diplomacy Game
#31
maybe just start without these three? seems to be a random selection and all are in shared regions.

The AN is really hurt by the 171 changes only having 1 unit that can work to control a city. maybe he should get a boost like starting with a consul seat or able to use his consuls as HPs. only in single player game. Warlords and Titans AN is still a strong ally

GN and SO are both still good kingdoms. just need to know your not a fighting force. make friends.

#32
^^^ I was thinking the same thing. Give it until Thursday and then start with 12?
-This Khal Drogo, it's said he has a hundred thousand men in his horde

#33
(11-14-2014, 03:57 PM)Jumpingfist Wrote: maybe just start without these three? seems to be a random selection and all are in shared regions.

The AN is really hurt by the 171 changes only having 1 unit that can work to control a city. maybe he should get a boost like starting with a consul seat or able to use his consuls as HPs. only in single player game. Warlords and Titans AN is still a strong ally

GN and SO are both still good kingdoms. just need to know your not a fighting force. make friends.

How many units does the SO have now to work a city? At least the AN can use his 3 KINGS to Friendly or Hostile a region in one turn, lets not even talk about his 3 P3 wizards to start. The AN is the last kingdom I would say needs help personally.

I feel we will see the SO in the bottom three of first come first serve for a while.
I played when it cost .22 cents to mail my turn to NC.
Avid forum reader, I have read it all.

#34
SO has 2 units that can neutralize and take a city. SO also has a large sea area to get a PC in and build. With 8 starting wizards. I agree much weaker now that he can not take cities after joining a group on turn 1. But still has enough to get by. Of the three mages I like the SO best for spells lists vs price to raise. WI also has good spell list but at a high price due to getting a good location.

#35
2? Well that's not bad at all. Thanks for the reply Smile
I played when it cost .22 cents to mail my turn to NC.
Avid forum reader, I have read it all.

#36
With all that said, I'll take the AN position, and upgrade my service as needed Smile
I played when it cost .22 cents to mail my turn to NC.
Avid forum reader, I have read it all.

#37
(11-14-2014, 10:15 PM)Jumpingfist Wrote: SO has 2 units that can neutralize and take a city.

I'm not sure I understand what this means, can you explain? Seems like SO groups combined would have a value of 14,000 and he starts with a P3 and P2.
-This Khal Drogo, it's said he has a hundred thousand men in his horde

#38
Pretty sure he means that SO starts with a Duke and a Count, both of which can 320/330 a city with SO's 13 influence.

After the 171 changes, I actually like SO significantly more than WA now, especially if the format is exploratory, since the WA loses its priestess there, too.

#39
(11-14-2014, 10:46 PM)Drogo Wrote:
(11-14-2014, 10:15 PM)Jumpingfist Wrote: SO has 2 units that can neutralize and take a city.

I'm not sure I understand what this means, can you explain? Seems like SO groups combined would have a value of 14,000 and he starts with a P3 and P2.

2 units a count and a duke. The troops can do nothing to a city even in a friendly region with a p3 initially.

#40
(11-14-2014, 11:33 PM)HeadHoncho Wrote: Pretty sure he means that SO starts with a Duke and a Count, both of which can 320/330 a city with SO's 13 influence.

After the 171 changes, I actually like SO significantly more than WA now, especially if the format is exploratory, since the WA loses its priestess there, too.

FYI: SO starting influence is now 11.



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