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2016 The Choosing Philosophy and Other Stuff
#91
(03-11-2016, 01:01 AM)Lord Thanatos Wrote:
(02-13-2016, 09:04 PM)Ry Vor Wrote:
(02-13-2016, 06:06 PM)Jumpingfist Wrote: I do not mind just thought the idea of getting more automated was to also avoid the need to open a bunch of extra stuff.   If players are at a disadvantage for not keeping up an extra spread they are more likely to stop playing.   Many feel they are to busy for such things to play a game.

I'm not sure we are getting each other's thoughts here.   As the Elves, you'll get a universal result that the Dwarves attempted to denigrate the Dark Elves in the Talking Mountains.  You won't necessarily know what the result was or what the new Dark Elven reaction is in that region.  Most of these won't necessarily influence your own turn much, but you'll have an idea in that case that the Dwarves are concerned about the Dark Elves, or at least want kingdoms to think they are.

To restate the philosophy part, we want players to feel it is a 12 kingdom game, not 3 or 4 as the local wars tend to boil it down to.  You'll have a feel for what is going on in the rest of the world without having to be doing diplomacy with distant kingdoms to get that sense.  Also, to the perspective of those that feel that defending is much harder than attacking, it will be an enhancement to know a neighbor is enamoring in your region.

This is great!

This didn't make it into The Choosing.  Next release for Universal Results, which will include more than the above, such as losing a capital or recruiting 3 brigades of Companions in the same turn (the maximum). 
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#92
Some notes on new commands doc

Order 11
Lists default as 60k gold in description. Based on selections it should be 45k. As this was verified in a beta to not be true that it actually defaults. May need to double check this.

Order 560
states you can recruit into an inactive group at your capital. Is this true or do you need a leader to qualify?

Some typos but do not really care about that stuff.

Edit: forgot to add also missing the avenging angle order for devout kingdoms
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#93
(03-11-2016, 05:24 AM)Jumpingfist Wrote: Some notes on new commands doc

Order 11
Lists default as 60k gold in description. Based on selections it should be 45k.  As this was verified in a beta to not be true that it actually defaults.   May need to double check this.

Order 560
states you can recruit into an inactive group at your capital.   Is this true or do you need a leader to qualify?

Some typos but do not really care about that stuff.

Edit: forgot to add also missing the avenging angle order for devout kingdoms

Thanks, good catches.  Yes, the customization option for gold, or the default is now 45k instead of 60k.  I have not tested the recruiting into an inactive group, but I believe we have no restriction against that.

The rules will probably require several updates, but I believe The Commands is a lot more comprehensible now for new players due to the awesomeness of the web order entry eliminating the need for players to remember syntax.  So we took out all (maybe) the "Column A" and "Column B" and abbreviations and now just have bullets as to what the order will require like "Agent name".
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#94
(03-11-2016, 03:00 PM)Ry Vor Wrote:
(03-11-2016, 05:24 AM)Jumpingfist Wrote: Some notes on new commands doc

Order 11
Lists default as 60k gold in description. Based on selections it should be 45k.  As this was verified in a beta to not be true that it actually defaults.   May need to double check this.

Order 560
states you can recruit into an inactive group at your capital.   Is this true or do you need a leader to qualify?

Some typos but do not really care about that stuff.

Edit: forgot to add also missing the avenging angle order for devout kingdoms

Thanks, good catches.  Yes, the customization option for gold, or the default is now 45k instead of 60k.  I have not tested the recruiting into an inactive group, but I believe we have no restriction against that.

The rules will probably require several updates, but I believe The Commands is a lot more comprehensible now for new players due to the awesomeness of the web order entry eliminating the need for players to remember syntax.  So we took out all (maybe) the "Column A" and "Column B" and abbreviations and now just have bullets as to what the order will require like "Agent name".

Can you recruit from your capitol with an inactive group?
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#95
All the human races require a leader to recruit. I think a good exception for the capital if allowed. Would allow a leaderless kingdom a way to recruit troops to find a leader. Could also recruit a leader then the army I think the game order works out
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#96
Having reviewed the test game with current code setups, I'm considering adding a new cultural trait, which is essentially Rich, or Poor (or not affected).  So maybe the 4 dispersed kingdoms would begin Rich, and the wizard kingdoms might begin poor, defined as how much starting treasury they have. 

This is due to the general discussion that kingdoms like the Red Dragon might be at a disadvantage and the wizard kingdoms being "first off the board" in kingdom selection.

Changes only effect future games.
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#97
I think a very fare thing to do. The wizard kingdoms also have rather low troop maintanance costs and the ability to summon free troops.
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#98
(04-08-2016, 09:53 PM)Ry Vor Wrote: Having reviewed the test game with current code setups, I'm considering adding a new cultural trait, which is essentially Rich, or Poor (or not affected).  So maybe the 4 dispersed kingdoms would begin Rich, and the wizard kingdoms might begin poor, defined as how much starting treasury they have. 

This is due to the general discussion that kingdoms like the Red Dragon might be at a disadvantage and the wizard kingdoms being "first off the board" in kingdom selection.

Changes only effect future games.

I think this approach is using a hammer when a scalpel is necessary.

Just make a dragon trait which allows recruiting companions from turn 1 with no Veteran brigade being necessary to do so and Great Bats can be unlimited in a group.  This will affect both RD and BL.  There will still be a limit of 3 total companion brigades recruited in a single turn.

The UN and PI should have no problems with income.

I am uncertain how the TY plays yet so I have no thoughts on that kingdom.

I like the idea of a specific dragon trait because it makes them unique from the other 22 kingdoms.  Want to militarily ravage the world as early as possible?  Choose the dragons!  Just make certain you succeed before those wizards turn the table.  Even military kingdoms should fear dragons -- at least initially.  The upkeep costs of these early companion brigades is all the balance necessary because wizards/agents/emissaries cannot be developed as quickly while feeding and paying troops.  Unless, of course, one succeeds in controlling a region somewhere! Smile
Lord Thanatos
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#99
Not pasting the whole battle report, but just an example of some of the freshening we've done for PC battles.  This was an engagement between a mixed Lizard King army attacking the former capital of the Tyrant:


"Scouts had reported earlier that Gor offered a defensive array suitable to the capital

of a young kingdom. In the first hour of morning, Major General Vaganar Cru commanded his

1st Lizard Men army to advance upon the town. The 1st Lizard Men morale was boosted due to

the favorable marsh terrain of the Swampmen troops. Due to the industrious nature of the

Tyrant, the town's battlements were reinforced against an attack. Due to the ruthless

nature of the Lizard Men, the town's defenders were shaken by fear against a possible

attack. The Lizard Men fielded its pride: its 1st group."

Possibly an example for both absent players and visitors about some of the care and depth we've gone to in the release of The Choosing.
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Just thinking out loud:  I wanted to make the royal wedding thing work.

What do you think of this, in perhaps the next release:

Regarding Diplomacy games
1.  Its declared as a royal wedding, treated like a permanent alliance.  Sort of the opposite of natural enemies.
2.  Both sides lose a baron or above to cement the wedding.
3.  A new character, a baby is born the following turn at the capital of both sides.
4.  The baby, becomes a child the next turn, then the Heir Apparent, then Prince or Princess in the following turns.
5.  Then the process (starting at 3) repeats as long as the two Rulers remain - for a second time only.
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