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04-29-2013, 03:15 PM
(This post was last modified: 04-29-2013, 03:16 PM by Jumbie.)
Um, no. Now you go too far. It'd make the starting turns too slow. unless you replaced the Priestess with some kind of Scout cadre that could do a similar, but less efficient job. And even then you end up with a less exciting opening few turns.
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(04-29-2013, 03:15 PM)Jumbie Wrote: Um, no. Now you go too far. It'd make the starting turns too slow. unless you replaced the Priestess with some kind of Scout cadre that could do a similar, but less efficient job. And even then you end up with a less exciting opening few turns.
It all depends on how you look at it. I am talking only about the game that I want to play, not necessarily the one with the most mass appeal.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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(04-29-2013, 01:54 PM)Lord Diamond Wrote: I don't want to make Alamaze as easy as Fall of Rome is. I dislike that FoR pretty much hands you all the information you need for pcs and unusual sightings. It takes what could be a cool adventure game and makes it a pure war game.
Alamaze isn't just a war game. There are many other possibilities for enjoying yourself. Some of those, for me, are discovering all of these things on my own. I appreciate that there is a possibility, though remote, that I might have a secret village or town in your region that you are completely unaware of. If I had my say, I'd limit the HP divination ability and make this a 100 turn game!
A game with no turn limit and ONLY victory possible the standard control 5 or 7 regions is a game varient Phil did before and it was awesome, even if wizards destroyed most of the world's pop centers.
Lord Thanatos
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Alamaze, 2nd Cycle of Genocide?
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That would be sweet.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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Middle earth had invisible pop centers. I think that could be cool addition to Alamaze. A PC that could not be detected by divination.
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(04-29-2013, 06:37 PM)Lord Thanatos Wrote: (04-29-2013, 01:54 PM)Lord Diamond Wrote: I don't want to make Alamaze as easy as Fall of Rome is. I dislike that FoR pretty much hands you all the information you need for pcs and unusual sightings. It takes what could be a cool adventure game and makes it a pure war game.
Alamaze isn't just a war game. There are many other possibilities for enjoying yourself. Some of those, for me, are discovering all of these things on my own. I appreciate that there is a possibility, though remote, that I might have a secret village or town in your region that you are completely unaware of. If I had my say, I'd limit the HP divination ability and make this a 100 turn game!
A game with no turn limit and ONLY victory possible the standard control 5 or 7 regions is a game varient Phil did before and it was awesome, even if wizards destroyed most of the world's pop centers.
that would be a cool game indeed, but yes, I think you'd have to limit the wizards a bit.
In fact...the more I think about it, the more I think it'd only be cool if the kingdoms were more balanced. Some nations - usually the military ones - are powerful early. As the wizards and agents get better and better, they lose steam quickly.
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(04-30-2013, 08:41 PM)Cargus10 Wrote: (04-29-2013, 06:37 PM)Lord Thanatos Wrote: (04-29-2013, 01:54 PM)Lord Diamond Wrote: I don't want to make Alamaze as easy as Fall of Rome is. I dislike that FoR pretty much hands you all the information you need for pcs and unusual sightings. It takes what could be a cool adventure game and makes it a pure war game.
Alamaze isn't just a war game. There are many other possibilities for enjoying yourself. Some of those, for me, are discovering all of these things on my own. I appreciate that there is a possibility, though remote, that I might have a secret village or town in your region that you are completely unaware of. If I had my say, I'd limit the HP divination ability and make this a 100 turn game!
A game with no turn limit and ONLY victory possible the standard control 5 or 7 regions is a game varient Phil did before and it was awesome, even if wizards destroyed most of the world's pop centers.
that would be a cool game indeed, but yes, I think you'd have to limit the wizards a bit.
In fact...the more I think about it, the more I think it'd only be cool if the kingdoms were more balanced. Some nations - usually the military ones - are powerful early. As the wizards and agents get better and better, they lose steam quickly.
Eventually, we might be able to choose our kingdoms and have multiples of each in a game. It would be interesting to see whether you chose a military, balanced, or wizard kingdom for this. At least then, you wouldn't have anyone to blame for how it turned out.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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(04-30-2013, 09:00 PM)Lord Diamond Wrote: (04-30-2013, 08:41 PM)Cargus10 Wrote: (04-29-2013, 06:37 PM)Lord Thanatos Wrote: (04-29-2013, 01:54 PM)Lord Diamond Wrote: I don't want to make Alamaze as easy as Fall of Rome is. I dislike that FoR pretty much hands you all the information you need for pcs and unusual sightings. It takes what could be a cool adventure game and makes it a pure war game.
Alamaze isn't just a war game. There are many other possibilities for enjoying yourself. Some of those, for me, are discovering all of these things on my own. I appreciate that there is a possibility, though remote, that I might have a secret village or town in your region that you are completely unaware of. If I had my say, I'd limit the HP divination ability and make this a 100 turn game!
A game with no turn limit and ONLY victory possible the standard control 5 or 7 regions is a game varient Phil did before and it was awesome, even if wizards destroyed most of the world's pop centers.
that would be a cool game indeed, but yes, I think you'd have to limit the wizards a bit.
In fact...the more I think about it, the more I think it'd only be cool if the kingdoms were more balanced. Some nations - usually the military ones - are powerful early. As the wizards and agents get better and better, they lose steam quickly.
Eventually, we might be able to choose our kingdoms and have multiples of each in a game. It would be interesting to see whether you chose a military, balanced, or wizard kingdom for this. At least then, you wouldn't have anyone to blame for how it turned out.
If we are going that route, I think a "design your kingdom" concept would be great. You have so many points to spend, and all areas to spend them in. Of course, some people would make bad choices. And the point values would have to be very well tested to prevent exploits.
There was a very Alamaze-like game in the past that did this - but it never ran many turns. I think they game exceeded the programmer's ability. Not if I can only remember the name of it...I am sure I have an old rulebook for it here somewhere.
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This is the closest thread I could find to my question: If a region goes human after a player drops, if someone comes in and gets enough pop centers to get control of said region, the pop centers that he didn't get remain human correct?
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