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02-26-2017, 09:16 PM
(This post was last modified: 02-26-2017, 09:26 PM by Ry Vor.)
Just to expound on the point. I am looking in the next release to up the military kingdoms a bit, and it will likely involve major enhancements to sea power. So limiting range of emissaries effectively increases the range of armies.
Wizards spell lists will probably be taken a bit higher, so a Power 2 Spell in The Choosing might be a Power 3 in Maelstrom.
I would like any opinion on the idea of changing Alamaze to closer to a 40 turn game than 30. I'm fine either way, but generally I think players like their kingdoms around turn 25 and would like to continue with them.
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I think IT is suggesting you could start with a 6 base but then buy buildings that would enhance movement out of that PC
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The thinking is what we did in Fall of Rome: Control requires 60%, and benefits to Tight Control at 80%. Not so easy then for those early game long NAPS about splitting regions.
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New buildings like library and university will give you enhancments to various orders such as increasing Emmisarry range.
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Unless it is going to have an interactive map I would rather not have to plot my emissary movements. The longest part of doing my turns at times is moving my groups around.
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What about allowing the counter-espionage level of PCs to be raised? And/Or raising it's loyalty rating to make it harder to take politically (Maybe allowing them to keep some of their gold/food instead of sending it to the king)
If this was mentioned previously I apologize in advance if I missed it.
Regarding the 40 turns... heck year!
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With what has been mentioned possibly 25+ building and new characters. Perhaps some kind of format that has kingdom stay in there home region the first 8-10 turns, building there kingdom how they would like before everyone starts a war. The Ready button would likely accelerate these turn so they do not drag on. It could be taken further to be you can not cross a regional boarder until the turn after you or they declare you enemy.