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I don't think any of the changes Mike posted about hurt any kingdom or strategy.
There may be a bit of confusion regarding the “captives not going to capital”, I think that was sort of shorthand for the issue raised that when a capital falls, a new capital is established, and a different kingdom’s emissary had orders to Rebel or Usurp the PC that suddenly became a capital. Now, if I am correct, with the new change, the order to Rebel or Usurp is cancelled as the emissary now realizes it is a capital, instead of the emissary executing it and then himself being incarcerated. Gold may still be consumed.
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For the next release I want to make a few changes to how prisoners are handled. Initially in 2nd Cycle, only a couple kingdoms like the Rangers had the ability to Escape. Otherwise, they needed to be Rescued. With the changes in NC over the years, every kingdom now has Escape, and so Rescue is almost never used.
I want to make some changes to emphasize Rescues and Ransoms so they again become relevant. This would be further accomplished by a Code of Alamaze in the 3rd Cycle, that only captives of declared enemies may be executed without penalty of say, a point of influence. So the expectation is there will be negotiated ransoms and rescue attempts. One PC building improvement is expected to be Dungeons, making rescues more difficult. But we may also introduce the agent action Diversion, and a few other changes to agent actions. For example, Sabotage will also be more interesting as it will target a specific building. Agents will be warned and may abort missions where the counter espionage at the target is prohibitive, and the counter espionage won't be able to cover all aspects of the PC.
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I think I have only rescued my own guys less than a hand full of times in all the games I have played. I have "Rescued". Other kingdoms emmies many times especially from neutral cities after lowering reaction level with a demon prince. I even caught the great Dusi with that one.
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You don't 385?
-This Khal Drogo, it's said he has a hundred thousand men in his horde
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I have only played one true mage kingdom. It started with more than 4 wizards. During the course of play 2 have been killed. 1 during and encounter and the other in attacking a PC. Both had another mage casting protection. I don't have a problem with their death. But, as a kingdom relying on it's mages, it is still subjected to the limit of not being able to hire a new adept if you already have 4 surviving in total. I feel that they should be able to hire enough to bring them back to their setup level. Even if a larger cost would be imposed in the hiring.
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11-11-2016, 03:00 AM
(This post was last modified: 11-11-2016, 03:03 AM by RELLGAR.
Edit Reason: Added a few words
)
I have been playing the sacred order for 20 turns and I see good early game and a fair mid game, but it looks like a very poor end game. I honestly can't see the SA having any chance of winning a non team game based on kingdom capabilities. With its limits and costs on agent levels and wizard power I don't see how it can even compete against non wizard kingdoms that can train much better agents and wizards for cheaper costs. Wizard kingdoms are totally out of reach in the end game. There's good built in advantages against enemy agents and death magically, but at mid game start to not matter and by end game don't matter at all.
I think the SA needs something that tied to there leaders and military brigades that better protect them from the wizard magically. I suggest adding advanced companions like Unicorns that would offer innate counter magic and healing and be an excellent charging troop for the group and requires an elite brigade and marshal or even warlord to recruit. This along with warlords being Abel to dispel dome and additional abilities could make the SA have a chance of an end game solo victory without taking away there unique trait combinations.
Anyone else have any experience with the SA or thoughts?