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As a player who has played a few games without using it other than a way to raise money early, I've experimented recently with seapower and most things have worked ok. What I have NOT been able to accomplish is to increase my seapower in a given sea. I understand that you pay 4K-10K, and your strength in that sea increases based upon the given formula - and it is determined whether your fleets went up, or naval quality, or both (this I'm sketchy on, because I've never been successful). So answer me this:
If I have 2 fleets with 12 quality in the Sea of Drowning how much do I pay to increase # of fleets to 3, and what would the order configuration look like?
Do I have the ability to raise my naval quality without raising # of fleets? If yes, is there a benefit to doing so (I know the benefit of having more fleets is the ability to move more troops across water)?
Do you need to have a PC in the sea in question to be able to build seapower?
Thanx!
Destitute (The Land Lubber) Noble
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Yu could pay 8000 to increase it to 3 quality 12 fleets. If you pay 12000 you can improve it to 13.3. You would be adding a quality 16 fleet (12 base level + 4 ) to two quality 12 fleets. Add them together (12+12+16 /3 = 13.3.
Does that help?
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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For the second part fleet quality has a Hugh effect on sea power. Think of sea power 16 like a RD brigade and sea power 8 like UN brigade. Even if you had 3 or 4 Sea power 8 ships you are nt like like to destroy that 1 sea power 16 you would weaken it though and that 16 would take some of yours out along with the brigades on them and possibly leaders/wizards
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(06-05-2014, 12:04 AM)Lord Diamond Wrote: Yu could pay 8000 to increase it to 3 quality 12 fleets. If you pay 12000 you can improve it to 13.3. You would be adding a quality 16 fleet (12 base level + 4 ) to two quality 12 fleets. Add them together (12+12+16 /3 = 13.3.
Does that help?
It does. You know what else does?
Order 748 format:
Order Number: 748
Column A: Sea Abbreviation (D, F, M or T)
Column B: Amount to spend per new fleet
Column C: # of new fleets to be constructed (1, 2 or 3 only)
Column D: Location of kingdom owned PC within 1 area of Sea square
Column E: Area adjacent to PC in Col D that is in the Sea in Col A
Proper viewing of the post from Cipher is the MOST adequate way to discover how something which has changed now works. It's no wonder my 748 orders weren't working...I love this game!!
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(06-05-2014, 12:53 AM)Jumpingfist Wrote: For the second part fleet quality has a Hugh effect on sea power. Think of sea power 16 like a RD brigade and sea power 8 like UN brigade. Even if you had 3 or 4 Sea power 8 ships you are nt like like to destroy that 1 sea power 16 you would weaken it though and that 16 would take some of yours out along with the brigades on them and possibly leaders/wizards
I had nine Quality 8 Fleets against four Quality 14 Fleets. I lost one and the UN lost three. We were both surprised.
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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06-05-2014, 09:46 PM
(This post was last modified: 06-05-2014, 09:55 PM by Ry Vor.)
Once again, sea power was the weakest part of the whole design. If anyone wants to argue otherwise, tell me at support or you can post. I can still remember in 1985 that the last thing I had to do was sea power, and I was so burned out from the ridiculous amount of work every unusual sighting (battle, results, associated artifact, or key) required - second to last thing done - I rushed through sea power. Believe me, in 1985, the average life of a game was closer to 6 months or less, not 30+ years, and Alamaze was my first design. Remember I did not have Alamaze from about 1990 - 2013.
So, we have made it substantially better. Before, the Dwarves could build 10 fleets in the Sea of Mystery in a single turn and put them on sea patrol and destroy the (say) Underworld position by that single act, even if they had no population center anywhere near. We have fixed that. We also fixed the sequence so you can't build fleets and move the same turn, where someone might have used a high priestess the turn before to learn fleets.
Generally, sea power is still simplistic compared to virtually everything else.
We are working to eliminate drowning from any event other than a sea battle. A group with insufficient sea power just can't move - they don't drown (when this is in place).
More directly to the point raised in this thread, presently quality has a double weighting over fleet numbers. Cipher is verifying that this is in place.
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(06-05-2014, 09:46 PM)Ry Vor Wrote: Once again, sea power was the weakest part of the whole design. If anyone wants to argue otherwise, tell me at support or you can post. I can still remember in 1985 that the last thing I had to do was sea power, and I was so burned out from the ridiculous amount of work every unusual sighting (battle, results, associated artifact, or key) required - second to last thing done - I rushed through sea power. Believe me, in 1985, the average life of a game was closer to 6 months or less, not 30+ years, and Alamaze was my first design. Remember I did not have Alamaze from about 1990 - 2013.
So, we have made it substantially better. Before, the Dwarves could build 10 fleets in the Sea of Mystery in a single turn and put them on sea patrol and destroy the (say) Underworld position by that single act, even if they had no population center anywhere near. We have fixed that. We also fixed the sequence so you can't build fleets and move the same turn, where someone might have used a high priestess the turn before to learn fleets.
Generally, sea power is still simplistic compared to virtually everything else.
We are working to eliminate drowning from any event other than a sea battle. A group with insufficient sea power just can't move - they don't drown (when this is in place).
More directly to the point raised in this thread, presently quality has a double weighting over fleet numbers. Cipher is verifying that this is in place.
I am enjoying the improvements to the naval aspect of the game.
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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Noob question: do groups have to be aboard fleets in order to use order 715, Sea Search for PC? I'm guessing that the answer is yes, since my fleets reported nothing...
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(06-24-2014, 09:02 PM)Ukla the Mok Wrote: Noob question: do groups have to be aboard fleets in order to use order 715, Sea Search for PC? I'm guessing that the answer is yes, since my fleets reported nothing...
I think the simplest answer here is yes.
Order 715 is actually a group movement order (like 725), but you will be using water hexes and you must have sufficient fleets for your group's brigades. 715 1GI PI QI RI
The only order where ships move without groups is 705 and there are no discoveries with that order.
Thus, there is no 715 order without a group.
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(06-05-2014, 09:46 PM)Ry Vor Wrote: We are working to eliminate drowning from any event other than a sea battle. A group with insufficient sea power just can't move - they don't drown (when this is in place).
In my current game, I killed two enemy wizards this way, by sabotaging sea power in that sea after I reconned that their group was at a PC on the water.
It was totally withing the rules of course, but I felt kinda dirty afterwards. It was definitely a cheap shot, especially since the current rules allow for patrols to traverse water without a fleet.
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