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Do You Like to be Teased?
#71
(06-05-2015, 04:01 AM)Ry Vor Wrote:
(06-05-2015, 03:52 AM)Jumpingfist Wrote: I like how troop types have there own characteristics if they group up by themselves

I'd like to see Jumpingfist take the Tyrant in the trial games. 

We'll have two games with all 24 kingdoms played in the first two games. 

More details in a couple weeks.

Tyrant Jumpingfist it is then.   Happy to give any new kingdom a try.
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#72
Cultural Traits:  Most special abilities of kingdoms are captured by traits, but not those abilities of a single kingdom, like what Demon Princes can do.
 
Cunning: +15% bonus to Incite Rebellion (#320).  +3 levels to max agent training.  Agent training -1000 gold. 
 
Oratory:  +15% to Maintain Status Quo (#310) and Usurp Control (#330).  +2 to starting Influence.
 
Industrious:  +10% food and gold production and defensive value of all controlled PC’s.   Increasing production or defenses -2k gold. 
 
Stalwart:  Immune to Fear and Chaos.  25% resistance to harmful magic.  +15% leader promotion and emergence, -15% leader and wizard death. 
 
Trackers:  Intrinsic L4 Recon of group area.  Detects groups in Ambush, but not invisible groups.
 
Acuity:  Never surprised, treat as entrenched.
 
Order:  +2 to starting Influence. Controlled PC’s have 10 points intrinsic counter espionage in addition to any agent counter espionage, and intrinsic 10 points Maintain Status Quo.  Research cost and Agent Training +1000 per level (i.e., a penalty due to the imposition of maintaining order). 
 
Military Tradition:  Better and more starting leaders, leaders promote at +10 points, emerge at +10 points, and have better survivability.
 
Devout:  HP does not cost Influence.  HP only gets Exhausted 25% of time (normally 50%).   Enemies get -3 morale in controlled regions if they are Suspicious or -5 morale if Hostile per turn the group is in the region.  Cost of Attract Maiden and Test for the Gift is 50% of normal.  They gain the Lesser Angel and Avenging Angel spells.  Devout kingdoms have -2 to maximum trainable agent level and +1000 to magic research cost.
 
Seafaring:  +3 to starting quality, -2k gold to fleet construction.  Interdict at 80%, own patrols interdicted only 50% of normal (so if normally patrols are interdicted 30% of the time, Seafaring nations would have theirs interdicted 15% of the time).
 
Flight:  Great movement abilities, +20% attack value vs. PC’s.  Recon own group area as L1.
 
Ruthless:  Cause Fear (-10% to morale of groups or 10% to PC defense).  +10% intrinsic status quo.  +10 points to Threaten. 
 
Riders: Patrols get 30 movement points.  Cavalry values for these kingdoms are higher.  +1 to emissary and agent range.
 
Adventurers:  +10 points in Unusual Sighting encounters.  Does not require a wizard capable of Light or Bridge where normally required.  +10 points to leadership promotion and -10% to leader and wizard death in unusual encounters.  +10 points to Rescue and Escape attempts.
 
Healing:  Some kingdoms have the ability to reduce attrition to their groups.  3% attrition is eliminated automatically at the end of the turn to each group, and additionally the kingdom may issue a special order to a group to further reduce attrition by a further 5%.    Leaders and Wizards that have a result of killed in battle get a “saving throw” which gives a 20% chance of surviving their wounds instead of being killed.
 
Foreknowledge:  Kingdom has the short name of one or more artifacts on setup.
 
Magic Resistances (33% failure when targeted) and Magic Immunities (auto failure when targeted):
·        Resistant to Sleep
·        Immune to Sleep
·        Resistant to Death Magic
·        Immune to Death Magic
·        Resistant to Battle Magic
·        Susceptible to battle magic (+33% damage from battle magic)
 
Special Character Abilities.  Are not covered by traits.  At this point, likely just the abilities of the Ancient Ones Consuls and the Demon Princes such as Gaiting:  Special characters such as Demon Princes can enter a PC without being blocked by foreign groups.  There may be artifacts which provide this ability.
 
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#73
Where are the PALADINS???
I am the greatest swordsman that ever lived. Say, um, can I have some of that water?
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#74
Love these traits!
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#75
I'm ready to get back in the game (and I think Bob is too) as soon as this starts up so let us know!
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#76
(06-05-2015, 07:08 AM)Madmardigan Wrote: Where are the PALADINS???

The new Paladins are the Sacred Order.  They have some obvious traits like Order, Devout, and feature heavy cavalry.
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#77
(06-05-2015, 02:05 PM)Ry Vor Wrote:
(06-05-2015, 07:08 AM)Madmardigan Wrote: Where are the PALADINS???

The new Paladins are the Sacred Order.  They have some obvious traits like Order, Devout, and feature heavy cavalry.

This sounds great.  
If possible, I'd be more than happy to take them out for a test spin in the beta-test game  Cool
I am the greatest swordsman that ever lived. Say, um, can I have some of that water?
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#78
(06-05-2015, 03:01 PM)Madmardigan Wrote:
(06-05-2015, 02:05 PM)Ry Vor Wrote:
(06-05-2015, 07:08 AM)Madmardigan Wrote: Where are the PALADINS???

The new Paladins are the Sacred Order.  They have some obvious traits like Order, Devout, and feature heavy cavalry.

This sounds great.  
If possible, I'd be more than happy to take them out for a test spin in the beta-test game  Cool
You got it.
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#79
I'd be curious which Kingdoms receive the Oratory trait?
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#80
While you are giving out new kingdoms for the test games, don't forget your old buddy Lord Diamond. I'm not picky though, as I'll want to play them all!
 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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