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Do You Like to be Teased?
Some of us have been around since 2005. Trust me, your pace is nothing short of miraculous. Having a programmer of your quality and dedication is wonderful. Even when we complain about specifics, we remember how lucky we are.
 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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Hear, hear! I echo those same sentiments about UM and the incredible programming job he has done!
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There will be some customization allowed in 3rd Cycle, starting with The Choosing. But not all cultural traits can be available as a customization choice, Flight, for example. But if there were 5 points available for customization, how many would you ascribe to the traits? Just comment on the ones you think are best or not worth choosing.

Cultural Traits:

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 (4000 magic damage would become 3000). +15 points leader promotion and emergence, -15 points leader and wizard death (improved survivability to combat damage and kill leader / kill wizard).

Trick of the Trade: Gets 25% more in a trade with another kingdom than the indicated amount (this does not come from the other player’s treasury). Agents have -10 points to being captured if above a 15 point chance. Sea movement 10 points less likely to be interdicted.

Foreknowledge: some kingdoms will have the short name or general location (region) of a specific artifact.

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 10 points better survivability. Brigades advance in experience at 10 points greater than others from battle experience.

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. Patrols have 30 movement points.

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). Each independently assigned to kingdoms:
• 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)
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Are all considered equal value? Or will some be two or three points and others 1?
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What is death magic?
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Acuity -I see as the weakest - just out of the rarity that it happens. Nice to have but not on par with others.
Tracker and Foreknowledge would be the next weakest. If it were a strong artifact perhaps but just an easy encounter not really worth a trait that can be stolen

Trick of the trade - can be easily abused especially if two kingdoms work together and both have it. I see standing orders generating 10k plus gold and food starting turn 1

Sea faring could also be standing order abused but maybe not enough to really matter.

Order may be the strongest if it is as written and not a %. Needing 16.5 political strength to effect a city in a friendly region. Or a prince with 21 influence. Impossible if he is an enemy.

I would also say being immune to something is much more valuable than resistant. 50% resistant to sleep can be annoying but immune to sleep is very strong

I like many of the others and think I would switch between them depending on my kingdoms strengths. Perhaps favoring Orator Cunning and Riders.
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Simple HH. Death magic is well...death magic Smile
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Let's assume they cost from 1 to 3 points each.  And a kingdom has 5 points to spend.
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Haha Sinestro. Smile It is a serious question, though, as I want to try to rank everything but that's the one thing I'm not sure of. Summon Death only? Kill spells? Summon Demon?
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All  of those.  Does that cover all Death Magic?
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