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Do You Like to be Teased?
(07-09-2015, 06:19 AM)Jumpingfist Wrote: Orator and industrious look to be the no brainier choices to me.  I would likely take one or both every game.  

Amulet of protection is my favorite of the 1 pointers but I think fairly priced for a single Emmy/king

Charisma for 3 points seem to expensive for what you are getting.  I would likely never take it at a 3 point cost.

Some cool combos also look possible which is always fun.

I agree with the above.
Also, I would likely not pay a point to move an emissary one extra square.
I assume there would be no doubling up of choices?
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Thanks for the feedback so far.  This was a first draft.  Remember the new default range for emissaries and agents is 8, so the Red Elk increases range by 3. So for example, with a Red Elk, you can relocate from Esteria Vale to Gundibar.
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(07-09-2015, 04:15 PM)Ry Vor Wrote: Thanks for the feedback so far.  This was a first draft.  Remember the new default range for emissaries and agents is 8, so the Red Elk increases range by 3.

Ah, then yes, I might do that one Smile
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Agree with JF and VBM.
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After writing the code and performing some quick tests, I have to disagree with the others and say Secrecy will be at the top of my list. Secrecy is a fairly potent feature and well worth the 3 pts when you think about it.

Having your capital undetectable where divinations won't disclose its location, groups passing over it won't know anything's there, agents searching for pc's/trailing groups won't find it, ...etc. makes for a fairly powerful level of protection for your kingdom's capital.

The only way to detect a hidden pc is for your group to actually finish movement on it or if a 4th level agent does a 970 (both of which will be done blindly most of the time) so your capital will be safe for most of the game. That's a pretty powerful feature when you think about it so Secrecy will be my primary choice Smile

BTW, the agent search orders 976,977,978 will be combined into one Advanced Recon 976 order where your 4th+ level agent may search 4 areas and it'll report back with the combined recon for any groups, encounters, and popcenters. However, the new 976 order will always be conducted at level 1 (regardless of your agent's actual level) so hidden pc's will remain undetectable even with the new Advanced Recon order.
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(07-14-2015, 01:13 PM)unclemike Wrote: After writing the code and performing some quick tests, I have to disagree with the others and say Secrecy will be at the top of my list. Secrecy is a fairly potent feature and well worth the 3 pts when you think about it.

Having your capital undetectable where divinations won't disclose its location, groups passing over it won't know anything's there, agents searching for pc's/trailing groups won't find it, ...etc. makes for a fairly powerful level of protection for your kingdom's capital.

The only way to detect a hidden pc is for your group to actually finish movement on it or if a 4th level agent does a 970 (both of which will be done blindly most of the time) so your capital will be safe for most of the game. That's a pretty powerful feature when you think about it so Secrecy will be my primary choice Smile

BTW, the agent search orders 976,977,978 will be combined into one Advanced Recon 976 order where your 4th+ level agent may search 4 areas and it'll report back with the combined recon for any groups, encounters, and popcenters. However, the new 976 order will always be conducted at level 1 (regardless of your agent's actual level) so hidden pc's will remain undetectable even with the new Advanced Recon order.

This is an interesting design feature to be sure.
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I liked Secrecy as well but thought it was worth the three points.
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I like Secrecy, but it suffers from the flaw that a bit of bad luck can eliminate most or all of the advantage you receive from it.

I like the idea of additional traits that help in various terrains. Still think five points is a lot of customization, however, especially if some of the Kingdoms will essentially already start with certain traits or their equivalent.
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I'm a little curious about the great enthusiasm for Oratory at 3 points.  So when it gives +15% to MSQ or Usurp, that is similar to what the High Elves get currently with their +10% to MSQ, Incite and Usurp.  In other words, a Baron of a king with 12 influence would give 6 emissary power, then modified for the regional reaction.  With Oratory, instead of 6, he would have emissary power of 6.9.  Said yet another way, a Baron with Oratory would be close to a Count in power.  It's valuable, but I'm not thinking its overpowered at 3 of 5 starting customization points.  Am I missing something?

Similar with Industrious. Going from producing 4000 food in a town to 4400 doesn't seem so awesome, 7000 gold to 7700. Yes, its for all PC's, but again, 3 points there means not available for other options.

I'm not too keen on providing the Terrain Adeptness on a widespread basis.  I could see perhaps moving 1 level in a terrain from the setup, so Standard could become Advantaged, but even that begins to take away the terrain uniqueness that is pretty core to the feel of the kingdoms in 3rd Cycle.

Five points may be strong at the first draft point levels. But starting militaries should be about a brigade smaller, fewer starting leaders, range of 8 for emissaries, fewer starting nobles, humans start with a town and village in each region as well as the cities. So taking regions and then subsequent expansion will be more of an effort than in 2nd Cycle.

I'm actually kind of partial to the 1 and 2 point artifact modifications.  Also interesting that no one has said, "Just give me 100,000 gold for my 5 points."
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(07-14-2015, 03:48 PM)HeadHoncho Wrote: I like Secrecy, but it suffers from the flaw that a bit of bad luck can eliminate most or all of the advantage you receive from it.

I like the idea of additional traits that help in various terrains.  Still think five points is a lot of customization, however, especially if some of the Kingdoms will essentially already start with certain traits or their equivalent.

Agreed.  In Middle Earth hidden pop centers require you to cast a reveal population center at the hidden location to reveal it.  Just landing a group there will not help.

If it was an underground town it could be missed by a group in the area.

I would say players will try to locate these hidden PC's by divining groups and then moving to the group location.  It would be nice if groups  located at a hidden pop center would not be detected by divination.  Also if it required a level 7 agent to detect a hidden pop center it would add to the value.

This could be a great defensive feature to the game.  Making it stronger could be better IMO.  If it becomes too big of advantage it could be curbed later.
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