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Even though it can be frustrating at times, I think that the current limit is good. It forces the player to make choices, allowing for style of play (and talent) to impact the outcome.
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order 11, 991, 992 and 993 should be free. Personally I wouldnt mind having those set so you can have them done as a part of turn zero.
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Curious if no body is getting turns emailed or just me. Did not bug support since I know I can get my turns on-line. But I can not access the on-line area to pull off my turns with my phone. So Saturday I had to wait about 8 hours before I got home to view my turn. Nice I know where to get them but I still prefer them emailed costing me less steps.
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Mine were also emailed. Not sure i would have remembered I could go get them on the site. Will have to check that out.
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Thanks guys I will email support to fix my turns not being email. Been a couple games of turns now
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turns were emailed to me. I would have gone to the site otherwise but was in meetings and by the time I was out they were in my inbox.
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SA
Quite an interesting kingdom with plenty of new traits and a wonderful role-playing sense to the kingdom. The Sacred Order are heavy knights guided by unwavering faith and loyalty to their king.
Beginning with INF of 14 and in the center of the board, it will be imperative for the SA to get a fast start in terms of controlling Amberland through judicious use of their nobles. With a Baron, Count, and Duke all available the kingdom is well-suited to gain early regional control. Additionally, any kingdoms which wish to fight the SA upon the plains of Amberland should find both the offensive and defensive abilities of these holy paladins are fearsome. With good leaders, good troops, and military traits the kingdom should be able to handle early interlopers effectively. [Or so this is my initial impression.]
Shortly the Temple and advantages in the area of Divine Magic will greatly assist the SA. Healing available via High Priestesses and the knowledge of population center locations will be huge for the SA. Also, artifact hunting should be a strength of this kingdom along with "nation building." Access to the two angel abilities will provide necessary funding for the military arm of these devout, unyielding men. Should be a strong kingdom -- initially.
I forsee a huge problem in the long term because the spell Dispel Dome of Invulnerability is unavailable until P6. Maximum assured power level is only 4. Any conflict with magical kingdoms will result in SA expansion being stymied so long as there are more wizards capable of casting Dome than there are SA groups available to conquer population centers. This kingdom should invest heavily in becoming a political power because their vaunted armies will eventually be ineffective (at least for expansion). Fortunately, the SA possesses great strength in the political arena.
All-in-all a satisfying first look at 3rd Cycle!
Every kingdom will set a standing order to have the Fool entertain the court. The utility from this order is simply too great versus the expense. In 2nd Cycle one's influence was randomly degraded based upon the activities of one's Natural Enemy. With the elimination of Natural Enemies and the inclusion of the Fool, one's influence will randomly increase every turn. I guess we should protect our Fools more than our heirs in 3rd Cycle?
Lord Thanatos