08-08-2017, 06:58 PM
The pirate can do a patrol and all remaing fleets can also do merchant the same turn.
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Newbie Questions
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08-08-2017, 06:58 PM
The pirate can do a patrol and all remaing fleets can also do merchant the same turn.
08-08-2017, 07:02 PM
(08-08-2017, 06:52 PM)Mad Hatter Wrote: The use of your ships is down to either moving troops, mercantile or sea patrol right. What I'm getting at, you can't move troops and have mercantile going at the same time correct? Correct. You can move a patrol with an elite ship and do merchant but not troops Though you can move a patrol then summon phantoms once you reach your target.
08-09-2017, 11:29 PM
Can I have a group sitting on a water square and recruit troops (the group would not be moving). And have merchant trading going same time?
08-09-2017, 11:49 PM
08-16-2017, 05:38 PM
(This post was last modified: 08-16-2017, 05:40 PM by Mad Hatter.)
Question to all of the 'more experienced' players. After receiving your setups, do you usually have a long range plan and tweek it as things develop? I tried just rolling with each turn result, but I usually get no where or end up with an emmy, artifact, group, etc...somewhere and can't remember why I was going there. (stupid normal life getting in the way...and age)
I mean, do you write out a long term strategy and stick with it as much as you can?
08-16-2017, 05:44 PM
(08-16-2017, 05:38 PM)Mad Hatter Wrote: Question to all of the 'more experienced' players. After receiving your setups, do you usually have a long range plan and tweek it as things develop? I tried just rolling with each turn result, but I usually get no where or end up with an emmy, artifact, group, etc...somewhere and can't remember why I was going there. (stupid normal life getting in the way...and age) I print my turns off and then write notes on them reminding me to do XYZ at certain times. I include a list of Unusual Sightings that I have not yet visited as well as reminders of things I need done of certain turns and locations of capitals, kings' names, etc. I also jot down long range plans though they may change at the drop of a hat
08-16-2017, 08:12 PM
For me, wizard kingdoms are the worse. Military kingdoms are easy. Just recruit, go forth and conquer. Lots of fun.
Wizard development costs a lot and you do so in lieu of developing other things: influence/emissary ranks, agent leveling, brigade recruitment/training, etc. Actually, now that I think about it, spell lists determine much of my opening moves. For example, I'm playing a Druid now and it's unreal that they get Eagle Familiar at 2nd level. Bump up all of your wizards and you'll recon Oakendell in a turn or two. That's all pc's and encounters! Also, some may not realize but that Imp Familiar spell is pretty useful early in the game. Especially when it's combined with a sleep spell. My Imp assassin killed a Duke on turn 5 which is pretty good. How many players have said that they were able to get rid of a high ranking Duke that early in the game? Druids get the Imp spell at 3rd level. So when I play military-type kingdoms, I just recruit and conquer everything in my path. Not much of a plan. Wizard kingdoms take a lot more thought in deciding what direction to take in the game.
08-17-2017, 12:09 AM
Early turns it can be pretty basic, but you need to have a picture of what is going to happen now and 6-10 turns from now. I usually figure out my first target, what it will take to beat them and how that is going to change the landscape of the game. You need to look at what makes you a target as well and who is going to target you.
08-17-2017, 12:26 AM
I generally go into a game pretty open and let the kingdom setup determine my actions. I look around my position to see what my likely targets are and who would likely see me as the better target. Early on it is all about getting my region but also while do that I try to position my troops so they are close to the boarder of my most likely first target.
Things I considers are is there an potential enemy I need to attack before he attacks me or perhaps his kingdom requires more build up than mine. So I will need to attack early like turn 5 or 6. I would build much more differently knowing I am going to war early. Recruiting troops and only bringing mages upto ward/sleep/conceal levels. Recruit some emmies but only bring them to baron level As for planning ahead. Everyone should be looking at least a few turns ahead. Also have a general idea of the urgency for you to win. Meaning if your a wizard kingdom you are likely looking long term and can explode on the seen later in the game. Where a military/political kingdom would want to strike early and fast before the long term kingdoms can fully build up.
09-01-2017, 08:24 PM
Can I assume unclemike's post is still the gospel regarding hidden pc's?:
http://www.kingdomsofarcania.net/forum/s...4#pid37874 |
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