(03-23-2017, 02:34 PM)unclemike Wrote: Well, that's how dispersed kingdoms start the game: in a random selection of possible regions. That's why I brought up the above question of whether dispersed kingdoms are preferred regarding their multiple starting regions (as well as being spread out). If players don't like the concept of starting in several possible regions (as how dispersed kingdoms are handled now) then the effort to allow all kingdoms the chance to start in another region won't be worth it.
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Let me just say from a coding point of view, if all the starting pc's were located in the initial region, that would be easy to program and it won't matter if it's random regional placement or chosen by the player on game signup. It gets more complex however if the other initial pc's for a kingdom are in another or neighboring region.
For example, say I want to play the Dwarves in region 5. That's fine for the capital and village but what about the DW's second town and village? What region should they go to? Random or a predefined selection? If random then you could have major problems of certain regions being filled up from neighboring kingdoms while other regions are empty. If a predefined list (like if starting in region 5, always have the second town in 7 and second village in 4) then it would be easier to code but you lose flexibility regarding replayability and creating variance between games. Which could be a factor if I knew that the DW is starting in 5, that other town will always be in 7 which may be taken to be unfair to prearrange alliances knowing such info ahead of time (or between games).
So those secondary pc's are the issue and their placement cannot be random like the initial region being chosen otherwise we'll run into problems of multiple kingdoms having random pc's in the same region. The complexity of trying to fit everything together becomes even more problematic if there's a low number of towns/villages in a given region (e.g., one of the new smaller sized regions). If we go this route then it may be better to have all the initial pc's for a kingdom in their particular region.
Going back to my original question, if the players don't really like the dispersed kingdoms starting in a random region then it's probably not a good idea to subject all kingdoms to something similar.
Just going back through this thread as I try to wrap up Maelstrom. Spells, artifacts, new kingdoms still a ways off. May ask Mike to do the rest to start on Maelstrom's map.
So zones will replace kingdoms in the setup. I choose the Crown Islands, I start with capital and village there, a town in either Darkover or Krynn, and a village in the other. Etcetera. New grid needs to be created but no great shakes.
07-25-2017, 09:36 PM (This post was last modified: 07-25-2017, 09:40 PM by Ry Vor.)
(03-24-2017, 01:30 AM)Ry Vor Wrote: On almost every front, the intention is to slow things down. So there is a longer building time, large regions almost certainly won't be controlled before turn 6, kingdoms likely start a brigade lighter, lots of spells go up a power level or two, less assassination, more customization.
Less pressure to move on neighbors as a military kingdom, less anxiety about the early wizard positions. More nuance with covert and economic planning.
Yeah. While not every idea was carried forward, this one is. I think the mage kingdoms will have to be more strategic, the military will not feel outgunned. The economy in this strategic game will be more important, and to one kind of player that has patiently awaited this, your owned PC's, with your involvement in their improvement, be more defensible.
I wish the players that sense an imbalance in the new map and any kingdom in any region would reveal. I just like that the kingdoms that shared a region with a mage kingdom previously now can be anywhere and I think will be selected much more frequently.
On the topic of assasinations, maybe you need to be enemies with that kingdom or there your enemy in order to do an agent assasination attempt? Military leaders/wizards excluded from this of course. I like kidnapping better myself.
(07-25-2017, 11:01 PM)RELLGAR Wrote: On the topic of assasinations, maybe you need to be enemies with that kingdom or there your enemy in order to do an agent assasination attempt? Military leaders/wizards excluded from this of course. I like kidnapping better myself.
(07-25-2017, 11:01 PM)RELLGAR Wrote: On the topic of assasinations, maybe you need to be enemies with that kingdom or there your enemy in order to do an agent assasination attempt? Military leaders/wizards excluded from this of course. I like kidnapping better myself.
It seems some of the weapons lend themselves to assassinations but none to kidnapping. Can we modify this?
In the turn report, under each population center, it would be nice to see any military group listed under it (IE "the 2nd DA (brigade/etc is located here")
As mentioned before, in addition to any kingdom including new ones can base in any region, the regions themselves and cities will have something of a personality. This is the draft for regions at present. Attached is the map.
Regional Bonuses Major Region. Darkover, Triumvia, and Nyvaria that are capital regions for kingdoms add +1 Influence and +1 Rulership to their king and start with an additional Baron.
The Crown Islands, Mythgar and Zamora provide +10% to PC Gold Production for each PC in the region.
Mythgar PC’s gain 1500 to starting defense and Mythgar capital kingdom gains an additional kingdom brigade to its 1st group.
Pellinor capital region gains an additional starting fleet and their fleets start at quality 13. Their king starts with +1 Influence.
Companions hired in The Untamed Lands can be hired at 50% of the normal cost.
Krynn has an additional advantage in plains terrain up to Mastery. So for example a kingdom normally with standard terrain ability in plains based in Krynn would have Advantage in plains. Krynn starts with a veteran Huns brigade in its 1st group unless dragons, then Wyvern.
The Diamond Coast starts with an additional 20,000 gold.
The Sword Coast begins with an additional kingdom brigade in its 1st group and an additional fleet.
Zanthia gains a brigade of Trolls in its 1st group unless it is home to Red Dragons or Black Dragons in which case it gains a brigade of Wyvern.
City: Cities have specific adjustments detailed in Excel, but the controller of Stormgate can build fleets in either Waves of Azure or The Tempest. They also gain +1 (up to 16) quality to fleets built there. Control of Stormgate also gives 200 interim status points and 800 final points.
(09-23-2017, 05:49 PM)JonDoe Wrote: Interesting could make some regions bigger targets that get bonuses within the region vs bonuses to the kingdom starting there.
I like how you can now tweek the region bonuses a bit if players win more from one region more than others
Somewhat recent idea to do this, again, to make regions more than boundaries, terrain and PC's. So regions are no longer generic, and we will see how popular regions are like we watch how popular kingdom choices are. Again, that's an advantage to possibilities in Maelstrom: now we might have both High Elves and Druid instead of one or the other.
To pat myself on the back a bit, I would add I don't know of another PBEM that allows what we devised in The Choosing, let alone what is possible in Maelstrom. For example, I'm pretty sure Hyborian War and Middle Earth have a single arrangement of kingdoms, and have had for 20 years, and while I believe Middle Earth (still thinking I could do a law suit) has a couple scenarios, its nothing like The Choosing even without the dozen format choices we have. Wait for Maelstrom! It should be spectacular. Get your friends involved. Millennials can handle it, even though it involves more preparation. So teach your kids as well.
(07-25-2017, 11:01 PM)RELLGAR Wrote: On the topic of assasinations, maybe you need to be enemies with that kingdom or there your enemy in order to do an agent assasination attempt? Military leaders/wizards excluded from this of course. I like kidnapping better myself.
No, some of the best assassinations comes from those that you believe are your allies.