Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Maelstrom Test Game
okay, problems this turn with the TY. I paid to upgrade my cities food. Supposed to be 1,000 per order. It did not take the cities food production to a positive level. It was at -2,790 and i should have been positive but it was still -90 on my turn report.
Reply

RA Nyvaria (7)

I finished scouting all squares in my starting regions Nyvaria. It is considered a capital region with a major city. It has a total of 1 major city, 4 towns (1 starting capital, 1 neutral, 1 human, 1 other kingdom), 6 villages (2 starting RA, 1 human, 3 neutral). Overall factoring coastal and region bonus I suspect production to be close to a 3rd cycle).

One benefit not explicitly listed is that the region has two sea zones. Which allows for extra ship incomes. With a somewhat narrow path I think having PCs on both coasts will be common. The major city is a coastal PC itself as well.

The PCs did end up clustered up mostly in one areas. This because I did not happen to scout that area caused me to only find two villages the first two turns. I really do not like seeing PCs cluster up like this. It creates a more random experience to the game and can become less skill based. As is I am also in a winter region likely not gaining control until T5 so will not see my regions full production until T8. With rulership costs and the costs of increased troop numbers my lack of production will likely put me far behind the power curve by the time T8 rolls around.

The real pain will be food/supplies production. I am going into T5 producing 9k food with a starting military food consumption of 20K+, That is after reducing the city by 3k and adding a grannery to another PC. Winter is coming and I think will for sure be an issue to be managed much more closely than in 3rd cycle. The trick here is you need a lot of food/supplies to build building but also must maintain a larger military than before in 3rd cycle all while having less production than before.
Reply

My review of Maelstrom:

SA position: in Triumvia.

T4 the only issue I have had was a glitch on my maiden training to HP, and the game saying I didn’t have a temple, which I start with. UM fixed this issue. I’ve gained control of my region and even with my cities food/goods production in positives, the reduced amounts of production is an issue many Kings will have to address.

I Love the ability to choose any region, I love the bonuses each region gets, and how they are different per region. This alone in my opinion can make playing a single kingdom, like the Sacred Order, different each time you play, in a different region, with different bonuses and avenues to pursue.

I like the kingdoms change up, like the rich trait for SA, and the added/removed traits from other kingdoms, I think this will lead to more balance overall.

The kingdom starting troops and new brigades are intriguing and look to be a bigger part of the planing phase in games, with the cost of troops being weighed with less populations centers production and the cost of population improvements.

The most intriguing part of Maelstrom will be the building of special fortifications, special buildings. Cost of gold and goods, will pull rss from the battlefield and pols, in the short term, but could help tremendously in the long term.

The kingdom customization is the best part, with the points allowed, any of the available choices are great, but with such a variety of choices it will, it will take a lot of consideration in making the right decision.

The new Map is my favorite thing Lol I think it’s awesome. That’s the one I want on my turn reportsSmile.

I keep checking for others to hit the ready button as I can’t wait to get to my turn and try more of the new options. What a great job UM and RyVor have done on this campaign.. I’ll be playing for many yrs I think.
Reply

Perhaps we can make grainery not require bazaar? With production so low the plow of the prophet seems amazing
Reply

(01-29-2019, 07:55 PM)Dominion Wrote: Perhaps we can make grainery not require bazaar? With production so low the plow of the prophet seems amazing

That’s one of my favorites in any game.. Smile
Reply

(01-29-2019, 07:55 PM)Dominion Wrote: Perhaps we can make grainery not require bazaar? With production so low the plow of the prophet seems amazing

I was thinking the same thing the AN could be the kingdom with the largest upside over 3rd cycle.  Due to gaining knowledge of the Plows location at the start that and a hidden capital gives them time to develop some good production and defensive building.
Reply

Good write up PT.
Reply

(01-29-2019, 08:25 PM)Draugr Wrote: Good write up PT.

Thank you...  really excited about maelstrom, and I’m still a huge fan of 3rd cycle choosing too.
Reply

(01-29-2019, 03:32 PM)gkmetty Wrote: What 3rd Cycle bugs that won't be corrected?  

Of course the Diamond Coast does not have a capital producing 20k more per turn.  They start with 20k more gold in treasury.
Reply

(01-29-2019, 06:25 PM)Dominion Wrote: okay, problems this turn with the TY. I paid to upgrade my cities food. Supposed to be 1,000 per order. It did not take the cities food production to a positive level. It was at -2,790 and i should have been positive but it was still -90 on my turn report.

Can you clarify what you mean?
Reply



Forum Jump:


Users browsing this thread:
1 Guest(s)

Powered By MyBB, © 2002-2026 Melroy van den Berg.