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Maelstrom Test Game
(01-29-2019, 10:59 PM)Ry Vor Wrote:
(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.

The Diamond Coast (3) region: Kingdom’s capital upgraded with +20,000 gold

What is the capital upgrade if the 20k is for the treasury?   It is a smaller region could use some kind of bonus
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i put 3 orders to boost food production in the major city. The city should have positive production now. But the city still shows a negative production amount on my turn
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(01-29-2019, 11:57 PM)Dominion Wrote: i put 3 orders to boost food production in the major city. The city should have positive production now. But the city still shows a negative production amount on my turn

So you mean there was a difference of 300 food production from expected.  Did you recruit in the city?
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The Tyrant gets the Industrious trait which provides a 10% bonus to both food and gold production of kingdom controlled pc's. So at the end of turn 3, the city had an ACTUAL food production of -3,100 but due to Industrious, it displays as -2,790 (which is 90% of actual). On turn 4, you improved food at the city by 3,000 so the ACTUAL food production went from -3,100 to -100 and displayed as -90 (which is 90% of actual). Do so again and you'll get positive food production from the city and the 10% Industrious bonus will become more obvious to you.
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Since this is a test and not a real game, we should be progressing at a faster rate than normal. Try to submit your orders in a more timely manner. My personal time for this project is running out so if the testers don't speed things up a bit, I won't be able to fix an issue if one occurs. Let's try to get a turn done once per day. Thanks for your help. I'll change the turn frequency interval to 24 hour periods to process turns quicker in this test game.
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Alamaze Malestrom Beta Test
 
The first thing I noted about Malestrom is the beautiful new interactive map.  With two more regions than the third cycle and the addition of minor cities it really is a big advance.

There are many changes in Malestrom but the one that many players will find most exciting is to be able to play any position in any region.  I am playing the Illusionist for the first time.  In third cycle IL has to start in region 8, a central position likely to get hit early and often.  For this reason I had not picked IL in the past.  Other changes in Malestrom removed the hidden capitals from SO and WA but IL still has the secret trait, another reason to choose them.

For a region I wanted a corner position to develop my magic without too many neighbors.  I chose about 6th or 7th out of 12 and region 3, the Diamond Coast was the only corner left so I chose it.

The game start has many new choices on kingdom customization and we get 10 points to spend.  As early control of your region has always been the most important goal in the past I opted for an extra Governor, 3 points, and a point of influence, another 3 points.  These are boring, I know,  but old standbys in 3rd cycle and very handy in early control of pop centers.   I also chose some new options, a bazar, 2 points, a temple, 2 points, and 1 last point for an adept as IL is a magic position.  

The Diamond Coast was a very good choice for its income advantage.  As one of the 4 trading regions all p.c. get 20% more gold.  Unique to Diamond coast it also starts with an additional 20k gold.  The turn zero had a capital with 32k gold and the addition of the bazar would increase it 25% more on turn 1, to 40 k. 

A major discovery in Malestrom was that there are many less p.c.  Turn 1 searches located only a human town.  Turn 2 with 3 wizards doing eagle searches and agents and groups working overtime revealed the all-important human city and two villages.  Another town belongs to another player.  It seems now that the extra emissary in customization is not so important  as there are just not many p.c. to take, but players that start with a known major city can take their regions quickly.  DA had his on turn 2!

With turn 5 about to process 8 players have control of regions and some very experienced players have not gained control yet.  It truly is a different challenge.

Another new challenge will be learning to play with fewer resources.  Some of the military positions start with more troops to feed and that may be a big problem.  IL has only 5 brigades to start, and with winter coming on turn 5, I will already be exceeding my food supply.  In hind sight I wish I had built a granary but I spent big on a wizard’s tower, a big help for my position.  The gold I save on wizard advances will allow me to have wizards creating food for the winter.

One change that might not prove popular is the new “rule of law” which comes into effect when you gain control of a region.  It is a 10% tax on gold and food.   With winter coming and my gold already cut by 50% and food by 75%, I feel like a starving serf who somehow has to part with 10% of what is left as my troops and family perish or I’ll see control slip away.  I expect there will be some major calls for adjustment on this or more p.c. put into the regions to increase income.

There are way too many changes and advances for me to mention them  here but hopefully other players will cover some of them in their reviews.

In summary, Maelstrom is a huge advance in the Alamaze world.  There is nothing else like it and the changes keep it fresh and new.  It will take a very long time to master all of the new options.  The programing is outstanding with very few glitches showing up on the beta test.  Well done to both the game designer and the programmer.
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(01-29-2019, 10:59 PM)Ry Vor Wrote:
(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.

HI Rick, according to the write up by Wookie, the Diamond cost starts with an additional 20k gold production at its capital.


The Diamond Coast was a very good choice for its income advantage.  As one of the 4 trading regions all p.c. get 20% more gold.  Unique to Diamond coast it also starts with an additional 20k gold.  The turn zero had a capital with 32k gold and the addition of the bazar would increase it 25% more on turn 1, to 40 k. 
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Great write up Wookie.
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(01-31-2019, 06:35 PM)gkmetty Wrote:
(01-29-2019, 10:59 PM)Ry Vor Wrote:
(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.

HI Rick, according to the write up by Wookie, the Diamond cost starts with an additional 20k gold production at its capital.


The Diamond Coast was a very good choice for its income advantage.  As one of the 4 trading regions all p.c. get 20% more gold.  Unique to Diamond coast it also starts with an additional 20k gold.  The turn zero had a capital with 32k gold and the addition of the bazar would increase it 25% more on turn 1, to 40 k. 

Cool. I will take the Diamond Coast.
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I believe you guys are driving a dead issue. UM has already changed the release notes to only be +20k to treasury. The release notes reflect changes made.
OOC. The new status points will also effect some play styles and help reward others
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