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Maelstrom Test Game
Yeah the PI has a group on my town there
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(02-02-2019, 04:07 AM)Calidor Wrote: Yeah the PI has a group on my town there

He has troops?  Or fleets, my regional intel shows EL and two of yours no PI unless he is invisible?
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As the Druid, you get Fertile Fields at 2nd level to help with the food situation. That's an extra 2500 food per pc and you can start casting that spell on turn 1 with 4 of your wizards. If you did that with all 4 of your wizards on turn 1, that's an extra 10,000 food per turn. Do that for the first two turns and that's an extra 20,000 food per turn. No more food problem. Even though there may be other uses for those wizards in the early going, if you do this, you'll be getting an extra 20,000 food every turn which is pretty strong just by itself. Also, consider leveling your pwr-3 to pwr-5. Once you do, cast Bounty a few turns. That's an extra +20% food increase at every pc in the region which is also nice.

In my opinion, with Maelstrom, everyone needs to consider that games won't be the over-indulged, over-abundant style of play like The Choosing. In 3rd Cycle, players really didn't have to consider what to purchase or not. With so many pc's in the region especially after gaining a 2nd region, you could have just about everything that you wanted in the game: raise wizards, build troops, level agents, etc. It was a Monty-Hall style game with not much strategy because players could just about afford everything that they wanted. Sure it's fun at times to have everything that you want and go at it in the game but there really wasn't an emphasis on strategy in the purest sense requiring players to make careful strategic decisions on how to build their kingdoms because everything was done at the same time without much sacrifice elsewhere.

Maelstrom isn't like that by design. It's more challenging in the sense that players will have to decide what they want to develop. They won't be able to do everything as before and the game will be more selective in that respect. It'll make Maelstrom a better strategic game overall but players are currently used to the over-indulgence of The Choosing version so some may think not being able to do everything is a disadvantage but it really isn't.

With that being said, also consider that you chose region 1 which is a smaller sized region so don't expect to generate a lot of food/gold every turn. Much like the earlier question about Pirates being in a region with little water, some kingdom/region combinations won't work that well while others will excel. Take the DW or GN in Zantha and enjoy that mountain bonus (rock golems provide a solid defensive bonus in the mtns). Some combos will work well while others not so much. That's part of the enjoyment of the Maelstrom version of the game.
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(02-02-2019, 04:21 AM)PTRILEY Wrote:
(02-02-2019, 04:07 AM)Calidor Wrote: Yeah the PI has a group on my town there

He has troops?  Or fleets, my regional intel shows EL and two of yours no PI unless he is invisible?

Confirm the town is in tempest please
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UM I agree, and we are just starting and now that we know a few things maybe do a little more planning at the start Smile
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(02-01-2019, 11:53 PM)unclemike Wrote:
(02-01-2019, 11:28 PM)Acererak Wrote:
(02-01-2019, 11:11 PM)unclemike Wrote: About the tight control and loyal situation, your kingdom may attain loyal automatically if you gain control of the region (and it happens to be 80%+ so tight control) of which the normal bump in regional reactions puts you at loyal. There was a situation of when gaining control of a region, your kingdom automatically gains neutral pc's and the code didn't check again for tight control. The program has been updated to now check again for tight control after those free neutral pc's. The other situations some players had were of when a kingdom gained control of a region (but not tight control) so your kingdom could NOT attain loyal automatically because you were at the just control level at the time. In those situations, you'll have to raise regional reactions as normal with the ruler order or high council raise reactions or ally declaration regional raise, etc.

I think what we're saying is that (at least I am) I gained control, which WAS Tight Control, now the program recognizes that and it changed to it but did not go from Friendly to Loyal. 

If gaining Tight Control means going from Friendly to Loyal then it is not working correctly.

The code is working correctly except for that special case that I just fixed regarding extra neutral pc's. Anyway, I double checked your situation as the CI in Krynn and on turn 4 when you gained control of the region, you only had 72.73% so that is why you remained at friendly. Picking up the neutral city put you over 80% for tight control.

So, you're saying you need to get tight control when you take control- and that doesn't even mean the same turn?
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Why did Turn 6 run earlier? I didn't push ready until about 5 minutes ago.
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(02-02-2019, 06:02 AM)Acererak Wrote: Why did Turn 6 run earlier? I didn't push ready until about 5 minutes ago.

Um posted the turn time changed to 24 hr because of test game and time he had available to fix issues.
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Is this going to be a 24 hour turn around game now? I was just getting ready to put in for turn 6 and noticed it had already run. Unfortunately I am to busy to commit to a 24 hour turn around and if that is the case I will need to drop. Please advise.
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I can confirm that trades and trick of trade worked fine.  I got caught with orders left when the turn ran.  I can't use them all due to low gold and the early processing also caught me not quite finished with orders.  Everything seems to be working fine.  It's a shame not to be using my 4 ships for income but with P.I. doing sea patrols there seems to be no point in throwing them away.  It was a nice surprise that they were worth 4 status points.
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