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Maelstrom Test Game
(02-04-2019, 01:41 AM)Draugr Wrote:
(02-04-2019, 01:28 AM)VballMichael Wrote: UM or Rick, can you clarify? I thought we saw stats that Loyal made 320 harder but now it sounds like an automatic fail?

I agree here.   I only see in the notes harder to do a diplomacy spell.   All diplomacy Emissary actions fail if tight control?

Sorry, I was thinking about the benefit from higher end castles when I wrote that...

Tight Control is relevant for raising/lowering regional reactions, not rebel/usurp.
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(02-04-2019, 01:43 AM)Draugr Wrote: Despite ITs effort to not allow us to test we were able to verify reactions cannot be lowered in tight loyal Regions.

High Council Despite the High Council's decision, our regional reaction in Nyvaria was
not denigrated due to having tight control influence over the region.

Anything else on the HC need testing?
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(02-04-2019, 03:18 AM)Calidor Wrote:
(02-04-2019, 01:43 AM)Draugr Wrote: Despite ITs effort to not allow us to test we were able to verify reactions cannot be lowered in tight loyal Regions.  

High Council           Despite the High Council's decision, our regional reaction in Nyvaria was
                           not denigrated due to having tight control influence over the region.

Anything else on the HC need testing?

Not that I can think of
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If someone wants to test greater castle being immune to political actions I will have a greater castle at NU after this turn. Perhaps BL should be tolerant due to having a starting town in the region.
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(02-04-2019, 01:37 AM)Draugr Wrote:
(02-04-2019, 12:56 AM)PTRILEY Wrote: How can you train a kingdom brigade of green troops, you got from customization, when that’s not an option in the training drop down menu?

I think you just have to fight similar to zombies that start green
Perhaps, will make a difference to some on taking this customization at the start.
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I built the greater castle. Defenses keep adding and then kingdom modifiers kick in. So base defense for the city after castle then greater castle = 77k. 108k after kingdom mods. Ledgendary is going to put it well over 200k. I am not sure with less food available it is reasonable to have PCs effective defense over 250k. What group would be able to ever take that. I think maybe extra defense added needs to be reduced. Seems a bit much to have a 250k defense by turn 12ish.
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(02-05-2019, 02:47 AM)Draugr Wrote: I built the greater castle.  Defenses keep adding and then kingdom modifiers kick in.   So base defense for the city after castle then greater castle = 77k. 108k after kingdom mods.   Ledgendary is going to put it well over 200k. I am not sure with less food available it is reasonable to have PCs effective defense over 250k.   What group would be able to ever take that.    I think maybe extra defense added needs to be reduced.    Seems a bit much to have a 250k defense by turn 12ish.

And you can’t seige the legendary castle, so the entire amount has to be overcome.  Even with magic I don’t see it happening, all my troops combined aren’t even in the ballpark.  I’m doing this also but on my water capital which will make it even harder to get a group together to take it.  I don’t see it ever falling, even with multiple attacking forces.
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It's probably not clearing the prior castle. I'll put in the fix tomorrow to clear the previous defense bonus.
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I was thinking that same thing. Then combine that with a small region like Zamora. All I have to do is raise my capital and my city and those will give me control of the region by themselves. Almost impossible then to even take the region away, much less those two pop centers.
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(02-05-2019, 03:53 AM)unclemike Wrote: It's probably not clearing the prior castle. I'll put in the fix tomorrow to clear the previous defense bonus.

It for sure did not clear the bonus.   Added +40k to last turns defense.
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