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Maelstrom Test Game
(02-26-2019, 02:47 AM)Calidor Wrote:
(01-21-2019, 02:15 AM)Draugr Wrote:
(01-21-2019, 02:04 AM)Calidor Wrote: Are Minor Cities roughly the same difficulty to take as the 3rd cycle cities?   I honestly have no idea what I need to take any of the PCs.
Simple answer yes harder

Long answer:
Minor city is base 5. 
X1.5 friendly assuming you raised your reaction level = 7.5 difficulty
X2 to go from human control to usurping = 15 difficulty
Random factor =/- 15%.  = 17.25 to ensure you take the PC

So will assume 13 influence 
Duke (70%) = 9.1
Count (60%) = 7.8
Pro Gov(30%) = 3.9

If you used duke to stir unrest (315) and count to usurp (330).  Total would be 16.9. Very close like 90% you take it.   100% if you have cunning or orator
If you also stir unrest with pro gov or an ambassador for sure you take it.

Trying to work through this for my Ancient Ones.  They have Acuity (+5 to roll Rebel/Usurp) and Orator (+15% Usurp)
Would this just make my "random factor" range +5% to +35% instead of +/-15%?

So in the example above would my Count be worth 9.1 + (.455 to 3.185) or 9.555 to 12.285 ?

Shoot me an email.   I will give you what I have.   Should get you by until we get a real player aid
Alamazedraugr@gmail.com

My guess on the acute is it makes your range from -10 to +15 but more closer to the positive side.
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I'm not sure building improvements are working correctly. For example, when I have a bazaar added to a town, 25% increase in gold production happens. Shouldn't that happen on all improvements going forward as opposed to a one time bonus? That's how the plow of the prophet worked for example. Production is like defenses isn't it? There is base production then there is adjusted production. That is not the way it is working.
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Secondly, the release notes state that: “Regions of the Trading Coasts” – The Crown Islands (1), The Diamond Coast (3), The Sword Coast (8), Zamora (10)[General for all kingdoms, not specifically granted to a single kingdom when selected as initial region] All pc’s in these regions (1,3,8,10) gain +20% gold above normal

I'm not seeing this either, unless gold production values are typically lower across the board as opposed to 3rd cycle. I currently have 3 villages in The Crown Islands and they produce gold at 2,800 , 2,800 , and 3,000. That would mean that if the 20% bonus is happening most villages produce gold at 2,300 - 2,500.
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I knew and stated that it felt like production in R1 was low but just assumed it was a general across the board nerf and never had the chance to compare to external villages in the test game.
I can advise that I now see non-region 1 villages that have roughly 2800 gold so it would seem to confirm your belief that R1 PCs may not be getting that +20%
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Just doing a quick look at a third cycle turn and many of my villages do make about 2500 gold +/- a bit

I believe terrain has an effect as well on gold production and food. So a village in the mountain would likely be a bit higher.

Obviously only UM can truely check but it does not seem to far off to me the results you have. Towns naturally producing more would likely be a better indicator.
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(02-27-2019, 02:22 AM)Acererak Wrote: I'm not sure building improvements are working correctly. For example, when I have a bazaar added to a town, 25% increase in gold production happens. Shouldn't that happen on all improvements going forward as opposed to a one time bonus? That's how the plow of the prophet worked for example. Production is like defenses isn't it? There is base production then there is adjusted production. That is not the way it is working.

This is interesting.   I have not verified if this is working like that but I agree it should be similar to the plow.   What a wonderful artifact in maelstrom
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(02-27-2019, 03:26 AM)Draugr Wrote: Just doing a quick look at a third cycle turn and many of my villages do make about 2500 gold +/- a bit

I believe terrain has an effect as well on gold production and food.   So a village in the mountain would likely be a bit higher.

Obviously only UM can truely check but it does not seem to far off to me the results you have.   Towns naturally producing more would likely be a better indicator.

I just looked at the test game where I was the CI in Krynn. Villages produced 2,800 3,000 and 2,700 not coastal. So that seems to verify the 20% bonus is not happening.
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(02-27-2019, 03:28 AM)Draugr Wrote:
(02-27-2019, 02:22 AM)Acererak Wrote: I'm not sure building improvements are working correctly. For example, when I have a bazaar added to a town, 25% increase in gold production happens. Shouldn't that happen on all improvements going forward as opposed to a one time bonus? That's how the plow of the prophet worked for example. Production is like defenses isn't it? There is base production then there is adjusted production. That is not the way it is working.

This is interesting.   I have not verified if this is working like that but I agree it should be similar to the plow.   What a wonderful artifact in maelstrom

Yep. I really need to know if this will be changed or is by design, makes a HUGE difference in deciding when to buy more improvements. Port for example gives 50% bonus to gold production. If it's one time then I would wait many turns to get the biggest one time bonus possible and spend every turn on increasing gold prior.
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(02-27-2019, 03:38 AM)Acererak Wrote:
(02-27-2019, 03:28 AM)Draugr Wrote:
(02-27-2019, 02:22 AM)Acererak Wrote: I'm not sure building improvements are working correctly. For example, when I have a bazaar added to a town, 25% increase in gold production happens. Shouldn't that happen on all improvements going forward as opposed to a one time bonus? That's how the plow of the prophet worked for example. Production is like defenses isn't it? There is base production then there is adjusted production. That is not the way it is working.

This is interesting.   I have not verified if this is working like that but I agree it should be similar to the plow.   What a wonderful artifact in maelstrom

Yep. I really need to know if this will be changed or is by design, makes a HUGE difference in deciding when to buy more improvements. Port for example gives 50% bonus to gold production. If it's one time then I would wait many turns to get the biggest one time bonus possible and spend every turn on increasing gold prior.
Yes totally agree!
Can we get clarity on this?
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I sent a note to support asking for Rick to clarify.
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