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 Pirate Kings Playtest

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Stoneskin



Posts: 122
Join date: 2009-06-26
Location: Canada

PostSubject: Re: Pirate Kings Playtest   Tue Feb 02, 2010 6:22 am

ts x2
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Travis II



Posts: 52
Join date: 2009-07-11

PostSubject: Re: Pirate Kings Playtest   Fri Feb 05, 2010 11:50 pm

If the humans kill my turtles I will be mighty sad!

turn sent
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Stoneskin



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PostSubject: Re: Pirate Kings Playtest   Sun Feb 07, 2010 11:07 pm

ts
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Travis II



Posts: 52
Join date: 2009-07-11

PostSubject: Re: Pirate Kings Playtest   Mon Feb 08, 2010 1:21 am

Heh, anyone made contact with the AI Undead yet? I had forgotten they were even around. I don't think it would be very easy to play as them.. being that they have to solely use Undead.

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Stoneskin



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Location: Canada

PostSubject: Re: Pirate Kings Playtest   Thu Feb 11, 2010 12:43 pm

No, I didn't make contact with them. But don't worry about them. I gave them a few perks so that they can be competitive.

ts
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Oleg123



Posts: 64
Join date: 2009-06-28
Location: GMT +2

PostSubject: Re: Pirate Kings Playtest   Fri Feb 12, 2010 6:25 am

Undead are crazy and attacked me on sight.
Meanwhile, Dark Elves do not declare war on us, but insist on sticking their noses into my realm. There is nothing for you. Look, there are the rest 6/7 of the region, go there!

ts
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Stoneskin



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PostSubject: Re: Pirate Kings Playtest   Mon Feb 15, 2010 12:24 pm

ts x3
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Travis II



Posts: 52
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PostSubject: Re: Pirate Kings Playtest   Thu Feb 18, 2010 8:40 pm

Turn sent

I still think Humans have superior advantage.
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Stoneskin



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PostSubject: Re: Pirate Kings Playtest   Fri Feb 19, 2010 3:18 am

What if you had 200+ more gold in the beginning ? I mentionned that earlier.

I'll change the elf and halfling cities on the islands for lizards with guards. I wanted some more flavor, but it probably just screws gameplay.

I could switch teleporter destinations between Foltz and Black Despair. Foltz would end up southwest with a bunch of azrac cities, while Black Despair would end up northwest migrating all the good cities. I don't like that option much because the azrac land worked well for Black Despair and would probably overpower Foltz. But I'll find a way to balance things out...

I still think that Scurvy Scrag has the most precarious position in the long run, being stuck in the middle of everybody, but he does get a strong early position...

John Crulen gets a good start, but will have trouble with the huge front to maintain.

As for my part, I'm doing ok. Income is mediocre, and my armies must hold a very large territory. I'm not currently in a position to win this game. It is still early to know the winner.

This might end up in a very tense staring contest. Cunning will declare this game's winner, as I wanted this map to be. The gold objective adds a strong unknown factor in strategy, and it forces difficult decisions.

So, any thoughts on the matter ? I really need your input. I really want this map to work !

ts
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Travis II



Posts: 52
Join date: 2009-07-11

PostSubject: Re: Pirate Kings Playtest   Fri Feb 19, 2010 7:25 am

Well, having only played the Dark Elves I can't say much.

More gold helps always of course, but I don't know if it will really make him any stronger.

The teleports are fine, but something should be done. I have spent most of my time in this game just migrating towns. I guess changing the halfling and elven towns to lizardmen would help.

John Crulen doesn't seem to having trouble maintaining anything.. maybe if Scurvy Scrag was at war with him too.

It should be a stipulation that there be no peace or alliances.

I agree, I want this map to work as well. I was working on a 1 surface island map, but never got this close to finishing it.

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Stoneskin



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PostSubject: Re: Pirate Kings Playtest   Sat Feb 20, 2010 2:02 am

I will do this:

- Remove the bonus income for Foltz
- Change to human all dwarven locations and the cities (3 hexes) on islands

The dwarves will be no more, but it is for a good cause !

Having only human cities at sea will provide some strategic depth, as one will need to control more lizardmen locations to be effective.

I will keep the elves and the halflings on the mainland. These locations will act as a buffer between Foltz and Scrag.

You guys want to do a second test round ? Oleg did said he screwed his play. These changes will surely greatly improve gameplay (especially for Foltz).

I await your answers impatiently.
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Oleg123



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Location: GMT +2

PostSubject: Re: Pirate Kings Playtest   Sat Feb 20, 2010 3:26 pm

I started doing much better lately. There were a few turns that I wasted to improve my relations with Human race before I knew no settlement may join us, pirates.
So at that point the DE could crush me. Maybe they still can, but I had time to build up some army and conquired the Azracs lands (but one 3hex). Autocombat over 3 and 4 hexes favored me a lot.
My next target could be the teleporter.
I still cannot say anything at all balance issues as I did not have any scouts in others' territory. So I still do not have many clues about the map and do not even know how I did relatively to any other player this time.
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Travis II



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PostSubject: Re: Pirate Kings Playtest   Sat Feb 20, 2010 9:40 pm

I am fine with starting a new round. But maybe switch up the race we play as. I am eager to try Undead because it seems like they would have the absolute hardest time in this map.
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Stoneskin



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PostSubject: Re: Pirate Kings Playtest   Tue Feb 23, 2010 4:25 am

First turn of the new test sent to Oleg.
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Oleg123



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PostSubject: Re: Pirate Kings Playtest   Tue Feb 23, 2010 2:53 pm

Somewhat unlucky start since I loast a unit
ts
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