Age of Realms: Mayhem [Quenched]

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Re: Age of Realms: Mayhem [Quenched]

Postby jleonnn on Thu Jun 24, 2010 9:17 pm

6_roller wrote:
jleonnn wrote:then don't step out of the sanctuary... attack the blood water territs(red ones surrounding the island) and they can attack ports


That doesn't really help does it, you're on no bonus and having to attack a port, and then a castle to get any bonuses.

Like to hear from a winning sanctuary player...


You get bonus for holding blood water territs... I've won tons of times... what you need to do is take all the blood water territs, drop and drop and drop on the sanctuary and wait. If the guy bombards one of your blood water territs, attack him with your stack. If his bonus too much, attack him through your port... your stack should enough
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Re: Age of Realms: Mayhem [Quenched]

Postby DBSpenser on Fri Jan 21, 2011 1:27 pm

Might I suggest something: It seems when I play this map, it's so easy for the player taking the first turn of each round to win. Unlike classic Risk, the troop numbers increase and decrease each turn exponentially (ie take a Rune, get +2*castles, village +1*castles). In classic, troop numbers increase and decrease more linearly (ie take a continent, get +2 or so), but it's very difficult to take a continent and keep it, whereas Runes and Villages are so insulated by neutrals they're easy to keep. By the time the 3rd or 4th turn comes, the first player that round has a huge bonus, enough to break through the molasses of the neutral territories and overrun another player, and because troops increase so rapidly, it's virtually impossible to stop him.
Perhaps, and I know these suggestions would radically alter the map, but what about giving troops for holding territories (like classic) but a lot of them, to decrease the early lead player 1 gets. Or perhaps making Rune pairs, like in Might or Magic.
Or maybe I just suck at this map and am making excuses...
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Re: Age of Realms: Mayhem [Quenched]

Postby natty dread on Fri Jan 21, 2011 5:17 pm

Ok, how about giving suggestions to maps that are currently in development or in beta. Because the chances are infinitesimally slim that any changes will be introduced to a map that has been in play for years, is very popular, and the maker of which is no longer on the site...
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Re: Age of Realms: Mayhem [Quenched]

Postby t4mcr53s2 on Sun Jan 12, 2014 1:57 pm

there's a map glitch here; a whole region is not included in fog on AOR3..Game 13840279
contact chapcrap icepack or rcfritz if time near an hour please
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Re: Age of Realms: Mayhem [Quenched]

Postby Gilligan on Sun Jan 12, 2014 1:59 pm

t4mcr53s2 wrote:there's a map glitch here; a whole region is not included in fog on AOR3..Game 13840279


If you mean Xi region, read the bit on the right side of the map about Xi.
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