Fulch wrote:Function of Sirens?
Has this been brought up yet?
I have a game where I took a Siren but was not able to fort out of it. I realize they cannot attack, but forting is different. The result was leaving troops stuck there. Like Alcatraz in SF.
Is this a bug?
If they are not allowed to fort out, the ledger should be better worded as it currently states--Sirens cannot attack.
Map has a nice concept. Cheers.
The sirens cannot reinforce or attack out of, you cannot have one without the other. Any troops you place on them are stuck. But you need to place troops on them to protect your bonus. Remember, it is a pretty good bonus for one region so they are nice to have. I see no reason to change the wording but if you can suggest something that fits the space I have, I can change it.
Aleena wrote:Suggestion to Fulch's issue maybe add a one way move ability from each Siren to the peguses next to it.
So if you reach the Siren - you can only leave here rock through the passing of a Peguses... Just an idea.
This suggestion completely changes the sirens idea. Sirens draw you in and never let you go.
betiko wrote:Ok, i m on a dubs no spoils.. And i don t know there is something wrong about it. In spite of having a clear troop advantage, the bonuses are to small to take. Opponents keep on stacking their slave entrance waiting for us to take too much confidence and attack too many neutrals...
I don t know i really liked better the 2 cups for food bonus as before personally..
Also.. This is not a map for no spoils!! Impossible to have a significant advatage to go for prometheus before at least 30 rounds..
This is a legit strategy. Seen it done countless times on the feudal maps. But if someone is getting the 3+2auto, that is only 5 troops. Surely, you can see an advantage to going out to get bonuses. Dead warriors are 3 alone.