as for the castles neutral starters at 8 - they could probably be reduced to 6....or 7. Actually they're the same as in King's Court, but here they're part of the bonus so that's why I'm a bit hesitant on that...
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Actually, I was thinking on raising them, more than reducing themswimmerdude99 wrote:however the negative effects seem a little insane... I would put it at -3 at highest I think.
Thnaks GenaralGenaraln7 wrote: and i think ive found a smal bug with bob on this map:
Under the game time i see the folowing; Objective Summary Emperor ==> The King(?)
This shoud be; Objective hold the king, 6 castels, nobels and knights.
right?
I had an extensive discussion about the King in one of my games. I think the level of the bonus there is a good one. I think it is fair. I would not reduce the negative effect. Increasing the negative effect could be ok... I haven't actually seen the King in use yet, but it seems good to me.Kabanellas wrote:There are some issues/points that i'd like to focus concerning gameplay.
- -Should the neutral starters on the King (6) be higher or lower? or are they fine as they are.
-Should the negative effects (-5) be higher or lower when holding a Castle and the King? or are they fine as they are.
-And what about the positive effects of owning the King? are those bonus too high?
-Should the neutral starters on the Councelours (4) be higher or lower? or are they fine.
-Are the neutral starters (4) on catapults too high? And the ones on the Trebuchet (4) ? - on King's Court we have 3 neutral starters on both
From what I understod we suggested that PO7 for example should only border PO6 and PO8 instead of all PO's. That would limit locking up all docks in one turn when you use trench warfare. It would also make it harder to get to the other side of the map without spending some troops on the way. Make it the way Archers connect to each other. They connect to it's two closest Archers which makes it impossible to just show up on the other side of the map without taking down a lot of regions. I think the way docks are set up now they neutralize the value of Trebuches. With docks you can reach some regions of the map even faster than with trebuches. And you get to keep the regions you assault.Kabanellas wrote: Concerning that limit to the movement, I don’t think that the current XML can allow that. Apart from choosing trench warfare on the game selection ...
Sent to the turtle!
Well, that's not really how archers connect to each other. They connect at certain distances, not just the two closest.Gillipig wrote:From what I understod we suggested that PO7 for example should only border PO6 and PO8 instead of all PO's. That would limit locking up all docks in one turn when you use trench warfare. It would also make it harder to get to the other side of the map without spending some troops on the way. Make it the way Archers connect to each other. They connect to it's two closest Archers which makes it impossible to just show up on the other side of the map without taking down a lot of regions. I think the way docks are set up now they neutralize the value of Trebuches. With docks you can reach some regions of the map even faster than with trebuches. And you get to keep the regions you assault.Kabanellas wrote: Concerning that limit to the movement, I don’t think that the current XML can allow that. Apart from choosing trench warfare on the game selection ...
I think a reason why not many are using docks now in the beginning is that we're used to KC1, so we use the territs we're familiar with.
Sorry my bad. That usually means the two closest thoughchapcrap wrote:Well, that's not really how archers connect to each other. They connect at certain distances, not just the two closest.Gillipig wrote:From what I understod we suggested that PO7 for example should only border PO6 and PO8 instead of all PO's. That would limit locking up all docks in one turn when you use trench warfare. It would also make it harder to get to the other side of the map without spending some troops on the way. Make it the way Archers connect to each other. They connect to it's two closest Archers which makes it impossible to just show up on the other side of the map without taking down a lot of regions. I think the way docks are set up now they neutralize the value of Trebuches. With docks you can reach some regions of the map even faster than with trebuches. And you get to keep the regions you assault.Kabanellas wrote: Concerning that limit to the movement, I don’t think that the current XML can allow that. Apart from choosing trench warfare on the game selection ...
I think a reason why not many are using docks now in the beginning is that we're used to KC1, so we use the territs we're familiar with.
And, I think that the attacking abilities of the ports is fine. There is no reason to allow them only adjacent attacks. Boats can go across a lake, can't they?

yes i used it yesterday problem i also see is the king does not reset next turn like king court 1 also you cannot fort from the nobles to the castle. which you could king court 1Kabanellas wrote:Has anyone tested the Cathedrals and the College of Cardinals?
This is true. I thought that in one of my games. It's really hard to get over to that village. It will most certainly never be used except in stalemates.J_Indr wrote:Is there any point in village 10? I can't imagine it being used in any game
(I mean, you don't need to remove or change it, but in order to make it useful, the archers around the nearby castle would have to be arranged differently)
I'm still having this issue in another game. Can someone please explain to me why 2 knights and a castle is not adding up to the plus one bonus? It does it in KC1 and says it does it in the key on kc2 but it's not giving me the bonus. What am I missing?ViperOverLord wrote:Is the 2 knights to 1 castle plus one bonus working?
I took 2 knights on my first turn and my deploy did not increase.
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