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Re: Blood Magic
The point of this thread was issues with blood magics low costs and ease of hunting. That is what I made my "strong argument" about.
The reason I failed to make a strong argument for 'These counters have been lost, and the gain of these others does not make up for it' is beacuse that was not the topic that I was arguing for. There has been commentary about super combatant counters in other threads. I saw no reason to add such discussion to this thread as it had little to do with my testing or the blood slave economy issues. Since this seems to be the central theme to your criticism, perhaps you would like start up a thread dedicated to discussing it. |
Re: Blood Magic
>I think you guys might get a more productive discussion if you narrowed the scope of debate a bit...
Focus is good. http://forum.shrapnelgames.com/images/icons/icon7.gif >For instance, how do the blood economies of Abysia compare between Dom 1 and Dom 2? How does the income difference between them look when scaled by the diminished Dom 2 gold income? Now that's a complex issue! I'll give that some thought and start a new thread on it. >How much worse are the patrolling side effects in Dom 2 than Dom 1? I have found that lowering taxes supresses unrest totally until blood hunting gets moderately heavy. So you can get away with -no patrols- for some time. Longer if you spread out the hunters. In some ways this makes things faster than in Dom I. In Dom I it was hard to shut down taxes totally since each province provided more revenue. Since less gold is generated in Dom II, lowering one or two provinces to 0% seems inconsequential. Patrols in Dom II seem to do more population damage. However since we are talking about 0% taxes, the gold/population is already being sacrificed. Again, a complex issue. I'll do some testing and see if I can put together some coherent thoughts on the matter. [ November 03, 2003, 23:41: Message edited by: apoger ] |
Re: Blood Magic
In my limited blood experience so far I had 5 apprentice warlocks blood search for 1 turn in a 0 tax province. I got 17 blood slaves and the unrest shot up above 100. Unless that was a really unlucky blood search turn it seems to me that unrest will be a major problem for blood.
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Re: Blood Magic
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I'd like to see the total amount of gold you spent on buying the scouts, paying upkeep on the scouts, and lowering taxes to 0% in several provinces. Oh, and buying and paying upkeep on the extra researchers so that you can research Blood Magic while remaining competitive in other research areas. I think that if you look at that amount of gold (much of it spent or not collected in the crucial early turns) and compare what else you could have gotten with it (including faster expansion) you will see that blood is not so cheap. Or, on the other hand, it may be that slave hunting by unskilled hunters (or possibly by anyone) needs to have a lower chance of success than currently, or be more limited by province population (obviously the cost to lower taxes to 0% in a high population province is quite significant, even aside from the upkeep of the hunters). Quote:
I believe you are not saying that blood slave hunting is cheaper in Dom II than in Dom I, but rather that other things have had their costs increased more in Dom II while blood magic has had its costs increased relatively little (thus blood magic is relatively cheaper in Dom II). However, I don't think that the cost to obtain gems has increased much in Dom II, while the cost to obtain blood slaves clearly has increased (you need more expensive hunters or get lower success rates, and it's harder to counter the unrest - even if your test reveals that both effects are smaller than one might suppose) - so a straight comparison of gem costs vs. slave costs is flawed. Quote:
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Most holy effects (Holy Pyre, Just Mans Cross, Herald Lance, Solar Brilliance) still work on both, IIRC - but some allow an MR check, and demons have high MR. Maybe these types of spells should have higher base magic penetration, to counter the expected higher MR of their targets. IMO, demons shouldn't have 0 base encumbrance - they aren't lifeless anymore (IIRC). Low base encumbrance is fine, maybe even some built in reinvigoration for the more powerful ones. But 0 encumbrance also makes you immune to item-based encumbrance and is thus an extremely powerful ability. It's fine for undead which have lots of counters, but with demons having so few, it is unbalancing for them to be fatigue immune. Quote:
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I think the whole issue should be re-evaluated once the full game ships (or more precisely, arrives). For now I would say that there may be inadequate counters to demons, and they probably shouldn't have 0 base enc anymore. Also, blood slave hunting by unskilled hunters may have too good a success rate. However, if I understand your post right, you had dozens or maybe even hundreds of scouts hunting to get "20-50" (a pretty wide range) slaves per turn. Even a scout costs 2 upkeep, so I make that roughly 5 gold per slave - not counting the lost income from the provinces. And of course if you don't have a blood skilled pretender you need a lot of items and/or empowerment to be able to summon anything big. It's certainly possible for other nations to get into blood magic. But I question whether it is cost-effective compared to other things they could do with that much gold. |
Re: Blood Magic
I'm blood hunting with 3 scouts and 5 generic commanders in a 4250 pop province (is this too small?). That's 210 gold initially, 14 upkeep, and 22 forgone gold per turn, plus another 25 archers and commander on patrol (230/15) for a total of 440 gold and 51 gold/turn lost. I get about 4-10 slaves per turn, averaging maybe 8.
Of course, I haven't tried optimizing it, so maybe I don't need the patrol (though unrest sometimes spiked previously) and maybe I should use a bigger province. But in this example... it does not seem very efficient. |
Re: Blood Magic
I am still doing the Abysian tests. (results soon)
As to the gold cost of the scout strategy... I need to do some more tests to try to optimize the situation. In the test from the first post I did no patrols, nor did I farm the best provinces (I farmed some big expensive ones). However I can tally up the approximate costs and results from that slightly sub-optimal test: Gold costs of taxes lost, scout costs, and upkeep = 3005 gold (approximate, I had to estimate the times of acquiring some provinces, but I'm pretty close) For this 3000 gold I got 420 blood slaves. That comes to 7.14 gold per slave. Think of it as 214 gold for a Horde from Hell or perhaps 392 gold for an Ice Devil. As per Pocus's "20 turn challenge", it seems that competitive play yields a turn 20ish income of about 1500. 420 blood slaves could be; almost 8 Ice Devils (3 more than exist) 14 Hordes from Hell (14 Devils and 350 Imps) 21 Lifelong Protection Contracts The ability for Jotunhiem to cast the global spell Illwinter 3 times (and have 60 slaves to spare) I think this might help put things into perspective. http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 04, 2003, 04:12: Message edited by: apoger ] |
Re: Blood Magic
This thread has moved quite a lot, let's see if I can pick up:
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I still mantain that setting up a blood economy will be more expensive (as in trade-off for the investment) than in Dom I when all it required was to get a cheapo Blood Fountain pretender. You have rightfully pointed out that gold economy has taken a severe hit, yet you have ignored gem economy & the dependences between gold economy & blood economy. That harvesting does come at a cost. I also mantain that the product from such blood economy will be 'less', in the sense that the requirements have been upped in both research & cost, and the availability limitted. The point of whether there will be enough counters available will need much more info than what we have right now, tho indeed new counters are showing to make up (or not) for the lost ones. It's easy to spot the lost ones, not so easy to spot the new ones with our limited info (for example, Dom I undead demons benefitted from undead invulnerabilities in addition to the weaknesses, we will have to check if those invulnerabilities are still there in their new demonic-non undead form...). By all means keep testing and writting essays, regardless of whether I agree or not with your points you are always a good read. |
Re: Blood Magic
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In any case, I don't think 400 for an unequipped Ice Devil is necessarily unreasonable. How do they compare stats-wise to the 500 gold Niefels? Quote:
21 Lifelong Protections could be really annoying if they were all on assassins. Otherwise they're not that much of a threat. 3 Illwinters is pretty nasty, since Dispel takes research now. But I think that someone is likely to have it - and in any case, Jotunheim is not a non-blood-using nation (AFAIK - I haven't played Niefelheim yet). Quote:
As I posted on one of the supercombatant threads, I think there should be more battlefield spells that increase the effectiveness of regular troops, which would allow players to more effectively combat summons and supercombatants with conventional armies (backed up by magic). Of course Hordes from Hell could use those spells too, but if the effect is to make their attacks more deadly, it will tend to favor superior numbers. |
Re: Blood Magic
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Re: Blood Magic
Hi, I have some questions.
If I am blood hunting, the unrest will grow. How can I decrease the unrest? Blood magic is the best? Is it worth to make a pretender with 10 in blood magic? My scouts won't find any blood slaves. I must enpower them in blood magic? What is a good startup for a blood magic nation? [ November 04, 2003, 10:53: Message edited by: Serpico ] |
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