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Re: Lab Secrets
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> Really? One of the first earth items I try to forge is that dwarven hammer - the sooner you get one, the more benefit you can get out of it. While the research items ... I'm past turn 40 in one game, and cranking out one to three Skull Mentors a turn, depending on how many researchers I'm adding that turn. Admittedly I've been much better off if I had started doing so earlier, but I'd always had a dim view of the research items before this game. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I like Magic 1 myself, and hate taking the high order, high Misfortune - like the old VQs, it just seems cheesy, even if it is a no-brainer with the Order/Luck scales being tied the screwed up way they are. And I also tend to spend a lot of points on dominion (but then doesn't everyone) and usually 60-100 on a castle. (The 60 pointer is kind of my default, unless I'm trying something experimental, or am short / surplus points at the end.) Oh, and almost always one additional magic path on a pretender, even if it hurts, and 80 points for free beer. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Lab Secrets
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I'm referring to the game where many nations and themes really require high order and sometimes high productivity as well. The game where the Magic scale has diminishing returns. You know - the ones where many nations don't have 40-120 free points from the temperature scale. The one where you got your butt handed to you by Cohen in a tournament... http://forum.shrapnelgames.com/images/icons/icon10.gif Given how bad Cohen is, maybe your belief in Magic-3 helps to explain this? http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">LOL. You don't need free point from temperature scales to get magic 3 Cain. Like I said, it's just 120 points. As for your weak attempt to flame - FYI I haven't lost a single game during Last 3 monthes or so, other than that 6AM tournament blitz that I was stupid enough to participate in. On the opposite, I have won all games that I've particiapted in this time period, and in the wining positions for those that are still being played. I strongly doubt you can say so about yourself. http://forum.shrapnelgames.com/images/icons/icon12.gif And yes, I take Magic 3 in every 2 out of 3 games in average I would say, depending what race/settings I am playing. Anyway, the point is that magic is a great scale to take, since reseach is bread and butter of Dominions, no matter what you think about it. It is especially so for for medium and long games, which are often won and lost by reseach. I would say in general it is number two scale after the Order, although for some nations/themes with great national reseachers it is less importent, than for others. [ July 26, 2004, 04:38: Message edited by: Stormbinder ] |
Re: Lab Secrets
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Re: Lab Secrets
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* ie: early game, I have few mages, but also few gems to use for rituals and forging, while late game, I have many gems, but many mages to use. Quote:
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Re: Lab Secrets
Thanks LintMan, that's the kind of info I'm looking for.
Gimme some more gems please folks http://forum.shrapnelgames.com/images/icons/icon7.gif [ July 26, 2004, 07:34: Message edited by: Borg ] |
Re: Lab Secrets
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In MP try to build castles around your main reseach centers. If you can't and some of your mages are reseaching in the field labs, position them way back on the battlefield and script your mages to retreat, perhaps after casting few spells. Do the same for your bloodgathering mages. This way your reseachers/bloodhunters will not be destroyed by the random event, or by the cunning enemy. Keep in mind though, that if enemy is determined to wipe out your mages, he may attack all provinces abjustent to your laboratiry, in this case retreat is not a good option. Never keep all your reseachers in one center since if it'll fall to the enemy your future reseach will be severely crippled. The best way is to allocate several reseach centers it in the back, far from potential frontlines, even if you had to lose 1 turn of reseach due to flying yor mages in the back. (they can pass flying boots to each other). Later on in MP game, protect your reseach centers with Dome spells. Also this way if the things get very hot, you can quickly shift some of your mages from reseach duty to support your troops in the field, using the closest reseach center to your front. If your lab in the castle is about to fall to the enemy, always try to destroy it. This way not only you'll force your enemy to spend 200gp and occupy 1 mage to rebuild it, but also it'll deny enemy instant transfer of items/gems to help them in future conquest. But don't wait until the Last moment, if you've decided to burn your lab, do it at least 1 turn before the enemy smash your gates, or you'll not have time to do it since "destroying lab" order happens after the battle phase. If you choose magic>0, as you may very well do, as I said in previous Posts, use the labs which do not have the best magic scale rating yet (those in newly conquered lands, or near strong enemy dominion, etc.) for summons/fogring/spellsearching, and those that have your maximium dominion magic spell for pure reseach. Burning laterns are best reseach enhancing items in the game, from cost/benefit ratio. Skull mentors are also very good. Owl suck unless you are swiming in airgems and don't have anything else to do with them. "TAB" button is your friend. http://forum.shrapnelgames.com/images/icons/icon12.gif All right, hope this will help you in the begining. Good luck! |
Re: Lab Secrets
I should have said as Neifelheim , jotun has terrible reseachers..250 au for 7 is as bad as it gets
frosted flake |
Re: Lab Secrets
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But this strays afar from the thread's topic, so I'll stop discussing the Joys of Jotun<font size=1>(TM)</font> now. |
Re: Lab Secrets
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Of course...it's just harder to forge. I can forge research items with 3 different paths and 2 of them require only 1 in a path. In contrast to the hammer that requires an E3 mage. Obviously not a problem with a couple of races but with most races, it's going to take you a while, plus other items (like earth boots) to get to a hammer. In addition to that, and this is just me, I tend to only forge research items if I am intending a focused rush to a certain research level. In which case, I want the research asap. It's not that I don't forge a hammer at earliest convenience, it's just that I only really find use for the research items (ok, not so much the lantern) in the extreme early game and hammers just aren't as convenient (given that you can make research items with 3 different paths and lower path requirements to boot). I suppose that if you were looking at an end game rush strategy (clamming/wishing being the only semi famous one I can think of), this might not be true (I don't know how the numbers on how clams vs. research works out the best). Then again, I am only speaking for me and I have never started a game with a strategy to clam anyway http://forum.shrapnelgames.com/images/icons/icon7.gif - Kel |
Re: Lab Secrets
i'm fairly new, but i've been reading alot of threads on this forum going back a few months, and everyone talks of gathering lots of clams to produce astral gems. But they only produce one every 4 turns, and they cost 10 water gems. After 20 turns you've only made 5 gems per clam. How can that be worth it!? How many clams are you guys making (and are water gems really so worthless that its better to make clams with them!?)
Oh, and instead of spending 20 earth gems on a dwarven hammer, why not wait a bit and use all those researchers to get the Forge of the Ancients early in the game.. that gives 50% reduction in gem use plus 1 extra in every path for forging (correct?).. (with enough researchers, you could get it well before turn 20 and still gain several levels in other paths earlier on) |
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