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-   -   Dormancy? (http://forum.shrapnelgames.com/showthread.php?t=31252)

Twan October 23rd, 2006 02:52 PM

Re: Dormancy?
 
I think the nation has a big importance too. In our cradle game the 2 players with the more provinces have an awake pretender of course, but we are also Man and Machaka. Man has his uber and cheap longbowmen, and Machaka (I) can produce lots of weaker archers per turn (their cost is only 3 ressouces... so why I've twice more troops than anybody is not a mystery). Taking an awake god allowed us to have a bigger income fast to make more archers and take more provinces with them in addition to what our pretenders take. Nations producing only heavy units can't compete with Man & Machaka before turn 10 or so in the number of provinces we can take, with or without an awake god. Later, when only provinces with heavy units will stay independant, we will have far more difficulties to expand than others and scales, magic, etc... will probably become more decisive than our good start.

FAJ October 23rd, 2006 05:28 PM

Re: Dormancy?
 
Dormancy against computers seems to be a no-brainer to me, as they are often slow to attack you and you generally play on your own terms.

In a faster paced multiplayer game the dormancy can kill your research, especially in high drain dominion. I am still trying to figure out the tradeoffs of dormancy on a high drain nation, or nations with poor researchers like Yomi.

Im not sure how important it is to rush research early on, but I tried a high drain dominion with abysia (to add MR to my demonbreds because due to old age problems I use them almost exclusivly). I have a dormant god so my research will be next to nill for the first 5-10 turns. Does this put me at a significant disadvantage?

Basically, how important are those first 10 turns?

Gandalf Parker October 23rd, 2006 05:49 PM

Re: Dormancy?
 
Quote:

Graeme Dice said:
Quote:

Gandalf Parker said:
I dont consider anything in Dom to be a no-brainer.

You'd play Late Age Ermor with an imprisoned pretender?


Id have to look at it but Im sure there is some strategy. If for no other reason than to make use of other people expecting the usual tactics.

Quote:

Quote:

Saying that something is an automatic choice will lead to being majorly surprised in multiplayer games.

I was under the impression that you had only played a very few multiplayer games.


But I think Ive hosted more than most. Its not that Im unaware of multiplayer games. I just dont enjoy player-vs-player games. Granted I do have much more experience in DOm games that stressed alliance.

Quote:

Quote:

On maps of 5 prov to player then a god can be more important.

Less important more likely, since you won't be able to build equipment or research buffing spells before enemy contact.


Really? I expected you of all people to say that a large stomping god would be an advantage on small maps. Particularly with many players where the bidding for mercs is so fierce. A stomping god can be very useful for early growth.

Quote:

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On maps of 10 prov per player then the waiting period isnt so much of a problem.

10 province per player maps will likely see the first capital sieges before turn 10.

I meant to say 10 or more. 10 is the games default suggestion for games. You are right. 10 is probably not a good dividing line for this. Im not sure how many games larger than that get played.

Graeme Dice October 23rd, 2006 06:03 PM

Re: Dormancy?
 
Quote:

Gandalf Parker said:
Id have to look at it but Im sure there is some strategy. If for no other reason than to make use of other people expecting the usual tactics.

If you take only D2 on your pretender, you'll be waiting for three turns for enough gems to empower to D3, probably putting you at an unrecoverable disadvantage. If you don't have a pretender at all, you'll be waiting for 9 turns before you can even start to summon more than your starting commanders. Sitting around for 10 turns before you start to research or expand is a sure way to lose.

Quote:

I expected you of all people to say that a large stomping god would be an advantage on small maps. Particularly with many players where the bidding for mercs is so fierce. A stomping god can be very useful for early growth.

That would have been the case in Dominions 2, where you could have starting equipment built and alteration 3 researched by about turn three to actually use your pretender. Now, the only pretender that are likely to help you expand in the very early game are the monstrous types. Those are great against independent provinces, but hopeless against other nations without buff spells. A wyrm will kill about three or four F9W9 helhirdings before it gets killed. A red dragon can survive longer thanks to fire immunity, but will likely run and get slaughtered during the rout before defeating a sizable force.

Meglobob October 23rd, 2006 07:08 PM

Re: Dormancy?
 
Grame says:-
You'd play Late Age Ermor with an imprisoned pretender?

Gandalf says:-
Id have to look at it but Im sure there is some strategy. If for no other reason than to make use of other people expecting the usual tactics

I say:-
It is a no-brainer to play LA Ermor, Ashen Empire, with a awake pretender with D3. I think there is no other way to go MP or SP. If u did'nt u would be toast vs difficult lvl AI's in SP and utterly doomed in MP. I am playing with Turmoil 3, Sloth 3, Cold 3, Death 3, Luck 3, Magic 3 and Dominion 10. My Prince of death has D9 and 1 in various other magic skills. U have so many points to play with its hard to spend them. By turn 10 against difficult AI, I was sieging 2 enemy capitals, Caelum and Pangaea. It's great fun... http://forum.shrapnelgames.com/image...es/biggrin.gif

Frostmourne27 October 23rd, 2006 08:27 PM

Re: Dormancy?
 
Well, I just played vs AI with a dormant Ashen Ermor pretender. Seems quite do-able. No a great choice but possible. On a huge map, you MIGHT be able to get away with imprisoned. If you take luck, and can get 20 non death gems by turn 6, you can cast commander summons on turn 7. Not great, but since you can recruit and hire mercs fairly normally for the first few turns, it might work. And the points you can get!

Gandalf Parker October 24th, 2006 10:40 AM

Re: Dormancy?
 
You could super-push some powerful scales. Im not sure what size map or what settings for things like indepts such a tactic would work best on though.

thejeff October 24th, 2006 12:21 PM

Re: Dormancy?
 
I'm not sure what to do with those points.
What scales actually help AE Ermor anyway? Luck, maybe magic?

I played with something of a bless and an imprisoned Prince of Death. I was able to handle indies and even defeat Atlantis, just using Mercs, freespawns and reanimated Longdead Horse and Lictors. Didn't empower or do any summons. Racked up a ton of gems to use when he finally broke free.

This really just proves the AI cannot begin to handle AE Ermor. It would be sure death in MP.

Taqwus October 24th, 2006 02:22 PM

Re: Dormancy?
 
Luck, yes; free gems and money are very, very good when you have very few taxpayers and a dependence on magic.

Magic... I've been inclined towards drain, for +1 MR to protect the masses, with an eye towards Skull Mentors at cons 4 for helping with the research penalty.

Mega-bless Wailing Ladies might be entertaining, if not exactly all that common in the early game. KotUS are more common but fragile.

thejeff October 24th, 2006 03:15 PM

Re: Dormancy?
 
My second pass at it went with D9E9W9, Luck 3, everything else -3. I think the drain ME does help. I couldn't get dominion 10 with that set up though.

KotUS with that bless aren't too fragile. It's hard to get them blessed with only H1 priests available. (Prophet is reanimating.)

Temples everywhere, indy priests as the only useful commanders.
I'm hoping some of the heroes show up soon. They helped a lot in my first try.

Once I break free, Skull Mentors will be a high priority.


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