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Re: Questions that have nothing to do with MP games I have joined
You send them into the battle as werewolves. Since they don't change in battle, they don't change afterwards. The price is more fatigue for your buffs.
AoE 3 means 3 contiguous squares. |
Re: Questions that have nothing to do with MP games I have joined
Hmm, if I win a battle and get items from the enemy that I can't use now but like to keep for later I put them on the scout that carries the gems.
That way they are not gone when I loose a battle. |
Re: Questions that have nothing to do with MP games I have joined
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And the -2 research is such a disadvantage that you get 80 points for the additional -1. |
Re: Questions that have nothing to do with MP games I have joined
Soyweiser,
Are you playing with a mod or something? In vanilla Dom3, +2 to research costs 120 points (Magic-3). Rabelais was asking why anyone would pay 80 points for Magic-2 (+1 research) when they could just pay 40 points for Magic-1 (also +1 research) instead. -120 points: -2 research -80 points: -1 research -40 points: -1 research [nobody takes this] 0 points: +0 research 40 points: +1 research 80 points: +1 research [nobody takes this either] 120 points: +2 research Some people (including me, currently) increase the bonus/malus to +/- 1 per point of Magic. -Max |
Re: Questions that have nothing to do with MP games I have joined
@ Max - Well as you know Magic doesn't control just this - even MR and casting fatigue. Still yeah, I often take M1 or D2 too but never M2 or D1 :D
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Re: Questions that have nothing to do with MP games I have joined
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Re: Questions that have nothing to do with MP games I have joined
But the first +1 isn't worth less than the second +1. In fact, proportionately the first one is worth more. (If your national mages are 4 RP, 40 points gets you +25% RP, from 4 to 5. Then the second 80 points only boosts you another 20% from 5 to 6. On a 10 RP nation like Shinuyama it's 10% and 9%, respectively, but the first one is always worth more. Conversely, Drain-3 hurts lots more than Drain-2. Vanheim should never take Drain-3.)
-Max |
Re: Questions that have nothing to do with MP games I have joined
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Research is so important for getting into the end-game, that having a large bonus on research, or a large penalty. Determines if you get there faster or slower. If we both play nations with the same kind of national mages, the one with the highest magic rating will probably get the end game spells quicker. In that regard having a large bonus (from magic-3) or a large penalty (from drain-3) should be worth more points than only the lesser penalties or bonuses. Higher magic also makes the indy mages (such as shamans) better suited for research. And when you look at this combined with multiple fortresses, the little proportional bonus of the second +1 grows to a very large bonus. The same with drain-3. Your research is really down the drain. Most indy mages only give 1 rp. So are totally not worth it. The gold cost per rp is also decreased with a higher magic. With Shinuyama for example, normally you pay 300 for a 10 rp unit. so that is 30 for each 1 rp. with a 1 gold upkeep for each rp. Drain -3 -> 37,5 per rp, 1,25 gold upkeep Drain -2 -1 -> 33,33 per rp, 1,11 gold upkeep Magic +1 +2 -> 27,27 per rp, 0.90 gold upkeep Magic +3 -> 25 per rp, 0.83 gold upkeep So if you buy 10 of them, one each turn, after eleven turns you have the following totals rp (buying ten, one each turn for eleven turns gives you 55 turns of research). -3 : 440 -2 -1 : 495 +0 : 550 +1 +2 : 605 +3 : 660 So having a high magic rating gives you a very large research bonus over nations not having a large magic bonus. Having a leading position in research should be worth more points. And taking drain-3 is always taking a large risk. If a nation takes -3 and some other nation has +3, you have a very large research gap very fast. (This is also why imho LA-ermor shouldn't take drain. They cannot recruit mages (no gold), only summon them. The mages are in short supply, so if you get behind in research it is almost impossible to close the gap. And you really need to get the late game/mid game spells with LA-ermor). So while proportionally the first +1 might be worth more, in strategic terms the second +1 is imho worth more. It gives you a large cumulative advantage, and it increases the already existing advantage. Edit: Total RP after 21 turns for different nations (20 recruited base 10 rp mages) (20 recruited base 6 rp mages (seems to be the average of recruitable mages)) -3 1760 880 -2 1980 1100 +0 2200 1320 +1 2420 1540 +3 2640 1760 220 mage turns of research. |
Re: Questions that have nothing to do with MP games I have joined
Oddly, the benefits of Magic3 can seem a bit obscure. I think that investing in Magic scale, is investing in your mid and late game, and unlike most design choices, it has almost 0 impact on your early game, which is why most people totally overlook it.
I have a couple of nations that I like Magic 3 with, benefits include reliably getting to Cons 8 first, but otherwise vary richly depending on nation. This seems to work best overall with nations who have a single path mage, so you end up getting 5 RP for 60-80g. That's a benefit that compounds rapidly on itself. |
Re: Questions that have nothing to do with MP games I have joined
Further questions:
1. was it ever determined what if any method could be used to raise the holy level of a non mage priest other than artifacts and re-prophetizing from the RoR? 2.does it matter which order you cast storm oand mist in?, or is it cumulative either way? 3. azure mage's text claim they can extend the waterbreathing ability to their followers, but it does not appear to be so... bug? 4. what effect does an elixir of life have on a unit that dies in a deathmatch or of disease? Thanks for all replies, Rabe |
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