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-   -   Newbish question (http://forum.shrapnelgames.com/showthread.php?t=38585)

Tuidjy May 13th, 2008 04:15 PM

Re: Newbish question
 
Even Dominion 5 is a risk in MP games. I'm subbing in a game in which the nation
started with Dominion 5. When I took over, on turn 58, there was hostile
dominion in two of the provinces next to the capital, and half my provinces were
at enemy dominion 10. Dominion fights seem to be resolved at the starting
dominion, not the effective one. I.e. although they still generate temple checks,
temples do not count when dominion strengths fight, so the checks are very weak.

I have spent at least 200 astral pearls on Teleistic animates, and the previous
player had started making them even before I took over. The animates are by far
my most common commander, and what a waste that is, especially as they die in
droves whenever my castle is stormed (even though the assaults are always
repelled) Well, at least dominion death is no longer an immediate danger.

GrudgeBringer May 13th, 2008 04:23 PM

Re: Newbish question
 
WOW......

I am amazed at the depth of this game.

Thanks, I have some serious thinking, planning and solo playing to try!!

Thanks Agian (till the (sigh) next bunch of questions.

GrudgeBringer May 14th, 2008 12:44 AM

Re: Newbish question
 
I have been wondering...

If I take a Phonix (or any Hot or Cold pretender) that has better damage in Hot (or Cold) areas, Should I also make my scales go in that direction or will that hurt my Population ect?

It just seems to make sense to me that if you want to fight on HOME turf and your P gets better stats in a Hot Province that you would want ALL of your nation Hot....

Any Comments are welcome...

Thanks Folks

Endoperez May 14th, 2008 06:48 AM

Re: Newbish question
 
Someone did the maths, and it seems like the normal temperature variance from seasons (hot in summer, cold in winter) causes equal losses when you take neutral scales (too hot in summer, too cold in winter) or when you take one scale too much (too hot/cold in summer/winter, perfect in the other).

Taking one scale off won't hurt. In some cases, it may be a good idea to take even more, like Cold scales when you're underwater or when your troops benefit from cold scale. However, your pretender is only a single commander, and few extra points of attack and/or strength aren't enough to justify ruining your income.

Don't take extreme scales unless you have a good reason. Even if you have, don't go too far from your nation's preference. One or two picks off should be enough. As for the reasons, here are some:

Heat 3 or Cold 3 causes +2 encumberance to units and commanders that aren't resistant to that element. If your commanders/troops have even partial resistance, taking extreme temperature might help a bit.

Units that are caught on fire or numb stay so for longer in hot/cold areas, and IIRC Heat and Chill auras affect larger areas in favourable conditions. See pages 57 and 78 for the descriptions of the auras and burning/numb status.

Cold-blooded units get extra encumberance whenever they aren't in a hot province. Even neutral temperature increases their encumberance by 1. Because of this, especially Early Agartha benefits from taking some Heat.

Ice Armor is better in cold. This affects of all ages Caelum and Late Atlantis.

GrudgeBringer May 14th, 2008 07:48 AM

Re: Newbish question
 
First let me say Thank you to all that continuously abswer my questions with in depth answers.

I have just finished reading all the posts in this thread agian and it seems like a small curtain has been reaised in my understanding of this game.

I have a question and if the answer is a simple 'yes' then a LOT of things are/will start making sense.

It seems that the more I read and ask that the Pretender is just one cog in a BIG machine (although it is a BIG cog).

Scales, Troops, (Sacred or otherwise) Magic users ect, and pretender setup really have very little to do with each other.

That is other than the fact that the Pretender can in certain circumstances boost commanders and troops.

While the P is the central unit (whether a SC or a background 'Leader', it isn't the Only thing that determines what goes on in your nation.

I think us Noobs have been thinking that we need to make our pretenders all things to all situations that may arise in our nation, instead we need to make it specific to a plan and let the scales 'make the nation'.

I don't know if I have made it really clear what I am trying to get at but if you understand what I am trying to say then a any kind of a positive answer will help.

And of course any elaboration would just be GREAT.

Also, You might want to put a condensed answer in the 'Tips for Newbies" thread as I am sure they would pay more attention to you than a lowly 'Privite' that can hardly get past turn 35 without having to start over.

Thanks agian.

Renojustin May 14th, 2008 08:37 AM

Re: Newbish question
 
"Scales, Troops, (Sacred or otherwise) Magic users ect, and pretender setup really have very little to do with each other."

These all have everything to do with each other. That's what Dominions IS.

You cover your weaknesses. You use combinations that are synergistic. You take specific research or even a pretender to counter what might be coming at you, so you're not knocked out early.

Just pick a nation, find out what they're good at and what they can't do, and try to improve their pros and reduce their cons with your pretender and scales.

Ninave May 14th, 2008 09:37 AM

Re: Newbish question
 
Quote:

GrudgeBringer said:
While the P is the central unit (whether a SC or a background 'Leader', it isn't the Only thing that determines what goes on in your nation.
I think us Noobs have been thinking that we need to make our pretenders all things to all situations that may arise in our nation, instead we need to make it specific to a plan and let the scales 'make the nation'.

Most people make this kind of plan. You just have to have a plan that works for your nation. "Master Enslave" is a bad plan if you don't have at least little astral for your nation to search for all the sites for gems and forge items. Also if your nation is bad at research, getting to that can be too slow (taking magic scales helps in this and even more if you are strong in magic and want to get things done quickly).

Pretender is something like the headfigure of your plan and (at least for me) the scales are the things that mold your nation with resourses, money and events.

Quote:

GrudgeBringer said:
Scales, Troops, (Sacred or otherwise) Magic users ect, and pretender setup really have very little to do with each other.

As said before me, they have everything to do with each other. You need to get them in synergy, supporting and piling effects.

Let's take Pythium and hydra kekekekeke-zerg-rush -bless for example:
* hydras regenerate and can be blessed
* you take pretender with nature bless so your hydras get more regeneration to be nearly unkillable and berserk so they never rout
* hydras are poison resistant so you reseach to foul wapors
* this can be cast easily 'cause you can straight away recruit priest to this
* with the same research path your pretender can cast Gift of Health to boost all your troop in your dominion (high to give edge in conquering)
* at the same path there is also a percentage income increasing spell so you can maximize scales to money and get massive mage spamm later

Maybe this is a bad starting plan for a nation, concidering that with this I was overrun in a MP in four years from three sides. But it was an example. http://forum.shrapnelgames.com/images/smilies/happy.gif

Endoperez May 14th, 2008 09:45 AM

Re: Newbish question
 
That's for Late Pythium. Midde Pythium's hydras are different, not sacred, and they don't have national mages with Nature.

Ninave May 14th, 2008 10:02 AM

Re: Newbish question
 
Well I didn't specify the age and it was just an example. I haven't played so many multiplayer games that I would have good examples on everything. http://forum.shrapnelgames.com/images/smilies/happy.gif

Also, I didn't think that this thread was limited only to some specific age. Sorry if I missed/forgot that at some point...

Also, you have changed your signature. I liked the previous better.

GrudgeBringer May 14th, 2008 08:44 PM

Re: Newbish question
 
Sooooo....

If I am understanding this correctly, If I play ULM who has little Magic but GREAT troops then my Pretender should...

A. Take a lot of magic to make up for the shortcomings of ULM.
OR
B. Take more things that would make Battle spells to take advantage of thier strong troops or a SC to go with the good troops to make them REALLY tough!!

Am I starting to get it?

BTW how do I drop off troops in a province from my Commander so I can leave a defense to go with PD and head back to get more troops?

@. If I have winged boots on my commander can I drop off troops in a province and fLY back to say Home province to get more sacred troops?

Thanks, I feel like I am getting about half dangerous (probably more to myself than anyone else) in the understanding.

I actually am starting to get a plan of what I want to do....NOW, I just need to find the race to do it (LOL).

Thanks agian

Endoperez May 15th, 2008 03:19 AM

Re: Newbish question
 
Yes, you're starting to get the idea. However, if you're talking about MA Ulm, there are some things you have to remember.

1) You have no counter to Air. Air evocation deal armor-negating (AN) damage, which kills your troops. Your troops also have low magic resistance which makes them vulnerable to Thaumaturgy/Astral spells.

2) Your troops can't handle high-defense troops, like mounted units. They can't hit them, get fatigued, and after fatigue starts causing critical hits they start going down.

3) Your troops can't evade tramplers, and their armor only helps against small tramplers. Size 6 tramplers deal 20 points of armor-piercing (AP) damage.


Ulm got boosted in a recent patch because it has a hard time surviving once magic steps in, or some say even before that. It's still regarded as a weaker nation. For pretender design, Ulm really wants nice magic versatility, but it also benefits from someone size 6 to stop approaching elephants.


To drop troops, put them in the garrison, the topmost line in army view. It's the line where unassigned recruited units are.

Agrajag May 15th, 2008 10:26 AM

Re: Newbish question
 
And yes, a commander with flying shoes and no units (or with units that all fly) will be able to fly back.
But of course won't be able to fly to the front once you supply him with troops.

GrudgeBringer May 15th, 2008 07:01 PM

Re: Newbish question
 
I have been wondering about 'Scripting' troops in a battle.

At first I kind of chuckled at the lack of choices you had for your army and Commanders.

But as I looked at it more I realised that within the game rules there are some very subtle and important factors involved (and I am not chuckling now).

I have one question but any hints anyone would care to give would be very much appreciated.

The question I have is:

1.When you set your Infantry or Cav on Hold and attack....

Can you pick the NONE option instead of closest enemy ect and have them hold the line so to speak while your archers rip the heck out of you opponents?

I can see you putting your archers a couple of squares behind Infantry (depending on range of course) and having the enemy have to come to you (or at least try) thru a rain of arrows (Fire or otherwise) because YOUR infantry stays put.

Am I on track here or is this something that is beyound the capibility of the limited orders we have to work with?

Thanks!!!

MaxWilson May 15th, 2008 07:47 PM

Re: Newbish question
 
Hold And Attack (None) simply means they have no preferred target. They pick a random unit out of all the enemy units and attack its squad, which often means they'll attack the biggest squad. If you want to hold for more than 2 turns you have to put them as Guard Commander on a commander who holds for several turns (up to 5). This can be useful if you want more turns to buff your troops, and is a pretty decent use for otherwise-useless indy commanders. (Don't be surprised if the commander dies. He doesn't matter.)

-Max

GrudgeBringer May 15th, 2008 08:17 PM

Re: Newbish question
 
(SIGH) Ok...so much for that idea.

I have figured out the tactic of putting small groups of 5 or so in front to get archers and Inf to attack chaff units.

Is there any limit to the number of seperate units you can have in one army?

I also keep seeing references to army setup but I look at it and just don't see that many options.

I fancy myself as a fair tactition but without terrain, Wind, weather, ect there just doesn't seem to be much you can do except use Cav to attack rear areas and use skirmishers to draw fire from enemy units.

Am I REALLY making this too simple?

I would HAVE to think there is more to the battle sequence than meets the eye or this game would not have 3 editions working on a fourth.

So, if anyone would like to take pity on an old man and kind of point me in the right direction I would be much VERY thankful!!

MaxWilson May 15th, 2008 08:34 PM

Re: Newbish question
 
Army setup mostly refers to spell scripting. There are some things to know about distributing your mages around so arrow fire doesn't take them all out, putting hot/cold/poisonous creatures where they won't kill anyone else, positioning units to maximize your chances that a "Hold And Attack Rear" will actually get all the way to the rear, etc., etc., but Dominions tries to be more strategic than tactical and most of the tricks you can play center on researching/casting the right spells and equipping the right magic items on the right commanders and sending them to the right places to do things your opponent isn't expecting.

A couple of links that may or may not be useful:

Art of Placement

http://strategywiki.org/wiki/Dominio...ctical_Battles

-Max

Edit: fixed pathological link which was messing up page formatting.

PvK May 15th, 2008 08:49 PM

Re: Newbish question
 
I've been playing Dominions since the first edition, mostly against the AI which isn't a brilliant tactician, and I still get lots of fun out of micromanaging my army deployment and watching the battles. But that's my personal taste, mostly.

Anyway, yes there are many creative things you can do with non-magical army orders, though many players don't explore that to the degree I have, since the high-powered magics in the later stages of multi-player games can make such subtleties not so relevant.

The archer/blocker tactic you describe though is do-able, more or less. They won't stand in a block as you imagined, but the general effect you have in mind can be accomplished. Generally, use Hold & Attack Closest on the blocking forces in front of the archers, and use slower troops for them, and play with the position on the battlefield and observe what happens.

PvK

GrudgeBringer May 15th, 2008 09:01 PM

Re: Newbish question
 
Thanks...

I just looked at a save game because of the remark of "using slower units to block".

Unless I am overlooking something I don't see speed on any attributes.

Where would speed of unit be and would it maybe be called by something else?

PvK May 15th, 2008 09:06 PM

Re: Newbish question
 
Oh, and actually, you can increase the time a blocking force waits by giving them a commander all their own and scripting him to Hold, Hold, Hold, Hold, Hold, Attack... and his force to Guard Commander.

PvK May 15th, 2008 09:08 PM

Re: Newbish question
 
Tactical speed would be AP's (action points). Lower-right of the stats, under Map Move/APs, something like 2/12 for a human light infantryman, or maybe 1/7 for a heavy footman.

GrudgeBringer May 15th, 2008 09:17 PM

Re: Newbish question
 
I looked at that but it seemed that the troops ran BACK to the commander...But I didn't notice that I could script hold,hold,hold,hold,attack when guarding a commander.

So I would have to use a low priotity (indie) Commander and put him in the front with the 'guards'...right?

So what if an arrow gets lucky and kills the commander, what does the guard do then?

And what do the 2/12 or 1/7 mean when referring to movement speed?

Thanks a Million, this really helps me as I am not real magic inclined and will need all the help I can get if I decide to play MP!!

PvK May 15th, 2008 09:23 PM

Re: Newbish question
 
Yes, my suggestion is to take an ordinary commander (an independent foot commander would do - recommend one with a shield and armor (but whatever), and enough leadership for the blocking troops, and place him at the center point of your blocking squad, with the hold hold hold hold hold attack script on him (leaders have more flexibility with scripts than troop groups do), and put the guards on guard commander. If the leader dies, the troops will attack closest, which is fine.

In the move/APs statistic, the first number is the number of good-terrain provinces the unit can travel through per month on the strategic map. The second number is the number of action points for purposes of moving and attacking during combat, and is generally calculated as a base number (generally 10-14 for most humanoid soldiers) minus their encumbrance (generally from armor).

GrudgeBringer May 15th, 2008 11:05 PM

Re: Newbish question
 
It just struck me that if I want to play MP then what age do most MP games play.

It would do me no good for instance to play and become somewhat proficant at one race and find out that no one plays that particular age.

I understand that every age is played, but I am looking to find out if a certain age is played the most.

Thanks!!

mathusalem May 16th, 2008 06:05 AM

Re: Newbish question
 
just a quick question : is army of gold / lead stacks ?

Endoperez May 16th, 2008 06:39 AM

Re: Newbish question
 
Manual lists both as Ironskin, so the prot part doesn't stack. The units will get both +4 MR and 50% fire resistance.

Amhazair May 16th, 2008 07:09 AM

Re: Newbish question
 
Late age is played a bit less than the two other ages, but it's not like you'll have trouble finding games of any age. Newbie games of all kinds are starting up on a fairly regular basis. (And no-one will stop you from joining a non-newbie game either if you feel up to it. )

GrudgeBringer May 17th, 2008 03:39 PM

Re: Newbish question
 
I have a couple of questions about attacking armies.

I have watched my battles but am not really sure if I saw things clearly.

1. Does Attack (and then say archers, closest, ect) mean that there is no 2 turn wait like Hold and Attack.

2. does Fire and Flee mean the archers are useless for the rest of the battle?

3. If I put my Cavalry behind a another unit anf the other unit is on Hold and attack but the CAV is NOT on hold but rather just Attack rear units, will going thru the troops in front of them cause loss of cohesion or any damaging effects to either group?

Starting to get this part down...(Magic is going to be a struggle)but one thing at a time.

Thanks for helping!!

Humakty May 17th, 2008 04:34 PM

Re: Newbish question
 
1 yes, troops attack immediately

2 never tested it, but remenber your troops will be scatered among all neighbouring friendly provinces after the battle, if the battle lasts long enougth for them to leave the battlefield.

3 I highly recommend not to put a rapid troop behind a slow one : the rapid group will split in two, and pass along the flanks of the rapid group if there is any place.

chrispedersen May 17th, 2008 07:49 PM

Re: Newbish question
 
Fire and flee is fun with sacred archers with death blessing. Amusing raiding...

GrudgeBringer May 18th, 2008 05:39 PM

Re: Newbish question
 
in a Game played as EA VAN I see where for every 4 (or 5) Temples my Dominion Max can go up one.

But I don't seem to be able to build the temple Building itself.

By taking a enemy fortress or a province do I get a 'Temple' or are temples destroyed with conquest?

Wick May 18th, 2008 05:42 PM

Re: Newbish question
 
Click on a leader's command, select Construct Building -> Build Temple.

Loren May 18th, 2008 08:22 PM

Re: Newbish question
 
Quote:

GrudgeBringer said:
in a Game played as EA VAN I see where for every 4 (or 5) Temples my Dominion Max can go up one.

But I don't seem to be able to build the temple Building itself.

By taking a enemy fortress or a province do I get a 'Temple' or are temples destroyed with conquest?

Temples can only be built by commanders with holy levels, just like labs can only be built by commanders with magic levels.

GrudgeBringer May 19th, 2008 03:19 PM

Re: Newbish question
 
Another question concerning PD and armies in general.

Does PD in a province get charged only one time when you add it or does it have 'upkeep'?

If I understand it correctly 20 PD is the same as 60 men on the ground, and if you supplement that with say 20 indie archers....sounds like a pretty solid defense agianst teleporting smaller armies and Mages. So why wouldn't I want a 20 PD in EVERY province IF it has no upkeep?

Also I suspect regular and Sacred troops DO have upkeep but I must be missing where that cost is shown.

Any help would be appreciated...

Thanks!!

MaxWilson May 19th, 2008 03:35 PM

Re: Newbish question
 
You only pay for it once, unless the enemy conquers the province. No upkeep. You have the right attitude towards PD, which is that you supplement it with "real" troops and use the PD as blockers/chaff. (Note that PD gets replenished even between battles, if multiple enemies attack in one turn.)

One down side to PD is that it's not mobile: 10 provinces with 20 PD each is probably the same price as a 200-man army that you could use to attack, or mass all in one place to defend. Also, you can't script PD to Hold And Attack. This particularly matters if you use army buffs like "Strength of Giants" or "Legions of Steel." Similarly, you can't use PD to guard your commands. Also, since PD is broken up into several smaller squads it often breaks more easily than one big squad would--although this depends on your nation (nations with low-morale PD suffer more). Having half your army take off running after taking four casualties (out of 40 men) is rubbish.

And of course, the final reason you might not want 20 PD in every province... it costs 210 gold. If you're fighting a human, that's an extra 210 gold you have to pay every time you (re-)take a province. If you're fighting against the computer, you could probably buy 1-11 PD or so in most provinces and leave the rest of the gold in the bank so that you can buy lots of PD in the provinces that need it. (For instance, if you go raiding in enemy territory, PD can make nice defensive reinforcements for when you get cornered.)

<font color="red">Edit: there's also a bit of psychological effect there. Buying too much PD can tempt you to stand your ground, in order to protect that 200-gold investment, when tactically you ought to retreat and buy time.</font>

Sorry if I'm lecturing. Yeah, no upkeep is a nice perk for PD. Upkeep is 1/15 of purchase value for regular troops, half that for sacreds. Most summonables have no upkeep, except for the ones which are also purchaseable with gold (not necessarily by you) and some like trolls (have goldcost = 30, so upkeep is 2 per turn). Total upkeep is of course listed in the upper-right-hand corner of the map. Note that same mounted recruitables with a #secondshape (Machakan sacred spider-thingies and LA Agarthan Cave Knights) have no upkeep cost after their rider gets killed.

-Max

thejeff May 19th, 2008 03:39 PM

Re: Newbish question
 
Because it's expensive to put in every province. 210 gold for 20pd. Plus the cost and upkeep of any archers you add.

And because if you put that in every province, your enemy will expect it and hit you with things that 20 PD won't even slow down. Horrors, flying/teleporting/sneaking thugs, larger armies and all that investment just vanishes.

PD can be useful. A little bit is necessary stop scout attacks. Decent amounts can back up real forces where you expect to be attacked. Huge amounts can be an unexpected surprise since they can be raised quickly, then buffed by mages.

In the early/middle game PD can be a good defense against the weak raiders most nations can field at that point or the early remote spells (Call of the Winds/Wild, maybe Hordes from Hell), but a cheaply equipped BaneLord can take any reasonable amount of PD, even with archers.

Upkeep is 1/15th the gold cost of the unit, 1/30th for sacreds. Some summons have upkeep, usually because they can also be bought by another nation/era or from a site. Trolls are the most common example.

capnq May 20th, 2008 07:33 AM

Re: Newbish question
 
Quote:

llamabeast said: Magic sites don't disappear. I'd suggest that was an interface confusion, e.g. you were clicking on a different province or something.

If you lose control of a province, any magic sites you found there stop being displayed until you regain control.

GrudgeBringer May 20th, 2008 09:25 AM

Re: Newbish question
 
I have a couple of questions in my neverending (sigh) search for understanding, just to prepare myself to be Flayed when I play my first MP game...

Is there anyway you can combine your Priests/Mages/Magic Users Into your Regular Army so that you can move them all at the same time? It just seems SO tedious to move your Army and then 5 different Magic Units to a province and THEN have to set up and place each unit AGIAN.

If they (Magic Users) can't be grouped WITH the Army can they be grouped together as a 'Magic Division' (at least that would help).

What the H*#% is a HORROR and how do you kill it?

I found a site that I had had to enter to get my goodies and my best Searcher Mage was killed right off...

OK I'll fix that, so I sent my equipped and buffed our Phonix Pretender in to deal with the upstart and he jumped on my Phonix and killed him before I got off a shot.

So How do I get one of these cute little buggers and how do I dispose of my opponents little pest?

I have been toying around with the LUCK attribute because it gives me a lot of gems ect right off the bat and helps in the early game.

Since i have never made it to the mid or end game it doesn't seem to matter. Burt I have seen posts that says Luck (or Misfortune) for that matter caps out. Does anyone know what the cap limit is so I can determine if Order is a better play than LUCK3.

Last question... It seems as if (although I am NEVER the top contender that everone in SP wants a piece of my little kingdom around turn 15 to 20.

Is there a reason for that as I thought that it gamged up on the leader (or is that just usually in MP?

Thanks guys for any help...Getting closer every day!!!

Zeldor May 20th, 2008 09:39 AM

Re: Newbish question
 
1 Attachment(s)
GrudgeBringer:

Hold Ctrl and make a group of commanders that way http://forum.shrapnelgames.com/images/smilies/happy.gif

Here you have example of newbie game gone wrong. Ended in a draw due to micromanagement hell etc.

Game name: Urapara
Password: haslo
[turn file attached]

Endoperez May 20th, 2008 10:05 AM

Re: Newbish question
 
I've used Ctrl to group my commanders, not Alt. Perhaps both work, or it's OS spesific?

To ungroup the commanders, hold control/alt again to remove them from the group.


If you are moving forces from many places into one province, press 'y' to give orders to units that will be there next turn. You can see and position all units except those that already are there. There is a minor bug that prevents you from repositioning troops that are already there, although you can give orders to them.


Sites with "enter for adventure" are dangerous. Try sending in expendable commanders like indy priests or something, see if they ever get lucky, and check out the opposition.

Luck scale: it's not known how good Luck is, exactly. I've tested it in several games with 9 provinces, total, and in these Luck nations generally got about as much gold as Order nations, in addition to the other events. The quality of the provinces had more effect on the nations' total amount of gold than what good scale they had taken.
The rumored break-away point is due to the fact that Order affects all of your provinces every turn, but Luck only gives few events. It was thought that the maximum was three events/turn, but I've seen four even in my 9-province test games. It's hard to test, because some spells cause bad events and you can't be sure the AI or an enemy player didn't cause some of the events you got in an actual game. Still, at least 4 and perhaps more events are possible per turn, but 6-7 are rare except in really big games and Luck will definitely produce less money than Order in those. On the other hand, those games last a long time and the gems you get from Luck would have added up quite nicely.

IMO, it depends from your nation. If you get lots of money early on to properly afford expansion and research and your first castle or two, Luck may be too unreliable. I often take Luck, even if Order might be better, because I like being lucky.



Short Guide to Horrors

Horrors come in several varieties. Lesser Horrors are ethereal and nasty. Horrors are ethereal and quite strong. Doom Horrors have fitting names like Eater of Gods or Maker of Ruins, and special abilities like Siege Bonus 400 and special weapons that negate "lucky" attribute and impose penalties on you. Dream Horrors were also added in a recent patch.

Astral spells can cause Horror marks, which attract horrors. Horror Marks can't be removed, but the horrors won't spontaneously attack you before you are marked multiple times, and even then they'll often be of the lesser variety. You can't see how strong your Horror Mark is, but there are several levels of it.

Blood has spells which can summon horrors, mostly in battles. Hellpower increases all the caster's magic paths by 2 (until the end of battle), but causes Horror Marking and summons horrors. Call Horror summons one, but the caster doesn't control it; instead, it attacks anything it pleases, probably something that has been Marked. Send Horror/Dream Horror can send the beasts to a remote province. They will try to kill whatever's there, but you won't get the province if they succeed.

The only simple way to get controlled Horrors is via Wish. You can wish for the unique Doom Horrors if you want to, but they have a good chance of attacking the summoner, and even if you get to control one it will disappear before or later.

Zeldor May 20th, 2008 10:16 AM

Re: Newbish question
 
Endo:

Heh, yes. Air conditioning is not working well enough here http://forum.shrapnelgames.com/images/smilies/happy.gif Hot!

sector24 May 20th, 2008 01:08 PM

Re: Newbish question
 
Some SP tips:

After the independent expansion phase, each AI is going to look to go to war with at least 1 opponent in order to expand. If your borders are not well defended, it's going to be you. Entering a war makes you even more vulnerable, so another opponent will declare war on you, and another and another.

The AI will only declare war on you if it perceives the tangible gain of at least 1 province. It will never attack you if you have a reasonable defense on every border province.

So, the trick to surviving in SP is to put on a strong front long enough for the AIs to choose to attack each other rather than you. One way to do this is to put 21 PD on all your borders. However, this is an extremely poor use of gold, and does not work in multiplayer. However, for chokepoints, and provinces with 7+ neighbors, it might be worth it.

Another way to do this is to have a reasonably large army (40-100+ units) just walk along your border provinces. Large and imposing units seem to help, such as Hydras, Elephants, Troglodytes, etc. The goal is to look like a tough nut to crack, and eventually the AI will pick on a weaker neighbor.

Look at the army size graph. The nations with the smallest army are the most likely to be attacked. Sometimes having large numbers of ultra elite units hurts you here because you appear weak. If this is the case, build a ton of independent archers, woodsmen, crossbowmen, etc. just to boost your graph.

When you do get into a war, the easiest way to win is to force the AI to attack you on your terms (which it will). The best situation is a chokepoint, where you can pump the PD and put a large force to annihilate all attackers. That's rarely feasible, it's more likely that the enemy will raid you. Rather than chasing them around, your closest army should either go right for their castle (shutting down their production) or stand their ground in the most defensible location, while reinforcements from your castles move forward wiping out raiding parties.

You're going to lose a good chunk of cash from lost provinces, but a defensive approach is very powerful in single player. The reason being that the AI has a bigger army than you do, but once you destroy that army, they can't rebuild like you can. You simply have to outlast them, even if you lose a few provinces initially. When you kill enough raiders, what happens is the AI has almost nothing left other than what it can produce in the castle. Then you can take back all your provinces and start the offensive.

Hope this helps get you to the mid-game. http://forum.shrapnelgames.com/images/smilies/happy.gif

chrispedersen May 20th, 2008 06:40 PM

Re: Newbish question Regarding Luck Events per tur
 
Why coudn't you play a one person game.... by eliminating all rendom players... and build and emprie.. and see how many luck events you get. With no other players.. they should all be random...

Wick May 20th, 2008 10:00 PM

Re: Newbish question Regarding Luck Events per tur
 
Because the only player left is the winner - game over.

Endoperez May 21st, 2008 02:16 AM

Re: Newbish question Regarding Luck Events per tur
 
Quote:

chrispedersen said:
Why coudn't you play a one person game.... by eliminating all rendom players... and build and emprie.. and see how many luck events you get. With no other players.. they should all be random...

I did my tests like that. All the nations were humans, and I had multiple nations at the same time to test various scale choices at the same time. I just didn't bother to conquer 50 or so provinces with everyone while writing down all events and marking down how much gold I've gotten and how much gold I've spent. I can start the game with 9 provinces for everyone, and then fast-forward for turn 30 or 40 or something and check out how much money everyone has.

moderation May 21st, 2008 02:32 AM

Re: Newbish question Regarding Luck Events per tur
 
You could just build a few SCs and attack the AI. A well equipped Cyclops or Prince of Death usually eliminates the AI nicely since it doesn't know how to fight them. But I guess that's almost cheating. http://forum.shrapnelgames.com/image...es/biggrin.gif

chrispedersen May 21st, 2008 03:30 AM

Re: Newbish question Regarding Luck Events per tur
 
I wasn't clear.

Human control (you) two nations. Start with 50 territories each or so.

Sice you won't be casting any spells... luck will be the sole cause of random events.

MaxWilson May 21st, 2008 02:04 PM

Re: Newbish question Regarding Luck Events per tur
 
It would take a while to accumulate 50 territories, which makes it kind of a tedious test to run. You may feel differently.

-Max

capnq May 22nd, 2008 09:12 AM

Re: Newbish question Regarding Luck Events per tur
 
Quote:

MaxWilson said: It would take a while to accumulate 50 territories

You can set how many territories each nation controls at the start of the game when you create the game.

thejeff May 22nd, 2008 09:22 AM

Re: Newbish question Regarding Luck Events per tur
 
Quote:

capnq said:
Quote:

MaxWilson said: It would take a while to accumulate 50 territories

You can set how many territories each nation controls at the start of the game when you create the game.

But only up to 9, I believe

Endoperez May 22nd, 2008 01:06 PM

Re: Newbish question Regarding Luck Events per tur
 
Quote:

thejeff said:

But only up to 9, I believe

The maximum is indeed 9. That's why each nation only had 9 provinces in my test games.


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