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-   -   Spells that allowed summons to bolster an other player's/indy province (http://forum.shrapnelgames.com/showthread.php?t=41451)

JimMorrison December 5th, 2008 07:14 AM

Re: Spells that allowed summons to bolster an other player's/indy province
 
Quote:

Originally Posted by Tifone (Post 657484)
Gandalf: why massive negative temp on water nations? :) It's just a thematic thing of the cold oceans or you see some advantage in this? (The n00b in me always needs to learn :o )

Water nations' income underwater is not penalized by temp scale, but only underwater.

Still, means you pay less for those points.

Tifone December 5th, 2008 08:18 AM

Re: Spells that allowed summons to bolster an other player's/indy province
 
Thanks. I like the theme of the water nations but still I almost never feel like playing them :o

Gandalf Parker December 5th, 2008 11:46 AM

Re: Spells that allowed summons to bolster an other player's/indy province
 
Yes, in water the water nations arent affected by temp scales. So you can set yourself up powerfully in the water with a major detriment to any land nations which try to push you out.

On the other hand, with land nations I often take a point in temp. In that case Im hoping to never fight within my own dominion but always be doing combat outside of it trying to push my territory further.

If I remember, with Dom2 I was able to get all 4's and a few 9's for bless affects. I would have to experiment with that again. That can be quite a boost in a small-map blitz game if you are determined to keep expanding beyond your dominion. Taking low dominion helps too to keep your candles from catching up to your front armies.

JimMorrison December 5th, 2008 05:11 PM

Re: Spells that allowed summons to bolster an other player's/indy province
 
Quote:

Originally Posted by Gandalf Parker (Post 657540)
If I remember, with Dom2 I was able to get all 4's and a few 9's for bless affects. I would have to experiment with that again. That can be quite a boost in a small-map blitz game if you are determined to keep expanding beyond your dominion. Taking low dominion helps too to keep your candles from catching up to your front armies.

Probably works best for a giant nation, where you are going to be far more resource limited than Holy limited, and you can rely on fewer, more powerful troops.

Also worth noting, with a garbage-scales-uber-bless strat, even more useful than low starting Dom, is not making a prophet, if you can get away with it. He'll often drop a single candle in every province he lands in, insuring that unless your opponent has an aggressive dominion, you will propagate your bad scales with little effort involved.

HoneyBadger December 7th, 2008 03:08 PM

Re: Spells that allowed summons to bolster an other player's/indy province
 
A prophetized Niefel Jarl with a really high bless and a forged weapon (ice sword is fine) is more powerful than almost any out-of-the-box SC Pretender. So, within 3 turns or so--providing you get a 500 gold event in the first 3 turns or so-1 Niefel Jarl can start taking independent provinces by itself.

Loren December 8th, 2008 01:10 AM

Re: Spells that allowed summons to bolster an other player's/indy province
 
Getting back to the subject of the thread:

Three Red Seconds can target enemy provinces.


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