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Norfleet February 11th, 2004 11:38 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by IKerensky:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Arryn:
Your memory is faulty. Try checking again. Skratti are in the other two themes.

<font size="2" face="sans-serif, arial, verdana">WellI just created a game with Utgard theme and Skratti ARE IN IT http://forum.shrapnelgames.com/images/icons/icon12.gif

Guess who's memory is what ? http://forum.shrapnelgames.com/images/icons/tongue.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hah! Victory is mine! I knew I wasn't THAT senile!

Can't be mods or Versions, because Skratti were there in both 2.02 and 2.06, and I don't have any mods affecting Skrattis. They were there even before I installed the one and only mod I use, the Caelum fix.

Norfleet February 11th, 2004 11:39 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Arryn:
If your game has Seithkona and Nornas then it should not have Skratti. Are you sure you are playing Utgard? Do you have the Well of Urd site in your capital?
<font size="2" face="sans-serif, arial, verdana">Well of Urd. Check. Seithkonas. Check. Nornas. Check. Skrattis. Check.

IKerensky February 11th, 2004 11:39 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Arryn:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by IKerensky:
Well I just created a game with Utgard theme and Skratti ARE IN IT http://forum.shrapnelgames.com/images/icons/icon12.gif

Guess who's memory is what ? http://forum.shrapnelgames.com/images/icons/tongue.gif

Or is it a problem of game Version ? or mods ?

<font size="2" face="sans-serif, arial, verdana">If your game has Seithkona and Nornas then it should not have Skratti. Are you sure you are playing Utgard? Do you have the Well of Urd site in your capital? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes it is, in fact I checked and Skrati are in the 3 themes. And they aren't even capitole troups as Norna are in Utgard.

February 11th, 2004 11:40 PM

Re: Jotunheim:Utgard AAR
 
I've got plenty of Scratti in my Utgard theme. Which is good because otherwise I'd have a hard time casting Illwinter and Ice Devils http://forum.shrapnelgames.com/images/icons/icon12.gif

[ February 11, 2004, 21:41: Message edited by: Zen ]

fahdiz February 11th, 2004 11:40 PM

Re: Jotunheim:Utgard AAR
 
The unit-by-nation sheets over at Sunray's library show Skratti as available in the Utgard theme.

IKerensky February 11th, 2004 11:40 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Norfleet:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by IKerensky:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Arryn:
Your memory is faulty. Try checking again. Skratti are in the other two themes.

<font size="2" face="sans-serif, arial, verdana">WellI just created a game with Utgard theme and Skratti ARE IN IT http://forum.shrapnelgames.com/images/icons/icon12.gif

Guess who's memory is what ? http://forum.shrapnelgames.com/images/icons/tongue.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hah! Victory is mine! I knew I wasn't THAT senile!

Can't be mods or Versions, because Skratti were there in both 2.02 and 2.06, and I don't have any mods affecting Skrattis. They were there even before I installed the one and only mod I use, the Caelum fix.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I was refering to Arryn which is using a lot of mods IIRC.

Arryn February 11th, 2004 11:42 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Norfleet:
Hah! Victory is mine! I knew I wasn't THAT senile!
<font size="2" face="sans-serif, arial, verdana">No, I'm the senile one. Bdvar is proof of that.

The good news is that I have a W2 caster I didn't know I had. Damn. I've gone from turn 12 to 18 having water gem income, too.

There's nothing quite like making a stupid foot-in-mouth mistake to draw the thread lurkers out in force. heh

[ February 11, 2004, 21:45: Message edited by: Arryn ]

IKerensky February 11th, 2004 11:44 PM

Re: Jotunheim:Utgard AAR
 
Dont be too hard on you Arryn all those geants looks alike anyway, I usually took my scouts for my skratti http://forum.shrapnelgames.com/images/icons/tongue.gif

BTW perhaps you could do like at paradox forums and make a separate thread for comments about the AAR http://forum.shrapnelgames.com/images/icons/icon12.gif

[ February 11, 2004, 21:45: Message edited by: IKerensky ]

Norfleet February 11th, 2004 11:46 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Arryn:
The good news is that I have a W2 caster I didn't know I had. Damn. I've gone from turn 12 to 18 having water gem income, too.
<font size="2" face="sans-serif, arial, verdana">Hell yes. Time to start cranking out those clams, too. That investment in Astral income will pay off bigtime later....especially when you plow that income right back into scanning every province you own with Acashic Record and stuff. Great spell on a big map like Orania, and the long game you're undoubtedly in for. Especially since you surely can acquire at least one or more Astral-3 Nornas, or simply make a Starshine Cap.

Quote:

Originally posted by IKerensky:
BTW perhaps you could do like at paradox forums and make a separate thread for comments about the AAR http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">I like to believe that the large number of comments is a sign of how much we all love the AAR.

[ February 11, 2004, 21:47: Message edited by: Norfleet ]

Arryn February 11th, 2004 11:53 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by IKerensky:
Dont be too hard on you Arryn all those geants looks alike anyway, I usually took my scouts for my skratti http://forum.shrapnelgames.com/images/icons/tongue.gif

BTW perhaps you could do like at paradox forums and make a separate thread for comments about the AAR http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">The damn Skratti look like the Scout if you're being unobservant (like me) and don't notice the quarterstaff.

I could *try* to have comments in a separate thread, but I seriously doubt people would listen. The type of players that play Dom are not the kind that play HoI or EU2.

Norfleet February 11th, 2004 11:58 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Arryn:
The damn Skratti look like the Scout if you're being unobservant (like me) and don't notice the quarterstaff.
<font size="2" face="sans-serif, arial, verdana">Heh. It's usually the scout I don't notice: He's a stealthy +0 notice, so I can only see him if I patrol for him anyway, and I never have any reason to build one. At $50 and 11R, for a unit which is functionally identical to the far cheaper $20/3R scout, I'm not sure what the benefit of building the Jotun scout is.

IKerensky February 12th, 2004 12:00 AM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Norfleet:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Arryn:
The damn Skratti look like the Scout if you're being unobservant (like me) and don't notice the quarterstaff.

<font size="2" face="sans-serif, arial, verdana">Heh. It's usually the scout I don't notice: He's a stealthy +0 notice, so I can only see him if I patrol for him anyway, and I never have any reason to build one. At $50 and 11R, for a unit which is functionally identical to the far cheaper $20/3R scout, I'm not sure what the benefit of building the Jotun scout is. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Blessing ? http://forum.shrapnelgames.com/images/icons/icon12.gif

just for the pleasure to haggle. http://forum.shrapnelgames.com/images/icons/tongue.gif

Arryn February 12th, 2004 12:07 AM

Re: Jotunheim:Utgard AAR
 
This revelation that I have Skratti is serious enough that I've decide to redo turns 12+. I doubt it'll affect the outcome of my war with Pythium (I'll not say when the castle fell), but it changes how I would have made items and used gems after turn 12. Since no one but myself has seen what happened in turns 12-18 (since the turns haven't been written and posted yet), it won't matter to the AAR. Or not much anyway, other than my having some foreknowledge of what the Pythium pretender has in store for me.

Norfleet February 12th, 2004 12:09 AM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by IKerensky:
Blessing ? http://forum.shrapnelgames.com/images/icons/icon12.gif

just for the pleasure to haggle. http://forum.shrapnelgames.com/images/icons/tongue.gif

<font size="2" face="sans-serif, arial, verdana">Well, yeah, you can BLESS them, but blessing and combat isn't really a functional element of a scout anyway. Scouts tend to be engaged in behavior like "lurking in the depths of enemy territory", which precludes blessing anyway, since Jotun hardly has stealth priests, unless you make a scout your prophet, making him perma-blessed no matter what he is anyway, "being a cheapo blood hunter", where his $50/11R cost works against him and strongly favors the cheapo $20 scout (and blessing doesn't help) and "baggage train duty", where you hide and carry the gems and the soup pots for your army....once again, seeing combat is optional and not recommended. http://forum.shrapnelgames.com/images/icons/icon7.gif

Unless your plan involves sending your scout-prophet and a horde of scouts to attack a province?

licker February 12th, 2004 12:13 AM

Re: Jotunheim:Utgard AAR
 
Well blessing or no, a Jotun scout is more capeable of taking lightly defended provinces in sneak attacks than are normal scouts...

Blessings for Jotun can do wonders for the units too, depending on what paths you have taken, though in the case of Scouts its a bit trickier to get them blessed while they are sneaking. Shroud of the battle saint would work, but probably better equipment to give them if you are serious about trying to use them as a sneak attack force.

I'm not recomending using them for that function, but if you want that function they are better than indie scouts...

Norfleet February 12th, 2004 12:18 AM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Arryn:
This revelation that I have Skratti is serious enough that I've decide to redo turns 12+.
<font size="2" face="sans-serif, arial, verdana">And if it weren't for all these arguments, you'd never have found out about that. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aren't arguments great?

Arryn February 12th, 2004 12:20 AM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Norfleet:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Arryn:
This revelation that I have Skratti is serious enough that I've decide to redo turns 12+.

<font size="2" face="sans-serif, arial, verdana">And if it weren't for all these arguments, you'd never have found out about that. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aren't arguments great?
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">As I said before, the purpose of the AAR is for people to learn, myself included. And so I am. http://forum.shrapnelgames.com/images/icons/icon12.gif

February 12th, 2004 12:40 AM

Re: Jotunheim:Utgard AAR
 
I forgot to reply about the Fluctuations of Temperature.

The scales of your Dominion are semi at the whim of the game. For no understandable reason they will fluxuate in temperature, order, production, growth, luck and magic (more than likely all of them including turmoil etc, but these are the only ones I really pay attention to).

This is for all nations/themes. The only real exception to this rule seems to be when you choose Heart of Winter/Desert Sun, which holds fairly true to its cold/heat pushing effects.

Pushing your Cold to 3, could potentially set your scales to your preference, or sometimes not, it really depends on whatever game variable is messing with your scales. There are however sites, that provide scale adjustments that can tweak with them so there is no real guarentee that they will stay where they are supposed to.

But the main instance for choosing Cold 2 over 3, is the fact that (most of the time) your capital will remain in your Dominion temperature. Your capital, like your initial castle, has alot to do with the direction you go in the game and having a stable and consistant -5% income loss (0r -3% if you take growth 1) in the only real guarenteed large province you can in a game is a very real factor.

Starting position plays alot into the game and the speed with which you expand, research and a variety of things. So if you found/find that Cold 3 works to your benefit more than your hamperment, I would take it. I personally don't like to count on assurances of randomness (like the fluxuating scale(s)).

E. Albright February 12th, 2004 01:05 AM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Arryn:
Is there a thread capacity limit? Do we care? Seeing as many of the Posts have your name in them somewhere ... http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">The largest thread I've seen on the Shrapnel forums would be the SE4 forum's "Babylon 5 Mod" thread at 3608 Posts. It's still open for more, so there's no limit close at hand for yours.

For a more repelant example, tho', one could cite the "Ye New Galactic Bar & Grill & Phong's Head Cantina - After Hours" thread, which weighed in at a revolting 2983 Posts before its locking down. It was commonly refered to as naught but a rank-padding thread, and I must say that this accusation seems rather hard to dispute. The original "Ye Olde" etc. thread was bad enough, and it was only half as long...

[Edit: typo]

[ February 11, 2004, 23:26: Message edited by: E. Albright ]

Psitticine February 12th, 2004 01:25 AM

Re: Jotunheim:Utgard AAR
 
<waving> Hey, Emil! Nice to see you around here!

Pillin February 12th, 2004 02:12 AM

Re: Jotunheim:Utgard AAR
 
Sure getting cold 3 will hurt you alittle, the point is that it will almost certanly hurt others more than its hurting you. It will make the provinces turn cold faster as thats a function of the difference of your scales and the current scales. Also with growth 1 thats in my opinion the best replacement you get (albeit slowly) increased income from your provinces in a long game http://forum.shrapnelgames.com/images/icons/icon7.gif

February 12th, 2004 02:21 AM

Re: Jotunheim:Utgard AAR
 
It doesn't turn provinces faster to cold by any degree, unless you choose Heart of Winter.

And the same problem comes up, where the only one you know is going to be Cold 2 (or 3) is your home province, you can still under that scale get just as many Cold 1's. It's just on how the sites are set and whatever impact is on the temperature scale. And if you happen to get a game without a heavy variance (it happens probably 50/50)and loss of gold income, poof, you are taking -3% income in your largest starting province as well as most of the provinces you control.

Growth isn't even a 'long game' increase in income. The effect is so minute that it's not even worth mentioning the growth rate unless you are talking in the 100's of turns.

The only reason in my mind to take growth is you need supply and have no access to items to supplement you, or you plan on some savage blood harvesting with heavy patrollers (which growth can even out some of) or you can't up another scale that would increase your income (order, production, luck).

If you want to make sure you have your temperature scale without worrying, take Heart of Winter. It clears it up as well as spreads outside of your dominion.

[ February 12, 2004, 00:26: Message edited by: Zen ]

Norfleet February 12th, 2004 02:46 AM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Zen:
If you want to make sure you have your temperature scale without worrying, take Heart of Winter. It clears it up as well as spreads outside of your dominion.
<font size="2" face="sans-serif, arial, verdana">Taking Heart of Winter will definitely stabilize your cold scale, but there's one drawback: You can't take Utgard AND Heart of Winter. Meaning if you want to do a Heart of Winter Jotunheim, you're limited to the basic Jotun. No Seithkonas for you! Neifelheim comes with its own Heart of Winter effect, IIRC, but is Cold-3 anyway.

February 12th, 2004 02:55 AM

Re: Jotunheim:Utgard AAR
 
Yes, so you have to either go with the chance that you will stabilize your economy for the 75% 3k-8k provinces with the 25% 10k+ as you take them with Cold 3, Growth 1 or give you an across the board -3% loss including your capital.

Or you can take Cold 2 and have 75% 3k-8k, 25% 10k+ provinces giving you 3% Less while your capital gives you 3% more.

Like I said, it's all in your playstyle and what you are willing to accept as a variable. People don't take Misfortune 2 because of the chances of a variable happening, while others do.

In this particular case the one thing almost guarenteed is that your capital will be losing -5% income (or -3% with Growth) which is a factor, like I said, for me as I place more value on initial effects that impact the game than longstanding ones. Especially with how important gold is.

Arryn February 12th, 2004 03:27 AM

Re: Jotunheim:Utgard AAR
 
<center><font size=1>Turn #12, Early Spring of Year 2
Spring water.</font></center>
An early thaw allows travellers from afar to bring word from Ulm that Tulka the Black Lord, self-styled as the "world's most beloved hero" is the new false prophet of Ninhursag. It appears that his predecessor had his career cut short, by a head. Word also reaches us that someone grandiosely titled a "King Triumphant" speaks for the Machakan pretender Uzumna. I suppose that insects must make greater pretenses.

Caelum makes good on it's declaration of war from this past summer and attacks my capital with a score of magically-summoned Black Hawks <font size=1 color=brown>(via Call of the Winds)</font>. The 25 Jotun militias of the local defense easily deal with them, but the battle frightens a number of influential locals (6 unrest), causing a minor drop in the flow of revenues and resources into the city. I vow to punish Caelum at my earliest convenience for their impudence.

A more positive event is the unexpected harvest of a winter wheat crop in the Black Alps, bringing an extra 30 gold in taxes and quieting the remaining dissenters in the province. There is truth in happiness being be found in a full belly, be it humans and fresh bread, a giant with a haunch of venison, or a Wyrm and an ex-cavalry mount.

The siege of Pythium enters its fifth month, as my avatar is met, in the wasteland named for the magical Well of All Waters, by a Garnet Priestess, a Garnet Sorceress, ten cowed and defenseless sacrificial young virgins, nineteen amazons, and a gryphon rider. Jorgun begins the battle at the rear of the field, which the gryphon promptly reaches, attempting to harrass him during his casting of preparatory spells. After casting his second spell (Body Ethereal), the wyrm takes a moment to deal with the pesky beast next to him and delivers a venomous bite, followed up by another bite that swallows the rider -- and mount -- whole. Tasty. Meanwhile, the foul sorceress sacrifices a half-dozen of the helpless girls in three futile attempts to inflict bleeding wounds on my avatar. Jorgun completes his final spell preparations, casting Astral Shield and Astral Weapon, in time to receive the advancing amazons. A half-dozen of the aggressive females strike at the wyrm only to become instantly paralyzed. Jorgun lashes out and eats two of the immobilized barbarianettes, which induce the rest to run for their lives. The wyrm calmly finishes off (eats) the other four snacksicles, as the fleeing amazons run past the virgin slaves, killing three of them in their panic. One poor, abused slave remains on the field, and my avatar mercifully ends her life -- in a single gulp.

Jorgun adds another 7 kills and 12 trophies to his tally, and discovers the (level-0) magic site known as the Well of All Waters (which provides 3 water gems per month).

Tahmar reaches the Alps with his half-score of longdead and half-dozen Jotun spearmen.

The number of dissenters declines by one in Gwyrth and Bel. Atlantis conquers the Wailwind waters just offshore to the south of my capital. I will have to deal with this situation once I am rid of the Pythium pretender.

The Seithkona Ambla joins the coven at Jotunheim, which achieves mastery of the second rank of 'Construction' magics.
<font size=1 color=brown>The 3 Nornas in the capital reduce the chances of bad events there by 15% each (3 checks). I have 1x 3-Astral, 1x 3-Death, and 1x 2-Nature Norna, which is a prefect split as far as I'm concerned.</font>

My realm has:
</font>
  • <font size="2" face="sans-serif, arial, verdana">__7 Provinces (+Pythium under seige)</font>
  • <font size="2" face="sans-serif, arial, verdana">346 Treasury.</font>
  • <font size="2" face="sans-serif, arial, verdana">439 Income. (-3)</font>
  • <font size="2" face="sans-serif, arial, verdana">161 Upkeep. (+17)</font>
  • <font size="2" face="sans-serif, arial, verdana">125 Resources in the capital. (-6)</font>
  • <font size="2" face="sans-serif, arial, verdana">_72 RPs</font>
<font size="2" face="sans-serif, arial, verdana">
Gem income is:
</font>
  • <font size="2" face="sans-serif, arial, verdana">+3 Water (03)</font>
  • <font size="2" face="sans-serif, arial, verdana">+3 Astral (36)</font>
  • <font size="2" face="sans-serif, arial, verdana">+1 Death (04)</font>
  • <font size="2" face="sans-serif, arial, verdana">+2 Nature (19)</font>
<font size="2" face="sans-serif, arial, verdana">
With the discovery of a water magic site, I command that a Jotun Skratti join my coven so that use can be made of the new magical resource. The sudden attack by Caelum fresh in my memory, I increase the provincial defense of the Iron Range by a half-dozen militia (to 7 total), and raise a half-score defenders at the newly-acquired Well of All Waters. These preparations drain the treasury of 332 coins.

My prophet Grymis makes progress proselytizing to the inhabitants in the farmlands surrounding the citadel of Pythium (dominion changes to -1), and carries on with his preaching. Tahmar, in the Alps with his half-score of longdead and half-dozen Jotun spearmen, continues on his way to join the encampment at Pythium. Ualgo takes command of the newly-recruited Jotuns at the castle and takes to the now oft-used route between Jotunheim and the Alps via Gwyrth. My scout Bdvar is rousted from his hibernation and sent into Helmshire. My avatar, still alone, makes his way towards Pythium by way of the Feral Woods to the south, which have revolted against Pythium's control and appear to be defended by a half-score Vine Men.

<font size=1 color=brown>PS - All provinces with positive dominion, except my capital and the adjacent Iron Range (both at Cold-2), remain at Cold-1.</font>

Norfleet February 12th, 2004 03:41 AM

Re: Jotunheim:Utgard AAR
 
Woo. Go Bdvar. I suppose the hapless, neglected Bdvar received his attention thanks to the discovery that you have Skrattis? http://forum.shrapnelgames.com/images/icons/icon7.gif

Arryn February 12th, 2004 03:45 AM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Norfleet:
Woo. Go Bdvar. I suppose the hapless, neglected Bdvar received his attention thanks to the discovery that you have Skrattis? http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">'tis a secret I shan't be tellin ...

Bossemanden February 12th, 2004 05:41 AM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Arryn:
The type of players that play Dom are not the kind that play HoI or EU2.
<font size="2" face="sans-serif, arial, verdana">Wrong!
Well at least I know of three or four people from the Paradox forums that play both EU2 and Dom2. Granted it is a minority, but we are spreading the word.

Arryn February 12th, 2004 09:13 AM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Bossemanden:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Arryn:
The type of players that play Dom are not the kind that play HoI or EU2.

<font size="2" face="sans-serif, arial, verdana">Wrong!</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I wasn't serious. Your clue should have been that I knew what games Paradox publishes ... http://forum.shrapnelgames.com/images/icons/icon12.gif

I have played all 3 games listed in your sig, BTW. And yes, we are a -- growing -- minority.

CharonJr February 12th, 2004 09:39 AM

Re: Jotunheim:Utgard AAR
 
Just wanted to chime in about Paradox, HoI, EU2 and Victoria besides playing Dom2 here, too http://forum.shrapnelgames.com/images/icons/icon12.gif

CharonJr

PS: I really like the style of this AAR

[ February 12, 2004, 07:40: Message edited by: CharonJr ]

Arryn February 12th, 2004 09:44 AM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by CharonJr:
PS: I really like the style of this AAR
<font size="2" face="sans-serif, arial, verdana">Danke sehr!

CharonJr February 12th, 2004 11:03 AM

Re: Jotunheim:Utgard AAR
 
Gerne ! http://forum.shrapnelgames.com/images/icons/icon12.gif

And I don't even want to think about what time it is in Houston right now, but about 3 am I would guess... http://forum.shrapnelgames.com/images/icons/icon12.gif

CharonJr

Aikamun February 12th, 2004 06:54 PM

Re: Jotunheim:Utgard AAR
 
I like Gift of Health for Jotun. Your troops Last longer than normal troops, if well cared for. The exp stars exponentially increase the value of a Jotun. Enchantment Five also yields Dispel, providing you with two strategies for countering Burden of Time.

Aikamun

[ February 12, 2004, 17:00: Message edited by: Aikamun ]

Arryn February 12th, 2004 07:16 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Aikamun:
I like Gift of Health for Jotun. Your troops Last longer than normal troops, if well cared for. The exp stars exponentially increase the value of a Jotun.
<font size="2" face="sans-serif, arial, verdana">Very true, in my experience in previous SP games.
Quote:

Enchantment Five also yields Dispel, providing you with two strategies for countering Burden of Time.
<font size="2" face="sans-serif, arial, verdana">Indeed, however it's worth pointing out that I disabled the two nations most prone to castiung that: Ermor and C'tis. http://forum.shrapnelgames.com/images/icons/icon12.gif

Norfleet February 12th, 2004 08:33 PM

Re: Jotunheim:Utgard AAR
 
Personally, I'm thinking Conjuration 5 looks like a good next target. With Construction 4 imminent, the acquisition of water gem income, and the recent rediscovery of Skrattis, it may be time to start producing those Clams to crank out the astrals. In my experience, you can never have too many Astrals: They are by far the most useful gem type in the game. Combine with the fact that there aren't all that many uses for water gems, as most of the water spells I like tend to be either inexpensive, or free combat spells. Most Water GEs, the really heavy sources of gem expenditure, are undesirable for casting or just not that impressive for a non-aquatic nation.

Gift of Health is a good thing to have, but with a puny 19 nature gems in your treasury and a mere 2 per turn, I don't see that happening anytime soon. Takes at least 200 gems to make a GE stick vs. the AI, and anything worth doing is worth doing with excessive force, as I always say. So clearly, a good starting target is Conj-5, for Acashic Record. Search those provinces good and proper.

[ February 12, 2004, 18:33: Message edited by: Norfleet ]

Arryn February 12th, 2004 08:49 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Norfleet:
Combine with the fact that there aren't all that many uses for water gems
<font size="2" face="sans-serif, arial, verdana">What I typically do with water gems is first save enough to get a Sea King (and his 15 sea trolls). The king alone will then give me 1W gem/turn thereafter. Then the king can, with his own gem income, summon another troll every turn. This adds up nicely. I find this a must when I play as R'leyh, but I tend to also do it for other nations with my water gems and casters. The king can also make Quick boots as needed.

Please bear in mind that I do this in addition to making clams with the water income. In the mid-to-late game I burn through quite a few astral gems summoning Angelic Hosts. I just love those move-3, fire-3, holy-4 avenging angels. I can never have too many.

Norfleet February 12th, 2004 09:22 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Arryn:
The king alone will then give me 1W gem/turn thereafter. Then the king can, with his own gem income, summon another troll every turn. This adds up nicely. I find this a must when I play as R'leyh, but I tend to also do it for other nations with my water gems and casters. The king can also make Quick boots as needed.

<font size="2" face="sans-serif, arial, verdana">Sea King is certainly one method of investment, but his rate of return is rather awful, since you're going to take 30 turns to see a return on that investment. (I'm deducting 15 water gems from the base sea king cost of 45 for the 15 trolls that accompany him, worth 15 gems on their own - The trolls, however, are NOT an investment).

Clams, on the other hand, assuming you didn't want Astrals at all, and only wanted water-to-water, would be a 20 turn investment, assuming you did nothing except build the clams, equip it, and alchemize the astrals produced into water gems at 2 for 1. If your primary concern is the water gems produced by the SK, the ROI on clams is better, and better still if you actually want those Astrals...and it looks like you do, as 3/turn is rather anemic. It gets better if those Astrals are then immediately used to search for more sites via Acashic, which will surely expand your gem income on all sides.

As for the other uses of the Sea King, such as forging those boots of quickness, a Skratti can do that also. You needed the Skratti to summon the Sea King anyway. I personally think you're better off cranking out as many clams as income permits, rather than saving for the Sea King now. If you can summon a Sea King, you can start summoning trolls with your own Skrattis anyway. The Sea King can wait until the gems start pouring in.

[ February 12, 2004, 19:23: Message edited by: Norfleet ]

Arryn February 12th, 2004 09:36 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Norfleet:
I personally think you're better off cranking out as many clams as income permits, rather than saving for the Sea King now. If you can summon a Sea King, you can start summoning trolls with your own Skrattis anyway. The Sea King can wait until the gems start pouring in.
<font size="2" face="sans-serif, arial, verdana">Rest assured that I had already planned to do precisely as you just suggested. My #1 priority is the clams for the extra astral. Otherwise I wouldn't be replaying 6 turns I'd already done. I do have one question, since I've never actually tried this: can you give 2 clams to a leader and thus get 2 gems/turn? Or is the limit 1 clam per leader, as I suspect?

PS - all my mages in my R'leyh game have clams, but just 1 each. That game has 3 sea kings thus far, and about a half-dozen on my fav angels. Plus many other, non-void, summons. Very magic-heavy, as you might expect from the squids.

atul February 12th, 2004 09:56 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Arryn:
I do have one question, since I've never actually tried this: can you give 2 clams to a leader and thus get 2 gems/turn?
<font size="2" face="sans-serif, arial, verdana">You get 2 gems/turn if leader has 2 clams. Works like a dream and makes you very happy for that 'pool' command behind F7.

Arryn February 12th, 2004 10:00 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by atul:
You get 2 gems/turn if leader has 2 clams.
<font size="2" face="sans-serif, arial, verdana">Cool! You just made my day!

PS to all: I need more feedback on what magic school you'd do next ...

[ February 12, 2004, 20:01: Message edited by: Arryn ]

Pillin February 12th, 2004 10:05 PM

Re: Jotunheim:Utgard AAR
 
Hmm.. conjuration, but forget the vine ogres. too little for the mage time.

Arryn February 12th, 2004 10:16 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Pillin:
Hmm.. conjuration, but forget the vine ogres. too little for the mage time.
<font size="2" face="sans-serif, arial, verdana">Really? With 2 mages and 2 crowns I have the gem income to pop out 4 ogres (which don't eat) per turn, and only lose 1/6 of my (current) RPs for the effort, even less of a hit as I get more Seithkonas. The vine critters are pretty tough. Still not worthwhile you think?

Pillin February 12th, 2004 10:36 PM

Re: Jotunheim:Utgard AAR
 
Personally I dont feel they are worth the time, your mage could be put to better use than summoning those. If you like em thats up to you tho http://forum.shrapnelgames.com/images/icons/icon7.gif

Arryn February 12th, 2004 10:53 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Pillin:
Personally I dont feel they are worth the time, your mage could be put to better use than summoning those.
<font size="2" face="sans-serif, arial, verdana">I'm truly not trying to argue. What I'd like to understand, as it will help me I think, is to know *why* you don't feel they are worth the time. The main drawback that I can see is that it slows down my research by a bit. The extra speed of research is better than a few, no-food, tough cannon-fodder per turn? Or is there something else I'm missing? (there are so many subtleties to Dom)

Pillin February 12th, 2004 10:57 PM

Re: Jotunheim:Utgard AAR
 
Yes thats basicly it, you have to set mages with nature of atleast 3 to summon them, thats pretty high magics compared to the creature you get. Those mages could instead be emplyed to search for sites, do research or perhaps support your armies.

PS. Im still a newbie too, so this might not be correct.

licker February 12th, 2004 11:08 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Pillin:
Yes thats basicly it, you have to set mages with nature of atleast 3 to summon them, thats pretty high magics compared to the creature you get. Those mages could instead be emplyed to search for sites, do research or perhaps support your armies.

PS. Im still a newbie too, so this might not be correct.

<font size="2" face="sans-serif, arial, verdana">This is definately one of those gray areas, in the realm of 'it depends'.

Certainly there are times when you have better things for your mages to do, but there are also times when having a few dozen vine ogres will be really useful. I doubt that many people base a game strategy solely around the creation of vine people (does anyone ever use the Master Druid?), but it can fill in the gaps where you need this kind of fodder, and you have the time and gems to spare on it.

Arryn February 12th, 2004 11:21 PM

Re: Jotunheim:Utgard AAR
 
Quote:

Originally posted by Pillin:
Yes thats basicly it, you have to set mages with nature of atleast 3 to summon them, thats pretty high magics compared to the creature you get. Those mages could instead be emplyed to search for sites, do research or perhaps support your armies.
<font size="2" face="sans-serif, arial, verdana">They do need N3 to summon. That's my N2 Norna with a Thistle Mace (plus the Ivy Crown to get the extra Ogre). Or any of my Seithkonas with the Mace and another (expensive) item I'll need Construction-6 to get. I plan to get the Norna to N5, eventually, for GoH, so making a Thistle Mace is a necessary step towards that anyway. Taking one of my 3 Norns out of RP isn't so bad, given my constant addition of new Seithkonas each turn.

I almost never send mages out site-searching. That's what I use Acashic for. And I think that I have enough mages to both support my research and my one army. At least for now. The mages supporting troops would be much more important if I had decent offensive spells.

The biggest hit I take is the loss of half my meager N gem income.

Thoughts?

I need massive amounts of N gems to be able to make items and empower to get to the 5N (from 2N) I'll need for GoH. So Enchantment, for now, isn't a real good choice of study I think.

There are many nice L6 construction items I'd like to have, but my gem income is a tad weak to support the amount of items I'd like to make.

That pretty well narrows the field between Conjuration and Evocation ...

Norfleet February 12th, 2004 11:29 PM

Re: Jotunheim:Utgard AAR
 
I'd go with Conjuration. As you yourself noted, your gem income remains presently anemic....this isn't going to improve much unless you start doing some more band-scanning for sites. At the rather poor mage-time ratios for vinecreature summonings, plus that it'll likely take you a turn or two to even get set up, then move all your newly summoned creatures to the front, it'll be at least a dozen turns or so before they start showing up in useful quantities. Better to work on getting the gem machine rolling, which will greatly expand your future options.

Arryn February 12th, 2004 11:59 PM

Re: Jotunheim:Utgard AAR
 
<center><font size=1>Turn #13, Spring of Year 2
Woodland surprise.</font></center>

This month there are no travellers bringing word from afar of events in distant lands.

While digging in a ravine in the Well of All Waters for more water gems, the prospectors find a single earth gem.

My force at Pythium, in this sixth month of the siege, breach the walls of the citadel!

In the Feral Woods, my avatar confronts a druid, nine Vine Men, and three Vine Ogres. Jorgun begins in the very rear, as has been his tactic for the past few months. <font size=1 color=brown>Defensive spell scripting is: Personal Luck, Body Ethereal, Astral Shield, Resist Magic, and Astral Weapon. Followed by 'attack closest'.</font> The wyrm, an unrepentant carnivore and detesting such vegetarian fare, nonetheless eats all of the vine creatures, taking numerous hits (36 HPs worth) while dining, despite his tough physical and magical defenses. The druid, after casting a pair of defensive spells, fruitlessly attempts to put my avatar to sleep no less than five times. Stupidly stubborn, or just not very creative of him. After all his leafy creatures are no more, he flees the field, and goes into deep hiding in the woods, never to be seen again.

Jorgun adds 12 kills and 17 trophies to his tally! He discovers a laboratory in the Feral Woods that was built by Pythium. This is very fortunate for me, as I will be able to equip my avatar for the coming castle-storming with a few magical items, built using my mages' recently-gained construction skills, without the delay entailed in ferrying items from Jotunheim. It will also permit me to use my avatar for magical research as the items are built by other mages.

Tahmar arrives in Pythium with his half-score of longdead and half-dozen Jotun spearmen, while Bdvar reports from Helmshire the presence of some two-score fanatics (aka: modded militia), archers, and heavy footmen.

The number of dissenters declines by one in the Iron Range, Gwyrth and Eribon, and by two in Bel and the Well of All Waters.

The Skratti Tunne joins the coven at Jotunheim, which achieves mastery of the third rank of 'Construction' magics, and report that they expect to achieve the much-desired fourth rank by next month. As this, fourth, level will be sufficient for my needs at present, I instruct that they should commence studies into 'Conjuration' magics immediately.
<font size=1 color=brown>This Skratti has 2W, 1N, and 2B. I was hoping for 3W, but 1N is very nice.</font>

My realm has:
</font>
  • <font size="2" face="sans-serif, arial, verdana">__8 Provinces (+Pythium under seige)</font>
  • <font size="2" face="sans-serif, arial, verdana">291 Treasury.</font>
  • <font size="2" face="sans-serif, arial, verdana">472 Income. (+33)</font>
  • <font size="2" face="sans-serif, arial, verdana">178 Upkeep. (+17)</font>
  • <font size="2" face="sans-serif, arial, verdana">126 Resources in the capital. (+1)</font>
  • <font size="2" face="sans-serif, arial, verdana">_82 RPs</font>
<font size="2" face="sans-serif, arial, verdana">
Gem income is:
</font>
  • <font size="2" face="sans-serif, arial, verdana">+3 Water (06)</font>
  • <font size="2" face="sans-serif, arial, verdana">+0 Earth (01)</font>
  • <font size="2" face="sans-serif, arial, verdana">+3 Astral (39)</font>
  • <font size="2" face="sans-serif, arial, verdana">+1 Death (05)</font>
  • <font size="2" face="sans-serif, arial, verdana">+2 Nature (21)</font>
<font size="2" face="sans-serif, arial, verdana">
I recruit a Seithkona to join my coven, as well as a Jotun spearman and four Jotun huskarls (w/spear). I increase the provincial defense of the Iron Range to ten Jotun militias (+3 increase), and raise one provincial defender in the Feral Woods. These preparations drain the treasury of 288 coins.

My prophet Grymis has made no further progress proselytizing to the inhabitants of the farmlands surrounding the citadel of Pythium this month, but continues his preaching as there remain a stubborn core of adherents to the snake faith. Tahmar, handing over his longdead troops to Urd, and the living ones to Bove, heads back to the Alps. Ualgo and his five Jotun bodyguards march from the Alps to join the camp at Pythium. From Helmshire, Bdvar next heads east into the plains of Tesifon (#58). My avatar remains in the lab within the Feral Woods, conducting magical research, and spreading his influence (dominion) into the area. The Seithkona Sigyn commences construction of a Horror Helm (for Jorgun), and all 5 of the death gems in the treasury are set aside for this task.

<font size=1 color=brown>PS - All provinces with positive dominion, except my capital and the adjacent Iron Range (both at Cold-2), remain at Cold-1.</font>

licker February 13th, 2004 12:02 AM

Re: Jotunheim:Utgard AAR
 
Why not Hauspeux then? I don't see Acashac Record as really being worth its cost other than for a few provinces that you havn't gotten to. I'd suggest taking one (or more) N2 mages and hauspexing your provinces if you don't want to take one out on tour (need N3 for best results if you search by hand).


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