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-   -   Guide: Some basic notes on expansion (http://forum.shrapnelgames.com/showthread.php?t=49068)

momfreeek August 30th, 2012 09:48 AM

Re: Some basic notes on expansion
 
Quote:

Originally Posted by Admiral_Aorta (Post 810333)
Magic becomes immportant almost immediately, and if you fall behind in research you have little chance of doing well later, even if you have extra provinces because you focused on expansion over research.

As a complete noob I was much more effective with land, money & troops than mages and early spells and I've not had a problem catching up with research. I'm still not sure how magic is important that early (I'm not questioning you, just verifying my noobness). Its good to know what is expected in games with more experienced players.

jotwebe August 30th, 2012 12:07 PM

Re: Some basic notes on expansion
 
For a beginner I think it might be a good idea to focus on expansion first. When the lack of magic makes itself felt in midgame, at least he/she will have made it that far. And in a newbie game especially, being behind in research isn't necassarily an insurmounable problem.

krpeters August 30th, 2012 06:47 PM

Re: Some basic notes on expansion
 
OK, two more newbie questions:

1) How many bakemonos or equally useless troops does it take to keep unrest in a 200-tax population under control?

2) Where is a reference guide with this kind of information easily accessible?

parone August 30th, 2012 10:45 PM

Re: Some basic notes on expansion
 
i have actually had really good luck with expanding hard early. O-3 gives great gold. expand into a city province early. if you can get a good merc group, it is easy to have 3 or even 4 expo groups going early(as long as you bypass tough or bad match up indies). this also allows you to expand to choke points, secure them, and then finish off the indies behind you.

but...

early expo like that, in games with the graphs on especially, often makes you a target. so perhaps the ideas here(ie, forts instead of provinces, mages early at the expense of expansion) have merit.

i know this is a larger topic, but i think perhaps it is applicable. tremendous early expo(which is unfortunately about the only thing im good at) is a Very mixed blessing.

John_Madlock August 31st, 2012 07:16 AM

Re: Some basic notes on expansion
 
Ad 1.
Each turn you tax 200% means about +20 unrest. Here is the table http://dom3.servegame.com/wiki/User:...fect_unrest.3F
Killing brigands by patrolers is random, but 20 patrolers (with patrol strength 1, but bakemonos are slightly worse patrollers) is minimum, they sometimes catch 1 sometimes 20 brigands. Each killing brigands is -1 unrest, I guess. 40 bakemonos is safe number for 200% tax.

Ad 2.
Dom 3 wiki
http://dom3.servegame.com/wiki/Main_Page

Immaculate August 31st, 2012 12:43 PM

Re: Some basic notes on expansion
 
No it isn't.

John_Madlock August 31st, 2012 04:59 PM

Re: Some basic notes on expansion
 
Isn't the safe number? In my test it is. But I tested with Order-3 and rare events. In some turns I have unrest >0, but next turn usually drops it to 0.

krpeters August 31st, 2012 06:38 PM

Re: Some basic notes on expansion
 
Quote:

Originally Posted by John_Madlock (Post 810370)

Judging by the table there, to have a 75% chance of neutering 20 rebels, I'd need 80 bakemonos or more. Does anyone know how to calculate how much worse Bakos are?

Quote:

Originally Posted by John_Madlock (Post 810370)

http://dom3.servegame.com/wiki/Province#Unrest -- unfortunately, not much helpful here. But this would be a great resource if it were updated with all the tidbits found elsewhere!

krpeters August 31st, 2012 08:36 PM

Re: Some basic notes on expansion
 
So, I don't know if anyone cares at this point, but after experimentation I can confirm that with monster scales and 200% taxation it's easy to get several castles going by turn 10.


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