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-   -   Guide: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Dooooooooooooooom! (http://forum.shrapnelgames.com/showthread.php?t=42171)

Dedas February 11th, 2009 04:12 AM

Re: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Doooooooom!
 
They are 36 res in vanilla as well. Say you build around 8 fortresses in good locations, which is not unreasonable for Ulm (you can do it quite fast with order 3 and patrolling), and considering the 25% production bonus for Ulm in every castle you should have around 300 resources in each (try to build the cost effective citadel as they have high admin). 300 x 8 = 2400. 9000/2400 = 3.75 turns. And even if you had abysmal luck with terrain you should be able to build them in 5 turns.

If you want to do a search I have posted a lot about Ulm and fortress placement over the years.

chrispedersen February 11th, 2009 08:55 AM

Re: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Doooooooom!
 
Quote:

40 turns? :p Wouldn't that be an average of 110 slaves/turn? That's a good income, but I'm not sure about "godly". ;)

10,800 you say? I know in CBM they are 36res, which would be 9000. Not sure on vanilla. But I'll tell you what, I can do THAT faster than 40 turns, that's for sure. :happy:
So what would be godly Jim =)


(And you're right about the 9000 - up two days on a court case doesn't do wonders for my math).

JimMorrison February 11th, 2009 04:19 PM

Re: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Doooooooom!
 
Quote:

Originally Posted by chrispedersen (Post 673799)
Quote:

40 turns? :p Wouldn't that be an average of 110 slaves/turn? That's a good income, but I'm not sure about "godly". ;)

10,800 you say? I know in CBM they are 36res, which would be 9000. Not sure on vanilla. But I'll tell you what, I can do THAT faster than 40 turns, that's for sure. :happy:
So what would be godly Jim =)


(And you're right about the 9000 - up two days on a court case doesn't do wonders for my math).

Well, assuming a province count ~20, I would be very impressed if someone could convert 7 of those provinced (as LA Ulm, of course) to hunting provinces averaging ~20 slaves/turn, and still maintain their overall economy. So, in that sort of map scale, you'd need to hit 140 slaves/turn total, and I think that would be pretty damned shocking. Of course, in CBM, that's 4+ Vampire Counts per turn, which would be very nifty indeed.

I still don't think it hugely impacts your need for infantry, though it negates the need for infantry in the backfield for defensive purposes. Since you are not Immortal outside of your Dominion, it's going to be very hard to complete a military campaign on the backs of Vampires, eventually you either subject them to possible attrition, or you resort to other means to take provinces with heavy enemy Dominion.

KissBlade February 11th, 2009 04:44 PM

Re: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Doooooooom!
 
LA Ulm infantry is not bad. The lofty MR weakness that gets touted over them only comes into play against late game astral. Their h igh protection is still helpful against most other stuff. As for MR, /most/ nationals have that problem anyway so meh.

Dedas February 11th, 2009 05:06 PM

Re: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Doooooooom!
 
Additionally, if you want to offset the subnormal MR on LA Ulm's troops you can take a healthy drain 2. That will at least give you normal MR in your own dominion and that isn't so bad considering their slow movement. Push slow and hard, hold what you take (build fortresses there). That is Ulm for you.

Redeyes February 11th, 2009 05:16 PM

Re: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Doooooooom!
 
LA Ulm has easy access to anti-magic in their build anywhere Member of the Second tier.
If Astral nations are destroying you, that should be your remedy

Ghoul Guardians come with fairly good MR, though they arguably need it the most.

Dedas February 11th, 2009 06:58 PM

Re: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Doooooooom!
 
And besides astral anti-magic you also have Tempering the Will that will add an additional +4 MR (if you're lucky). That is better than most nations could ever dream about.

Trumanator February 11th, 2009 07:27 PM

Re: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Doooooooom!
 
Do Antimagic and TtW stack? I would be wary of taking drain w/LA Ulm too, as they don't have very good researchers. Do Iron priests ignore drain?

vfb February 11th, 2009 07:28 PM

Re: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Doooooooom!
 
That's one of the effects that doesn't stack, unfortunately.

Cast Tempering first, and Antimagic will get cast on top of it, but it will just bump everyone's MR by +4, unless they already got boosted by Tempering.

Cast Antimagic first, and Tempering won't even get cast.

Ulm can build skull Mentors to make up for Drain, but it's still difficult to keep up in the research race. They get no research bonus in a drain dominion.

Dedas February 11th, 2009 07:32 PM

Re: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Doooooooom!
 
Oh, didn't know that. I supposed they stacked because they are different spells. Thanks for clearing it up, vfb!


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