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Leadership levels upped, I see?
This made sense, given that the middle game may well feature clashes of actual armies (instead of going from Just Enough Force to Take Indies straight to Massive Supercombatant that can Take On Anything).
From the screenshots in another thread I notice that the new leadership levels are: Old: 10, 25, 50, 75, 125 New: (not seen yet), 40, 80, 120, (not seen yet) Given also that true armies are actually viable (for just long enough to matter anyway) it's suddenly not a no-brainer to grab cheap design points with a death scale. I like that. Unrelated point: Now that nation themes are now seperate eras, do themes that used to require odd scales still require the same odd scales? E.G. does Spring and Autumn still require Turmoil-1 and Magic-1 even while the other Early Era nations either had no restrictions before or are totally fresh concepts? And Late Era Ulm, apparently a cross of Black Forest (req'd Mis, Dea, Mag IIRC) and Iron Faith (Prod, Drain).. eepsie, this would have been a problem... |
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Anyway, to answer some of that, poor leadership still has a value of 10, and forced scales are gone. |
Re: Leadership levels upped, I see?
It's 10 (guys like mages and priests usually have that), 40, 80, 120 and <don't remember now>.
Since there is more gold and larger armies in game, leadership has increased. |
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Also, growth scale has become more desirable as it now reduces chance for old age affictions. Basically, your old people will live longer so most powerful (and usually old) mages will live longer too.
Death 3 is still valid choice but it's no longer a no-brainer. |
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When ever Death 3 was a no-brainer? o_O
Except for Death nations that is. And maybe Abysia. But yay for more leadership. I can now make Lobo Waves like none before! |
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They used death 3 basically always in vanilla Dom2 and still often in Dom2 CB. And QM won almost all blitzes. Somehow the usual Dom2 vanilla scales defaulted to magic 3 order 3 misfortune 3 death 3 sloth 3 heat preference +/- 1. Only in longterm games growth scale was occasionally valuable, especially for blood nations. But there iirc Arch usually took death 3 nontheless and dominated with something else like mass vine ogres or van abuse or whatever http://forum.shrapnelgames.com/images/smilies/happy.gif. |
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I see then.
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True. What's funny is how I never do this is SP, but only because I don't always enjoy winning a game as efficiently as possible; which is to rely on summoned armies. I can certianly see how, even in a long game, death 3 is choice because you should already have your gem income by the time your gold income begins to wane. Heck, for slow players like myself, Death 3 could be a real asset to force me to play a more efficient game.
=$= |
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But in MP my cruel opponents force me to not play as sloppy as in SP http://forum.shrapnelgames.com/image...es/biggrin.gif. I am still obsessed with my idea to win a SP game vs. impossible AIs with just using national troops and commanders. So far i have never succeeded at this challenge but always enjoy it to try it again http://forum.shrapnelgames.com/images/smilies/happy.gif. Death nations and underwater nations do not count as valid nations for this challenge http://forum.shrapnelgames.com/images/smilies/happy.gif. |
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I would guess that another strategy would be a strong dominion wall, strong defense (jutenheim), and holding out until his tactics kill him off. Depending of course on which nation he is playing.
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The second mod will be the same, except that all troops for the nations and their summons will be stronger, but they will cost the same mana/resource/gold. However 1 nation's troops won't be upgraded, and that will be the human player's nation. Imho it will be almost impossible to win against the AIs on the hardest diff. level with my upcoming settings in that TC mod. |
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- only national troops (and pretender can be used) and mercenaries can be used (no indy mages); - no ritual summons; - no creature generators (neither permanent, like devil generator nor battlefield ones such as living water, lifelong protection etc); - no gem generators; To my surprise I've won without much difficulty, which is probably because I've played Jotunheim. My plan was to use blessed woodsmen and later on use niefel jarls as mini-SC. Considering that research didn't look like a high priority I took drain-2. I've got monolith with E9W6S4 (dom 6) which left me with enough points for decent scales. Early on I wasn't buying mages at all - just woodsmen and jotun jarls to lead them. I had to wait a bit until I got enough woodsmen to keep a good line (to avoid being surrounded) before expanding, but then it went easy - I've steamrolled over indy and my AI neighbours (Man, Arco and Abysia). I only bought few mages to search for sites. After getting construction researched (mostly by pretender) I've bought some more mages and equipped them with skull mentors. I've tried to use Niefel Jarls as SCs, but it didn't work particularly well, they were only useful to take poorly defended provinces, so in the end I've conquered everybody mostly with woodsmen. Afterwards, I think it might be easier to play any other Jotunheim theme - I had virtually no mage support on the battlefield. Though, I've played on small map without Ermor or water nations (with them things would be more difficult I think). I suspect this approach wouldn't be that successful (but perhaps still viable) on a large map, but I wanted to finish it before Dom3 anyway http://forum.shrapnelgames.com/images/smilies/wink.gif This strategy will likely work with any other bless-efficient nation. |
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Dominions doesn't stop to amaze me http://forum.shrapnelgames.com/images/smilies/happy.gif I used this tactics in MP blitzes, but why I've never thought that it may work in a larger game? http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Maybe Dominions_4 will have a feature where gamers can cast spells and/or spend gold to upgrade the units of province defense. |
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wow interesting. I will try it also. I've never used this tactic in the MP games to be honest, and usually we play on "small" maps. Hm..perhaps I should give it a try in MP also. http://forum.shrapnelgames.com/image...es/biggrin.gif |
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If your opponents play slow strategy you'll likely quickly steamroll one of your opponents and after that remaining 2 will quickly forge alliance against you. You may try to make something like the following: expand quickly toward opponent A. When he sees your scary early armies he will get concerned, but you can offer to stop expanding any further in that direction in exchange either for defensive treaty vs opponent B or aggressive pact vs opponent B. In the first case you can expand like mad toward B, be unreasonable in negotiations, leave your provinces open and make sure you cut-off all his paths for expansion. In the latter case you just attack B. But, of course, it's just a feint and you won't be dedicating much forces to that war. Your real goal is quickly conquer opponent C. By the time the dust settle you should be able to take over C and make good inroads into B (who has to fight 2 fronts). At this stage opps will probably realize what's happening and A will change sides, but he'd still need to reprofile his army vs you, so you should have a chance fighting vs both of them for the rest of the game. |
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Actually I've never played with you lads, since [in Doms 2.] I had too many TCP/IP games with the fans here. [I meant my country fellas] Most of us are already preordered Doms 3., but I will surely gonna play against you guys. Well at least I hope so, because I don't have too much time to play in these weeks. I am focusing a lot on real life. [training, girlfriend, parties..oh and school] http://forum.shrapnelgames.com/images/smilies/happy.gif |
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The opponent with the soulstone could send the wolves which could then sneak into a nearby territory and attack some other location. Once the farming of pearls becomes effective madmen would easily pounce a territory far behind the lines. Late stages of the game I notice the bad province defense. It's also an uncomfortable feeling for me knowing all the other nations have better province defense. |
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I didn't know it's that bad that 15 loses to COW. Otherwise, I think it's the same for most of nations - PD vs wolves or madmen is impractical. And I agree that those wolves are annoying because they're hard to catch. With a suitable national (Caelum, C'tis) etc it's usually more practical to park a spammer in every worthwhile province.
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