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Basic Strategy Questions
I'm new to Dominions II. I'm having trouble finding information between "Patrol: By giving a leader this command he will patrol the province he/she is located in and..." and "I set my PD to 10 and because I have rock solid Nads with blessing and Volgrave armor I usually mass my VD's with VH's and use summonned Slags as a meatsheiled..." ?????
Neither one of those is very helpful for me. Here are my basic strategy questions. (I realized that there are countless strategies and hence countless ways to approach these issues, but I'm looking for some basic guidance.) 1) Basic magic strategy: I feel compelled to have a rainbow mage regardless of which race I am playing. This lets me find every type of gem and forge nearly every item. 2) Searching for Magic sites I usually send out a mage with about magic areas (fire, earth, death for example). But of course he/she can't find everything. I want to find them all so I'm tempted to send out my pretender searching after about turn 15 or so. Later if I have a good astral gem income I'll use that reveal all astral spell. 3) How do you do this without a rainbow pretender? If you have no water mages you can't find water sites so you can't empower a mage with water gems to find water sites. Do people just not bother looking for gems that aren't primary to their magic? 4) Castle strategies. Because of administration I am loathed to put two castles closer than two territories from each other. What's some wiser thinking on castle placement. 5) How many gems do you put in the hands of mages as you send them into battle? I don't have a good feel for this. I tend to want to pile up gems for empowerment and magic items but I realize that a mage without gems can't do much. On the other hand I have most of my mages doing research anyway rather than out there fighting -- at least in the early game. Thanks in advance! Ice |
Re: Basic Strategy Questions
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Some sites do overlap. I might start out with mostly nature magic. Thru luck of the rolls, I might find alot of water-gem sites (you can find some with nature magic). So I boost a couple mages a point or two in water, make some water items to boost them farther. They look and find yet MORE magic sites. And maybe one for water mages. OK I can take a hint. disclaimer: I tend to play loosely and take advantage of what the game throws me. Some others use strategys all-thought-out before the game so would consider my method very unplayable Quote:
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Re: Basic Strategy Questions
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Thus, I do not entrust my mages with gems unless they have been very specifically instructed on what to do with them. Plus I am loathe to give up the research they provide when firmly parked in front of a lab researching. Thus I only bring them out with a purpose in mind....and give them the gems only to accomplish that purpose. |
Re: Basic Strategy Questions
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Also, sitesearching by spells, (***spex, augury gnome lore, (thaumaturgy 2) Dark knowlege, voice of apsu (conjuration 2 and 3) and arcane probing (evo 2) ) is generally better than by moving mages around because you can search sites faster with less mage-time, and without having to move your mages to all kinds of vulnerable places out of your castle. They also find the hardest-to-find sites you really wouldn't want to miss. Also, this leaves your pretender free to do what he is supposed to, being either burrowing his nose in the books like a real sissy or putting some fear of god to all those pesky pagans, depending on what you prefer. http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
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Also, you menion empowerment one time too many: in 99 cases of a 100 it's better to do something else with your gems as empowering is hideously expensive. If you gotta boost magic levels, items are usually better in it. http://www.freewebs.com/dominions2/magiboost.xls is a very good file listing all the magic-boosting items with their building requirements. |
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