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-   -   Phases of Gameplay (http://forum.shrapnelgames.com/showthread.php?t=41960)

LumenPlacidum January 13th, 2009 01:50 PM

Phases of Gameplay
 
Reading guides and various posts of advice has lent the impression to me that people have a very definite idea of the different phases in a game.

So, what do people consider to be those definite phases. What characteristics really make mid-game different from late-game and how would I know if I'm lagging behind or leading the way?

Also, more specifically, what do people consider to be the end of their "initial expansion?" Is it that when you meet a real foe your expansion is over?

Hadrian_II January 13th, 2009 02:26 PM

Re: Phases of Gameplay
 
In midgame, your armies can walk into battle and fight other armies.

In lategame your army would either become enslaved, killed by artillery spells or engaged by an SC.

Another distinction is that in midgame there is a difference between units, in late everything that is not a thug or a mage is just chaff.

chrispedersen January 13th, 2009 02:29 PM

Re: Phases of Gameplay
 
My opinion:

1: Mad dash for indies.
2: Initial expansion, against opponents still using national armies, but increasingly supported by spells.
3. Transition to endgame where armies are mostly superflous - pawns of play against the SC's and uber mages that have become de rigeur. Characterized by wishes, master enslaves, tartarian factories.

In the first phase - your pretender is an asset.
Towards the end - you're protecting your pretender.

Interesting Game idea: Disable Call God. When your pretender dies.. you're out!

Gandalf Parker January 13th, 2009 06:10 PM

Re: Phases of Gameplay
 
Im guessing that the original poster is meaning multiplayer games on average maps? In which case the answers given sound on the mark.

LumenPlacidum January 13th, 2009 06:49 PM

Re: Phases of Gameplay
 
Oh. Ok. I didn't realize the answer would be so straightforward. Thanks, everyone.


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