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Dragonlord said:
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What still puzzles me from some of the stuff listed earlier in this thread:
What is a fetish farm?
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It's about massing the fever fetish (fire and nature construction item). The fetish diseases the commander you equip it with, but generate fier gem almost all turns.
In dominions 2 , it was usually equipped on undeads, as they don't die from disease, but to prevent that, now it still works on undeads but the gemsare produced less often than with a living commander.
Fetish farming is just trying to amass a large fire gemproduction by micro-managing fever fetish (don't forget to remove the fetish on diseased units with only 1 HP left as they will die the next turn)
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How do you define a Blood economy ?
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Choose a province with ideally 5000-6000 population, and no money producing site.
Drop the tax level for this province to 0 (to reduce the unrest to come)
build a lab in the province (so you don't have to move your commanders to get the blood slaves)
put 3-5 blood mages (with the item "dousing rod" equipped as soon as you're able to forge them) set to "blood hunt" in the province.
If the unrest grows too fast even with 0 tax, you eitheir have too many blood hunters in the province, or need to start using other commanders to patrol (fast or flying units are best for patrolling)
Warning : blood hunt lower the population (not much, but still ...), and patrolling too. That's why having at least growth 1 or better is good for blood nations. If you have enought income and province, just put less hunters on the province so 0 tax rate is enough to keep the unrest down, and create another blood hunting province.
A lone hunting province can be enought to produce ~20-30 blood slaves per turn, more thant what you probably get from any of your gem incomes.
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What is an earth-blood factory?
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Thee's an intem forged wth earth and blood magic (blood stone) that increase the earth magic of the wearer, and create one earth gem each turn.
If you have access to both earth and blood magic, it's a good way to create a massive income in earth gems (more stable that the fever fetish, as you don't have the diseases to manage, but earth + blood is a more rare combinaison)
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What is a Soul Contract? I searched the manual for a spell or item named liked that and didn't find it...
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Soul contract is an item (well, sort of ...) that once equipped on a commander (warning : it's cursed and can't be removed) start producing one devil / turn.
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This thing with clams (?) and uber globals seems to be aimed at a very late game, which I never reach in SP but so far I have always won the game by year 6 or so...am trying to make it harder now with 10 AI's all set to Impossible, on Dawn of Dominion map.
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This is because those tactics/strategies are mainly done for the late game in Multi Player (MP) games, where the increase incomeor units is what can give you the edge against other humans players.
But it can be fun too in SP games : you can make a nation that is harder to play from the start, but with the objective of a late game come back.