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  #1  
Old September 18th, 2004, 11:26 PM
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Calistas Calistas is offline
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Default Understanding D2 strategy - help!

Hi all, my copy is in the mail and I've been playing the demo a lot!

However, one thing I don't really get is the kinds of strategies to use for each empire (available in the demo), even if I have played them a lot.

Eg, so far I have done very well with Pythium (that comes down to the great units!) and Juntheim (same) but a lot less well with others.

I've created blood economies with Abysinia (but for what purpose I'm not sure, those fiends and devils seem to die quite quickly to me!).

I've created rainbow mages to find all the sites in an area, but I think that Acashic Record would end up more efficient. But on the other hand, don't you just 'empower' any rainbow you have to the levels you need for the late game??

I made a bless army based on someone's tips for Juntheim..

I made a huge SC pretender and used him to take out independents..

But what I'm not getting is matching pretenders to empires. What kind of strategies are there? Match your empire's powers? Chose different ones? When to go for blood (and why?!).. that sort of thing.

Oh, I didn't even get into talking about matching your dominion scales to your pretender to your empire to your strategy! Eek!

Help!

Calistas
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  #2  
Old September 18th, 2004, 11:38 PM

Yossar Yossar is offline
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Default Re: Understanding D2 strategy - help!

Some of the best units in the game are blood units. I don't know why yours are dying. Maybe you aren't using enough? With devils and fiends of darkness, I find you need at the very least 5 or 6 to do anything useful, ideally more. Devils are some of the best units in the game and Fiends of Darkness are good until you can get Devils. Two of the toughest commanders in the game are ice devils and arch devils.

For pretenders, you can never go wrong with just making a tough pretender with any nation. A ghost king with at least air and water for quickness and mirror image/mistform is the "overpowered pretender of the moment". Or you can use your pretender to cast spells your nation normally can't. If you don't get mages with earth, take an earth pretender, etc.
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Old September 18th, 2004, 11:49 PM
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Default Re: Understanding D2 strategy - help!

Hmm, good tips. Yes, perhaps not enough fiends and sending them in too early

Another thing I don't get is the themes. I took Niefelheim with Jutheim and I didn't notice anything different about the game? I am reading hte manual adendum and it's not giving me much clues as to what the themes do either.. well, other than the largely obvious stuff, I don't see the up side of themes I guess?

Anyway, thanks.. and keep posting anyone who has something to contribute!

Peter
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Old September 18th, 2004, 11:58 PM
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Default Re: Understanding D2 strategy - help!

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Calistas said:
I took Niefelheim with Jutheim and I didn't notice anything different about the game?
Compare the units you have with Niefelheim to those with the other two themes.
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Old September 19th, 2004, 12:05 AM
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Default Re: Understanding D2 strategy - help!

I see it, no giants. So that's the only change? I guess giants are quite nice compared to those little pixies

Erm, blood economy.. who suits setting on up? Should you only bother if you've pretty much chosen a blood-style empire and theme?

Peter
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Old September 19th, 2004, 12:19 AM
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Default Re: Understanding D2 strategy - help!


Blood? Well, even on a non-blood nation, having a bit of blood on the pretender can be great for forging a couple of very nice items - blood thorn (only single handed weapon in the game with lifestealing), or blood stones.

Other than that, since I tend to play non-blood nations, I don't plan on using a lot of blood. However! There are magic sites that can easily make it worthwhile to go with blood. For instance - if you find the site that gives a blood-60 bonus (60% fewer blood slaves required for each summoning there), or a site that gives cheap powerful blood mages, it can be well worth cranking up a blood economy.

About the themes - most simply change the units and commanders the nation gets; some modify the gem income and required scales, and a very few (death themes mostly) heavily modify other things. But mostly, they change the units.

Some themes play very similarly to the base nation; others are wildly different. Conquerors of the Sea Marignon, for instance, is very different from standard Marignon, with very different magic strengths and with sailing instead of stealth.

Niefelheim theme for Jotunheim gives honking huge combat monsters, both commanders and troops, all very expensive and all sacred, great with a strong bless effect. On the other paw, Niefelheim loses the cheap researchers base Jotunheim has, but still plays fairly similarly to the base.
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Old September 19th, 2004, 11:31 AM
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Default Re: Understanding D2 strategy - help!

Er, Zen, what are hammers?

I tried working with the Ulm setup you suggested, it was quite fun and my guy ended up semi-rainbow and did a great job of churning out the gem sites.

I guess those gems can be used to summon rubbish to help with Ulm's weak magic stuff as you suggested?

Cal
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Old September 19th, 2004, 11:39 AM
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Default Re: Understanding D2 strategy - help!

Quote:
Calistas said:
Er, Zen, what are hammers?
Cal
The hammers are the Dwarven Hammers, which give you a Forge Bonus of 25%. It effectively means forging is 25% cheaper as before, and will stack with the same bonus of your Master Smiths (making it a 50% forging bonus, so all magic items will be half as expensive as before).

The Dwarven Hammer requires Construction 2 and Earth 3, for a cost of 20 earth gems.
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Old September 19th, 2004, 12:10 PM
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Default Re: Understanding D2 strategy - help!

Ahhh, thanks a lot
So get great items, tool up your summons and whatnot and send them out with the boys? That the strategy? Sounds fun

Cal
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Old September 18th, 2004, 11:48 PM

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Default Re: Understanding D2 strategy - help!

Quote:
Calistas said:
Hi all, my copy is in the mail and I've been playing the demo a lot!
Addiction be damned!

Quote:
But what I'm not getting is matching pretenders to empires. What kind of strategies are there? Match your empire's powers? Chose different ones? When to go for blood (and why?!).. that sort of thing.
These are big questions. And they are the types of things that are hard to answer.

Match a Pretender to your Empire (Same Paths as your mages)

This is a good strategy for Nations that either have weaker mages (Ulm springs immediately to mind, Jotunheim is another example) that would be best suited to using their Gem Income. The only problem with this, is you can't handicap your nation or your national armies by doing this (leaving them without support from other magical paths). A good example of a nation that can do reasonable with this is Atlantis or Arcosephale because their mages having randoms they can use to get those other paths of magic.

Example of using a Pretender with a Nation's Strengths: Use a Cyclops with Ulm. Give your Cyclops a few more levels of Earth (up to 6) and he will be able to cast all the neato super-hyper cool Earth spells as early in the game as can be done. You will probably have the first Earth Blood Deep Well in the game, solidifying your power in Earth. Or you might have the only longstanding Forge of Ancients, early enough in the game to really take advantage of it. Things of this nature.

Choose a Pretender's Magic to fill in the weaknesses of the nation. This way you can use your Nation's Strengths and fill in the gaps of their national armies/limitations. Any nation can do this, and it is the most prefered way to utilize your Pretender at least with consideration to it when deciding how you are going to use your Pretender's Paths.

Example: Use a Frost Father with Ulm. With heavy picks in Nature, Death and Air. Then using your Frost Father to search out your provinces in Nature, Death, Air. Using Ulm's forge bonus to make hammers, and pass them around to mages that you get from other paths. Using Nature to summon Ivy Kings or Couatles (for Nature/Astral), Death for Undead to complement your armies and give you the capability to use Life Drain, etc.

When to go for blood and why.

There are a few reasons to go for blood

1.) Unique Summons
2.) Upkeepless, elite magical troops
3.) Forging

Everyone but Ermor/Carrion Woods can possibly go for blood and this is mostly accomplished by using mages with Randoms (Sages for example). Then creating an Economy to support any (or maybe all) of those three. Blood is universal in it doesn't require anything but blood mages to start because of the uniqueness of Blood Hunting.

Blood is a little more advanced and filled with micromanagement traps that take a little time to get under control.
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