.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old March 27th, 2004, 09:39 AM

Wyatt Hebert Wyatt Hebert is offline
Corporal
 
Join Date: Feb 2004
Posts: 105
Thanks: 0
Thanked 0 Times in 0 Posts
Wyatt Hebert is on a distinguished road
Default AAR-Neophyte with Caelum

Alright, here's my first attempt at an AAR... more of an IMR (in media res), but anyways...

This is not really designed for me to instruct anyone... it's for feedback on how I play Caelum according to the game definition, and for explanation of why strategies work or don't. I will, of course, be giving my input, but I'd appreciate if the more experienced players give me feedback on what I'm doing wrong (which I suspect will be almost everything).

Oh, and another note: Careful with the flames... Caelum can't handle them!

Alright, first things first, the Pretender:

Virtue
Magic: Air 8
Dominion stats: Order 3, Cold 3, Growth 1, Luck 0, Magic 3 D. Strength 7
Fortification type: Castle

Well, this is a pretty vanilla start. I know that Caelum are some of the best air mages, and, being inexperienced, I don't want to have a Pretender at radical odds to the theme's Magic. I've read the Caelum Posts, and it seems to me (also after playing Caelum for about 45 turns before I read the post) that Mammoths will be a must, so I have Order 3 for the Gold Income, and no Productivity because the majority of my units don't have a high Resource cost. The Castle is my default fortification, so I just went with it for this game. Also, Luck is even for a specific reason. I'm going to keep a track of all events that happen to me, the scales where they happened (as best as I can determine), and stuff like that.

Lack of Water on the Pretender precludes Quickness being cast by him, I understand, but once I have access to Boots of Quickness, it'll be another issue entirely.

Game Setup:
All enemies except Ermor, Atlantis, and R'lyeh enabled (on Normal AI).
Again, being my first attempt at this, didn't want to deal with the problem of Ermor, nor the tactical flexibility of the marine races. Also, my map selection would have made the marines pretty sickly, so that's another issue.

Map: Inland Map (154 provs, 5 Underwater)
(Lots of Forests, supposedly)
This map looked interesting, I don't know it too well, and the lack of Water means that my pretender sans Water isn't making a difference in the flexibility to attack the water.

Starting Prov: 1
Independent Strength: 4
Magic Site Freq: 50
Renaming Allowed

This is all set up basically by my normal setup. I'm used to Magic Sites all the way up at 75, but I'm trying to be more normal in my playstyle, so I put it at 50. The independent strength is actually average to a little high for me, but that's probably due to my poor skills as a tactician.

Anyways, that's the setup, and feel free to comment (as I know you people will). I'll respond when I can, and try to keep this up and running at a good pace.

Wyatt

[ March 27, 2004, 07:40: Message edited by: Wyatt Hebert ]
Reply With Quote
  #2  
Old March 27th, 2004, 10:07 AM

Wyatt Hebert Wyatt Hebert is offline
Corporal
 
Join Date: Feb 2004
Posts: 105
Thanks: 0
Thanked 0 Times in 0 Posts
Wyatt Hebert is on a distinguished road
Default Re: AAR-Neophyte with Caelum

Turn 1 Orders:

Well, I started in Province 92, whose terrain is simply Forest. On 5 sides, there are more forests, and to the direct south, there are some plains, and to the south of that is some farmlands. To the west of the western border forests are some plains as well, which I want to get so as to keep a good income. From a first glance, the Farmlands will probably be a very good place to put a second Fortress, as it should have very good income, as well as decent Resources due to the surrounding Forests. My first turn orders are as follows:

I order my starting Storm General to become my prophet, I tell the Scout to bypass the immediately adjacent provinces and go check out the southern farmlands, and I order the Pretender to start researching Evocation (to get to Lightning Bolt, predominantly).

I notice that Burelk's City Guard is for hire, so I grab them (paying 145 G to make sure I get them), and then I recruit a Seraph, 6 Wingless (to get started for a Mammoth support unit), and 3 extra Caelian Archers. That's about it for the first turn.

Couple of points: I didn't wait to get a Seraphine (for the level 4 priest from prophet) mainly due to no bless effects, time loss getting a prophet, and to keep the commander out of combat. I'm losing access to Fanaticism, but as I only expect to have a single squad in combat at a time, I think it should work out ok, at least for now.

I grabbed the mercs because I'm only on Ind St 4, and Burelk comes with 60 guys... in one squad, even Militia will have pretty decent morale. I'm also hoping that the local enemies won't be very tough, but that may be a forlorn hope. We'll see.

That's most of the stuff for turn 1.

Turn 2 is coming up.

Wyatt
Reply With Quote
  #3  
Old March 27th, 2004, 03:31 PM
Inigo Montoya's Avatar

Inigo Montoya Inigo Montoya is offline
Corporal
 
Join Date: Feb 2004
Location: Minnesota
Posts: 90
Thanks: 0
Thanked 0 Times in 0 Posts
Inigo Montoya is on a distinguished road
Default Re: AAR-Neophyte with Caelum

I am a total novice, so take my advice with a grain of sand.

I feel strongly you should make your prophet from a Seraphine. You spent points for Order 3, Growth 1, and Magic 3. You want to spread your Cold 3 as fast as you can. Having a prophet with a level of 4 is going to spread your dominion much faster than making a prophet from a Storm General. I look at my prophet as only second in importance in spreading my dominion.

[ March 27, 2004, 13:33: Message edited by: Inigo Montoya ]
__________________
I am looking for a six-fingered man.
Reply With Quote
  #4  
Old March 27th, 2004, 03:35 PM

Wyatt Hebert Wyatt Hebert is offline
Corporal
 
Join Date: Feb 2004
Posts: 105
Thanks: 0
Thanked 0 Times in 0 Posts
Wyatt Hebert is on a distinguished road
Default Re: AAR-Neophyte with Caelum

I did think about that, and when I lose this prophet (which I assume I will),I will undoubtedly make a Seraphine the prophet. I just decided to make the Storm General the prophet to do the following:

1) Create my prophet immediately.
2) Get a free level 3 Priest immediately.
3) Move him out immediately.
4) Not lose a turn for research when a lvl 4 priest isn't required.

I was thinking in terms of a time crunch, and also that the sneakiness of the Seraphine is unnecessary at this point in time, as well as point 4. I want to ramp up the research engine, as well as expand as fast as I can.

Just my reasoning.

Wyatt
Reply With Quote
  #5  
Old March 27th, 2004, 04:16 PM
Inigo Montoya's Avatar

Inigo Montoya Inigo Montoya is offline
Corporal
 
Join Date: Feb 2004
Location: Minnesota
Posts: 90
Thanks: 0
Thanked 0 Times in 0 Posts
Inigo Montoya is on a distinguished road
Default Re: AAR-Neophyte with Caelum

Makes sense, plus it will make your commander a bit beefier in your dominion.
__________________
I am looking for a six-fingered man.
Reply With Quote
  #6  
Old March 27th, 2004, 04:32 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: AAR-Neophyte with Caelum

Quote:
Originally posted by Inigo Montoya:
Having a prophet with a level of 4 is going to spread your dominion much faster than making a prophet from a Storm General.
This is only true if your prophet is preaching, which means that it is not available that turn to cast fanaticism in a battle.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:37 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.