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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old December 9th, 2003, 11:24 PM
aldin's Avatar

aldin aldin is offline
Corporal
 
Join Date: Dec 2003
Location: Land of the Setting Sun
Posts: 195
Thanks: 0
Thanked 0 Times in 0 Posts
aldin is on a distinguished road
Default Total rookie comments

Having lurked on this board for the Last two weeks trying to get a handle on Dominions 2, I think you'll all understand when I say that - after forty hours of gaming time - I am finally a rookie. I hope you'll tolerate (and comment upon) a series of ideas/conclusions to which I've come. My focus is players who, like myself, never played Dominions 1.

-Getting Started

1) When picking your learning nation avoid death and blood magic as well as underwater nations.

2) Feel free to test drive a few nations, but try to pick a single nation to really learn.

3) Pay VERY close attention to your race's mages. Since much of your research will be aimed at empowering THEM, try to pick spheres of magic for your pretender that capitalizes on the research you will be doing anyway.

4) While learning, use the same map over and over.

5) Pretenders have two basic focii, research or combat. When designing a pretender, pick one, don't try to do both. Even so, your choice of nation has more effect on what makes a good pretender than the research or combat focus do. Since pretender design was one of the most baffling things to me:

-Nations with good holy troops and strong priests benefit greatly from pretenders with lots of magic (for the blessing boosts).

-Nations with resource heavy troops benefit greatly from pretenders with high admin castles.

-Nations with costly troops benefit greatly from pretenders that increase the Order scale.

-If completely lost: Pick any mobile pretender with 50+ hit points. Give them at least four spheres in any two magic schools (except blood and death). Make dominion >=5. Take no negative scales. Pick an admin 30 or 40 castle. Spend any remaining points to taste. This is a basic combat pretender.

6) Early on, you should be cranking out a leader of some sort EVERY turn. Spies spy, Priests preach, Mages research and Leaders lead - and the more, the better.

7) Check for mercs every turn. The judicious use of early mercenaries will win you lots of provinces before you're able to churn out a real army.

8) Make sure a couple of your troops are assigned as bodyguards to the leaders. Bodyguards are allowed to help defend against assasination.

9) Learn which items you can craft. Some have a tremendous amount of use for a very low cost.

Okay, those are the things I wish I had known before I started. If I'm setting myself or others for a big fall with any of these items I'd appreciate correction. I'd also appreciate comments on what it appears I may still be missing based on my list. Thanks!

~Aldin
__________________
He either fears his fate too much, Or his deserts are small,
That dares not put it to the touch To gain or lose it all
~James Graham
Reply With Quote
 

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 11:52 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.