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  #1  
Old October 22nd, 2004, 08:34 PM

Zen Zen is offline
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Default Re: Jotunheim: Niefelheim AAR

Use code, /code to be able to format things in rows. For colors I believe you just use the normal color:red, /color tags.
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  #2  
Old October 22nd, 2004, 09:23 PM
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Default Re: Jotunheim: Niefelheim AAR

Code:
 J  5 (202) High Yldemir – Forest – 100/0 (7250, 29, 32, 158) 5 Def
J 6 (195) Oeversee – Plains – 70/14 (10410, 53, 20, 208) 5 Def
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60,70 Barbarians
I 5 (180) Suddeir Down – Plains – (20),10 Heavy Infantry/Heavy Cavalry
I 4 (183) North Horslund Forest – Forest – (50),50,30,40 Militias/Light Infantries/Archers
? 0 (216) Frostwater – Mountain – (40) Light Infantry/Militias
? 0 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 1 (166) Horslund Forest – Forest – (40) Barbarians
I 1 (165) Tolk – Farm Lands – (80) Crossbowmen/Heavy Cavalry
I 1 (152) South Horslund Forest – Forest – (50),(60),(40) Light Infantry/Heavy Infantry
Mg -1 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50) Militias/Longbowmen/Knights




TEST....
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  #3  
Old October 22nd, 2004, 09:25 PM
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Default Re: Jotunheim: Niefelheim AAR

Cool, thanks Zen. I will play around with this some more and try to come up with a better format.
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Old October 23rd, 2004, 10:33 AM
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Default Re: Jotunheim: Niefelheim AAR

TURN 12:

Provinces: 5
Treasury: 289
Income: 415
Upkeep: 121
RP Total: 20
Forts: 1
Temples: 1
Max Dom: 6
Conv Prov: 11

Research
Conjuration:
Alteration: 3
Evocation:
Construction: 2 (+20)
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 3 (+1)
Water: 39 (+4)
Earth:
Astral:
Death: 27 (+3)
Nature:
Blood:

~ Construction 2 has been completed.
~ Gotvid cannot find any magic sites in Oeversee (195).
~ Vaklidun cannot find any magic sites in Oeversee (195).

Black Bone’s Pirates were recruited by Mictlan.
The Archers in White are now available, Sanne commands 20 men for 100 gold.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (30350, 213, 155, 414) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7280, 43, 33, 167) 5 Def
J 4 (218) East Farsen Forest – Forest – 100/0 (9780, 52, 30, 185) 5 Def
J 5 (202) High Yldemir – Forest – 100/0 (7250, 29, 32, 158) 5 Def
J 6 (195) Oeversee – Plains – 90/3 (10410, 53, 20, 208) 5 Def
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60,70,90 Barbarians
I 5 (180) Suddeir Down – Plains – (20),10,30 Heavy Infantry/Heavy Cavalry
I 5 (183) North Horslund Forest – Forest – (50),50,30,40,70 Militias/Light Infantries/Archers
? 0 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I 0 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 2 (166) Horslund Forest – Forest – (40) Barbarians
I 2 (165) Tolk – Farm Lands – (80) Crossbowmen/Heavy Cavalry
I 1 (152) South Horslund Forest – Forest – (50),(60),(40),(40) Light Infantry/Heavy Infantry
Mg 0 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50) Militias/Longbowmen/Knights
Mg -1 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains

Sif is the new Gygja that was recruited and has 2D, 2N, 1B. Now I have two mages that can forge Wraith Swords and Rings of Regeneration. I would like to get at least one random Gygja with 1S to help with making pendants of luck and to allow Angerboda to keep researching.

I notice that I can now forge Horror Helmets, Pendants of Luck, and Clams of Pearls. I have 140 total RPs to get to Construction 4 and want to get there as soon as possible, but decide to have two of my Jotun Skratti forge a Clam of Pearls this turn. I will need the pearls to make pendants of luck and can turn them into nature gems to make rings of regen and other nature items in case I don’t find any nature sites soon. Once I get enough items made for my army early on, I will research conjuration and try out some new summons like the ice drakes.

This turn I recruit another Gygja for 250 gold.

Hugin picks up the 6 spearmen in my capitol and heads to (195). He will offer support in the attack on the heavy cavalry in (180) if I decide to attack there next turn. Freke picks up the 2 Jotun in (202) and heads to attack (183) along with my main army which moves from (195). Vaklidun now has 9 winter wolves which have built up a bit over the turns. I group them together and tell them to Hold and Attack Rear to see if they are more effective that way.

I have Starkader wait in (179) and Tunne wait in (152).

My extra mages in the capitol continue to research construction with 20 total RPs.
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Old October 23rd, 2004, 11:25 AM
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Default Re: Jotunheim: Niefelheim AAR

TURN 13:

Provinces: 6
Treasury: 362
Income: 474
Upkeep: 138
RP Total: 27
Forts: 1
Temples: 1
Max Dom: 6
Conv Prov: 11

Research
Conjuration:
Alteration: 3
Evocation:
Construction: 2 (+27)
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 4 (+1)
Water: 23 (+4)
Earth:
Astral:
Death: 30 (+3)
Nature:
Blood:

~ Gotvid was stuck in the heart with an arrow and received a wound. Ugh! The +5 Enc will really hurt him now.
~ There was a battle in (183) North Horslund Forest.

For defenders, there are 1 priest, 3 commanders, 15 Militias, 19 Light Infantry, and 14 Archers. The timing of this battle went very well. The Jotuns took the initial charge and Vaklidun and Gotvid hit the sides of the enemy hard. 5 of my winter wolves charged ahead and quickly killed the priest and attacked the commanders. I ended up with no losses while taking the province.

The Archers in White were recruited by T’ien Ch’i.
Dante’s Stingers are now available, Dante commands 30 men for 150 gold.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (30350, 213, 155, 414) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7280, 43, 33, 167) 5 Def
J 4 (218) East Farsen Forest – Forest – 100/0 (9780, 52, 30, 185) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7250, 29, 32, 158) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10410, 53, 20, 208) 5 Def
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60,70,90,40 Barbarians
I 5 (180) Suddeir Down – Plains – (20),10,30,20 Heavy Infantry/Heavy Cavalry
J 6 (183) North Horslund Forest – Forest – 60/20 (8970, 36, 30, 167) 5 Def
? 0 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I -1 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 3 (166) Horslund Forest – Forest – (40),50 Barbarians
I 2 (165) Tolk – Farm Lands – (80) Crossbowmen/Heavy Cavalry
I 2 (152) South Horslund Forest – Forest – (50),(60),(40),(40),(40) Light Infantry/Heavy Infantry
Mg 0 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50),(50) Militias/Longbowmen/Knights
Mg -1 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains

Tokk is my new Gygja that was recruited and has 2D, 2N, 1B. Dang… no random astral yet. At least I now have 2 mages with 2D and 2N other than Angerboda now and I can always use any extra Gygja to get my blood hunting going.

This turn I recruit another Gygja for 250 gold and 3 Jotun Spearmen. I set defense in (183) to 5.

I have my 2 Jotun Skratti forge another clam of pearls each and equip each of them with one that is in the lab.

I put the 2 Jotuns that Freke brought down into the same squad as the other Jotuns to help minimize routing chances. I sent my main army from (183) to (180) to try to take over the Heavy Infantry and Cavalry there. I have reports ranging from 10-30 there with Heavy Cavalry listed 2nd, so hopefully the cavalry are 10 or less in number. Hugin comes down from (195) with his 6 Jotuns to join in the fight.

Assuming I can take over (180) next turn, I plan to then move on to take (166) and build a fort/temple/lab and await construction 4 for wraith swords and other goodies. Then I may have to decide to move on Marignon and start building my 2nd army to send out West from my capitol.

I have Starkader wait in (179) and Tunne wait in (152).

My extra mages in the capitol continue to research construction with 27 total RPs.
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  #6  
Old October 23rd, 2004, 11:55 AM
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Default Re: Jotunheim: Niefelheim AAR

TURN 14:

Provinces: 7
Treasury: 354
Income: 515
Upkeep: 158
RP Total: 48
Forts: 1
Temples: 1
Max Dom: 6
Conv Prov: 12

Research
Conjuration:
Alteration: 3
Evocation:
Construction: 3 (+48)
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 5 (+1)
Water: 7 (+4)
Earth:
Astral: 2 (+0/2)
Death: 33 (+3)
Nature:
Blood:

I will put the astral income as (+sites/clams)

~ Abysia sends me a message, “We shall burn your nation to the ground!
~ Construction 3 has been completed.
~ There was a battle in (180) Suddeir Down.

Yikes! I love how Abysia goes to war with you, heheh.

For defenders, there are 2 Mounted Commanders, 11 Heavy Infantry, and 10 Heavy Cavalry. At least this Version of Heavy Cavalry has the light lance as a weapon, but I notice the hoof attack is 10 damage, ouch! After scripting their spells, both Vaklidun and Gotvid have 38 fatigue. After the initial Cavalry charge, I do not lose any units, but two Jotuns only have 21 and 2 hps left. 1 of these Jotuns dies the next round, but then the enemy routs and I take the province with only one lost Jotun Huskarl. Gotvid has a hard time with his new encumbrance of 9 and tires out quickly. Hopefully the wraith sword will overcome this penalty easy enough once I can get one. I also notice that one of my winter wolves loses an eye.

After the battle, I group all of my Jotuns together in a squad and end up with 12 total. I also notice that my new province has a Library! Excellent! Now I can recruit sages for 80 gold for 7 RPs each. This should greatly help my research efforts and allow me to get some random 1 elemental mages.

Dante’s Stingers were recruited by Vanheim.
The Archers in White are still employed by T’ien Ch’i.
The rest of the mercs are now gone.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (30350, 213, 155, 414) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7280, 43, 33, 167) 5 Def
J 4 (218) East Farsen Forest – Forest – 100/0 (9780, 52, 30, 185) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7250, 29, 32, 158) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10410, 53, 20, 208) 5 Def
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60,70,90,40,90 Barbarians
J 6 (180) Suddeir Down – Plains – 60/19 (9870, 44, 18, 193) 0 Def
J 6 (183) North Horslund Forest – Forest – 80/6 (8970, 36, 30, 167) 5 Def
I 1 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I -1 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 5 (166) Horslund Forest – Forest – (40),50,40 Barbarians
I 2 (165) Tolk – Farm Lands – (80),50 Crossbowmen/Heavy Cavalry
I 3 (152) South Horslund Forest – Forest – (50),(60),(40),(40),(40),(40) Light Infantry/Heavy Infantry
Mg -1 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50),(50),(30) Militias/Longbowmen/Knights
Mg 0 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains

I forget to write down the paths of my new Gygja, but think it has at least 1S finally. I leave province defense in (180) at 0 so that I make sure I have enough gold next turn to build a castle in (180) to protect my new sages that I plan to recruit.

I have Gotvid build a lab in (180) to be able to recruit sages. Vaklidun and Freke will search for magic sites while they wait.

I give the two new clams of pearls to 2 of my Gygja.

I have all of my mages in the capitol research construction with a total of 48 RPs. I only have 93 RPs left to get to construction 4 and will get there in 2 turns.
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Old October 23rd, 2004, 02:56 PM
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Default Re: Jotunheim: Niefelheim AAR

TURN 15:

Provinces: 7
Treasury: 504
Income: 521
Upkeep: 158
RP Total: 48
Forts: 1
Temples: 1
Max Dom: 6
Conv Prov: 12

Research
Conjuration: (+3)
Alteration: 3
Evocation:
Construction: 3 (+45)
Enchantment:
Thaumaturgy:
Blood Magic:

Gem Income
Fire:
Air: 6 (+1)
Water: 11 (+4)
Earth:
Astral: 6 (+0/4)
Death: 36 (+3)
Nature:
Blood:

~ Gotvid was struck by an arrow again and survived. Is there any way to protect yourself from these attacks early in the game without the higher research domes? It seems like they are higher research level to get early on.
~ Vaklidun could not find any magic sites in (180) Suddeir Down.
~ Freke could not find any magic sites in (180) Suddeir Down.

The Archers in White are still employed by T’ien Ch’i.
Fordo Boggit’s Elite Warriors are now available, 40 men for 220 gold.
The rest of the mercs are now gone.

J=Jotunheim, I=Indep., Mg=Marignon

J 6 (207) Yldemir – Capitol – 100/0 (30950, 230, 173, 446) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7410, 41, 33, 173) 5 Def
J 4 (218) East Farsen Forest – Forest – 100/0 (9880, 56, 30, 186) 5 Def
J 6 (202) High Yldemir – Forest – 100/0 (7380, 44, 33, 183) 5 Def
J 6 (195) Oeversee – Plains – 100/0 (10610, 84, 22, 224) 5 Def
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60,70,90,40,90,70 Barbarians
J 6 (180) Suddeir Down – Plains – 90/4 (10070, 30, 18, 193) 5 Def
J 6 (183) North Horslund Forest – Forest – 100/0 (9130, 36, 31, 168) 5 Def
I 2 (216) Frostwater – Mountain – (40) Light Infantry/Militias
I 0 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 6 (166) Horslund Forest – Forest – (40),50,40,60 Barbarians
I 4 (165) Tolk – Farm Lands – (80),50,90 Crossbowmen/Heavy Cavalry
I 3 (152) South Horslund Forest – Forest – (50),(60),(40),(40),(40),(40),(40) Light Infantry/Heavy Infantry
Mg 0 (146) Vorgunmarsh – Swamp
I ? (193) Upper Skelde – Farm Lands – (50),(50),(50),(30),(50) Militias/Longbowmen/Knights
Mg -1 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
? ? (169) Skeldmarsh – Swamp
? ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
? ? (153) Golana – Swamp
? ? (161) Bolfar – Farm Lands
? ? (187) Godsgrave Pass – Mountain
? ? (172) Mount Isen – Plains

Another update on populations and incomes this turn for provinces that are conquered.

Aude was the Gygja I forgot about Last turn and has 1S, 1D, 2N, 1B as her paths in magic. I have 2 of the spearmen that are in the capitol guard Alf, my 2W 3B Skratti and add another spearman to guard Angerboda.

Hugin starts to construct a fort in (180) to help protect the sages that I will start recruiting. It costs me 450 gold and will take 3 turns to build. I set the province defense here in (180) to 5.

Vaklidun, Gotvid, and Freke move on to province (166) to attack the barbarians there. I now have 12 winter wolves and am enjoying their effectiveness.

I have all of my mages in the capitol research construction with a total of 48 RPs. I set 45 RPs in construction to complete level 4, and put the remaining 3 RPs in conjuration. I plan to now go for conjuration 5 for Acashic Record, but also intend to use level 2 for summoning some Ice Drakes and level 3 for summoning some Vine Ogres. My Last game I didn’t use any Vine Ogres at all, but with a druid site early in the game and with the improved stats of the Vine Ogres in the mod, I will try some again this game to see how they work. I plan to have a few Ice Drakes be a part of my 2nd army that I will start to form very soon and maybe make an army of Vine Ogres later on.

I will attach another updated screen capture of the map here.
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